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  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

JCC [Image heavy]A thread for art: See note on page 776

Discussion in 'Community' started by VadersLaMent, Dec 29, 2012.

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  1. Gamiel

    Gamiel Chosen One star 9

    Registered:
    Dec 16, 2012
    Concept art for demon/undead boss by juanmimagine on DeviantArt
    [​IMG]
    I made this design for a pixelated game called Blasphemous. People say it's a bit like old NES castlevanias mixed with Dark Souls and christian religious imagery.

    You can see more from this game at twitter.com/BlasphemousGame they post screenshots, artwork and gameplay from time to time.




    Lady of the 7 Daggers by juanmimagine on DeviantArt
    [​IMG]
    Lady of the 7 Daggers, for the game Blasphemous. This is one of the NPCs I have designed so far for Blasphemous. It was made like half year ago but I wasn't able to show it until now. I can't tell about the lore behind it, you'll need to wait until the game releases for that. We used to call it the witch, but that's only because it's basically like one of the figures from Goya's painting.




    Blasphemous concept art by juanmimagine on DeviantArt
    [​IMG]
    This was released as part of the last update on the development progress so I am now free to show it to you!
    Please share and follow me on instagram! I not only show stuff from the work I do for games but also more stuff like still life, drawings from the model, etc...

    www.instagram.com/juanmilon3d/


    Pilgrim by juanmimagine on DeviantArt
    [​IMG]
    This character makes his pilgrimage hands tied and without looking away from the ground, offering his pains to the deity.

    Please follow me on instagram!
    I upload my illustration and concept stuff here: www.instagram.com/juanmimagine…
    And my artsy stuff here: www.instagram.com/juanmilonart…

    Also I'm taking comissions from April onwards!
     
  2. Iron_lord

    Iron_lord 50x Wacky Wed/3x Two Truths/28x H-man winner star 10 VIP - Game Winner

    Registered:
    Sep 2, 2012
    monkeypizzasonic: Disney Princess Outfit Swaps 2

    https://www.deviantart.com/monkeypizzasonic/art/Disney-Princess-Outfit-Swaps-2-465910915
    [​IMG]

    Another set of outfit swaps. This time it's Pocahontas as Mulan, Mulan as Merida and Merida as Pocahontas (heck yeah badass party), and then Tiana as Charlotte, Charlotte as Rapunzel and Rapunzel as Tiana (I like short-haired brunette Rapunzel better okay?). Yes Charlotte is not technically a princess but I like using her outfits.
     
    PCCViking and Gamiel like this.
  3. Gamiel

    Gamiel Chosen One star 9

    Registered:
    Dec 16, 2012
    Top 6 pic results from searching for "navigator future" on DeviantArt

    SYNC: Faye the Robot Rabbit by TysonTan on DeviantArt
    [​IMG]
    Project: Electric Hearts (formerly SYNC)
    Description:
    CHARACTER DESIGN ARTWORK
    SYNC characters are mostly robotic androids based on anthropomorphic animals.
    All contents showed in this picture and its description may be changed in future development.

    NAME: Faye Freesia
    SPECIES: Rabbit
    COLOR: White / Blue / Gray
    JOB: Navigator and air guard of convoys.

    Faye [fei:] is one of the new recruits of convoy navigators.

    At SYNC era, GPS-like systems are not available because all satellites were destroyed in the disaster of Babel Crisis. As the Earth being covered by snow, it's extremely difficult to locate themselves and the weather is also uncertain. Navigators are androids who can fly, collecting location and weather data for their convoys.

    When the marauders attacking convoys became a problem, navigators also work as moving sentinels to give their column early warning. As a result, they often got attacked first and involved in battles defending the convoys. Since civilians are forbidden to access to professional weaponry, the loss of navigators was fearsome to know. Later the united congress passed laws that allow navigators to be armed as a part of militia.

    Faye was one of the very first generation of navigators who are initially designed and built as fighters. She has a set of feather shaped self-flight and remote controllable module system which can be used as observation devices and weapons. She also equiped a new designed anti-gravity system which could be the most advanced at that time but she could not release its full potential yet.

    Faye is a optimistic girl, and dreams to become an athlete of N1 race. She may look slight but acts kind of clumsy and always break something unintentionally because of her monstrous strength. She came from the family "Fressia" which famous of producing flying rabbit androids.

    Trivia
    Her former name was Ciel Freesia, which I found it problematic because of Megaman Zero series. So I planned to change her name. Later I designed a character similar to her original appearance who has the design codename VY. At the end I decided to use VY instead of Ciel, and choose a somehow more common name Faye with the same pronunciation.

    A set of free vector brush is used to help creating the background, but I forgot where did I download it from... and I couldn't use it well so the quality is somehow inconsistent.

    Other pictures from this series
    [​IMG] >[​IMG] [​IMG]


    Navigator concept by NikolayAsparuhov on DeviantArt
    [​IMG]
    Another character I designed for the indie game Silicon Saga.

    The Navigator is the main pilot for the crew and proficient in mapping environments.

    Hope you like it!


    House Torega - Rogue Trader Family Commish by StoryKillinger on DeviantArt
    [​IMG]
    The infamous House Torega, a Rogue Trader family.
    Here are the featured from left to right

    1. Captain Kwame - A pirate and a smuggler in ever sense of the word. Kwame was born on a feral world to a tribe that would regularly trade with the nefarious elements of the expanse. He signed on with a group of blockade runners who would smuggle drugs into and out of Port Wander and his adrenaline junkie demeanour eventually earned him a place in the cockpit. Unfortunately Kwame would muscle into the drug empire of the previous Torrégá Scion and find himself press-ganged into their services. Still, he proved an invaluable pilot and now is the Chief Helmsman of the Dubious Virtue. Kwame is a loud, friendly and somewhat foolish man who charges headlong into things (normally while intoxicated on Obscura) (Void Master)

    2. Fabricio Sanguino Torrégá - The bastard son of the Torrégá Dynasty only recently legitimized. He had spent his entire life confined to a penal world where he learned the only way to survive was to be more brutal than everyone else. By the time the Administratum had tracked him down he was already the head of the largest gang on the planet. He's charming, boisterous and absolutely loves to flaunt the authority the Warrant of Trade brings him (Rogue Trader)

    3. Casmirre Ramirez - Formerly a guerrilla fighter and now a Mercenary Captain, Casmirre came from a frontier world that had come into conflict with an Imperial Guard regiment that had succeeded from the Imperium. He alongside many of the men who now serve under him lead a rebellion against these invaders and whittled them down until the reinforcements of the Imperium could arrive. He's cunning as a fox with the demeanour of a sleazy business man and is currently responsible for managing the logistics of the ship. (Seneschal)

    4. Montresor Nostromo - He was born in a cloning vat aboard an unspoken-of vessel, from a genetic blueprint found drifting in the wreckage of a ship dating back to Erasmus Haarlock's infamous war against his family. He has come to believe (perhaps correctly) that he hails from the lineage of the Infamous House Nostromo and is searching the stars for proof to that claim. Montresor is excitable and has a love, bordering on obsession, to chart the unknown reaches of space. He is also best buds with the Void Master Captain Kwame. (Navigator).
    5. Lucas Kantor - Crafted with extreme care by his Magos Biologos, Lukas Kantor was a personal experiment to try and create a human vessel that could more easily appropriate the genetic material of Xenos species. For a majority of his life Lukas Cantor resided on his Forge World under the direct tutelage of his creator, However when rumours of the Inquisition began to reach the Magos, he arranged for his "student" to enter the employ of one of the planets largest Tithe Lords; The Torrégá Dynasty. Lukas Cantor now serves as the chief engineer aboard the Dubious Virtue believe that he has been sent away on a mission to collect valuable data on the Xenos that reside in the Koronus Expanse. Lukas Kantor is quite mad, he has rapid mood swings and after an experiment his master conducted with tyranid DNA he believes that he can hear voices. (Explorator)

    6. Logarius the Witness - An Astropath and Interrogator who was formerly in the employ of an Inquisitor wrongly declared excomunicae traitorus. Logarius has fled to the expanse to escape the threat that killed his master and now traffics amongst the worst of society trying to find leads on how all of this happened. Logarius is cold, quiet and creepy and is Generally distrusted by most of the crew. He's also a giant, like Ogryn sized if you slapped muscle grafts ontop of an ogryn. (Astropath)

    7. Rudolphus Antares - Born many years ago to Shrine World of the Calixis, Rudolphus is the oldest living retainer of the Torrégá Dynasty aboard the vessel, having served the last three scions before Fabricio. He is a member of the Missionaria Galaxia and through his connections with the ecchlesiarchy he has been instrumental in setting up the Families drug trade throughout the expanse via the various pilgrim routes he has established. Rudolphus is a deeply pious man, and believes that through the imbibing of substances one can become closer with the God Emperor of Mankind, hence a certain tang of strange chemicals and incenses always permeates around him. Rudolphus is a wise and analytical man and is serving as a teacher to Fabricio, teaching him the complexities of high-born life and of the expression of Faith. However he is prone to fits of being a cantankerous old-man. (Missionary)

    ----------------------Click Download for Higher Res---------------------------------------

    If you yourself are interested in piece such as this, please contact me at storykillinger@gmail.com


    Koensayr/Incom TB-91 Star Mace bomber by Shoguneagle on DeviantArt
    [​IMG]
    The Koensayr/Incom TB-91 "Star Mace" bomber, a collaboration commission between myself and BaronNeutron baronneutron.deviantart.com which depicts two competing bomber designs offered to the New Republic Starfighter Corps and/or Navy. <Update> Background and roleplaying specifications added

    Artwork by Adam Kopala adamkop.deviantart.com

    Craft: Koensayr/Incom BT-91 “Star Mace”
    Type: Tactical bomber
    Scale: Starfighter
    Length: 48 meters
    Skill: Starfighter Piloting: BT-91
    Crew: 10; 1 pilot, 1 co-pilot/navigator, 1 sensor/comm-officer, 1 flight engineer, 1 bombardier, 1 flying crew chief, 4 ball turret gunners
    Crew Skill: Astrogation 4D+2, communications 4D, sensors 4D+2, starfighter piloting 5D, starship gunnery 5D, starfighter repair 4D+2, starship shields 4D
    Passengers: None
    Cargo Capacity: 320 kilograms
    Consumables: 1 week
    Cost: 500,000 credits (new)
    Hyperdrive Multiplier: x2
    Nav Computer: Yes (12 sets of jump coordinates stored)
    Maneuverability: 1D+2
    Space: 6
    Atmosphere: 335; 950 km/h
    Hull: 5D
    Shields: 2D
    Sensors:
    Passive: 35/1D+1
    Scan: 80/2D+2
    Search: 100/3D
    Focus: 5/4D
    Weapons:
    4 Double Laser Cannons (fire-linked)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 2D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 7D
    2 Dorsal Quad Laser Cannons
    Fire Arc: Turret (top, front, left, right, rear)
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 6D
    2 Ventral Quad Laser Cannons
    Fire Arc: Turret (bottom, front, left, right, rear)
    Skill: Starship Gunnery
    Fire Control: 3D
    Space Range: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5 km
    Damage: 6D
    2 Wing-Mounted Pylon Weapons Packs (12 proton torpedoes and 16 concussion missiles each)
    Fire Arc: Front
    Skill: Starship Gunnery
    Fire Control: 1D
    Space Range: 1/3/7
    Atmosphere Range: 100/300/700 m
    Damage: 9D for proton torpedoes, 8D for concussion missiles
    2 Bomb Dispersal Chutes (24 proton, or 28 concussion, or 28 ion bombs or 12 space mines each)
    Fire Arc: Bottom, Rear
    Skill: Starship Gunnery
    Fire Control: 0D
    Space Range: 1/2
    Atmosphere Range: 100/200 m
    Damage: Varies (9D damage starfighter-scale for proton bombs, 8D ionization damage starfighter-scale for ion bombs, 8D damage starfighter-scale for concussion bombs, or 5D damage capital-scale for space mines)


    On the heels of Grand Admiral Thrawn’s defeat at Bilbringi and the rise and fall of the resurrected Emperor Palpatine and his forces, the New Republic struggled against the remnant Empire due to recent major losses of both capital warships and significant damage inflicted upon several of its shipyards, to include those facilities orbiting Dac. There simply were not enough remaining vessels to hold the larger star destroyers and close-in support vessels at bay. While other yards ramped up their production vigorously to close the gap in numbers, the New Republic Starfighter Corps took it upon themselves to introduce a new tactical bomber that could relieve pressure from the Navy and add a significant stand-off capability that older Y-Wings nor the B-Wings could provide at that time.

    Aware that the Corellian Engineering Corporation and Slayn and Korpil were submitting designs of their own, Koensayr Manufacturing partnered up with the newly-restored Incom Corporation (now that their former management and engineers in FreiTek regained control of the company from the Empire-backed board of directors) to design the TB-91 tactical bomber, dubbed the “Star Mace.” A 48-meter long, six engine-equipped beast of a craft, the Star Mace carried an astounding array of both fixed and carried ordinance, with four wing-mounted double laser cannons, two dorsal and two dorsal ball-mounted quad laser turrets for anti-fighter defense, two wing pylon-carried weapons packs (that could carry both proton torpedoes and concussion missiles), and two internal fuselage-stored ordinance chutes that could “drop” a sizeable amount of bombs.

    The design, however, was hampered by a number of factors, the main one being the sheer crew requirements for the craft. Ten personnel per bomber was something the New Republic Starfighter Corps simply couldn’t spare. Additionally, the cost per bomber, to include routine and intermediate maintenance requirements, strained its already thinned-out budget. In the end, neither the Star Mace nor its competitors were selected, and Koensayr’s future BTL-S8 K-Wing bomber would eventually be selected under the banner of the reorganized New Republic Defense Force. The TB-91 did enter a limited-production line, with a few hundred purchased by independent systems navies or to serve as long-range patrol craft for the Sector Rangers.

    Star Wars is a copyright of Lucasfilms Ltd, subsidiary of Disney., All Rights Reserved.

    The Star Wars d6 RPG is a copyright of West End Games, All Rights Reserved.


    Moana by Arbetta on DeviantArt
    [​IMG]
    "Moana" is going to be a Disney movie in 2018 or so. Yes, it is way too soon to try and draw something, but I couldn't resist: she is going to be a Polynesian princess, "the only daughter of a chief in a long line of navigators", and lots of Polynesian demi-gods and spirits will appear in the story. That is: mythology! [​IMG]

    This is just a sketchy vision of this future heroine, hope you like it [​IMG]


    Mina and Gear by mirroreyesserval on DeviantArt
    [​IMG]
    PRINTS AVAILABLE!

    My homework assignment for Scripting and Storyboarding class. The idea was to draw myself as a cartoon character w/a sidekick. Unfortunately I spent most of my time trying to get the look right in my sketchbook and ended up throwing this together in the last 2 days.

    Mina is from the dead swamps of the ringed planet Coron (same planet as Noc'lore, Capamoo and Copernicus). She was hatched from an egg pod and raised by her tribe. As with all the young in her race, her parents remain anonymous. As a young child she would wonder off the the swaps borders where she found wreckage of vehicles, weapons and various scraps of metal for her collection. Around the age of 9 she built Gear, her Robotic squirrel companion. When she reached adulthood she broke off from the tribe for nothing more than to see the world outside the swamp. At one point Gear breaks down and due to her horrible sense of direction she ends up getting horribly lost.
    (Mina is the nickname I was given in middle school)

    Gear was built for companionship and acts as Mina navigator. He has a very crude built-in voice chip and speaks in a high pitched metallic garble. Only Mina understands it. His tail is highly jointed and encased in a flexible rubber (like a bike chain) to keep from snagging in his mistress' hair. The tail splits into four section and spins like a helicopter rotor to allow crude flight for more accurate navigation. He can't go very high.
    (Gear is based on my last adopted squirrel, Craimer, and a sign of my growing obsession with Robots)



    That's all I have on those two. I plan on doing model sheets in the future. [​IMG]

    Graphite on Bristol (vellum) & Photoshop
     
  4. Iron_lord

    Iron_lord 50x Wacky Wed/3x Two Truths/28x H-man winner star 10 VIP - Game Winner

    Registered:
    Sep 2, 2012
    PCCViking and Gamiel like this.
  5. Gamiel

    Gamiel Chosen One star 9

    Registered:
    Dec 16, 2012
    some other results from searching for "navigator future" on DeviantArt

    ACD: Kaan by dashima on DeviantArt
    [​IMG]
    too late to submit it... 8((
    btw i added the stats wrong WOHDSFHHAHAHA
    [​IMG]

    • N a m e : Kaan Yılmaz
      A g e : 39
      G e n d e r : Male
      H e i g h t : 5’10
      B i r t h p l a c e : Constantinople (Istanbul)
      O c c u p a t i o n : Previously worked as a fisherman
      R a n k : Recluta/Recruit
      S t a t s :

      • HP 5
        STR 4
        DEF 2
        DEX 3
        AGI 6
        Tactic wise is excellent but falls behind technique wise. Not very adept at defensive moves but utilizes speed and dodging to make up for it. Likewise, although his vision lacks on his right side, his keen senses of hearing and kinesthetic motion benefit him greatly. His earlier experiences as a skilled fisherman/boatman gives him the advantages of strength, endurance, and flexibility.

      L i k e s :

      • - Anything pertaining to the sea: the smell of salt, good catch, seafood markets, the sound of water, and he especially has a deep affection for sea vessels (uses the feminine pronoun for any such boat or ship)
        - Sales and discounts of all kinds cause he’s CHEAP
        - Being a sociable creature; particularly enjoys the company of entertaining young men and attractive women

      D i s l i k e s :

      • - Injustices without honest purpose
        - Being kept indoors for too long; enclosed spaces also bother him

      P e r s o n a l i t y :

      • “ I must be cruel only to be kind. ”

        • -- Shakespeare, Hamlet

        Along with his physical skills, he is gifted with modesty, sociability, and the patience of a fisherman. He tends to portray an easygoing, politely humorous image and is difficult to offend, therefore making him a great negotiator. This outer persona also makes his true feelings hard to read; often when he is alone, he falls into lapses of deep thought and moral questioning.
        Despite his lighthearted attitude, he takes his duties seriously. If they require him to complete a set task, he will go out of his way to fulfill it. Although he is defined as a man of insight, Kaan does not always make the best first impressions and many believe him as a naïve idiot at initial glance.
        Kaan prefers to be in familiar surroundings when he is not on call. He keeps likes to keep things simple and comfortable, so he is often found closer to the peasant side of life.

      B i o g r a p h y:

      • “ No matter how far you have gone on the wrong road, turn back. ”

        • -- Turkish Proverb


        There had been a time when Kaan could see with both eyes.



        He remembers it still so clearly: the bygone era of youth, when naivety and ignorance were his companions and he was able to laugh without the fear that your comrade would turn on you and kill you…

        He had been blessed by being born into a lower class, yet economically stable home in the great Ottoman city of Constantinople. Perhaps they were a little lacking on the financial side but it was the perfect excuse as to why he and his two elder brothers were put to work early in the family’s local fishing business. It was his brothers who taught him the art of fishing, but it was his mother who taught him to fend for himself. As a young boy, he loved it all. He was more than fascinated with tales of extraordinary adventures at sea and myths of large seabeasts that could swallow a ship whole: and oh, he dreamed dearly of the day that he would finally be able to sail alongside his brothers and finally prove himself the greatest navigator of the seas… a most ideal son…to his father.

        In those days, Kaan had always believed that he had come from a modest family. His father, whom he respected most, was a busy man with many connections and often left the country to venture across Europe, Italy in particular. Although Kaan would desperately plead to come along every time, he was too young at the time; much to his disappointment, only his elder siblings were permitted to go on these journeys.

        In a few years time,” they reassured him.



        Finally, when he had reached his fifteenth year, his father at last allowed the young Kaan to come along. He was excited beyond imagination – all his life he had been waiting for this chance! They were making a straight trip to Italy, for his father had business matters there with some of his acquaintances. Yet what Kaan and his brothers did not know that these men were Templars and that his father was a prominent ally to this organization. His father had become not only an ally but a spy in the Ottoman Empire, where he kept track of any movements of the Assassins within the Ottoman borders. And his father was simply coming back to headquarters to warn them of the Assassin’s activities.

        The message went undelivered.
        The moment the ship hit dock, the family was ambushed by a team of Assassins. How the Assassins knew Kaan’s father had been a spy, nobody knows. But they had been expecting the ship’s arrival and quickly overthrew its command.

        RUN!! Leave now, my sons!!

        Before Kaan could realize what was happening, his father was cold and dead on the floor. He saw it all: the Assassin in white, drawing his hidden blade and driving the terrible metal into his father’s gut. Terrified, his brothers jumped overboard and swam away; Kaan has never seen them since. Kaan, too frightened out of his mind to even make an escape move, stood wide-eyed before his slain father and the killer. Meanwhile, not too far away, a second group of Assassins confronted the Templar group who had originally been going to meet Kaan’s father. They too never reached accomplished their goal, and were quickly dispatched.

        Why it’s a mere boy, ” commented the white-clad Assassin, who approached the shell-shocked child and knelt down on a knee before him, blade still dripping the crimson of his father’s blood.
        Bene. You’re not one of them, are you? You have a good look in your eye.




        Many years have passed since that incident.
        Kaan stands beside the sickbed of his mentor and his enemy, the whiteclad Assassin. But now the picture has changed, and Kaan wears the Assassin uniform while the older man wears commoner clothing. Kaan looks down at the man from whom he had learned how to fight after all these years, expressionless. In his hand, he holds a dagger, ready at his side while an eyepatch hides his useless right eye.

        If you wish to kill me, dear boy, then do as you see fit. You have hated me desperately after all these years, fueled by your longing for revenge. And I, in turn, have encouraged this fire, showing you all that is to know about combat and war, the true meanings of the Brotherhood. Ah, you have done well, boy. See to it now that your pursuit of vengeance is now coming to an end.

        The old man on the cot smiles up at Kaan, although he can no longer see the young man. The sickness had stripped him of his vision as well as vitality. Solemnly, Kaan poises the dagger high above the man before he brings the blade crashing down.

        …Revenge, you say? True, old man, I long for revenge. My soul craves for bloodshed of the man who had murdered my father years ago… It is all true indeed and I cannot deny it. But the man I seek…is no longer here. You are not the man I have met many years ago, and therefore, I cannot kill you. Instead, I must find satiation for this thirst elsewhere. Farewell, teacher. Your teachings will act as my guide.
        And with that, Kaan removes the blade that he had buried not into the man but into the pillow beside him, and promptly leaves without a second look back.




        A decade into the future, Kaan remains a devout member of the Brotherhood. His whereabouts are constantly unknown as he wanders aimlessly throughout the lands like a vagabond. He has not once set foot in his homeland since the day many years ago when they had set for sea. He has a secret agenda to one day figure out what connections his father had to the Templars.

      E q u i p m e n t :

      • - Training equipment

      S t o r a g e : Empty
      C u r r e n t F l o r i n s : None
      T o t a l F l o r i n s : None- BROKE EvE


    Navigator Azaroth Gabriel Beckett by Crowsrock on DeviantArt
    [​IMG]


    Doge Needs You by Arnilo on DeviantArt
    [​IMG]
    Sergeant-Commander and WEG Yacht navigator of family Malican, to be more precise both from duelist Oriana retinue.

    Malican Sergeant wears set of armour designed specifically with facing duelist in mind. Beneath external carapace there's layer of mod-metal to offer rudimentary protection from mod-steel weapon and its inner layers are set in randomised patterns to make it difficult for duelist to fully penetrate it with blade shifting. The faceplate is also created with mod-metal to prevent nauseating effects of pWEGs and hamper duelist's pattern prediction. His weapon is standard last-ditch of crowd control used by Malican forces in all systems, capable of swiftly spraying the surroundings with cloud of solid shards of metal. Or rather spraying through surroundings.

    WEG Yacht navigator in parade dress used only during official flights with Doge's Agents or representatives of other Families on board. Unlike Sergeant's, her faceplate actually includes enhancer of Weirding Effect similar to pWEG, though, due to lack of integral biological component, much less powerful. In her hand she holds Navigator's Cane attuned to resonate with WEG Freighter and allowing direct communication with it, as piloting yacht requires much more sophisticated contact with freighter than traditional means of communication. The white additions to her uniform symbolise direct allegiance to the Doge, which, of all Families' agents, only navigators are required to pledge.

    For WTFareyoutalkin'about, please visit -> small guide on Merchant Federacy universe.

    Now that we're done with formalities, here goes the rambling.
    I've already though that Merchant Federacy will become forsaken, but thanks to support of you, guys, and exposure to absolutely ridiculous sci-fi settings I've decided that, **** no, I can do at least on par with this **** and people are paying for that. So Merchant Federacy will return with more chapters and, hopefully, more flavour pics like the one above.
    Anyway, here comes you! Yes, the title ain't just coincidence, Doge really needs you. Council of families is grossly underpopulated, so I'm searching for people willing to read up a bit on setting and come up with own Families.
    Now, I must admit that I can't promise you any roleplay experience, as for now I'm only in dire need for ideas for names and backstory, but in the future, once bigger part of the story is established, I'd probably like you to at least have a voice in Council in the name of your Family. I'm also fully aware that I'm not giving out freebies, but instead asking you to work for free, that's why I don't expect many volunteers. I can't even promise any rewards for now, but... eh, I don't know, I guess we can force Walt-Marsters to draw erotic fanfic for you.




    Tomahawk Martian Aero-Racer by Pixel-pencil on DeviantArt
    [​IMG]
    Alright! Here's my entry!

    To start with the basics, it's REALLY SMALL. At only 15 meters, I'm pretty sure this is going to be the smallest craft in the race. But what it lacks in power and size, it makes up for in extreme agility. It's a very bare two seater, one engine only separated from the cockpit by fuel tanks. The pilot and navigator sit inside the entirely sealed cockpit with VR helmets on with 360 degree visibility, with only gauges and controls in a G.U.I form. They are also half augmented into the system, half of the work is done by manually pulling levers and pushing buttons, the other half is controlled mentally, such as emergency controls and basic flight prep.

    From my side of the planet, I wish all my competitors the best of luck in this awesome opportunity, and a very large thanks for having the chance to compete.

    Enjoy! [​IMG]

    Sketchup (prolly like ~35 hours)>V-Ray>Paint.net (and some photoshop)

    (Expect an extra post covering more of the stuff soon!)


    Navigator by Vreemdear on DeviantArt
    [​IMG]
    "In a future where astronauts are treated like famous athletes and have sponsorship logos on their suits"


    NAVIGATOR a Cyber Renaissance Odyssey by STARANGER-ART on DeviantArt
    [​IMG]
    Finally found The right medium to transfer a lot of thoughts, ideas and reflections into. An art book STAR RANGER - NAVIGATOR. This is not narrative, but a look at poems, short stories, notes on a Cyber Renaissance. An Odyssey into The strange haunted future, where the Muse of Astronomy «Ourania» , asks of us to once again embrace The spirit of Faust and Prometheus... to become Navigators, to have a free relationship to technology, to revisit spirituality and to become Integral human beings


     
  6. Iron_lord

    Iron_lord 50x Wacky Wed/3x Two Truths/28x H-man winner star 10 VIP - Game Winner

    Registered:
    Sep 2, 2012
  7. Gamiel

    Gamiel Chosen One star 9

    Registered:
    Dec 16, 2012
    Merchant Federacy Universe - Spire of Doges by Arnilo on DeviantArt
    [​IMG]
    First thing, I'd like to say a big thank you for [​IMG] [​IMG] [​IMG] and [​IMG] for constant support on Merchant Federacy project with questions, good words and feedback - and, in case of Numbah, absolutely crazy awesome take on lady above, based on my previous, failed attempt to draw her -> Doge Larka XXXV.
    Now, I'm not really sure where I'll go from here but it was advised to me on numerous occasions that, my uselessly chaotic style of writing aside, I should create at least a simple guide on Merchant Federacy Universe instead of feeding the info through stories. I hope I'll be able to deliver more frequent updates in the future, but for now, let's do some archaeology and other science-thingies, yay! [​IMG]
    Also, as a side note, I'd like for some feedback on what you'll read too. I'm amateur at best when it comes to writing and even less if it's writing guides. If there are things that require further explanation or aren't explained at all, but need to be added, please tell me.

    Oriana's Chapter Stories:
    -> Waiting
    -> Fragile (warning, NSFW illustration)
    -> Weirding Out

    I. MERCHANT LAW

    Doge and Council of Families
    All events of political life of Merchant Federacy revolves around planet Gyaclea, where Doge has her gilded cage and where Pillar of the Council is situated. Councils are held annually and officially time in Merchant Federacy is counted with Councils (so, for example, one can specify their age in local, planetary years, but generally is expected to use Councils - i.e. Gyaclean years - in official documents). All families are represented by their Heads (leading members) and officially appointed Assistants (future successor of Head), who can be accompanied by third member of Family, the guest who is allowed to join only as spectator and otherwise disallowed to interfere unless specifically requested by Doge.
    Council meetings are led by Doge, who dictates the order of speeches and voting. Doge can also, after order for the day was accepted by Council, declare the Day of Lesser Matters, which is then voted and, if passes, leaves the meeting in hands of Assistants, allowing Heads and Doge to leave the meeting at will. Similarly, chairman can declare the Day of Vital Matters, which in change disallows leaving under any circumstances. During the Council the Merchant Law is discussed, the WEG (Weirding Effect Generator - machine allowing almost instant space travel) traffic is controlled and price margins for different resources are established, including embargo and strict regulations by state. Duels between Council members also have to pass the voting of all members as potentially harmful to profit.
    The last day of Council meeting, called Declaration Day, is used to recap the decisions and Merchant Law amendments. On this day Doge is also given a single veto against any of the decisions. After six Gyaclean days since Declaration Day all the decisions are in power, excluding the passengers travelling by non-WEG means of space travel, who have additional three Gyaclean days since day of their arrival to adjust to them.

    For Profit and Honour
    The above is the universal greeting and farewell phrase in Merchant Federacy universe. Being "harmful to profit" is one of greatest offenses and if used against someone without proper evidence will surely lead to a duel (aside of lawsuit). Honour is also important among the Merchant Families and each member is expected to be capable to fend for her/himself, be it with sword or dueling pistol, although without harm to one's honour the duel may be carried by close relative (daughter/son or sister/brother, but involving parents in such issues is generally frowned upon). Duels to death are banned as harmful to profit and as such have to be agreed on by Heads of both families.

    War Decree of Merchant Law and official duelists
    Conventional warfare was banned shortly after Last War of Empires as harmful for profit. Declaration of war has to go through Doge's Respirative Interpreters, who decide on number and time bracket for meetings between Families' duelists basing on strength and including the possible current involvements of both sides. War Decree forces Interpreters to allow for at least one duel at place and date chosen by invading and one by defending party. Due to incident with few Families declaring war on single one in short succession, the amendment was added to War Decree that boosts this number to minimum of five duels, but restricts war declarations to Council meetings. Due to earlier accidents ranged weapons are banned from official duels as harmful to profit. During war single planet's ownership issue can't be solved by duel more than one time unless this rule bans all the planets from holding a duel - this was enforced to allow immediate and seamless change of ownership.

    I*. INTERNAL POLITICS

    Thirty-sixth of this name
    Doge Larka XXXV picked her duty at extremely young (for a doge) age after - already artificially delayed - end of her father's life. Her predecessor, passionate explorer and adventurer before he became Doge, never established own family and focused on leaving a heir behind only after his extended life cursed him with crippling illness. As a result, she's seen as too impatient and rash in her decisions, though at the same time holds much more direct control over merchant families and Council than her father had in his senile state at the end of his reign - and some say that more than he ever had.
    Current Doge continues work of her father, focusing Merchant Federacy efforts on exploration of space and restoration of old human colonies. Aside of that, she shows great interest in Klones and related technology. Unlike her father, she seems favourable toward further restrictions to War Decree of Merchant Law and commented in past that duelists are misused potential of Merchant Federacy. She seems to have no solid view on Planet Population, preferring case-to-case approach or even outright remains silent in those matters, leaving them to Council.

    The Loyalists
    Among parties in Council Loyalists are bulwark of Doge, supporting her or his actions and, generally, being favoured by current leader in exchange. Despite being seen as Larka's lapdogs (nicked 'Lalas' due to that), strong Families among Loyalists often serve as private advisers of Doge and can affect current policies or, as was the case with current Doge's father, even are capable to impose own point of view on leader. Loyalists in current Council are under leadership of Malicans, who are accused by opposition of outright controlling Doge Larka.
    Notable Loyalists families that showed up in stories so far:
    -> Malican at re Karalu-Sardis - first to return to planets after Last War of Empires, Malicans are renowned as brave explorers and master fencers. One of biggest families in Merchant Federacy, they lead in duelists and WEG technology. Current leaders of Loyalists party. Current stories revolve around members of Malicans family - the duelist Oriana and Assistant Ardogast.

    The Federalists
    On the opposing side of Loyalists sit Federalists. Though not direct opposition to their policies, Federalists seek to make Council and Families more independent from Doge's rule and, in most radical approach, outright abolishing the Doge's office, putting them more often in conflict with Loyalists rather than Imperialists. Quite obviously their policies aren't as fluid as the ones of current Loyalists, as they seek for more direct control over Planet Population and Klones and less power in hands of Doge, still they tend to oppose cases that may indirectly reinforce Doge's position. Rather than grouped around strong families like Loyalists, Federalists group into tight, strong alliances that often choose different approach aside of their core politics.
    Notable Federalists families that showed up in stories so far:
    -> Tavast mere Gyaclea - leaders of strongest group among Federalists, Tavasts are proud and warlike people, focused on blooming industry and trade. Responsible for stirring most of ongoing wars, their most known for their ongoing conflict with Malicans. Both families tend to use every occasion to take jabs at each other.
    -> Tuerre e na Ut - minor Federalist Family from Tavasts' alliance.
    -> Torcadall at re Finnbar - strong leader of small alliance of Federalists, Torcadalls would like to see Merchant Federacy free of Doge's oppression, they wage a war to curb already almost non-existent power of Imperialists.

    The Imperialists
    Theoretical opposition to Federalists, Imperialists are in fact party of weak Families that forfeited much of their riches and power in their chase after honour and fanatical devotion for strong Doges. At glance similar to Loyalists, Imperialists in fact often tried to force Doge to take more direct approach in ruling the Merchant Federacy and on rare occasions even stood against Doge that was deemed weak and inappropriate to rule.
    Notable Imperialists families that showed up in stories so far:
    -> Kabal at re Sindu - known for their personal grudge against Tavasts alliance, which curbed Kabals power greatly, they're now most notable for declaring wars against Tavasts just in spite of them. Their duelists are renowned for their fighting skills, even though they lack technology, and decadent lifestyle. Though not officially allied with Malicans, Kabals supported them on many occasions due to their common enemy.
    -> Furor at re Sirius - unlike Kabals, Furors are opposing Malicans, seeing them as danger to Doge's independence. This Family is rising star in Council, slowly acquiring wealth and technology to bring Imperialists to greatness.

    The Archaics
    One of biggest families in Merchant Federacy form so called Archaics. This party is most known for their stagnancy, though ironically, they're also responsible for biggest changes in Merchant Law, as other factions often fight for their votes, not backing out from even outright bribing its members. Despite that, Archaics live off their amassed fortunes and try to retain status quo, rarely being involved in conflicts or active exploration.
    Notable Archaics families that showed up in stories so far:
    -> Oberon at re Corrigan - mostly known thanks to their assistant decadent lifestyle, Oberons are patrons of art and rule the conglomerate spanning across few systems, claiming it is revived empire that they ruled before Last War.

    The Progressives
    Fairly new faction in Council, Progressives first emerged to defend the cloning project and quickly vanished after its fiasco. They haven't reappeared until debates on introduction of Klones, which passing, along with revoking the amendment to War Decree that restricted mechanical modification of duelists, is their most notable success. Currently again in regress, as their goals are aligned with Doge's and many Progressives members moved to Loyalists party. They're generally seem to favour scientific progress and mechanisation, though lack a single, solid program.
    Notable Progressives families that showed up in stories so far:
    none yet.

    II. PEOPLE OF MERCHANT FEDERACY

    Merchant Families, Planet Population and Klones
    Merchant Families on numerous occasions met civilization devolved into tribal states and by words of such simple folk they're described the best - Tall Men, New Gods, Blood Ones. Rich and equipped with newest achievements of technology, Merchant Families are taller, stronger and faster than people living on planets they rule over. They take pride in unhealthy, hot pink shade of their skin which is as much side effect of "controlled" mutations and bio-engineering, as scar left by their ancestors being exposed to Weirding Effect on daily basis. Prone to self-admiration and arrogance, they're not eager to get involved with local politics, satisfied with sponsoring creation of nobility class, which they use to control the industry. To reinforce almost cult-like relation with locals, Merchant Federacy marks it presence on planet by erecting the Pillar - enormous construction that becomes central trading hub of the planet, which towers over the shipyards and docks used for traffic of non-WEG spaceships on one side and terraces housing the local nobility, making it literally upper class, on the other, adding together to truly impressive, hulking shape.
    First cloning facilities in Merchant Federacy emerged against many Council members, even though passing the voting and eventually led to the disastrous civil war. Introduction of artificial sentient workforce on one hand caused unrest among local population, on the other discontent in cloned population and demands of equal treatment. Situation shortly got out of hand and open rebellion became unavoidable. Clones broke first, taking up arms and overthrowing local governments in coordinated action, which created them independent state for barely few hours. Special Council meeting on Gyaclea unanimously voted for employing duelists in quelling the revolts and declaring clones as non-human entities. After events of Screaming Hour, as joint operation of all Families was dubbed, the remnants of clone population status was yet again changed to special 'artificial human' term and moved to mostly abandoned planet, where they were supposed to be treated as equal citizens of Merchant Federacy. Cloning was banned and artificial life became taboo for generations.
    That ended with introduction of Klones. Designed on biological base, they were supposed to be incapable to become sentient and their organic part was produced to decay after set amount of time, making them cheap and mass-produced workforce, which, instead of replacing it, was granted to planets and was first technology to be fully shared between Merchant Families and Planet Population. The ways to omit built-in trigger were invented and, although expensive, certain Klones were preserved long enough to observe that some of them gained sentience to certain degree. That phenomenon is currently under investigation and research so far shows possibility of existence of "Dove Effect", which makes users to bond with some Klones more likely and only such units were showing signs of self-awareness given enough time.
    Klones aren't created of existing material, instead they're grown from special, synthetic base, granting certain random factor in their appearance, but also allowing customization in more expensive models. Klones serving the Doges are prime example of this, as they are modeled after mythical and fantastical creatures. Ones inhabiting the seemingly endless chambers of Spire of Doges are told to be even few stories tall and some claim that in the deepest levels there are Klones which are used as vessels for deceased Doges to allow current one to search for their guidance.
    Merchant Law states that it is forbidden to create Klones that could be mistaken for humans. Due to this most of the industrial Klones are grey in colour and are sometimes referred to as Grey Folk. It is popular among Families to have Klone servants in colours resembling those of theirs.

    Duelists, WEG Freighters, Agents and Retinue
    Families and Doge-dependent organisations constantly survey the population searching for certain characteristics and capabilities. Only members of Families are scouted for possible candidates for duelists and WEG Freighters. In both cases children in very young age are taken to research facilities where they undergo series of modifications and preparations for Weirding Effect manipulation. Future operators of WEG Freighters undergo conventional space navigation course, while duelists naturally train in multiple martial arts and swordsmanship classes. As of latest addition to the process, some WEG Freighter candidates are often stuck in basic preparations until appropriate candidate for duelist emerges, then they undergo together WEG-optimalisation. Though process seemingly doesn't have any measurable results in their individual performance, positive effects in duels were observed if duelist was traveling with 'bonded' WEG Freighter.
    Due to currently revoked amendment of War Decree, most of the duelists were equipped with EIMSs (External, Integral Muscle System) the shiny carapace which can be seen on them, that were the way to omit mentioned amendment, which stated that 80% of duelist body must be biological component. Currently the EIMS' main task is to allow duelist bigger control of pWEGs (pocket or personal WEG) and better 'feeling' of Weirding Effect in place of duel.
    Similar surveys to reveal potential candidates for different positions are also carried among populations of planet under rule of Merchant Families and certain results of such surveys has to be reported to Doge as well. Among those are promising scientists that are invited to private research facilities, police enforcers that are employed to protect the parts of Pillars exclusive for Family members and pilots and navigators for Weirding Yachts and non-WEG spaceships.
    Between Families' Agents the most interesting ones are personal Retinues of duelists, the group of highly trained soldiers equipped with best affordable equipment and sometimes even, depending on family, gene-mod. Such soldiers are called sergeants and they join duelists on every mission, ready to intervene if opposing side would cheat during duel and openly attack with large forces. They're also there to protect the honour of Family, as certain actions are disallowed for duelist and so it is duty of sergeants, chosen among nobility and not tied with Family members, to perform them - from shoving aside the crowd standing in the way to... "solving" the local conflicts.
    Another thing are entourages. Chosen less strictly, they're basically a group of young nobles from area that are supposed to accompany duelists on their travels on surface of planet. This is specifically devised for younger duelists as a compensation for their stolen childhood and dehumanization.

    Doge's Respiratives
    As mentioned previously, sometimes results of population surveys are forwarded to personal agencies of Doge - meaning the findings is comparable with desired results for Respirative candidate. Respiratives are official enforcers of Doge and serve as her/his presence in remote places. Their weird name comes from series of special enhancements allowing them to function under different conditions and atmosphere without heavy gene-mod of Family members, specifically the large, box-like suit attachments used by Respirative Enforcers, who were first force under exclusive rule of Doge and not Council.
    Since then, three main branches evolved:
    Respirative Interpreters - those people are trained in intricacies of Merchant Law and are required to posses vast knowledge in different vital parts of political life of Merchant Federacy. Interpreters mainly reside at Gyaclea, rarely leaving to remote places to serve there as judges in particularly important cases. All the lawsuits that have Merchant Family as at least one side are going through their hands, are catalogued, investigated and resolved. Each Merchant Law section has own Master Interpreter to whom one may appeal against the decision of Interpreter, but if the answer is still unsatisfying, the case has to be presented to Doge her/himself. Undermining decision of Interpreter generally doesn't have any consequences, but doubting words of Master Interpreter and losing the case in the presence of ruler is generally tied to massive fines and lose of honour.
    Respirative Overseers - Overseers are eyes and ears of Doge anywhere they go. Their presence is required during every bigger operation, they're controlling building sites of new Pillars, redesigning of Terraces, as well as exploration of new/lost planets and duels under War Decree. Each Pillar in Merchant Federacy has special type of Overseer called Taskmaster present, who is in duty to keep the transactions registered and make sure they follow official tariffs. Taskmasters change every Council and are generally treated as punishment by Overseers, who quickly get used to being in center of action.
    Respirative Enforces - the fanatical order of Doge's personal guardsmen trained with single purpose - to kill rogue duelists. Doges since the very introduction of War Decree always possessed technology allowing disabling the potential threat that duelist may be. Their main weapon is Greyhound, special device launched from the orbit to cover large portion of planet surface with ash-like dust, putting living organisms into stasis and, in case of duelists, slightly tampering their ability to employ Weirding Effect, leaving the team of Enforcers with task of killing or otherwise incapacitating the mad, gene-mod warbeast. Aside of this, groups of Enforcers always chosen by random algorithms accompany Doge everywhere and they're only ones allowed to enter all levels of Spire. They're also rarely sent to deal with local conflicts to accompany Overseer in combat when situation is dire and asks for personal involvement of Families' forces.

    III. Technology

    Weirding Effect, WEG and pWEG
    Weirding Effect is a largely unexplored phenomenon making heavy use of natural deposits of bull****ium and narrativum. Generally speaking, WEG temporarily mashes together all possible versions of itself and upon releasing Freighter operator (simply called Freighter, as they're one thing after first travel) sticks to the one that is close to the point he/she/it wants to be at. That's of course hardly good explanation, as you throw inside fully-functioning spaceship and what drops out looks like no-one-ever-ordered-it position in Seafood menu, but hey, it's a good illustration. pWEGs are slightly different, as they don't generate the fully working Weirding Effect, but create a fake one instead, allowing duelist to estimate the course of action and choose the most effective way to engage the enemy. Open pWEG ports though are fully capable of generating Weirding Effect and as such it's extremely dangerous to approach duelist that doesn't have control over them.

    Mod-steel and mod-metal
    Mod-metal is umbrella term for any material altered by Weirding Effect. They're created in WEG Cauldrons, massive bunkers with thick walls, built around central WEG. The walls are then covered with different combinations of materials and alloys and WEG is launched for splitsecond, altering the surroundings. Experienced crafters can achieve 1:3 ratio of mod-metal (extremely durable and partially impervious to Weirding Effect) to mod-dust (brittle, fungus-like growth over the mod-metal). The former is useful material, mainly used for Freighter containers that minimize the Biomass Toll, its exact base squad being secret of each of the Families. The latter is seldom used for decorative purpose, mod-dust sculptures and jewelry, due to its fragility, being extremely expensive, frequently gaining and losing popularity.
    Mod-steel is very specific kind of mod-metal, created by pWEGs and less commonly by WEG Freighters in conditions impossible to replicate - i.e. its appearance is seemingly random. Due to its nature and strong reaction for Weirding Effect, mod-steel is perfect material for creating duelist-related equipment and is mainly used for it. It is suspected that mysterious mod-skin used for seemingly living prosthetic limbs used by current Doge Larka XXXV is created with extensive use of mod-steel.

    Weirding Yacht
    Weirding Yacht is small ship with special set of mod-metal sails by which it connects with Weirding Effect generated by Freighter and is capable of traveling on long distances with it. Arguably the longest part of Yacht travel is long dance in which both pilot and Freighter try to coordinate so that Weirding Effect doesn't consume or completely omit the smaller ship. That being said, the travel in Weirding Effect isn't instant for crew and it's perceptible length varies with distance. The sensors go blind during travel, installation of any means allowing to physically observe the travel ended with gruesome accidents each time and so intricacies of WEG travel remain secret of Freighters. Single Weirding Effect can't be used by more than single Yacht and its size is strictly determined by Dot Weight - effect of complicated calculations taking into account all existing Freighters that is announced each Council. Yachts built accordingly to Dot Weight can safely use all Freighters to travel. Some families have access to much bigger yachts, but those are allowed to travel only accompanying Freighter they were created for and checked with by Respiratives.

    IV. History

    Ancient Times and Last War of Empires
    In times long before Merchant Federacy colonisation of space was hindered by lack of FTL travel and control over colonies remained dubious at best. Introduction of it spawned first multi-planet powers in galaxy but they were more like unions in their nature rather than fully formed political beings with centralised government. This changed with invention of Weirding Effect Generators by Weird Kid Larka, navigator of merchants' guild that was controlling large portions of traffic in galaxy. Introduction of WEG Freighters allowed for almost instant travel to even furthest of systems, but not without a price. Freighters could not be manned by anyone but navigator - who couldn't leave the ship and was permanently bonded to it - part of their cargo was also getting lost in Weirding Effect, the occurrence that was later dubbed a 'Biomass Toll'. Still, WEG Freighters allowed merchants' guild to gain monopoly over space travel for years to come.
    The end came with invention of Weirding Yacht that allowed travelling on edge of Weirding Effect generated by WEG Freighters, carrying crew and fragile cargo without fear of Biomass Toll. Merchant's guild negotiated access to Weirding Yachts in exchange for WEG technology, which proved to be their undoing. Last War of Empires started with small, insignificant border conflict that instead of establishing domination of one superpower in area led to global conflict between powers capable of blinking the troops and weaponry across the galaxy in a matter of minutes, taking toll in billions of lives and almost entirely wiping out humanity. To avoid the conflict and escape the requisition of civilian freighters, many members of merchants' guild rallied together, packed supplies on Freighters and left into void of space, living aboard their Weirding Yachts.

    Merchant Families
    Troubled by illnesses and diminishing supplies, at the edge of revolt and tired of own company, merchants finally decided to organize themselves. They codified first version of what later will be known as Merchant Law and appointed the head of merchants' guild to lead the council of representatives from different Yachts. The newly acquired sense of security and aim quickly ran out and many members of council called for more bold decisions. Finally it was ordered that one of the ships will try to approach a less important system and try to carefully spy the current situation.
    The reports brought back words of destruction. The planets infrastructure was ruined and local population dropped to handful of scattered settlements. In incoming years merchants returned to the systems, rarely having to wrestle the control out of someone's hands. Planets were divided between merchants and the Council was finally properly established, with its chairman taking the duty of leading their decisions toward bright future. To honour their late saviour, Weird Kid Larka, chairman adopted the title and name 'Doge Larka, second of this name', which will later become common practice among rulers of Merchant Federacy.
    Merchant profession being already tight business and tied with long chains of travel resulted in Yacht crewed mainly by few generations of single family, which was only reinforced by long years spent alone in space. When new Freighters were built and trading occasions grew Council consisting all captains of Yachts proved to be unfeasible concept. It was decided that bonds grown in exile should be formalized and so the comrades in misfortune became Families, with their representative to Council being chosen among them.

    Family Names
    The merchants, most of whom were considered commoners in old times, took the occasion to fancy up their names with marks of new beginning. Nowadays Family names consist of two parts, first being their old surname (sometimes replaced with name of ship they were stranded on in case of mixed crews) and second being simple sentence in FGD (Fixed Goods Dialect), old, nowadays unused, simplistic jargon used at first to encode best offers and market logs among merchants' guild members, it quickly became more developed and customary used for all internal correspondence until new encrypting machines made it redundant.
    Those sentence are:
    -> at re <planet or planets name> is most popular, being symbol of fresh start and restoration. It roughly translates to hailing from and was chosen shortly after merchants return in pairing with planets that they swiftly reconquered and is intended to show they fully embraced their new home.
    -> mere Gyaclea is most often used to show the devotion toward Doge, with Gyaclea being central hub of Merchant Federacy. At different critical points in history this name was adopted by different Federalists Families, with its meaning twisted to show their allegiance not to the Doge, but planet that Council meets at.
    -> e na <planet name> much more rare, it means mourning and is used mainly by Families that were closely tied to certain planet or system before Last War of Empires.
    -> sin <planet/station name> meaning those, who survived, is used in few instances of Families that weren't among merchants who left with original guild members but instead holed up in other places and managed to retain technological level and organisation that allowed them to reclaim fragment of old world on their own before Merchant Federacy formed and encountered them.
    The full surnames are shortened to their original form everywhere aside official documents, although it's generally frowned upon to use shortened version in company of Family member if he or she didn't use it first and, as such, is a reason for lawsuit and/or duel. Similarly, if omitting surname, it's seen as impolite to address someone by only their first name if they introduced themselves by giving all of their names, although it isn't considered major offence.
    It is acceptable, especially during Council, to address Family by its surname and use later in that context the surname only to describe them as a group (i.e. Family Kabal and Kabals). This is enabled by Families confirming their participation in meeting each day by their Heads saying Family <short surname> arrived to Council. Giving full surname in this sentence is considered arrogant and, although officially not established, crafty Family representatives will use this opportunity to sue offending Family for slowing down the debate. Despite of that, it is considered a major offence to address said Family by anything but their full surname during this meeting.


    Dawn Escort by Luftwaffles163 on DeviantArt
    [​IMG]
    The first in a series of drawings that I plan to do for a story of mine,Tales of Sand.

    In an apocalyptic future, earth's surface has become a scorched wasteland. Daytime temperatures on the surface regularly exceed 100 degrees in the winter and 160 in the summer. The seas have dried up, and all surface water has retreated underground. Of the cultures that arose in Arusha, the region that was once North America, Petrolia is the most advanced. Their flag is a black gear with a drop of oil in the center on a yellow field. Living around ancient oil wells in what is roughly present day Texas, they produce 90% of the oil in the region and thus are the primary manufacturer of oil related goods. What they lack however, is water. They trade their crude and manufactured products such as synthetic rubber and vehicles for food and water from their northeastern neighbors. Depicted here is a typical scene from said trade.
    The over-sized sidecar bike is called a Dune Hopper. (I borrowed the turret and some of the hull design from the German Sdkfz.222.) Dune Hoppers are well armed scout vehicles, usually tasked with escort duty for land ships or settlement defense. The massive vehicle in the background in a Petrolian land tanker. After trading the diesel fuel in it's rear tank to a Nomad convoy in the Oasian settlement of Haven, the land ship filled it's forward tank with water from Haven's oasis and is now making the long journey back to the Petrolian capital of Rigsville. Due to the extreme daytime temperatures, the tanker has been plowing through the night, racing the dawn west and south. The Dune Hopper's gunner, who also doubles as radio operator and navigator, is scouting the land ahead for any sign of pirates, for despite the land tanker's heavy armament, nearly a thousand of gallons of water in the parched lands of Arusha is worth it's weight in gold.


    Rogue Trader Crew by Blazbaros on DeviantArt
    [​IMG]
    So here's a big long image that was originally just gonna be the player characters, but one thing led to another and suddenly we got designs for a lot of the crew too. And no, I'm not gonna colour them all, the players who were interested in getting them done made sure that they did [​IMG]

    Starting from the left:

    Lord-Captain Sebastian Arcturus (PC)
    • Captain of the Fortune Huntress of the waning Arcturus Dynasty, who was forcefully given the position after the loss of his much more successful (and good looking) brother.

    Commissar Teddy
    • Either a manifestation of Arcturus' subconscious, a warp demon or a facet of the God-Emperor, who knows?
    • Dispenses timely wisdom and beratement.

    Commander Shia D'yanoi (PC)
    • Former Tau Fire Warrior, who was discharged and disowned from the Tau Empire for being the offspring of two different caste members. Currently trying to find her place in the galaxy.

    Seneschal Janus Arcturus (PC)
    • Cousin to Sebastian, a psyker of strange origin who was mysteriously let go from a Black Ship on its way to Terra.

    Commander Angus F. Steele (PC)
    • A native of the Hellcage, a death world whose inhabitants are the decendants of prisoners. As the hostile environment is highly toxic, its people have mutated into unstoppable killing machines and exploited for this by the local Imperial administrators. Sadly, their lifespans are half that of a normal human, which is something that Angus wishes to undo.

    Ranger Karandeer
    • An Exodite Eldar ranger in the service of Captain Arcturus. Known to be rather amicable to the otherwise foolish monkeigh.

    Voidmaster Lilaeth (PC)
    • An Eldar of the Saim Han Craftworld, has turned to piracy and then in service of the Rogue Trader. She has a vendetta against a Dark Eldar pirate, Draevor, and his band of corsairs.

    Eagle Pilot Kilaeth
    • Twin sister of Lilaeth, is slightly better at everything she does.

    Doctor Taldrad
    • Definitely not a Dark Eldar, much less a Homonculus, no sir, he's just a kindly back alley run-of-the-mill-eldar doctor who just so happens to be REALLY good at his job.

    Chief Engineseer Gianna Rho
    • After the death of the former Chief Engineseer, young Gianna was placed in charge of the Fortune Huntress' machine spirit. She's become very competent at her job and very close to the captain.

    Shas'Saal Tao'mei
    • Former liaison between the Fortune Huntress and the Tau Delegation. Suddenly found herself on the wrong side of the Empire and has since joined the Rogue Trader.

    Gue'vesa Tim
    • Am alleged "professional Tau translator" and "enthusiast". Has a large Tau battlesuit model collection.

    Navigator Goh
    • A loyal ally of the Arcturus Dynasty who has served them for generations.

    Magos Dronovski
    • A goofy and probably insane former member of a splinter faction of the local Cult Mechanicus. Has since realized they're all insane and instead focuses his time on cyberizing animals and trying to kill that "damnable hedgehog".

    The last two are examples of Household Marines aboard the Fortune Huntress.

    Those not pictured, but are equally interesting and/or hilarious include:

    Shas'Vre Nem'sha Nel Va'rok (PC)
    • A Tau special operative under the "Dark Fire Caste" whose undergone special gene-sequencing to become a better soldier to combat enemies of the Empire. The Dark Fire Caste was considered a failure by the local Tau Delegation and has been disbanded, its members hunted down to be "debriefed". Va'rok is currently looking for other members of his caste to recruit aboard the Fortune Huntress.

    JoJo the Jokaero
    • Exactly what you'd expect.

    Tharmas
    • A supposed Man of Iron whose existence has been reduced to a talking robotic head. Is currently serving as the Fortune Huntress' cogitator. Was a member of the crew of the Fortune Huntress before the arrival of Sebastian, being its sole surviving member.

    "Wyrd Al" Alethrion
    • An eldar bard who does covers of monkeigh music using traditional eldar instruments.

    Kruthak
    • A piscean ocean warrior under the command of Commander Shia. Is gruff and a shark.

    The Starhunters
    • The captain's personal bodyguard and specialists who include:
    • Sullivan Keith: Gunslinger extraordinaire.
    • Jaegar: A crazy bush pilot.
    • Rena Vahn: Amazonian techno-barbarian, probably half-ogryn.
    • Howard "the Big Iron" Hawkins: Cantankerous, disgraced knight princep.
    • Chaplain Lazamachus: Space marine chaplain of the Angels Indignant, currently serving as the Arch-Militant. Claims to be from the future in search of a way to save it.
    • Lumpy Brumgar: Squat, co-owner of Brumgar Mining Enterprises.

    The Sisters Sojourn
    • Battle sisters who have sworn to protect a vital relic aboard the Fortune Huntress that was to be carried back to Terra. Turns out the relic was a Sensei in a stasis pod. Their more important members include:
    • Freyja: Sister Palatine, stern and unwaving.
    • Kayla Mane: Has completely had enough of the captain's crap.

    Swords of Khaine
    • Lilaeth is attempting to create her own corsair team and has rallied many members to her (and thus the captain's) cause. They include:
    • Lord Menlon: A super old Wraithlord found on the bottom of an ocean.
    • Keldras: The level-headed second-in-command, after Lilaeth.
    • Mormor: An eldar guardian whose really trying his best, gosh darn him.

    Nem'sha Fire Team
    • A squad of renegade Tau under the command of Va'rok.

    Charlie
    • A primus rex, a very large dinosaur monster from the Hellcage. Is highly intelligent and can talk. Good at chess.

    Domecracka's Domecrackas
    • An on-call team of Ork Snipers who include: Smozugg, Bozugg, Mothrugg, Throrugg and Bart.

    Yeah man, this cast is huge. When your ship includes upwards of ten thousand people (and more when you get even MORE SHIPS), there's endless NPCs to create.

    PATREON: www.patreon.com/blazbaros
    TWITTER: twitter.com/Blazbaros
    INSTAGRAM: www.instagram.com/blazbaros/
    ARTSTATION: www.artstation.com/blazbaros
    FURAFFINITY: www.furaffinity.net/user/blazb…


    MR-09 by xaigo on DeviantArt
    [​IMG]
    March of Robots 2018

    MR-09 'D.U.X.' // Astronavigator First Class, Fornax United Forces Fleet / currently stationed on and in simbiosis with Battlecruiser 'Naughty Kitty Delta'

    D.U.X. is an AI controlled sentient navigation system for capital ships / consists of 3 parts: android representational unit, main block [installed into ships nav-segment] and interchangeable parasympathetic simbiotic net [has to be grown anew for each ship]

    D.U.X. hasn't set foot on planetary ground for over three centuries, has served on over 200 ships and is considered to be one of the best navigators in Virgo Supercluster / he is also known to have the biggest collection of feline mammal audiovisionary material in the Fleet / note to future colleagues: when angry outside of working hours, only reacts to the name 'Whiskers'


    Yokeborn: Rysq Amununoqem Tahiiqdir by PSYCHOMITTENS on DeviantArt
    [​IMG]
    (FINAL)Update#3: Clean(er) linework, improved anatomy/proportions, complete recolor. Added basic shading, scars, clan symbol, pendant.

    Description last updated on: 2020.06.28

    Rysq Amununoqem Tahiiqdir is the alien main character featured in an (in-progress) original hard SciFi space opera project of mine - which chronicles the events of his life. He is a diminutive individual for his species, throughout his life he endures intense unrelenting hardship and oppression. During his late juvenile period, he is freed from slavery by a radical paramilitary group. They dragoon him into becoming for them a mind controlled assassin. His role is both as an infiltrator and sniper.
    ⁽ˢᶜʳᵒˡˡ ᵈᵒʷⁿ ᶠᵘʳᵗʰᵉʳ ᶠᵒʳ ᶠᵘˡˡ ᵇᵃᶜᵏˢᵗᵒʳʸ⁾

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~

    For details with regards to this character's original species (the Tcaolam), please check out my reference sheet and description: [here]

    Finally... after many, many weeks of countless pained revisions, setbacks and delays, I can finally present in full my grumpy imp-like Tcaolam boi Rysq, in all his bantam glory. Lacking an outfit here, which he clearly is in strong displeasure about (since uhm, he's _definitely_ not written to be a ***king exhibitionist). I'm quite happy with how his design has shaped up (for now), pretty much being in line with how I've visualized him in my head. Am hoping the goofy snippet of the open mouth helps to better exhibit this species' cranial anatomy.
    This character here; Rysq stars as the alien main character in an original hard SciFi space opera, a passion project of mine -- presently in early development. For a very, very long time (makes me ancient pondering about it now) I've often longed and dreamt upon creating my own book series, though lacked the stones required to actually act upon the idea. That is, until quite recently (last year). I've since been determined, utterly obsessed even, channelling a huge amount of my focus, my (precious) spare time & energy into bringing it to life.

    Working title for the intended series is Yokeborn (or Yokeblood - can't yet settle on which). The story is set roughly 600 years into the future, placed within a speculative/believable vision of a colonized/explored fraction of interstellar space within our galaxy. FTL warp-drives are not a thing in my universe, yet interstellar travel had been achieved via discovery of an intricate network of stable wormholes, connecting habitable systems within reach of one another, created by and stabilized under mysterious circumstances (yeah that's just lazy writing - will be developed further later). Colonial systems & territories are frequently warred and contested upon between various central progressive governments and independent renegade federations within the (uncivil) fringe regions. The vast distances between habitable worlds and the neverending struggle for survival in a harsh and unforgiving universe results in bringing forth a great divide in civilizations and forces a plateau in technological innovation. Within my story, only a small fraction of the galaxy is colonized/explored (max span 500 or so lightyears).
    Exploring the galaxy had led to two advanced sophont spacefaring species making first contact with one another, that being humanity and the Tcaolam. The Tcaolam were found at a comparable technological degree as our own race (though advanced moreso). They hail from a Earth-like planet orbiting a (stable) red dwarf star (inspired by Trappist-1). They are bipedal quadrupeds - roughly humanoid in appearance, blue-blooded, endothermic, reproduce sexually; mammoreptile. Their mouths have an odd quadruple-jaw structure. They have long digitigrade legs, their hands and feet end with four clawed gripping digits each, outermost being dual opposable thumbs. They have keen senses; large eyes with cross shaped pupils, long forward facing flexible ears. Their bodies are scaled, and covered in a (proto)feathered plume, growing the thickest on the crest of their skull.
    I've settled to limit my universe to harboring only two sophont races (for now), being humans (obviously) and also my original alien species. I've intended to focus as much as I could to flesh out a single extraterrestrial race, designing them to the best of my abilities as a creature that is distinctly alien, yet still relatable enough for a human audience to digest.. comfortably. And also when designing them I _desperately_ wanted to avoid tripping common SciFi tropes and cliches, resulting horribly boring crap rubberyforehead genericliens. Also from the very start I've always had in mind my main protagonist being an alien, given that I've typically always been drawn moreso towards stories featuring nonhuman main characters. The plot primarily chronicles the life of a tragic maladjusted Tcaolam character named Rysq, firstborn son to father Amun - master of clan Tahiiq. Rysq is a character whom in many aspects I based upon my own image when designing him, in terms of personality, temperament, and even likeness also.

    ~~~~~~~~~~~~~~~~~~~~

    Rysq Amununoqem Tahiiqdir(dii)
    Pronounced: Ree-yiss-k A-moon-un-knock-em Tah-heek-dire(dee)

    Rysq(given, meaning: the bringer of rapture)
    Amun(father)unoq(firstborn)em(male)
    Tahiiq(clan/family name)dii(role=master)/dir(role=master's heir)

    A brief introductory backstory for Rysq:
    ATTENTION: Everything you read below is heavy WIP and contains lazy placeholder content/substitutions. All is likely subject to change.
    Tahiiq is an independent group of wayward nomadic space merchants turned pirating band, operating within the fringe regions of the explored galaxy. The clan posesses a small fleet of refurbed derelict spacecraft, retrofitted as gunships. Clanmaster Amun was a severely disturbed leader; narcissistic, sociopathic, highly abusive and with a bloodthirsty warmongering god/savior complex. Believing that he is specially ordained the "Hand of the Divine"; his people's savior. Despite his delusions, Amun is patient, cunning, calculating, a master tactician and a quite capable leader due to being a keen manipulator. Amalgamating a considerable offensive force, he commands his company to engage in many bloody crusades against rival clans and factions - all with tremendous success, lasting for many years. Conquered groups are coalesced into his group, their ships annexed. Amun views himself as carrying out the will of the "Divine", a nessecary revolutionary force bringing order to the fringe through militaristic might. He longs to see a fringe unified under his own name and clan, building up his independent "nation" to be a force strong enough to withstand and counter frequent oppression brought to the region by the more sophisticated central systems. Amun earns a name for himself, a reigning terror amongst the fringe, is widely feared by other factions. Tahiiq is a name not spoken lightly of. A substantial bounty is placed on the heads of those of the clan by many in opposition.
    Amun is suddenly stricken with sudden onset madness, becoming erratic and unpredictable, behaving cruel and abusive towards his own people. His leadership is subverted by his neurosis, and several botched assaults at his command go awry, resulting in major losses for Tahiiq. He survives attempted assassination and a failed mutiny - initiated by disgruntled members of his own kin, having become disillusioned with his leadership. Rysq; his firstborn son and only child, is born near the endpoint of his fanatical endeavors, several years before the clan's inevitable demise.
    Drunk on power, blinded by vainglory, afflicted by decaying neurosis, Amun makes a fatal flaw while terrorizing a system belonging to a paramount central human government. He is outwitted; his force is heavily outmatched. His misjudged assault is brought to a swift end and his armed flotilla crippled. Amun and his crew are apprehended, boarded then subdued, and placed within captivity of the human central gov't. Tahiiq as a clan is profoundly vanquished by the humans, its agency abolished. The surviving members (including Rysq, his father Amun and mother, and immediate family) are held in temporary captivity, with intent on selling them off to various Tcaolam factions in exchange for returned bounty. It is in violation of common universal treaty for one race to indefinitely imprison another.
    Distinguished members of Tahiiq (Amun included) are exchanged to Tcaolam governments for trial and incarceration, however the passive members (the servants, wives, concubines, young children -- Rysq included) remain in detention with the humans -- thus far rejected/unwanted by any Tcaolam faction.
    The remnant of Tahiiq are transported away and detained within a discreet human authority internment facility, where they remain for many years. They are treated harshly, severely malnourished and even experimented upon by their human captors. Rysq experiences this through his early juvenile years, and due to being subject to chronic stress and abject starvation, his body fails to produce the nessecary amount of growth hormone required for normal development. As a fully grown adult, Rysq is stunted, having a form of dwarfism; standing upright at 178cm, _far_ below the norm for a male of his species. He is described as having a rather unremarkable appearance, with a weak, non-threatening, childlike presentation. His limbs are proportionately short, hands and feet small, and his head proportionately large, much like a juvenile subadult. He has large ears, a curved forehead, short snout, and a recessive (weak) lower jaw. His eyes are unusually large; iris color a mixture of bright amber yellow(maternal) and lime green(paternal). His facial features are considered rather childlike and androgynous. His body has a pale skin tone, same as his father and (sub)race. His flesh is absent of any patterns, though he spots a large dark colored birthmark on the small of his back. He by nature has a very long and quite thick feathered headcrest, growing down to his shoulders - a trait inherited from his father. The plume pattern that covers the rest of his body is patchy however, stunted, underdeveloped like the rest of him. His plume coloration is primarily an earthy brown, peppered in with streaks of shimmery silver and blue. Rysq has an uncut tail, abnormally long and thin for a male of his race, another trait inherited from his father (who also allowed his tail - due to nobility status).

    An unknown infirmity strikes the camp, causing the captives all to become severely ill, claiming the lives of many of the remaining Tcaolam detainees. To Rysq, this included his mother, and _all_ others who he previously were close to.
    Following thereafter, those who survived the ominous plague were then transported away to a covert human-domineered mining operation placed within an isolated fringe system, located on a volatile moon ripe with [useful compounds] hidden beneath its rocky surface. The subsurface throughout is highly radioactive, forbidding human entry into the mines - even when wearing the most effectively shielded equipment available for them. Radiation-hardened droids are too resource-prohibitive in terms of the constant maintenance/repairs required to keep them functional, and do not bode well in the harsh unsteady conditions within the moon's surface. Instead, Tcaolam slaves are used as "biorobots" to perform labor (albeit extremely illegal, in violation of common law treaty), due to their natural advantage over humans in terms of having heightened resistance to the damaging effects of radiation (due to having evolved on a world orbiting a red dwarf star). It is comparatively much more cost-beneficial to use Tcaolam slaves over the aforementioned droids, providing them with anti-radiation and anti-cancer drugs to keep them alive and fully functional. Provided the best possible treatment, Tcaolam are expected to be able to consistently labor in the mines for up to 25 standard years - before they inevitably expire due to their ailments. The mines within are uncomfortably warm due to the moon's tidal-tectonic activity in relation to orbit with its large gas giant host planet (average temps ranging between 30-40C). Slaves often wear naught but simple cloth coverings around their waist to cover their naughty bits.
    Slaves are not forced to work themselves to death without cessation, instead a constant rotation of different working groups are used. They are given a rest period between labor in order to recover and receive medical treatment when appropriate. The lives of Tcaolam slaves in the hands of their human holders are considered a highly valued commodity, ensuring their physical welfare is an objective of utmost priority in this operation. Slaves are permanently outfitted with magnetic shackles fastened to above their wrists and ankles, and as well a remote electroshock collar placed around their necks to be used in case of defiant behavior. These bindings are rough on the wearer, causing permenant thick callused scar tissue to form.
    Slaves individually are expected to meet a daily quota of unearthed ore. Those who fail to meet are severely punished/reprimanded.
    Slaves are overseen and brought to heel by human slaveguards, who do not enter the mines due to radiation -but reside within the topsurface lodging sector- to ensure security and enforce behavioral standards. Many of the human overseers are actually indentured servants themselves.
    Held in captivity by humans, forced to perform dangerous labor, Rysq in addition faces frequent persecution from members of his own race - during unsupervised labor in the mines. Of the several nomadic clans whom his father Amun ravaged, many of those who resisted and refused to be amalgamated into Tahiiq had been exchanged or sold by his own hand into a bleak existence of forced servitude. Many individuals in fact who are now HERE had had become slaves solely due to the brutal actions of Amun and Tahiiq. Rysq is singled out and targeted by them for abuse, due to being firstborn heir to his father, having brought them shame and dishonor. He was unable to conceal his identity -as was branded with his clan symbol as a small child, and due to his uncut tail (a trait among their race often implying a high nobility status).
    From his kin, Rysq suffers frequent physical/verbal harassment, torture, mutilation and even sexual abuse. He lacks anyone to take his side or confide in, and ironically receives far better treatment at the hands of his human slavers. He attempts to resist physically, although due to his diminutive form/weak frame, is unable to hold his own against his assailants, effectively incapable of defending himself against his many oppressors. Ultimately, his will is broken, he gives up, descending into self loathing. He attempts suicide on a single occasion, however fails.
    Upon one occasion in the mines, Rysq is beat within an inch of his life by a fellow slave, and upon following extraction and medical examination is (quite obviously) deemed unfit for returning to regular labor. Rysq is thenceforth withdrawn from the mines, and during his lengthy recovery period is reassigned by his captors over more menial tasks (custodial,etc.) within the lodging compound, safe from the ones who incessantly seek to harm, scar and maim him. A single slaveguard is assigned to watch over him exclusively. Rysq at first is quite reluctant with the guard over him, however softens as is revealed the man is capable of speaking fluently in his own native tongue, having cohabited alongside his kind once long ago. The guard is sympathetic to Rysq, takes pity on him. He reveals to Rysq that he himself is also subject to indentured servitude here on this moon, burdened by an unpayable debt. He willingly relinquished the remainder of his days a free man in exchange for guaranteeing his family's safety. He is between middle and senior age - and when asked how old, dismisses yet claims that his youngest child would now be the same age as he when first inducted. The guard relates with many of Rysq's struggles, and they draw close with one another. From him Rysq receives a level of unconditional care and kindness he never beforehand experienced. The guard assumes an adoptive uncle-like role for Rysq, the relationship fulfilling his own fatherly needs. He does all he can within his ability to keep Rysq out of harm, ensuring that he receives the best possible treatment.
    Many years advance, Rysq's physical development reaches adulthood. A sudden violent insurrection occurs amidst the moon operation, spearheaded by the hands of mysterious Tcaolam insurgent infiltrators. Restraints are broken, slaves resist and begin running amok freely, indiscriminately killing their panicked human overlords, banding together in hopes of forcing an escape. Slaves and militants together swiftly turn the tide, human dictation over the moon is abruptly dismantled.
    Meanwhile, taking advantage of this tumult as their cover, a freed Rysq and his guard companion pair up, arming themselves for a planned escape. The guard heavily armors both himself and Rysq, equipping whatever weapons they manage to acquire for defence (melee only as firearms here are prohibited). They scheme together as to evade the pandemonium, steal a shuttle and escape the facility together with their lives intact. They circumvent the chaos via navigating the facility through maintenence shafts and ventilation channels. Along their treacherous trek towards the primary hangar bay, Rysq becomes distracted, having passed by an exposed duct, peeking through witnessing a violent scene of rioting slaves overpowering their oppressors. He identifies a certain member of his kin -being the one who had abused him the worst and most sadistically. Rysq becomes entranced, frozen, locked in place, the whole world around him disappears. His blood boils hot with murderous rage. He suddenly snaps, dropping out of the shaft he was skulking in, charging fire-axe in hand shuttling in a straight line aimed for his target - who was oblivious to the crazed creature approaching fast from behind. With a wild leap into the air and one swift swing, Rysq's axe finds itself firmly lodged between his target's neck and shoulder. Warm blue blood erupts like a geyser and the victim's body immediately crumples down to the ground, quite dead. Here, Rysq has earned his first kill. His human guard companion without hesitation storms out into the frey after Rysq, in attempt to ward off assault and rescue him from the imminent brawl. The two engage in a short lived close quarters battle with the free slaves, though are quickly incapacitated, hindered by their bulky armor and overwhelmed by sheer numbers. The two are restrained, and their armor is stripped from them. Then the slaves procede to beat the two to a bloody pulp. Rysq sustains many skeletal fractures and breaks, has several teeth along the right upper jaw broken or knocked out, and receives bleeding lacerations all over his body.
    For the guard, they sadistically mutilate him - gouging his eyes out - before then slitting his throat for him to slowly drown in his own blood, while Rysq is forced to watch, in pure horror... as the last person alive whom he cares about is taken away...
    Rysq himself is about to be killed by the mob in similar fashion, however before they can are stopped by one of the elusive Tcaolam insurgents -who unbeknownst to them had patiently observed the entire scene. Against the gang's wishes, the operative extracts & carries out in his arms a severely battered, traumatized, and barely conscious Rysq, delivering him into their evac shuttle as they depart from the moon, following completion of a successful mission.
    Emplaced in the custody of his mysterious new handlers - now revealed by their moniker: "Kraken", Rysq is nursed back to health. Meanwhile is groomed into becoming for them a mind controlled killer.

    The Kraken Contingency is an elite non-state paramilitary agency, sponsored by shadow-cells within central governments. They are comprised of mind controlled bio-enhanced supersoldiers -trained to be nearly unstoppable living weapons, specializing in clandestine operations; infiltrating and destabilizing opposition governments by stealth. Furthermore privately policing (as proxy) inter-state affairs, via covertly eliminating disruptive rogue agencies. Their methods involve assassinations, kidnappings, espionage, heist, terror attacks, etc.
    While other militarized groups assign mission responsibilities according to a layered chain of command, Kraken is unique where it takes the opposite approach, instead placing the burden of planning and excercising operations solely onto their highly skilled operatives - with only limited oversight. This allows the group to run with a minimum amount of personnel, without the need of extensive field network of operatives (such as surveillance, recon and assault teams), instead combining them together into selected number of highly skilled individuals. Kraken also is highly unusual whereas members are comprised of both human and Tcaolam -a rare example of an equal joint alliance formed between the two species. Agents are deployed either specifically by race or interchangably, within a squad or solo, depending on the requirements of a particular mission.
    Kraken operatives are very capable assassins and infiltrators; created to be untraceable, undetectable, autonomous "spectres" of warfare. They are provided with specialized gene therapies to alter and improve their biology, eliminating disease and all other sorts of unwanted faults. Additionally are granted bioenhancements via "smart" drugs called "chems", which contain nootropic-like compounds and a temporal viral modification to the genome. The chems provide them many benefits, including accelerated cell damage repair, raising pain tolerance threshold, increasing stamina/endurance, inhibiting tiredness/fatigue, and additionally by amplifying or focusing mental processes -those which facilitate memory, concentration, focus, and high-order thought. Emotions are diminished by the drugs, inhibitions are removed and responses such as fear, anxiety, and empathy are dampened. Members are also sterilized, and their sexual drive/function is suppressed via their chems - as is deemed an inessential hindrance to their cause.
    All agents boast peak physical condition, have excellent observational skills, heightened vigilance (awareness), lightning-fast reflexes, and the ability to think quickly and calmly in stressful or traumatic situations. Their skills include sharpshooting, vehicle operation, survivalism, escape/evasion, and advanced close quarters combat techniques.
    Kraken additionally explores developing and harnessing passive extrasensory abilities in its members, abilities such as clairvoyance, remote viewing, prescience and telepathy - all with mixed degrees of success varying between individuals, for use in advanced intelligence applications.
    Operatives are placed on a short leash as their bodies are given host to a lethal synthetic virus which their "chems" are also designed to momentarily suppress, causing rapid targeted neurodegeneration upon 2-3 missed doses -put in place as a safeguard in case of enemy capture. The virus is activated immediately upon user death. When deployed, members are provided only a finite supply of chems intended to last the prearranged duration of their mission.
    Kraken recruits new members in cyclic fashion, deeming each period a new "generation" of soldiers. The agency is constantly innovating, refining its techniques, developing new means of producing the finest breed of secret living weapons. As Kraken lacks a traditional hierarchy of command, responsibility is assumed for the preceding generation to indoctrinate and train the subsequent. Senior agents are assigned apprenticeship over a recruit until their training is deemed complete, and the cycle then repeats. Orphaned, unwanted and severely disturbed children -generally those subject to intense long-lasting trauma- are primarily those whom are hand picked to be kidnapped&recruited into the group, preferably when at a young (suggestible) age. Only males are recruited and assigned combat roles.
    Operatives are heavily indoctrinated, fed into extremist ideologies, believing that free civilization is chaotic, unbalanced, therefore leading to mass inequality, injustice, corruption and needless suffering. Order must be achieved through "correcting the flow of progression" - and that THEY are the "chosen" ones who are dutybound to enact this "order". Their violent and ruthless actions are necessary measures -a benign pain, taken towards advancing their goals. All is done in favor of serving what they believe as the greater good.
    Kraken operatives are throughly educated in all academic fields, are informed on sociological, political, military matters. Especially involving understanding the true affairs within the uppermost echelon of central governments, and realizing the influence of shadowy secret society groups therein. They are also subject to harsh conditioning and grueling behavior-modification processes, breaking down their morality to become loyal, efficient, unquestioning killers. Via extensive programming, both their conscious and subconscious mind is fortified with a near impenetrable mental barrier so to be unbreakable - as to never reveal information by any means of extraction. Operatives retain a full sense of autonomy and free agency over their minds however, as to not hinder their executive cognitive processes.
    Rysq is inducted into generation "Khalaa IV", given codename: "Saarq'tel-137". He is instrumental in spawning untold amounts of mayhem and death in direct obedience to his group. His diminutive physiology provides him a distinct disadvantage in maintaining a low profile or fighting within close quarters, yet excels as a marksman - his skills set far above the average. As a specialist in ranged weapons, he is frequently deployed alone into lengthy sleeper missions. Being a skilled navigator and master planner, he also displays a high aptitude for leadership skills.
    When deployed into the field, Rysq is outfitted with a streamlined sneaksuit - a shielded fullbody garmet designed to conceal his heat & EM signatures against enemy methods of detection, whilist maintaining a free&full range of motion. The suit's outer layer is a flexible leathery self-healing custom fabric which provides basic protection against shrapnel and debris. The suit is sound-dampened, has active temperature regulation systems, and is also integrated with a slimline powered exoskeleton - enhancing the user's regular physical capabilities. A single batterypak is carried at the base of the spine, supplying power to the suit and all active equipment for the wearer.
    Rysq does not wear bulky plate armor, instead dons a ballistic vest worn over the torso, and "pad"-armor for the shoulders, forearms, knees, thighs and shins. In most cases he prefers not to use a mask or helmet - unless deemed nessecary for his survival or specific purpose, viewing them a distraction. Additionally Rysq often wears a cape over his back, or fullbody cloak, lined with heavy shielded fabric to further conceal his signatures.
    His typical arsenal includes coilgun sniper rifle firing high calibre fin-stabilised target-guided slugs, suppressed compact PDW firing subsonic caseless ammunition, integrally suppressed 6 shot revolver w caseless explosive-tipped ammo, 4-shot backup pocket revolver, EMP grenades, twin ultrasonic daggerswords, and a single utility knife.
    Rysq eventually befriends another fellow member; Lazaeo Histiven van Toff, a skilled human pilot and fighter. Lazaeo is an outgoing individual, candid, unrestrained, indiscreet and relatively boisterous in personality. He was born to a disgraced political family subjugated within an internment labor camp - then later following an escape living as a slum-rat dwelling within lower city ghettos, serving under criminal groups - before being kidnapped&inducted into Kraken. Rysq and Lazaeo connect during a routine liquidation mission gone horribly sideways - following unforeseen traumatic events. The majority of the team is killed - Lazaeo is wounded, Rysq in need of a pilot for escape risks all to save his life. Promptly following, the two instantaneously form a close co-optive brother-like bond with one another. Due to connecting based upon sharing familiar backgrounds, they become inseparable life partners; training, fighting together. Within Kraken, Rysq & Lazaeo together as a duo excel above and beyond in execution of their missions. Effectively complimentary opposites, and both incredibly flawed in their own regards, their companionship aids them to feel "completed" by the other in areas of seemingly intrinsic brokenness or lack. Rysq guides and encourages Lazaeo to be less impulsive/brash, to make more consciously deliberate choices, and Lazaeo's influence aids Rysq in becoming less uptight and insular minded.
    Lazaeo swears himself a life debt to Rysq for saving his life. Rysq in return declares a creed uniting the two via a ancient traditional blood oath - they cut into their palms, drawing blood, clasping hands and forearms and mixing it together - forming themselves as "blood-brothers".

    To be continued...

    ~~~~~~~~~~

    Rysq in personality is introverted, withdrawn and quiet. Also pensive, patient, curious, observant, intelligent - has an inquisitive mind. He is highly analytical, methodical, calculating. Quite capable of self-teaching, learning how things work via reverse engineering them.
    He loathes being out in the open amongst crowds or within social groups, instead seeks out solitary activities; his primary hobbies/interests involve music, hunting, cooking and even painting (upon occasion). He is an amateur musician, having taught himself to play several types of stringed folk instruments those which are native to his kind.
    Rysq's diminutive physical form is often a subject of intense ridicule, shame and mockery amongst other members of his race. In their eyes according to held belief, he is the result of a dishonor-wrought curse - him punished due to the malicious actions of his father. He is most often first met by his kin with judgemental looks and harsh venomous remarks of condescension. Due to this, Rysq finds himself far more comfortable within the company of humans -given that they are less likely to notice or judge him for his disparity in form.
    Rysq has received more than his due share of trauma. He's developed complex-PTSD and a dissociative disorder, due to prolonged abuse in his most vulnerable childhood moments. His emotions and personality are highly compartmentalized. He has multiple 'alter' states, however they rarely ever rear their head as he bitterly fights to keep them subdued deep within. Due to this, Rysq also lacks a complete understanding over his own sense of 'self', struggles with his grasp over his own identity. For the most part, he is emotionally void. He has a limited range of expression, when experiencing emotions doesn't visibly wear them on his face (aside from varying levels of discontent, grump, and raeg)- is considered by others to be impossible to read.
    Rysq is a chronic cynic, pessimist by nature. Highly paranoid, suspicious, judgemental of others (privately). Reluctant/resistant to trust, rarely forgives. Sarcastic, embittered. Self deprecating in sense of humor or other remarks. Loathes his own appearance, his diminutive form. Presents himself outwardly in a standoffish manner, to appear unfriendly and uninteresting to others (to be left alone by them). For the most part he is generally self focused, uninterested in the affairs of others - unless it may benefit or concern him also.
    Being a poor improviser, his unrelenting fears and paranoia drive him to become an extensive pre-planner. Hoping for the best, but always prepared for the worst. He never takes action without first weighing all options. In his mind's eye he considers all possible scenarios and various ways of handling them, preparing accordingly.
    Rysq remains fairly passive, he has excellent impulse control, rarely acts out (yet sometimes still snaps!). He detests stirring up drama and taking unnessecary risks. In minor/trivial conflict or argument he will often submit or concede to the other side, in the manner of going along to get along. He rarely engages in offensive/retaliatory behavior, especially when knowing that he cannot win. Rysq suits the image of a coward. He actively avoids direct confrontation and close combat. Prefers stealthy assault from a distance. Under direct threat of physical violence, his prefered option is always first to flee, rather than standing his ground to fight. Couldn't care less about saving face or preserving honor (thanks to daddy poisoning the wellwater already with his big stinking ****stain of a legacy).
    Rysq however is fiercely loyal to the (very) few that he actually trusts and shares affection for, and he clings to them in a very deep, open and personal way. They receive his unwavering allegiance. His greatest fear is letting them down or losing them. He also fears being inadequate, and being deceived or betrayed. Rysq can be very needy and jealous. In spite of his cowardice, he is highly protective of those he cares for, in some ways to a controlling degree. If the moment were to arise, he without hesitation would gladly intercede on their behalf, throwing himself to the sword if it meant to save them. Rysq however struggles with relating to others on a fundamental level and expressing genuine empathy. He tries his best but senses that part of him is irrevocably damaged and gone, due to his past. Rysq also internalizes his issues, has a bad habit of blaming himself for things that go wrong.
    The timbre of his voice is an authoritative baritone (much like his father), which he views as being unsuited to his weak appearance. He intentionally softens it through a hoarse airy whisper. On the rare occasions when he speaks up, he has a talent of causing others' eyes to pop and gawk at him in surprise when they hear his true voice.
    Rysq is a very poor speaker, majorly lacking in social ability. His speech is stilted, clumsy, awkward. Communicating with others is incredibly uncomfortable for him, often leads to embarassing situations. His brain fails to make the proper connections between thought and speech, likely due to deferred brain development as an infant. It requires a considerable amount of directed focus for him to speak clearly. Because of this, Rysq speaks only when nessecary, and with using only as few words as he can muster. He is quick to dismiss, deceive or diffuse in order to shut down unnessecary conversation. He is not remotely skilled with using language, in general.
    Just like me. Hah. Derp.

    ~~~

    Oh my... you're still here? Holy crap, thanks for reading through all this!!!! Here, have a [​IMG]

    ~~~~

    This sketch was created with Autodesk CRASHbook using my Sumsing Gaylaxy Turd 3 dumbphablethingy. Oh and Photoshop CS2.

    Pingas


    Artefact by Typhonian-Apkallu on DeviantArt
    [​IMG]
    Colored version of Inktober Day 30- FOUND (it)
    First of three drawings I've done for a single day
    You can wait here until next drawings are revealed or have it all revealed at behance

    For the past year, I've been dwelling in my old stories once again, this time re-imagining the pivotal "Spirit Fight" tournament, sticking how I could to match the official prompt list. On the championship, teams of three members fight each other through a group phase and then through three rows of classifying into the great final. This fighting championship involved techno-shamans from around the world. Given the disturbance, it was not strange to find techno-shamans from other dimensions, hailing from dystopias, utopias, with spirits, summonable allies and downloadable A.I.s more strange or familiar than the competitors themselves. Each had a question to settle in the fights, it's understood that merit would evaluate those who advance ahead. Couldn't be more wrong, as a mysterious competitor rigged the championship to begin with. They just find it out in season 5's finale (I guess...)

    Present characters:
    Vasterlan Condrichtiyes - the lone ranger and nomad traveller, driver of numerous caravans from the most arid places around the Mediterranean, to the navigator who set sail in it's most turbuent waters. Those streams are newbies next to the man who bested the Pacific in a wooden boat. Better off yet, his pricing is quite the affordable one, since he requires not much to live his life. He has a dark past, one he seems to be runnin from, though...

    Archibald Graham - This daring adventurer and young explorer is behind just his own gambling skill, and he's got monthly funds to make sure his own publicity heightens up all he does in the field of discovery. Still up to see something to fit in his life. Carefree and reckless in his stim somewhat schoolie teenage years he doesn't want to live up in the same work as his old man - prett sure he's too genius to work on the construction site, he's to architect something far greater. Something he has only hints of, revelations in his unquiet sleep.

    Gilles LeRoy - For everything Arch has done, he got some lackey to account for. This is what Gilles lives up to in his late college years. Truth is the man has visions like Archibald, but has even more trouble describing them, what other are led to believe he's mad. Or so would they, for the man is bit of a charlatan on his own, and not unusually he'll follow up to work with something on the matter. He's the one who approached Vasterlan to lead the British duo into the wilderness of the North African Desert.

    It all began here
    . Some sixty years after Tutankhamun, the discovery of the century: The Tomb of Waattutankhakh No Faia Lapolo, uncovered by Archibald and his assistant Gilles, in no small part thanks to the one who've sailed ships and rode the dromedaries (as gave them water), Vasterlan Chondrichtiyes, a nomad from the Aegean. One who now turns in terror to realize Archie wasn't led solely by luck or insight - his visions were real. The dreaded place contains no body, yet the relic here held - The NO FAYA EYE - has a mind of it's own. Vasterlan's words fall on def ears. Archibald let the British and Cairo Museums salvage a thing or two, but it's some Chinese Magnate (Daoyúan Kashin) that give the biggest bet on the relic.
    Needless to say, some years later still in the latter half of the 80s, Lapolo is reborn among humans. He and his spirit of chaos go after Archibald, who had deals with such fiend. He sees his life on the verge of success. He earns many titles, land, actions, and overall fame for his philanthropic projects, architecture and management. Vasterlan, in the shadows, knows it's began, and the same cursed place will be revisited by Arch in the future...
     
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  9. Gamiel

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    Jon Sugar the (Fantasy) Pirate Captain (redraw) by Asmanthian on DeviantArt
    [​IMG]
    Just wanted to do some nice tattoos.

    Jon Sugar is torn between two worlds. A world of Starships and Galactic Conflict and a world of High Seas and Sailboats. He often switches between them with outlandish tales of the other, and few of the opposing worlds believe the other can exist. He was afflicted with this strange condition when he signed up to the Cult of the Navigators, out of a desire to explore many realities. It is embodied in the tattoo engrained in his skin, two dragons representing the past and future fighting over which one gets to eat his heart. In the magic world they are living images who move of their own accord, in the space world they are clusters of malignant nanomachines waging a war within him. Jon Sugar can no longer remember which world he came from.


    Jon Sugar the (Space) Pirate Captain (redraw) by Asmanthian on DeviantArt
    [​IMG]
    Jon Sugar is torn between two worlds. A world of Starships and Galactic Conflict and a world of High Seas and Sailboats. He often switches between them with outlandish tales of the other, and few of the opposing worlds believe the other can exist. He was afflicted with this strange condition when he signed up to the Cult of the Navigators, out of a desire to explore many realities. It is embodied in the tattoo engrained in his skin, two dragons representing the past and future fighting over which one gets to eat his heart. In the magic world they are living images who move of their own accord, in the space world they are clusters of malignant nanomachines waging a war within him. Jon Sugar can no longer remember which world he came from.

     
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  11. Gamiel

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    Say hello to... by Fiji-Fujii on DeviantArt
    [​IMG]
    ... some cyborg I created yesterday. [​IMG] Huhaha! I was doodling around and thinking of my Yez Zakk Jedech and his human friend Kyle fiji-fujii.deviantart.com/art/… ... and then, I thought, "It'd be cool if those two had a cool cyborg as leader or something. Man, I've actually never had a cyborg OC before. I wanna have one!" And yeah... so it happened. At first, I wanted him to become some sort of Cyberpunk, like the one Ezzi made but... duh... somehow, it didn't really work. So he's just... yeah. Like that.

    But I still don't quite know what I'm gonna do with him. [​IMG] He does fit in my World of Shjeol but also in some other stories. Looks like he's gonna remain a random character like Zakk... or Kyle... or some other guys I made.

    By the way, Milan and Gregorii are Russian names. Which means - this little cyborg here does have a Russian accent! A sexy Russian accent. ~[​IMG] Oh, how I love guys with sexy accents... huhahaha!

    Milan Gregorii (c) Me

    P.S.: Whoops, forgot to mention that his design was based on a very early one from Akio. Akio was a cyborg back then and called "Libellule" (dragonfly) because he had the wings of a dragonfly attached to his back. Milan will probably be nicknamed "Butterfly"... in another language where the word sounds better, that is. [​IMG]


    〖 Character's Name 〗Milan Elijevic (Son of Elija) Gregorii
    【Nickname(s)】 -
    【Age】 27 Nyzamnian cycles (which is around the same in Earth years)
    【Species】 Human
    〖 Profession/Rank 〗pilot and navigator for interstellar transport systems; wanted criminal
    〖 Gender 〗male

    【 Looks】 Milan is a grown man trapped inside the body of his 11-year-old self that, to his frustration, never managed to reach even the 3'11''-limit. Nevertheless, he turned out to grow a surprising amount of muscles that go well with his tanned skin. He wears his hair as a brightly blue and purple coloured and rather short mohawk with a rattail of about 3''. His original eye colour is brown but tends to change to the colour of caramel when hit by sunlight. His left eye, marked with an ugly vertical scar, was replaced by a bionic one of green colour, equipped with an inbuilt scanner, night and heat as well as infra-red and ultra-violet vision.
    His entire left arm, from his shoulder down to his fingers, is also a bionic replacement of highly advanced technology. It is hidden beneath a retractable layer of synthetic skin and is able to "transform" into basically anything - from simple cooking utensils to a powerful plasma-cannon or blade.
    The mechanical wings attatched to his back are optional, he doesn't wear them all the time because they're very unhandy when he needs to move around in large crowds. Because he's a wanted criminal, he wants to drag as little attention to himself as possible, so these wings are only used in emergency cases or if he's sure that none of the authorities are watching him.

    〖 Personality 〗Milan used to be a very open, very happy little boy with a bright future ahead of him. But after a tragic accident that left him unable to grow out of his 11-year-old body, he's become angry and bitter because of the many things he can't do with this frozen-in-time body (e.g. finding a girlfriend and developing a sexual relationship). He can be very cruel and cold when annoyed and doesn't hesitate to blow someone's head off if he doesn't like them.
    To those he trusts and sees as friends, he's a loyal companion but usually not too reliable. He tends to get addicted to drugs and other bad habits very quickly and knows it, which is why he tries to only drink alcohol and smoke.

    ✽ These are a few of his favorite things ✽ If there's one thing in the entire universe that Milan enjoys the most, it's gambling. He loves gambling to an extent where it's becoming a problem, not only for him but for those who are around him (crew and/or friends) as well.
    Apart from that, he also thinks he couldn't live without any hard liquor - he prefers Vodka as this is the liquor his ancestors from Earth loved so much - or cigarettes/cigarillos/cigars, whichever he can get his hands on. Because 50 percent of his bodily organs are artificial, he's absolutely not concerned about these things affecting his health in any way.
    Another passion of his is racing. His ship, the ITS-056-313 or just "Triangulum", was originally designed to function as a cargo transport for interstellar deliveries but ambitious Milan invested a lot of time and (stolen) money to upgrade the ship and turn it into a racing vehicle. He's joined a great deal of races in the past but has never won any of them so far.

    ✕ His weaknesses and dislikes ✕ As mentioned above, Milan has a tendency to get addicted to certain things and adopt bad habits very quickly. His gambling habit, for example, is very dangerous, not only in terms of losing all his money and possessions but also because it puts not only his life but the lives of his crew/friends in danger too.
    To know what Milan absolutely dislikes or even hates, you'd have to insult him and, above all, the pride and joy that is his ship, the Triangulum. If you dare to insult this prized possession of his, you can be sure that you won't live through the next couple of minutes because he would have his cannon out so quickly you couldn't even count to 3.

    【 History 】 Milan was born as an only child to a man and a woman of Russian origin, Elija and Zutah Gregorii, in Nyzamn's capital city Krech'Ogh. Shortly after his 11th birthday, his parents caused a terrible car accident in which they both burned to death. Milan himself, positioned at the back seat of the car at the time the accident occurred, barely clung to life when help finally arrived and to save him, his body had to be transformed into what was known as a cyborg or android - a creature that was half organic and half mechanical, a symbiont between flesh and machine.
    Because Milan's family didn't have much money left, he couldn't receive any upgrade operations that would've been necessary in order for him to be able to grow normally. As a result, his cells remained frozen in the state they had been in after the accident and Milan was destined to spend the rest of his life as a little boy.

    Frustrated with this hopeless future, Milan took to street life, earning his everyday meal and other necessary things to survive as a homeless kid by either begging or stealing. His innocent looks, so he soon noticed, gave him one essential advantage - people were trusting him and it was very easy to betray their trust by just taking what he needed from them and then simply leave.
    It wasn't long until he became a professional thief and as soon as he realized what his artificial arm could do after downloading some illegal software and installing it, he would go a step further even and try to become an assassin - a killer for money.
    He eventually found out that this new life, this life as a criminal was a good method for him to forget about what he really wanted and actually, deep inside, still wants - grow up, grow out of this child's body and find someone he could spend the rest of his life with.

    ♫ Character's soundtrack ♫ n/a

    〖 Special Abilities/Power(s) 〗Milan doesn't have any natural abilities that are in any way special or even worth mentioning. As established already, his most powerful ability is the fact that he's half man, half machine. His bionic eye and arm can be considered "a special ability" but he himself doesn't think so, he says it's just a matter of luck and technology that was given to him.
     
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    JoeHoganArt: Women of Star Wars - 2

    https://www.deviantart.com/joehoganart/art/Women-of-Star-Wars-Part-II-179010090
    [​IMG]

    Left to right: Padme Amadala, Jaina Solo, Guri, Oola, and Duchess Satine of Mandalore.

    I tried to make this batch a little different from the first. I feel like if the Seppies invaded Mandalore, Satine wouldn't just let themselves be slaughtered, so here she is in Mandalorian armor! Padme's also holding the lightsaber of the Skywalker legacy. Little things like that, I wanted to incorporate more of.
     
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  19. Gamiel

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    The Joker and The Sage by STARANGER-ART on DeviantArt
    [​IMG]
    Ive been interested in using art as a way to investigate my own personality and perhaps psychology. I am especially interested in Jung and the idea of Archetypes that live in our subconscious.

    So Ive wanted to give a face to a couple of characters, that fore me represents my " Sun " star sign GEMINI. I am finding my self interested in astrology and also mysticism, but I always try to keep a skeptical mind. Consider this me, experimenting a little, trying to learn more about my self.

    The Joker and the Sage are a duality within me. The Joker is creative, incredibly funny and spontane with a lot of ideas, talent etc. The Sage is intellectual, very smart, read, interested in concepts and abstract thinking. He is also a philosopher and full of wisdom.

    GEMINI is a air sign, one associated with the mind. I am very much in my own head, I get lost sometimes, but I also feel that I have a lot of clarity these days. I am very interested in embracing these characters, integrating them and learning how to use them for different areas in my life.

    I feel that I should probably have a job in the future that allows me to fully use my creativity and intellect to create some interesting and meaningful artwork and projects.

    Please if you like this, consider following me on Instagram. I tend to upload more sketches and unfinished art there, whenever I upload anything to DA I want everything to be perfect so I tend to be more active on these other sites.

    www.instagram.com/eskarart/
    www.facebook.com/EvenSkaranger…


    Desert Doppelganger by STARANGER-ART on DeviantArt
    [​IMG]
    This illustration was made for the online Norwegian comic book collection Outre Press - outrepress.com
    The illustration shows a soldier meeting his future self in the desert. His future self has been in the desert after a mission that when horribly wrong. He has come to terms with what he cannot change and has perhaps found God or some kind of revelation.
    His former self is a tough soldier on his way to the mission, perhaps this is his past still haunting him, now looking to kill him on his knees in the desert.

    I wanted to make the uniforms look familiar and still unknown. The style is inspired by world war one and also old imperial uniforms from the British and german empires. I wanted it to look like a foreign legion kind of armor that has collected artifacts from a different culture, like the knifes, cloths etc. I also wanted to make the technology look old, but still technical, not steam punk, but like if there is still a appreciation for highly decorated and handmade things in this culture, even within the military.

    I would like to make more stuff from this particular universe. The sun is also iconic, and gives a more abstract and flat look to this world, its more poetic than real. a perfect place for a storybook or moral tale to be told?

    hope you like the concept and effort put into the details in this one [​IMG]

    to check out more go to

    www.facebook.com/EvenSkaranger…
    www.instagram.com/eskarart/


    The Lovers pt.2 by STARANGER-ART on DeviantArt
    [​IMG]
    Go check out more info about the process at my website, where I have made a blog to show how I work.
    The piece is a little inspired by Interstellar, only with a romantic twist, made to look like perhaps a Alphonse Mucha drawing of a couple or two lovers that are yearning to be with eachother.

    Its painted traditionally, and is the first of its kind featuring more rough brush strokes etc. Its painted with Guache and watercolor.

    I have also changed the colors with hue and saturation to make it more atmospheric and perhaps a little less cartoony.

    Check out my blog here : www.evenskaranger.com/artist-b…


    Moon Spirit by STARANGER-ART on DeviantArt
    [​IMG]


    Space Opera pt.1 by STARANGER-ART on DeviantArt
    [​IMG]
    Behold the builders and astronauts of old, ascending to space from the city of gold....

    As revisit and redesign of the Apex and the comic about the themes surrounding the comic from back in 2014. Never felt that the apex ever got to play their role out, so I am trying to revisit the character Phobos and give him a meaningful archetypical
    Role for him to play out. I am saying goodbye to this archetype but also an aspect of my self guess.

    This is the first instalment in a personal project about transformation, life, death and acceptance of what is. Inspired by the Tarot and other themes which I find important. Phobos, the Martian moon, but also the root word of Fear. Fear of loosing, fear of not having control etc.

    to come to accept the things that one cannot change, and also make sure to not let life and love be restrained by the fear of loosing it.


    Space Opera pt.2 by STARANGER-ART on DeviantArt
    [​IMG]
    In space, a robot finds the shrine of the goddess Venus, who gives him a heart. He then becomes a human, because he can feel love.

    second out of three final artworks for a project at Falmouth University. A self governed project about some themes I find interesting.

    The theme of a robot finding love has been with me for years, This is my favourite of the three illustrations, an a favourite theme even though it is not really a happy ending for phobos.
     
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    May The forth be with you by STARANGER-ART on DeviantArt
    [​IMG]
    Happy International Star Wars day guys! Here is the second tribute poster I made for todays celebration! Ive really tried to make this scene look a little funny and interesting to look at. Somewhere in the galaxy, somewhere after the galactic civil war of the original trilogy. A veteran pilot, ( who fought during the final assault over Endor ), buys an T65B X-Wing model for his daughter, but for some reason the shopkeepers dont accept Republic credits. What to do?

    I wanted to make the items in this shop look familiar, yet a little obscure, like a foreign breakfast cereal version of the X-Wing everyone knows! Also a Mandelorean helmet, is it authentic? What tribe is that? Who knows? When it comes to color, Ive tried to be mindful of the yellowish, bleach plastic and worn colors that is present in much of the old movies from the 80´s. I hope I pulled it off. Do you think I should make more Star Wars themed artwork like this in the future?

    Visit me

    www.facebook.com/EvenSkaranger…

    www.instagram.com/eskarart/
     
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