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#Undead
kurocyou · 3 days
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Spooky girl just wants to go back being dead, is called to save the world instead
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dailyadventureprompts · 17 hours
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Dungeon: Grandfather's Hungering Maw
Said to have been carved by an exiled dwarven king after his name and ignominious deeds were stricken from the records of his clan, this brooding edifice contains a darkness far deeper than any normal glacial cave.
The dungeon's name comes from a settlement in the foothills, with a mostly human population ignorant of the monument's dwarven origins. In their myths the face is infact that of a great giant, tricked by the folkhero founder of their village into staying very, very still while he was served a great feast, growing so spoiled and indolent that he was eventually buried by the mountain snow and froze solid. A recent series of avalanches that've buried paths and even destroyed homesteads have put it into people's heads that grandfather might be waking up.
Adventure Hooks:
A merchant caravan the party is riding along with takes a detour up into the highlands, following rumours of a village that's paying a premium for foodstuffs of late. Upon arrival they're strongarmed out of their cargo by a crowd of armed villagers, who heap the provisions on an overburned yak cart set to depart up the mountain on the next day. Fear of the giant has made some of the villagers turn into a panicked mob, emptying the granaries and raiding their neighbour's larders to supply ever larger and hastier "tribute" runs up to the mountain's mouth. Food is growing scarce in the village, and those with the foresight to worry about winter provisions dare not speak up: An old woman was accidentally killed trying to fend off the toughs uprooting her garden, and her still warm body was piled into the yak cart next to her unripe rutabagas.
Seeking the power of her infamous ancestor, a disfavoured daughter of the dwarven throne has ventured to the Maw with a group of sellswords in tow in the hopes of discovering the means of making herself queen. Down into the mountain's gullet they've found a great labyrinth, hewn over centuries by the still shuffling corpse of the nameless king, unable to fully rest until he has constructed a tomb worthy of his hubris. The would be ruler and her entourage are eating well thanks to the unsuspecting villagers' food deliveries, and have a few agents in town helping the process along while they continue their delve.
There's more than a stone worn skeleton and a few fortune hunters inhabiting the depths. A millennia ago Ahlkenahl the Vanquisher was a feared demon of war, thought invincible before the dwarven king forged a ring with the fiend's true name inscribed upon it and forced the Vanquisher to pledge an oath of eternal servitude. Driven into exile along with his mortal captor, Ahlkenahl has resentfully laboured alongside the king as he descended into witless undeath, even centuries after the ring was lost somewhere in the tomb along with the chipped fingerbone it rested on. The demon's occasional demolition filled bouts of rage cause the avalanches on the mountain's exterior, and they've only grown more frequent as he's attempted to stop the Heir and her underlings from finding the ring.
It's a three way race between the players, the dwarven heir, and the fiend to see who can find the ring first, having to not only battle eachother, but subterranean monsters, collapsing tunnels, and freezing glacier caverns along the way. Of course Ahlkenahl doesn't play fair, as the fiend can revive any body that finds its way into the Hungering Maw (such as dead villagers loaded on the Yak cart or slain sellswords) into undead minions, growing in strength as the situation becomes more desperate. The fiend can even send the undead down into the valley to do his bidding, chasing after whichever group managed to get the ring first or even go on a murder-filled supply run to bring back more bodies.
Simply getting the ring isn't enough to control Ahlhenahl, as the war-demon's true name is written in an infernal script that must be researched before it can be understood and spoken aloud. This gives the party a chance to catch up if the heir makes it out of the labyrinth with the prize and vice versa. It likewise gives Ahlkenahl's undead minions time to become a real threat both in number and as he deliberately creates more fearsome versions.
The Vanquisher can freely communicate with anyone holding the ring, an ability originally intended to allow the exiled king to command his bound demon in the field which now allows Ahlkenahl to whisper temptation into the ear of whoever holds it. Think of what he could do for them if they let him out of the labyrinth, the enemies he could slay, the kingdom he could carve on their behalf. Sure it would mean unleashing a walking massacre on the landscape but what's a little carnage between pactmates?
Art1 Art2
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Lysandus Awakes
Cinematic for The Elder Scrolls II: Daggerfall
-Mark Jones was one of the artists who worked on this animation. Daggerfall had many artists who worked on the game but Mark was one of only a few who stayed on for the full game development.
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whereserpentswalk · 15 hours
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You sell items to adventurers for a living. It's relatively easy to get business in a frontier city like the one you live in. You were planning on becoming an adventurer yourself but an injured leg when you were young prevented that. But because you already know how to find items, and how they should be fairly priced, so it's a good living.
Not everyone who thinks of themselves as adventurers actually are adventurers. You sometimes have to sell weapons to naive groups of kids, who have no idea what they're doing. Useally you humor them, they tend to go off into useless places with no gold to be found, an old mineshaft that's been explored a thousand times over has become famous for such things. If they seem like they'll go somewhere way more dangerous than they should, you point them to the mineshaft.
Of course, most of your business is from actual adventurers. They tend to be wanderers, foreigners, a lot of ex merchants or ex millitary, or children of nobility who cant inherent, the type of people who never had the chance to make a safe living. Most of them are nice to you, and if they're not you know how to get them to leave.
You also know how to become a protecter for the adventuring parties who need it. Your shop is basically the center of their community in this part of the city. If a spellcaster is part of an illegal religion, or performing banned practices, you know what symbols to sell them to help them hide themselves. If someone is clearly a runaway slave or serf, or from a race that's considered a monster in this part of the world, you know how the forge the right documents. There was a hobgoblin who frequented your shop for a long time, who you sold weapons to, who you had to testify in front of the city sherif was not a hobgoblin but was infact a member of a rare subrace of elf that you made up to protect him. You may have also recently made an entire fictional category of magic legally real for the sake of protecting some necromancers you know.
There are some people you never sell to. It's not considered good principle to sell to people who would gladly kill your other clients. There was a group of warriors weilding holy magic who talked a lot about punishing sinners, they came back with the heads of goblins and hobgoblins a lot, and vampires, and humans of religions other then theirs. After they started bringing in more of their freinds you cut them off.
There are people who you wished you hadn't sold to for other reasons. There was this human noble girl who you sold a suit of armor to, she had run away from an arranged marriage and joined an adventuring party so she could be as far from her parents as possible. She seemed so excited to be in a big city, to be out in the world, she chatted with you for hours about an epic poem from ages long gone that she liked. When she came back to your shop after her first quest she had turned undead, something happened in her first dungeon that changed her, her skin was pale, and her teeth had turned sharp, you just remember her shivering and trying to cry, and muttering about how cold she was. Her other party members said they were happy she was more durable like this, they didn't seem to care about her outside of that.
And of course, there's the fact that every adventurer you know, useally doesn't come back eventually. When a full party goes you can assume they left town, but when just one or two from a party is missing there tends to be one explanation. Most adventurers don't have long careers, and mortality especially high for rookies. But you don't tend to ask if anyone is dead, it's better to just assume they went home, as implausible as it may be.
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ancientorigins · 3 days
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Excavation of a Bronze Age grave in Germany has revealed something chilling: a large stone holding down the body inside. Did these people fear a zombie might rise again from his grave?
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nataliedecorsair · 7 months
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A friend that stays until the end (and beyond) A small comic related to Heather's world
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beidak-art · 11 months
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deathless
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weirdundead · 2 months
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The Gentle Death 🥀 [commission for amazing Calamarty]
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texaschainsawmascara · 8 months
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Sophie Dahl, The Face 1997
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iingezo · 5 months
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Naganori for @dracotology !
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bfleuter · 7 months
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The Pizzaman - a lil comic based on a dream I had.
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Nightdead
Isolated 3D model for The Elder Scrolls Travels: Shadowkey
Model by Mark Jones
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whereserpentswalk · 9 days
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Reblog to curse your followers and mutuals.
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leenalecklin · 20 days
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Breathing is something you don’t think about until you can’t do it anymore.💀
Story of Frill being brought back is something that has been hiding in my folders for several years unfinished. I’m still not quite happy with it, but I guess it’s time to accept it and move on to something else. 
Frill is my DnD character. A skeleton bard with a lot of package to carry on his bony shoulders. 
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nataliedecorsair · 6 months
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If you are polite and courteous, the spirits will kindly agree to take a picture for you - and other spooky arts I drew this year >:) Most of the arts are taking place in Heather's world, including the gambling scene (don't look under the table...) The last art is another awkward monster art and you can find the backstory here Previous spooky & Heather's world art post is here (you can see some recurring characters throughout the art) More Mari Lwyd (who is a Welsh spirit and is being a "crossover" in my art) is here P.S. - bonus points to you if you can find all the hidden frogs 🐸
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dinodanicus · 6 months
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A portrait of beloved professor Elias Scrimshaw. Elias is one of the stranger creatures from the species exchange program. An intelligent parasitic entity that can live in and manipulate a host's body for hundreds of years. Elias's species keep active only the bodily systems that are most needed, such as those involved in locomotion and eating. The unessential parts of the body are consumed, often Reducing the host species to what is essentially an animated husk which is kept preserved with a special cocktail of antibacterial fluids produced in Elias's strange asymmetric body. His preferred field of study deals with the biomechanics and life cycles of extraterrestrial parasites. His unique perspective and insight has offered great leaps in interstellar medicine by helping provide treatments for rare and often deadly parasitic infections. Not wanting to offend his host planet he took over the form of a stray cat which he assumed to be a local source of food before realizing it was in fact a common household pet. He has since expressed his deepest apologies for this mix up and has advised cat lovers to perhaps reconsider taking his class.
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