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Custom Content Challenge: September 2014: The Mists of Ravenloft


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#26
Bluebomber4evr

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Other famous Ravenloft personalities:

 

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Azalin Rex, lich-king of Darkon, in his mortal disguise

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Azalin's true form

 

 

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Lord Soth, death knight of Krynn and former darklord of Sithicus

 

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Harkon Lukas, wolfwere bard and darklord of Kartakass

 

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Easan the Mad, wood elf wild mage, demon-possessed madman, and darklord of Vechor

 

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Baron Urik von Kharkov, nosferatu vampire who began life as a black panther, darklord of Valachan

 

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"Aggie", the undead lake serpent that dwells in Forlorn's Lake of Red Tears (Ravenloft's version of the Loch Ness monster)

 

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Vladimir Ludzig, a vampyre (a living creature that resembles a vampire) that leads a pack of his kind in secret in Falkovinia

 

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Athaekeetha, an illithid vampire that lurks on Bluetspur's surface

 

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Mayonaka, a chiang-shi (oriental vampire) samurai from Kara-Tur, now wandering Ravenloft.

 

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Blackroot, the oldest evil treant in Ravenloft

 

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Tara Kolyana, a cleric of Ezra and the current generation's reincarnation of Tatyana.

 

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Jezra Wagner, a unique spectre that haunts Mt. Baratak in Barovia. Instead of draining levels, her touch freezes her victims solid.

 

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Andres Duval, a good-aligned bardic lich

 

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The legendary monster hunter, the late Rudolph van Richten.

 


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#27
Bluebomber4evr

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The races of Ravenloft:

 

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Humans

 

 

 

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Half-Vistani

 

 

 

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Dwarves

 

 

 

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Elves

 

 

 

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Half-Elves

 

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Gnomes

 

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Halflings

 

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Calibans

Ravenloft is a world that has no orcs, even as creatures of legend, so there are no native half-orcs. In their place, there are calibans, humans who are twisted by black magic while in the womb and are born deformed and bestial-looking.

 

 


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#28
Bluebomber4evr

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More famous Ravenloft NPCs:

 

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The Living Brain of Rudolph von Aubrecker. An evil, disembodied psionic brain who wages a secret war with the darklord of Dementlieu.

 

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The Avanc, a unique monster that dwells in Tepest's Lake Kronov. This horrid beast was originally a human, and was transformed into this monstrous form when he ran afoul of the evil fey that live in the Shadow Rift.

 

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Ahmi Vanjuko, once a human ranger, now his mind is trapped inside a mechanical golem after encountering Easan the Mad.

 

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The Furies: Alecto, Tisiphone, and Megarea. These creatures hunt down those who have fallen into temptation but seek to redeem themselves.They harass the person to repeat their evil acts and slide back into darkness.

 

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Top row, left to right:

Tristen ApBlanc, Darklord of Forlorn. By day, he is a vampyre (a living creature that has powers similar to a vampire). By night, he is a ghost. His castle exists in three separate points in time simultaneously, but only outsiders experience this.

 

Inajira, an arcanoloth who desires revenge upon Strahd von Zarovich. 

 

Jacqueline Montarri, a human who was cursed by the Vistani and lost her head. She kills other women and uses their heads as replacements. Legend has it that if she ever finds her original head she will gain immortality. To this end, she founded the Red Vardo Traders, who pose as a salvage and trade company, but in truth are searching for her original head.

 

Bottom row, left to right:

Gondegal, once conquered the city of Arabel in the Forgotten Realms, now wanders Ravenloft as a member of the Knights of Shadow.

 

Kazandra, vampire leader of the Kargat, Azalin's secret police.

 

Victor Mordenheim, creator of the golem Adam. Adam is the darklord of Lamordia.

 

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Top row, left to right:

Azalin Rex, lich darklord of Darkon

 

Toben the Many, a unique undead consciousness that inhabits multiple zombie bodies simultaneously

 

Eia Pax, the most powerful and and longest-lived paladin of the Morninglord in the setting

 

Bottom row, left to right:

Dominic d'Honaire, mesmerist darklord of Dementlieu

 

Jacqueline Renier, wererat darklord of Richemulot

 

Shih Suren, a unique tiger-headed caliban paladin from Rokushima Taiyoo.

 

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Gennifer and Laurie Weathermay-Foxglove are the granddaughters of Mordent's governor, and have taken up Rudolph van Richten's monster hunting after his untimely demise.


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#29
Bluebomber4evr

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The Nightmare Lands

 

The Nightmare Lands is a unique domain in Ravenloft were the waking world and the world of dreams collide. The landscape is constantly changing and unpredictable. People can travel there while awake or when they are dreaming. The only inhabitants are the Abber Nomads, an aboriginal culture that assumes that anything they aren't observing ceases to exist. The domain is ruled by the Nightmare Court, a cadre of ghoulish creatures that each create a specific type of nightmare.

 

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Abber Nomads are the only living inhabitants of the Nightmare Lands. They are primarily inspired by the Ojibwe people of North America. One of their famous creations is the dreamcatcher, which can protect travelers in the realm from the creations of the Nightmare Court.

 

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Abber Shamans live apart from the rest of their people, and have special insight into the workings of the Nightmare Lands. The most well-known of these shamans is Walks Alone (pictured above).

 

The Nightmare Court:

The Nightmare Court is comprised of at least six distinct members, though there may be more who have yet to be identified. They dwell in the Nightmare Lands, each controlling a specific location in the domain.

 

One member of the Court, a being called the Nightmare Man appears to be more powerful than the rest and possibly even the Court’s leader. It is not known if the Nightmare Man is the sole lord of this domain, however, or if he shares this role with the entire Court. Some have even speculated that the Court is simply made up of different aspects of the Nightmare Man’s personality, each given substance by the curse which binds him to the domain.

 

In any case, the Nightmare Lands’ proximity to the Veil of Sleep gives the Court access to the dreams of people across the multiverse – not just those trapped within the Demiplane of Dread. The members of the Court cannot escape from the domain by crossing the Veil of Sleep, but they can pull dreamers into their mad realm.

 

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The Ghost Dancer:

 

The Ghost Dancer is perhaps the most tragic member of the Nightmare Court. As her name implies, she is an incorporeal creature who now searches the nightmares of the living in an effort to understand her own death. Dreams inspired by guilt and shame interest her the most, drawing her with the same inescapable pull as a flame exerts over a moth.

 

The Ghost Dancer appears as an ethereal and strikingly beautiful young woman in her late teens or early 20s. She is translucent, with pale flesh that looks cold and dead. Her short, blond hair is as devoid of color as her alabaster skin. Above pale, full lips, her eyes are hidden beneath perpetual shadow. This grim specter wears a tattered, faded ballerina’s costume. Pale blood stains cover its once-elegant designs; some shapeless splatters, others ominous hand prints that hint at foul violence in the distant past. She is as beautiful as she is insubstantial, with wisps of ghostly mist rising off her transparent form.

 

The Ghost Dancer never speaks. Dark bruises on her neck could indicate that she lost the capacity in whatever violent act ended her corporeal life, but the details of that event remain a mystery. She does communicate, however, through her expressive and haunting dances. Unfortunately, to view such a dance usually indicates that the Ghost Dancer has marked the audience – and those so marked rarely live long enough to tell others what they saw.

 

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Hypnos:

 

Hypnos is sleep personified, the one member of the Nightmare Court who never leaves his bed of glass. This villain favors dreams of inadequacy and frustration, seeking to destroy a dreamer’s self-esteem through endless nocturnal episodes. He also has the ability to affect the waking world through a combination of suggestion and mesmerism.

 

Hypnos appears as a gentleman of high station, a tall man dressed in impeccably tailored suits. His black hair and thick mustache are always perfectly trimmed and neat. A monocle connected to his vest pocket by a gold chain covers his right eye. He is always seen in eternal slumber, resting within a glass coffin, his arms folded peacefully across his chest. Only his right eye, the one behind the monocle, is ever open. Indeed, it never closes, but is instead filled with a maniacal light. Although he appears to be dead, Hypnos is not an undead creature.

 

Though Hypnos’s mouth never moves, his voice continuously whispers throughout his lonely tower like a chill autumn breeze. It speaks to wanderers and dreamers alike, taunting and ridiculing them while also urging them to commit terrible arts of violence.

 

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Morpheus:

 

Morpheus is one of the strangest members of the Nightmare Court, a chaotic imp who loves to confuse, confound, and shock the dreamers who provide the energy to sustain him.

 

Morpheus is a red-skinned, powerfully built male with dark hair and eyes, a thin mustache, and pointed ears. He adorns himself in expensive, formal suits, though only from the waist up. His lower body tapers off into vaporous trails.

 

Due to his connection to the dream plane, Morpheus can speak any language he has ever come in contact with.

 

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Mullonga:

 

The aboriginal witch Mullonga is one of the most active members of the Nightmare Court. She may look like an old woman who is so small as to be harmless, but she is evil and malicious. She thrives on the fear and apprehension of others.

 

Mullonga appears as a hunched, leathery, brown-skinned old woman dressed in animal skins and carrying a gnarled staff. Her flesh looks as if it has been parched in the hottest desert, beneath a blazing, unforgiving sun. As no visible sun shines over the Nightmare Lands, perhaps it is the pure evil that emanates from this witch that withers her flesh so.

 

Her connection to the dream plane gives Mullonga access to many languages, all of which are spoken with a voice as dry and brittle as a mummy's wrappings.

 

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The Nightmare Man:

 

The mysterious entity known as the Nightmare Man rules over the Nightmare Court from his lair in the Grieving Cathedral. It is the Nightmare Man’s curse that gives shape to this domain and binds the rest of the Court to the land.

 

The Nightmare Man wears dark, tattered robes, a hood always drawn over his head. The hood’s shadows hide his face, though long wisps of silver hair spill from the dark opening. Only his hands emerge from the folds of the robes, and these appear as gnarled, pale appendages that are more skeletal than flesh. The robes are spun from the webs of dark dreamweavers, and dozens of these spider creatures crawl across their fraying surface.

 

The Nightmare Man can speak any language he has ever encountered in the dreams of his multitude of victims. When he speaks, his raspy voice sounds like a faint wind blowing through a dead forest of dry leaves and brittle branches. It carries with it a chill that no fire can eliminate.

 

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The Rainbow Serpent:

 

The Rainbow Serpent is perhaps the most enigmatic member of the Nightmare Court simply because the creature wears a nonhumanoid form. It is a reclusive entity who sows the seeds of mistrust and suspicion among the dreamscapes it controls.

 

This winged serpent is only four feet long, with brilliant red scales interrupted by bands of yellow, black, and deep blue. Its eyes are full of malevolent intelligence, and its mouth seems to be curled in a perpetual smile. If dreamers remember anything about this villain, it is this leering, mocking smile.

 

The Rainbow Serpent can speak any language it has ever encountered in the dreams of others. It does not actually speak, but instead projects the words and ideas it wishes to communicate directly into the minds of its audience. Within these minds, the listeners are never sure what ideas well up from their own subconscious and what comes from the seditious liar with the rainbow-hued scales.

 

Monsters of the Nightmare Lands:

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Morphs:

Gray morphs populate the dreamscapes and roam the Terrain Between (a zone in which waking reality and dreamscapes are mixed and in constant flux). They function as the supporting cast in dreams and nightmares. It is not known if they serve this function in normal dream scenes or just in the dreamscapes of the Nightmare Lands.

 

A gray morph’s natural form is that of a small, blank, featureless humanoid with long, gangly limbs and pale, gray flesh that is as malleable as water. In dreamscapes, gray morphs assume the form off normal people, common animals and even common objects to fill out the details of the dream. They can change form at will in a dreamscape due to the energy provided by a seed (a dreamer temporarily attached to a particular dreamscape). In the Terrain Between, however, they need to draw on the memories of living, sentient beings through physical contact.

 

Shadow morphs play major roles in nightmares, assuming the forms of whatever horrors haunt the recessed memories of dream seeds (that is, dreamers). Its natural form looks much like a gray morph, though it’s slightly larger, its flesh darker, and its featureless lines sharper and more frightening.

 

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Ennui:

 

Ennui are greater dream spawn who serve the members of the Nightmare Court, actively controlling events occurring in dreamscapes while their masters are otherwise occupied. They can move freely across the Veil of Sleep, stepping between the waking world and the dreamscapes without trouble. Ennui are naturally wild and savage. Fear generated in dreamers by nightmares not only sustains ennui, it gives them control over their innate savagery.

 

An ennui appears as a large creature that can shift its form at will. In its natural form, it stands as tall as a man, has four arms, and batlike wings. Its skin is gray and featureless, able to change with fluidic ease.

 

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Arcane Heads:

 

Arcane heads are the severed heads of wanderers whose physical bodies died in the Nightmare Lands, specifically the Terrain Between. The heads are then magically animated by Mullonga the aboriginal witch of the Nightmare Court. A flock of 13 arcane heads serve Mullonga, searching for physical wanderers traveling in the Nightmare Lands.

 

An arcane head looks much as it die in life, except that it has no body. Its eyes are empty and white, and a supernatural glow surrounds it. Its teeth are much sharper than those of a normal human, and its neck has been sewn shut where it was severed from its body. An arcane head moves through the power of magical flight, tracing mystical patterns in the air as it travels. When the mystic patterns of several heads are combined in a specific way, a portal opens through which Mullonga may travel to reach her ghastly servants.

 

The only sounds made by an arcane head are low, pathetic moans and the grinding of sharp teeth. It appears they can communicate with Mullonga in some way, but they do not speak or otherwise talk to their victims.

 

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Dreamweavers:

 

Dreamweavers spin the stuff of dreams and nightmares, giving shape and substance to the scenes inside the dreamscapes. These spiderlike creatures come in two varieties: light-colored dream spinners and dark weavers, who create the tapestries of nightmare.

 

Dreamweavers are spiders no bigger than 6 inches in diameter. The type that weaves beautiful silken dreams has a light-colored body, usually the same color as the morning sky. The type that weaves nightmare webs has a sleek body as dark as the deepest night. Both types have matching striped legs.

 

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Mandalain, the Night Terror:

 

The night terror called Mandalain has two distinct forms. Both of these forms have ghostly qualities. The first form is that of a beautiful young woman with long brown hair and dressed in a nurse’s uniform. This is how the real Mandalain looked in life. The second form is more terrifying. Her uniform becomes stained and tattered. Her hair turns wild and white streaks appear within it. Her eyes, once big and expressive, become empty pools of shadow. Her long, slender fingers take on the most dramatic change; they become surgical scalpels.

 

This Mandalain isn’t the ghost of the real nurse. This is a night terror constructed by the Nightmare Man from the images in Dr. Illhousen’s nightmares. The creature’s sole purpose is to enter the waking world and torment Illhousen as it haunts his clinic.

 

The night terror never speaks, but it sometimes screams with such pain and agony that it sounds like Mandalain is being killed again.


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#30
Bluebomber4evr

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General inspirational artwork from Ravenloft:

 

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Amala.jpg

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#31
Shemsu-Heru

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More famous Ravenloft NPCs:

 

 

 

 

Alanik_Ray.jpg

 

Alanik Ray

 

An elven detective, and a friend of doctor Van Richten, he is apparently Inspired by Sherlock Holmes...

Travels with Dr. Arthur Sedgewick, who has chronicled some of Ray's cases. Alanik Ray is the former Chief Constable (Martira Bay) of Martira Bay. He now resides in Port-a-Lucine.

Alanik Ray was born in Neblus

747 BC is made Chief Constable (Martira Bay) of Martira Bay

 

Male elf, Detective 6 / Rogue 4, Lawful Neutral

 

 

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Jander Sunstar

 

Jander Sunstar can boast of many things. It is the oldest vampire in Ravenloft. It is the only vampire who has retained his goodness (probably because it was made ​​in Faerun). He was the master of Strahd about using vampiric powers. Also, perhaps, he's the only inhabitant of the demiplane who has given him a good beating to the lord of Barovia and lived to tell the tale. As if that were not enough, saving a young barovian from a wolf attack, he inspired the creation of "The Cult of the Morninglord". Jander continues wandering in Ravenloft, fighting other vampires and trying not to succumb to their undead nature.

 

 

 

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Malocchio Aderre the Dukkar.

 

Inspired by: Demian (Prophecy)

Invidia is a domain Southwest Core without much political power. This does not prevent his master Malocchio, is one of the most sinister characters of Ravenloft. Despite being himself half-vistana, His goal is to exterminate the Vistani altogether. His motives are unclear, but it certainly can not bring anything good to Ravenloft.

 

 

 

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Gwydion, the Twilight. Dark Lord Shadow Rift. 

Inspired by: Cthulhu, of H. P. Lovecraft.

 

The Shadow Rift is a huge flaw pot downtown the Core. Under a black mist is the impenetrable underground kingdom of the Arak. Gwydion is the dark lord of this land. Twilight is by far the most powerful dark lord of Ravenloft. If it would be released, even and an alliance between Strahd and Azalin wouldn't prevent that it devours Ravenloft. Fortunately, remains confined beyond the obsidian doors, in the depths of the Shadow Rift. But more than its power, Gwidyon is vital to the history of Ravenloft for creating the Shadowlands faerie race: the Arak.



#32
Bluebomber4evr

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Malocchio isn't the darklord of Invidia, by the way. That's still his mother Gabrielle. Malocchio is actively trying to avoid becoming the darklord because he doesn't want to be more trapped than he already is.

 

And this is a more accurate, official drawing of Gwydion:

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#33
Bluebomber4evr

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Might as well quote my old post from the Gothic challenge in February:

 

 

Bluebomber4evr, on 13 Feb 2014 - 7:50 PM, said:

I might as well suggest a few Ravenloft creatures, since Ravenloft is a gothic setting.  ;)

The Wereray: A lycanthrope of the sea. Its alternate forms are a large manta ray and a manta ray/humanoid hybrid.
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(it wouldn't hurt to get a manta ray model to be used along with this  ;) )

The Skin Thief: A bear-like humanoid with eight-fingered, clawed hands, this horrid creature flays its victims alive and wears their skins as a disguise.
skinthief.jpg

The Goblyn: Not to be confused with traditional D&D goblins, the goblyn is the result of a curse. What was once a normal human or demihuman instead becomes a horrid creature with a huge, wide mouth full of needle-sharp teeth. A goblyn is a slave to the dark sorcerer who places the curse upon them. They are typically 4 to 6 feet tall.
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Undead Lake Serpent: This unique creature, dubbed "Agatha" or "Aggie" dwells in Forlorn's Lake of Red Tears. The undead lake monster is a rare sight. It is an ancient, gargantuan, undead water serpent with grayish-green skin and a huge mouth lined with needle-sharp teeth. Its scaly hide is reminiscent of the skin of a zombie, rotten-smelling and marked with rents and gaps though which pale white bones show. When swimming on the surface, it often appears to be a head followed by a series of rounded humps.
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Boneless (or Forsaken Shell) Boneless are without doubt the most foul result of all dark inquiries into necromancy. Created out of corpses from which the bones have been stripped, these mindless creatures exist only to execute the commands of their creator.

Boneless appear to be lanky humanoid creatures with long withered limbs and small wrinkled ball-like heads atop a flexible cord of a neck. The creases and folds of their puckered, fetid skin have a translucent reddish-brown hue. They are sometimes clothed in loose-fitting rags that are often stitched directly to their flesh. They move with a lurching uncertainty, sometimes dropping to all fours for a burst of speed or added stability.
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The Backwards Man: Backwards men are aberrations that exist only for mayhem. They resemble the naked forms of wrinkled old men who walk backwards on their hands and feet, in a crab-like fashion. Their heads have been twisted all the way around so that they can leer out in front of them.

Backwards men have long, purplish tentacles that slither out of their mouths. They can shoot a tentacle out from their mouths to attack creatures at a distance and sprout additional tentacles from the wounds if attacked with slashing or piercing weapons.
Backwards_Man_by_MelUran.jpg

 

 



#34
MerricksDad

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Staring to think that if I have time, I would like to finish my four and six armed skeletons. They can be marked up as golem or undead construct. Either way, I think you will enjoy them, or the animation extensions for use with more fleshy humanoids.


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#35
boodah83

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Awesome, my favorite D&D setting by far. Really looking forward to what you guys will come up with.



#36
The Mad Poet

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*ravenloft overload causes head explodey*


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#37
Bluebomber4evr

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Staring to think that if I have time, I would like to finish my four and six armed skeletons. They can be marked up as golem or undead construct. Either way, I think you will enjoy them, or the animation extensions for use with more fleshy humanoids.

That could be used for a skeletal golem. Nominally it's a Mystara monster, but could be used in Ravenloft:

 

golemys1.gif

http://www.lomion.de/cmm/golemys1.php


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#38
Shadowing2029

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Hmm i think that i should try making some caliban heads for half-orc.


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#39
Shemsu-Heru

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Wereshark.jpg

 

 

Wereshark: With one skin and a dynamic custom tail. This creature uses a modified version of "project Q" lycanthrope animations. The creature can use weapons and shields; This could be useful in case someone wish to use my wereshark like a "samebito" (shark-men in Japanese mythology) or any other shark like humanoid. But also the unarmed fight animations looks good for a lycanthrope.

 

Wereshark01.jpg

 

Wereshark02.jpg

 

Wereshark03.jpg

 

Wereshark04.jpg

 

Wereshark05.jpg

 

http://www.lomion.de/cmm/lycawesr.php

 

@Bluebomber4evr, BTW this time the creature is full naked (Hmmm, maybe I should give them a sexual organ...)


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#40
Shemsu-Heru

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WeresharkSwimming01.jpg

 

 

And like it couldn't be otherwise I have make a swimming version of the wereshark. This version uses animations from "Flying NPCs, Succubus, Erinyes, Vampires, and Kobolds" MOD by StoneMonkey. Those animations were made for flying humanoids not for swimming ones, so it looks a little strange sometimes, but after all, it still be quite close to swimming.

 

WeresharkSwimming02.jpg


If you think that a wereshark is bad on earth, wait to see it under the water....

 

WeresharkSwimming03.jpg

 

ROKEA!!!!!


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#41
kamal_

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Needs a frikken laser beams option ;)
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#42
Shemsu-Heru

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https://www.youtube....40422C37E2A7F9E

 

 

 

 

 

 

 

The music from the 1994 game: Ravenloft Strahd's Possession, converted to NWN.

http://en.wikipedia....hd's_Possession

This was the first of 2 PC RPGs Based on Ravenloft, and good ones BTW. I personally spent quite hours with it in the 90s, and was my first contact with Ravenloft.

Some time ago I found the OST of this game in MIDI format in a website. Converting it from MIDI to BMU required some steps but I was worth it. In spite of been in a basic format like MIDI this themes still sound quite good, and create a great ambient. in addition this music was exclusively composed for Ravenloft.


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#43
Shadowing2029

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Do stone prohet too!

Found some tracks on the net but they need some edits to remove silence on the beggining.



#44
Shemsu-Heru

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@ Shadowing2029: Maybe I'll do it...



#45
Bluebomber4evr

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Love the weresharks, Shemsu! And I've always loved the music from Strahd's Possession. It'd be amazing to have a version for NWN.

 

Here's a few more Ravenloft monsters that'd be great to see:

 

Broken Ones:

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Broken ones (or animal men) are the tragic survivors of scientific and magical experiments gone awry. While they were once human, their beings have become mingled with those of animals and their very nature has been forever altered by the shock of this event. It is rumored that some broken ones are the result of failed attempts at resurrectionreincarnation, or polymorph spells.

 

While broken ones look more or less human, they are physically warped and twisted by the accidents that made them. The characteristics of their non-human part will be clearly visible to any who see them. For example, a broken one who has been infused with the essence of a rat might have horrific feral features, wiry whiskers, curling clawed fingers, and a long, whip-like tail.

 

 

Mongrelmen:

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Mongrelmen are a mixture of the blood of many species: humans, orcs, gnolls, ogres, dwarves, hobgoblins, elves, bugbears, bullywugs, and many others. Their appearance varies greatly, combining the worst features of their parent stocks. They are usually clad in dirty rags; they are ashamed of their appearance and try keep their bodies concealed, especially among strangers. They have no distinct tongue of their own, but speak a debased common, mixed with grunts, whistles, growls, and gestures. Their names often mimic animal noises.

 

In Ravenloft, mongrelmen inhabit the domain of G'henna, and are the result of a curse inflicted upon the unlucky as a result of the darklord's ire. Yagno Petrovna, high priest of the beast god Zakhata, places those he deems heretical upon an altar and strips away their humanity, leaving a mongrelman behind. 

 

While mongrelmen and broken ones look similar, there are some important differences:

 

1. Broken ones always combine a human with the features of a particular animal, and many times are the result of surgery, and thus often have surgical scars in the places where animal and human meet.

 

2. Mongrelmen combine the features of various humanoid races, and only have bestial features from bestial humanoids (such as gnolls or lizard men). The mishmash of races appears natural on the body of the mongrelman and it does not have scars like broken ones often do.

 

 

Ravenloft Elementals:

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Grave and Blood elementals

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Mist and Pyre elementals

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All four types. Background, left to right: Grave elemental, Pyre elemental, Mist elemental. Foreground: Blood elemental

 

Ravenloft elementals are not dissimilar to their more mundane cousins. However, they are created because of an unusual interaction between the Mists of Ravenloft and the fabric of the elemental planes. Thus, they tend to absorb some of the dark aspects common throughout the land and take on an aura of the macabre not found in elementals elsewhere.

 

Pyre Elemental

The wild and dancing pyre elemental is drawn from the flames of a funeral pyre or some large burning associated with a burial rite.

A pyre elemental appears as a slender column of intense flame with tendrils of fire licking away from it like the waving arms of a dancer.

 

Blood Elemental

A blood elemental can be called forth only from a large quantity of blood or from water drawn from the lungs of drowned men. Because of the difficulty in obtaining these materials, they are the rarest of the Ravenloft elementals.

Blood elementals appear as roughly humanoid creatures composed entirely of blood. They leave a trail of drying blood on the ground behind them and fill the air around them with the smells of salt and iron. A pair of fluid tentacles whip about the creature and allow it to manipulate objects and attack enemies.

 

Mist Elemental

A mist elemental is a relative of the traditional air elemental who has been formed from the essences of the Ravenloft Mists themselves. Once conjured, the mist elemental appears as a drifting cloud of white vapor that looks like nothing more than a patch of fog. Because of this, a mist elemental that is moving about in a region of fog or mist is treated as if it were invisible.

 

Grave Elemental

The grave elemental is a variant earth elemental that is drawn from the soil of a graveyard or similar resting place of the dead. It appears as a towering, man-shaped mass of earth with bones and the shattered remnants of coffins protruding from it.

 

 

 

Ravenloft Golems:

 

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Left to right: Gargoyle golem, Glass golem.

 

Gargoyle Golem

The gargoyle golem is a stone construct designed to guard a given structure. It is roughly the same size and weight as a real gargoyle (6’ tall and 550 pounds). Although they have wings, they cannot fly. However, a gargoyle golem can leap great distances (up to 100 feet) and will often use this ability to drop down on enemies nearing any building the golem is protecting.

 

Glass Golem

The glass golem is very nearly a work of art. Built in the form of a stained glass knight, the creature is often built into a window fashioned from such glass. Thus, it usually acts as the guardian of a given location – often a church or shrine.

 

Glass golems, like most others, never speak or communicate in any way. When they move, however, they are said to produce a tinkling sound like that made by delicate crystal wind chimes. If moving through a lighted area, they strobe and flicker as the light striking them is broken into its component hues.

 

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Left to right: Mechanical golem, Zombie golem

 

Mechanical Golem

The mechanical golem is a nightmare combination of magic and technology first woven together in the mind of a madman. They come in many sizes, but are generally man-like in shape. In most cases, they have some manner of melee weapon built onto one of their arms.

 

A mechanical golem moves with a variety of whirs, clicks, and other mechanical sounds. It occasionally releases a hissing sound and a cloud of steam. Despite the creature’s jury rigged appearance, however, it is a smoothly functioning and deadly machine.

 

Zombie Golem

First created by Azalin from information he gleaned while in the employ of Strahd von Zarovich of Barovia, these foul creatures look much like flesh golems. Unlike those traditional golems, however, these creatures are composed of rotting body parts and carry the stench of death about them wherever they go.

 

Unlike flesh golems which are able to emit a guttural roar when they engage in combat, zombie golems are utterly silent. They move slowly and without thought, attacking in a lackluster manner that has been retained from their undead status.

 

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Left to right: Doll golems, Bone golem.

 

Doll Golem

The doll golem is an animated version of a child’s toy that can be put to either good uses (defending the young) or evil uses (attacking them). It is often crafted so as to make it appear bright and cheerful when at rest. Upon activation, however, its features become twisted and horrific.

 

Bone Golems are already in NWN.

 

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Maggot Golem:

A maggot golem at first glance appears to be a shambling, offwhite mound that is vaguely humanoid but with a constantly shifting form. It walks upright on two legs and has two arms but these appendages are constantly changing in length and thickness, as are the dimensions of its torso. The maggot golem’s head is also in flux, at times appearing as a mere nub on the shoulders, at other times having definite features such as eyes, nose, ears, and mouth.

 

The explanation behind this shifting is that this type of golem is constructed of living organisms, maggots, to be specific. These are constantly turning into flies which circle around the golem’s head and return to the golem to lay eggs, completing the cycle by hatching more maggots. Some of the maggots drop from the golem and lie writhing in its wake, but these are replaced at a phenomenal rate.

 

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Snow Golem:

First discovered on the arctic island of Todstein (as described in the adventure Ship of Horror), snow golems are similar to greater golems. Like others of their ilk, they are usually employed to guard an important item or entryway.

 

A snow golem can be sculpted in any appearance, but is usually portrayed as a humanoid figure wearing armor and a helmet. It usually carries no weapons and does not use a shield. Their helmets are usually sculpted into bizarre, frightening shapes such as snarling animals or horrid, leering faces. Because they have been hardened beyond the consistency of snow, they resemble white marble statues. Indeed, they are often mistaken for such things or for snow-covered topiary figures.

 

Snow golems cannot speak, although the wind seems always to blow mournfully when they move, creating a haunting sound that can chill the heart as surely as the cold climate does the flesh.

 

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Mist Golem:

Mist golems are creatures of fate, brought into being accidentally by misguided wizards and priests who do not fully understand what they are doing. No one sets out to build a mist golem, but in a fool’s rush to complete the building of some other automaton, tragic circumstance often takes a hand, and even the most dedicated of labors goes astray.

 

Mist golems look very much like swirling wisps of vapor and billowing clouds of steam mystically constrained in the shape of a 12-foot-tall man or woman. They often resemble the man or woman responsible for creating them. When moving through areas of fog. they are all but invisible, although they may be plainly seen whenever they wish to be.



#46
Shadowing2029

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I can edit the tracks (remove silence) and then send it to you.

PS. I will post wip of one head when i return from the school.



#47
Shemsu-Heru

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I can edit the tracks (remove silence) and then send it to you.

PS. I will post wip of one head when i return from the school.

Thank you but that is not needed, I have already done That.....

Ravenloft Stone Prophet music, coming soon!



#48
Tarot Redhand

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There is some music that I think would work very well with ravenloft... Unfortunately I have been unable to find any midi files of them. The music that I have in mind was used in the classic 1960's movie "2001: A Space Oddyssey". The tracks I am thinking of are Gayane's Adagio from Aram Khachaturian's Gayane ballet suite (used when the storey goes on board the discovery), Atmosphères, Lux Aeterna and Aventures = these latter three all composed by György Ligeti.

 

TR



#49
Tarot Redhand

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As an addendum to my previous post here is a link to the mp3 soundtrack album for "2001: A Space Oddyssey" on amazon uk. I am posting this link so that people who don't know the movie too well can at least listen to some seconds of the pieces that I referenced in my previous post.

 

TR


  • MerricksDad et Shadowing2029 aiment ceci

#50
Shemsu-Heru

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@ Tarot Redhand:

There is no need to have that in MIDI, The Ravenloft PC games music was in MIDI format so I have no choice. But actually would be easier to convert it that is in MP3...