Old Warg Sketch

Old Warg Sketch

old warg sketch

More Posts from D3m0n-c0nc3pt5 and Others

1 year ago

this looks so sick

Epigenised (Opal-CT, Lussatite) Helix Ramondi Snail Fossil, From Dallet, Puy-De-Dôme, France.
Epigenised (Opal-CT, Lussatite) Helix Ramondi Snail Fossil, From Dallet, Puy-De-Dôme, France.
Epigenised (Opal-CT, Lussatite) Helix Ramondi Snail Fossil, From Dallet, Puy-De-Dôme, France.
Epigenised (Opal-CT, Lussatite) Helix Ramondi Snail Fossil, From Dallet, Puy-De-Dôme, France.
Epigenised (Opal-CT, Lussatite) Helix Ramondi Snail Fossil, From Dallet, Puy-De-Dôme, France.
Epigenised (Opal-CT, Lussatite) Helix Ramondi Snail Fossil, From Dallet, Puy-De-Dôme, France.
Epigenised (Opal-CT, Lussatite) Helix Ramondi Snail Fossil, From Dallet, Puy-De-Dôme, France.
Epigenised (Opal-CT, Lussatite) Helix Ramondi Snail Fossil, From Dallet, Puy-De-Dôme, France.
Epigenised (Opal-CT, Lussatite) Helix Ramondi Snail Fossil, From Dallet, Puy-De-Dôme, France.
Epigenised (Opal-CT, Lussatite) Helix Ramondi Snail Fossil, From Dallet, Puy-De-Dôme, France.

Epigenised (Opal-CT, Lussatite) Helix Ramondi snail fossil, from Dallet, Puy-De-Dôme, France.

1 year ago
Roar, 3d Creature Design By Sadan Vague
Roar, 3d Creature Design By Sadan Vague
Roar, 3d Creature Design By Sadan Vague
Roar, 3d Creature Design By Sadan Vague
Roar, 3d Creature Design By Sadan Vague
Roar, 3d Creature Design By Sadan Vague
Roar, 3d Creature Design By Sadan Vague
Roar, 3d Creature Design By Sadan Vague

Roar, 3d creature design by Sadan Vague

1 year ago
The Enigma Of Amigara Fault

The Enigma of Amigara Fault

This short story by Junji Ito is about a fault that appears in Amigara mountain after an earthquake. The earthquake exposes countless human-shaped holes in the mountain which seem to have been made about a thousand years ago. People, intrigued by these  silhouettes, gather at the site and that’s when things get creepy.

It’s about a 15-20 min read, but if you haven’t read this before, you’re in for a treat. Link above.

1 year ago
The Blast Furnace & Hearth At Redcar Steel Works. Went For A Look Before It's All Gone. The Scale Is

The blast furnace & hearth at Redcar Steel Works. Went for a look before it's all gone. The scale is quite mind boggling!


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4 months ago
The Thirst Trap The People Truly Want

The thirst trap the people truly want

2 years ago
Someone Has To Make The First Move, Why Not Right After A Fight When Your Blood’s Still Pumping?
Someone Has To Make The First Move, Why Not Right After A Fight When Your Blood’s Still Pumping?

someone has to make the first move, why not right after a fight when your blood’s still pumping?


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2 years ago

My personal favorite use of the standard fantasy tropes is that all the stock characteristics of fantasy races are the stereotypes/caricatures the other races use for them. For instance:

Goblins

Stereotyped as thieving little tricksters with big noses and ears, but in reality they are extremely diverse, often to the point of not being related at all. Hobgoblins, Bugbears, traditional Goblins, Gnomes, Halflings, etc have all been called ‘goblin’ at one point or another, despite having very little in common. The thieving hordes idea comes from the fact that Goblin society is super socialist and they really don’t have a concept of personal property. The idea of locking a door in goblin society is alien, as everyone shares what they have. A goblin walking away with a set of silverware is less to do with greed, and more to do with the fact that their neighbor was complaining the other day about losing all their forks, and the goblin in question saw how many forks this tavern had, and decided to equal the scales a bit.

Dwarves

Dwarves are stereotyped as hard-drinking, dirt eating, greedy, hotheads. When you live underground rickets, anemia, and scurvy are all common, and displays of physical robustness become a cultural sign of status. At the end of the day Dwarves work well together, and drink a fairly normal amount, generally only drinking heavily among company. Dwarves are hospitable to a fault, and the way they show that is by engaging in eating and drinking in excess, to encourage similar behavior of their guests. A successful Dwarven feast ends with empty flagons and plates, and still full serving bowls. Stereotypes regarding digging greedily only come about from the twin facts that space is limited underground, necessitating regular expansion into newly built caverns, and in a magical world there are monsters all through the ground. And honestly, while the most famous Dwarven cities are subterranean, most live in hills, on cliff-sides, or on the rocky shores.

Orcs

Orcs are often stereotyped as unintelligent ravaging hordes who roll up to towns and wreak havoc. They steal away with women and children, rob livestock, and burn homes. Orcs in reality are generally nomadic. In the wide open plains, where water and food are scarce, to stay in place would mean certain doom, as their herds overgraze and soil water sources. Traditional Orcish clans have ancestral grazing lands millions of acres across. Distant corners may be visited only every decade. To graze on another’s land is a high crime among the orcs, as ever bite of browse is one stolen from the lifeblood of another clan. To prevent accidental trespass, Orcs have markers, large stones carved with jagged Orcish script. When humans (etc) wander into Orcish Land, they build farms and towns, and the Orcs feel they are in their right to remove them. Humans who are ‘stolen’ by Orcs are often just guests. In the open desert, Orcs can find water easily, and have plentiful food. They are eager to trade their fine leather goods and horn bows for goods from afar. Orcs also maintain cities, far flung and small, based on elaborate commerce. Each clan maintains a Great House in the city, and any Orc unfit to ride a Warg will stay there taking care of the family finances, trading goods, and teaching the young. Orcs of any gender ride, hunt, and herd with equal success, as a result an Orcish patrol might look very much like an army of large men to a human settlement, especially when that same party demands they leave their home and offer some settlement for their robbery.

Elves

Elves are stereotyped as haughty, distant, and immortal. While Elves are long lived, they are anything but immortal. The myth comes from Elvish naming conventions, and their religious connection to family history. Elves have given names, but rarely use them after the death of a parent, at which point the eldest same-gender child of a nuclear family will almost always adopt the ancient family name, and carry it, along with the history it is tied to. Elves think very generationally, always seeking answers in the future and past, digging through ancient tomes and burying themselves in study. Elvish librarians and scholars keep extremely detailed notes on present goings on, and as a result Elvish scholarship has a very black-and-white view of the past, informed by very deliberate attempts to remove bias. Elves generally don’t correct folks who think they are centuries or millennia older than they are, because the Elvish idea of the self is a very dispersed one, where every individual is, in a way, their ancestors. Perceived haughtiness of emotional distance arises from the fact that, to an elf, the past is settled, and the present is best lived through a mindset of calm, stoic inspection. To react with sudden, poorly thought-out, or overly emotional haste is to betray your ancestors, past and future.

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Beginner concept artist, lover of fantasy works 2003 baby

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