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Sunday, 12 August 2012

GOD MONTH: Azul, Lord of Rain


Azul rules over rain in the desert. He's a favourite deity of travellers not out of any true love or reverence, but out of necessity. This is a fickle god, happy to withhold his bounty until he's given a blood sacrifice (by drowning), and cause terrible droughts when offended. His temples are built on springs and oases, which are ferociously guarded by his priests.

This god exists outside the usual D&D patheon, belonging instead of the group of optional gods used in the Sandstorm setting. Even though I haven't illustrated any creatures from Sandstorm for this blog, it's probably my favourite setting; I really love deserts. There's just something about long stretches of arid, lifeless, deadly nothing with small settlements trying to survive that I find incredibly interesting.

And out of all the gods listed for Sandstorm, I think Azul is the most fascinating. I like the idea of a god whose domains include Water and Plant, and who farmers and travellers rely so heavily on, should be such a petty, selfish god who demands the life of something (usually an animal, but will take a sentient creature) in exchange for his life-sustaining services. Using ironic sacrifice. I'm not sure whether he has a rivalry with Solanil and Tem-Et-Tu (goddesses of oases and rivers, respectively), or whether they're also afraid of offending him because if he stops raining, their own domains would dry up.

It's always something I like in mythology. A god that's worshipping it isn't so much as admiring it as much as it is begging it not to hurt you.

Monday, 6 August 2012

GOD MONTH: Boccob, the Uncaring


Perhaps, long ago, when the archmage Boccob was still a man, there still existed some corner of his heart which was not dedicated to the pursuit of knowledge and the harnessing of the endless primal energies of magic. Perhaps he knew uncertainty, as men know. Perhaps he knew fear. Perhaps love.

Now, Boccob is beyond all these. No man can say how he ascended to divinity; many foolish wizards have attempted to follow in his footsteps, but none have succeeded. Alone in his endless Library of Lore, he ponders in infinite silence the mysteries of magic and of the multiverse. He answers no prayers, he does not engage in petty squabbles, as the other gods do. And yet, his followers - wizards, and students of the arcane arts - revere him with utmost respect as a paragon of knowledge, an example of greatness to be aspired to.

Hello again! It's been a while, hasn't it? I'm back to join in the fun on god month, to celebrate the 2nd year anniversary (wow!) of Dungeons and Drawings. So you'll be getting double the usual amount of uploads for the next few weeks. Lucky you guys!

Pretty much from the get-go with D&D, Boccob was my favourite deity. Something about this person who'd become utterly unhinged from the human element of the world really got me thinking - I initially imagined him as little more than a chaotic mass of letter-forms or shapes. I was a tiny bit disappointed by the "official" look - a slightly generic-looking white-haired old wizard - but Boccob was an invention of Gygax himself so I thought I'd try to involve some of it in my version. I tried to get a sense of this old guy whose body is frail and decaying but whose abstract, conceptual mind is breaking free. The shapes are mostly based on the Platonic Solids, the most basic and perfect 3-dimensional forms (not to mention the shapes which are used for most modern dice!).

Sunday, 5 August 2012

GOD MONTH: Fharlanghn, the Dweller on the Horizon


Fharlanghn rules over roads, freedom and those who travel the world. He offers safety, luck and favourable weather to those who pray to him. He's brother to Celestian, the Far Wanderer, who rules over stars, space and those who travel beyond the world. Fharlanghn is one of the few gods (maybe the only one) who mostly lives in the Prime Material Plane. While most other gods make their home in other dimensions, Fharlanghn, by virtue of being the god of travel, has no home. Not sure why he prefers the non-spiritual world over other dimensions. He sometimes goes across other dimensions, but very rarely, and he almost never sets foot on the Elemental Plane of Air or any of the outmost dimensions, which would fall more under his brother's domain.

As a travelling god, he has no temples; only small shrines near roads. His mortal servants follow his example and never stay in the same place for long. Since he has no set home, his dead worshipper's souls don't go away. Instead, they stay on their home plane, and continue to aid travellers. Many people worship him, especially adventurers or any others who make their living from travelling.

I went for a primitive look for Fharlanghn, the god with possibly the most annoying name to spell and pronounce. Even though he isn't a major god, it feels like he would be very ancient, and would be worshipped before settled civilization became a thing.

Monday, 30 July 2012

Dark Creeper


Dark Creepers are a race of small sneaky subterranean creatures. They're very good at ambushing and have a natural knack for finding weak spots in their enemies and exploiting them. They absolutely despise light, natural or otherwise. While it doesn't deal damage or kill them, it still causes them a great deal of pain. They cover themselves from head to toe in tunics, capes, wraps, turbans..., so that the only thing you can see of them are their noses, hooves and eyebrows.

Despite their name and light-hating ways, they're not evil creatures (but they're not good either). They prefer to be left to themselves and will run from most conflicts. Just don't bring a lamp or torch, because they'll tear you to shreds if them see you using such an item.

Sunday, 22 July 2012

Conflagration Ooze


Conflagration oozes are one of those things where people aren't sure whether they're a magical creation, a natural accident or some kind of mean joke. The fire inside the ooze is an especially painful toxin. Physical contact with the ooze causes the toxin to burn and seep though the skin and causes both fire and Constitution damage. Most oozes are mindless creatures, but this particular ooze (essentially roiling flame barely kept contained by a thin membrane) has malevolent intelligence behind it.

They're as smart as humans, and show strategy when hunting, immobilizing victims with their spell-like abilities before consuming them. Some of them are even imbued with hellish power (called Infernal Conflagrations Oozes), which albeit not more intelligent, are much more deadly.

Thursday, 19 July 2012

Behir


Behir are huge serpentine creatures that live in warm rocky hills. They have a dozen small limbs, though most of the time they have them tucked against their body and slither along the ground like a snake. They're very dragonlike (right down to a lightning-based breath weapon), but actually loathe dragons with a ferocious passion. The alignment and type of the dragon does not come into consideration; hatred makes all things equal. Should the dragon prove too powerful for the Behir to kill, it will immediately leave it territory for a more dragon-free environment. Even though it has a breath weapon, it's only used in combat against multiple opponents or big enemies; it's much more likely to simply bite and swallow an adventurer.

Tried out something a bit different with the image this time. I feel I don't do it enough on this blog.

Tuesday, 17 July 2012

Aoa


The Aoa are a phenomenon that occurs when rifts for the Positive and Negative Energy Planes touch. Some planar scholars theorize that they're energy-neutral version of energons. They float along in the Astral and Ethereal planes, but can sometimes be found near planar rifts, absorbing magical energy. In fact, they do little more than float, and are only motivated into movement by the presence of strong magical auras. Which is unfortunate for people travelling through its home planes, since that requires precisely that sort of magic. If you try to attack them by magic, there's a very good chance that the spell will be reflected back on the caster.

Aoa appear in two forms: Sphere and Droplet versions. The former is the parental form, and the latter is the small blob that breaks off when it reflects enough magic.

Sunday, 15 July 2012

Bogun


Bogun are the homunculi of the druidic world. Where a wizard uses clay and alchemical ingredients to construct a homunculus, the bogun is created using woodland refuse including leaves, feathers, sticks, mud, animal skeletons, insect carapaces, slime... meaning that each bogun vary wildly in their physical appearance according to the materials used. Creation of both things require some blood of its master before being infused with life.

It's not a creature meant for combat, but can carry out small tasks for its master (fetch that, watch this...). It does have a weak poison that can cause some pretty bad rashes and cramps, so that's useful for annoying low-level adventurers intruding in a sacred grove.

Sunday, 8 July 2012

Eyeball Beholderkin


Beholders are (except for some rare occasions) solitary creatures. They're solitary because they're vain and spiteful creatures. They believe that they, as an individual, represent absolute physical and intellectual perfection, and can't stand the presence of other hideous, horribly imperfect creatures. They especially loathe other beholders, since the presence of another of their species is an insult to themselves.

They also really really hate beholderkin. Beholderkin are mutanted versions of this first species. Not sure how they came about, so I'm going to say wizards is probably most likely.

Eyeball beholderkin are the least threatening and weakest of the bunch. Where an actual beholder in a 8-foot creature of hate sporting a mass of eyestalks capable of party-ending magic, the eyeball beholderkin is an 8-inch nothing menacing you with cantrips (and a level one spell). They get used as familiars by wizards. They're on the same level as cats, toads and weasels in that sense.

Thursday, 28 June 2012

Brain Mole


Amazingly psychic moles aren't another entry in the silly things wizards make tag (not to my knowledge, at least), but it's darn close. These little fellas must be quite annoying for early-level psionic adventurers, draining your precious power points and giving you psychic-only diseases.

Psionics (psychic magic) is one of those sets of rules I never bothered learning with D&D. The game is already complicated and varied enough as it is without throwing another form of casting in the game. All I really know about it is what I read about in this monster's entry, and the various complaints of loud people in forums claiming that they're broken.

Any psionic stories from you guys?

Friday, 22 June 2012

Zelekhut


There are numerous extradimensional creatures, Inevitables, from that deal with those that break the Law. Not little things, like thievery or such, but the Laws of Justice, Promise, Death, Space and Time. Zelekhuts are the ones who pursue those who broke Justice by escaping punishment. These gold and white robots chase after that person and capture them. If said fleeing miscreant happens to be executed by him arm spiked chains or any other reason, well, that's just too bad. Zelekhuts are also the weakest of the Inevitables, so it only gets stronger from here.

I tried to be alter the design into something a bit weirder. In Mechanus (where these things come from), I don't imagine they have the empathy to give their Terminator the somewhat comforting features of a humanoid creature. There's also no reason to have them look like a horse, but work with me here. So I tried to make the Zelekhut more aberrant, like something you really, really wouldn't want chasing after you.

Also replaced the wings with jet engines going on the sides. Because you don't need no stinkin' wings in Mechanus. Jets! If you're gonna catch criminals, you do it with a eyeless, hand-footed, cage-bodied golden centaur with JETS.

In other news, a viewer was so enamoured with my partner's Grisgol that they went and did a spectacular figurine out of it.

Tuesday, 5 June 2012

Myconid


Myconids are the mushroom-people. Something quite well suited for your Mario-themed D&D game I suppose. They live to about 24 years of age, getting larger and stronger with each passing year until the ruler of a circle of myconids is about 12 feet tall. They do a good many things via spores, the main three being communication (initating a telepathing link with someone), alarm and reproduction. Older myconids can use their spores to pacify and cause hallucinations --essentially drugging the target-- and to briefly reanimate dead bodies as vaguely fungoid puppets. Eventually the eldest mushroom-man is able to produce potions, which I like to think is actually some organically generated goo rather than something from a cauldron.

So I guess if you do want to use these guys for your Mario-themed D&D game, having an older myconid around can really give it more horrifying angle.

I like mushrooms. They're a delicious piece of not-plant. I also like how weird they look; there are some that you could look at and be astounded to find that they are, in fact, a mushroom. All of the myconids in this image take inspiration from different kinds of mushroom, varying in crazy looks and deliciousness.