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Pyrrhic Cat 🐈
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OVERVIEW OF DRAGONS IN THE MARRED MOTHER
The elder children of Aiti are an incredibly diverse race, coming in many different shapes and sizes.
As a result of Aiti's personal influence and a naturally magical body dragons are capable of physically changing their form and size throughout pubescence to an astonishing degree. An immature dragon physically resembles its non-sapient cousin the wyvern, with two winged arms, powerful rear legs, a long tail and general reptilian appearance (Though, like all dragonkin, they are synapsids and give live birth).
Once a dragon reaches pubescence however, at around 40 years of age, it can change it's appearance using both its natural magic and the assistance of Aiti. Almost every dragon is unique in how it changes, the exceptions being rare small communities. Some adapt to am aquatic life, growing a fishlike tail, flippers and even tentacles. Some shrink in size to live in dense forests, growing an extra set of limbs to help scraper through trees. Some become birdlike, some like centipedes, so on. This is an extremely resource and energy intensive progress, leading to many clashes between hungry dragons and villages as they seek easy food.
The exceptions to this are those born as planarwings, the envoys of Aiti. Planarwings grow to be truly massive dragons with giant wings in excess of 50m that allow them to fly far and long. They have long necks ending in a long-beaked head with a mighty crest -the only individually changing part of them. Their tails are medium length and stout and they're covered in thick fur to help with high altitude flight. The most distinguished part of them however is that their wings are a direct and constant portal to Aïti's plane, if there's a patch of rain on an otherwise clear day there's likely a planarwing high above.
Dragons are by and large independent creatures, living alone or in mated pairs (or groups) with rare family groups. They do however enjoy the presence of a kobold tribe, the kobolds providing company, respect and protection from thieves and sneaks and the dragon providing a threatening protection and link to their mutual goddess.
As a result of their individualistic life they have no cultural goal or ideal beyond reverence for Aïti. Some dragons loathe non-dragonkin, some love them and so on.
All dragons posses a natural hyper-fixation following pubescence , where they love, covet, respect or crave a particular thing. As one can guess this varies widely, from riches to hoard, to knowledge, nature, seafood or even more vague concepts like fashion, respect or desire. This drive is intense, no dragon can resist it.
The Ihmiset - Overview
The Ihmiset (Translated as 'The People/Folk - Finnish), known mainly as The Furred Folk, is a culture/'race' made up of two syncretic species evolved from Opossums and Raccoons: Paljain and Karvainen.
Yes they speak Finnish
They are both essentially bipedal versions of their ancestors, being about 1.3m high at most and with broader tails, stronger bipedal legs and more dexterous hands and lips.
The Ihmiset live in the northern Taiga of the continent in dense pine forests, especially in the old growth regions where the mighty trees can reach even two hundred meters high. Their cities within these forests are seasonal, during the harsh winters they live in underground burrows with only the Karvainen leaving to maintain and tend to herds etc, as the Paljains fur coat is too short and their tails naked.
During the warmer seasons they inhabit the upper city, built off of the thick trunks of mighty pine trees. It is this time where they harvest the carefully tended farmed trees that fetch a considerable price in the South, and the more adventurous seek ruins and bunkers to explore before the great trade market opens following the defrost of the river system that connects them to the South.
It's during this market that the majority of interaction between the Ihmiset and the outside world takes place. The diminutive race was majorly impacted during the last human expansion and rapidly took a xenophobic turn, only opening up during trade and even then refusing further entry to their territory.
Ihmiset culture is centered on respect and ritual, their cities are quiet compared to others though not exactly somber. They are just as capable of mirth as any race, in fact during religious holidays they are filled with song and dance, however are quiet the rest of the year out of respect for others.
A major point of pride for Ihmiset is their tails. Following their coming of age the furred folk decorate their tails with tattoos for the naked Paljain and dyes and braids and jewelry for the Karvainen. This decoration is usually purely for aesthetics however there are particular marks for accomplishment or religion.
Magic in the Marred Mother Setting
This is my working concept for Magic as it stands.
Note: This does not include the special cases unique to different gods.
The usual method of gaining access to magic is via pledging to a God. As Magic is, for all intents and purposes, the ‘blood’ of the planet as an entity, using it is like a mosquito drawing blood from a giant. The more you use it, the more likely the Mother will notice, and drawing the notice of an unfathomable primordial entity that is akin to an Old God rarely ends well. Consequences of drawing the ire of the Mother (Known as The Shriek) are entirely random and can include anything from sudden localized gravity spikes crushing the person, a sudden crack in the earth swallowing them, their soul visibly being torn asunder, a complete mental shattering, etc. However, using the magic through a god negates this risk entirely, as you draw the power from the god (who is a being created by the Marred Mother). Naturally, at this point you are pretty limited in your freedoms.
Anyone can gain access to magic without pledging/being accepted by a god however through the use of a focus. Foci are a part of the living planet and physical content gives you enough of a connection to tap into magic. The actual form and occurrence of foci I haven't decided on but there are different types that work for specific spheres/elements. Like, magic is raw power but the spheres are what that power interacts with to produce results. The elements/spheres are Heat, Light, Water, Earth and rarest of all Gravity. Foci are ordinarily risky to use, they can't store magic so directly draw from the world - risking attracting its attention. You also can't improve in power with them, your individual techniques can improve but a focus will never grow stronger. Unless you meld/merge with it. Taking in a focus essentially turns it into an organ, it can passively absorb a reserve of magic to drastically reduce risk and grows in strength with use. However, mortal bodies are not meant to handle raw power, and gradually mutate over time. The form of mutation changes depending on the Spheres used.
Heat magic: Fire and temperature, can reduce/raise the temperature in the air or anything the user directly touches or conjure flames of varying intensity (fireballs require a fuel source). The most simple and common magic used by Unbound (Mages who get their use without gods), commonly seen powering the steam engines on unscrupulous ships.
Light magic: Versatile, if reliant on daylight. Can bend light to become invisible, however this is very magic costly. Otherwise primarily can create blinding flashes/signal lights of varying intensity, or create lasers, or most commonly create Hardlight. Hardlight is limited in what it can use as it requires conscious upkeep to remain solid, but is very magically economic. There is rumor of more dangerous, unstable forms of light magic, however very few know how to use it. cough radiation cough
Water magic: Can change the state of water at will without changing the temperature, create powerful currents or whirlpools and even use a base of water to propel icicles etc. More skilled water-uses can control fleshy/water-rich plants. Basically waterbending.
Earth magic: Manipulation of stone and minerals, NOT metals. Can create fissures/dig, massive spires, impaling spikes, big ol' boulders, etc. Popular for mining on the down low. Rare Unbounds who've merged with a heat focus occasionally make use of an earth focus to create lava.
Gravity magic: Gravity magic is intrinsic to all forms of magic on a minor level, needed to actually move the element in question. However there are exceptionally rare gravity foci. Proper control over gravity is exactly what one would expect. Telekenisis, localized gravitational tweaking to propel/levitate/fly/crush/lighten/etc. Highly magically intensive, highly rare. Highly dangerous.
Possible Ideas for Religion in the Marred Mother Setting
Plainstriders worship the Emerald Sea itself, the entire grass colony is the god. Plainstrider priests call upon the god via sacrifice, either material or flesh depending on what is desired.
Delvers worship a great, agender moth god that takes the form of a giant moth with a proboscis of moonlight and gigantic wings covered in eyes and hanging lanterns that (they believe) lives on the Moon. They interface with their god via meditation in full moonlight or sunlight, and special warrior-priests gain hardlight-based magic that makes use of a magical lantern.
Dwarves worship a pantheon that is, in actuality, the many facets/personalities of a single god. The Mother, The Son, The Farmer, The Friend and The Vengeance. Each facet has its own church/cult that beseech favor/powers via rituals. Dwarves also have two smaller cults, one that worships the dragonkin goddess Aiti and the ever mysterious and secretive one that worships The Marred Mother (The planet itself) Humans do have a god that takes the form of a rolling, gentle fog. However very few human settlements/tribes actually worship or believe in it, it's name long forgotten, as most humans now follow a techno-theocracy, believing that the old-world technology left in the myriad of lost bunkers are relics from the gods of before, or indeed may be deific. Mechanics (The word now used to describe what are, in essence, techpriests) give sermons and use manuals as gospels, performing religious ceremonies to maintain/repair/worship recovered technology and machinery.
Dragonkin are quite simple. They worship their goddess, Aiti, directly. Aiti is by far the most active and interactive deity, and regularly contacts her children (Going so far as to temporarily enter our realm to save the dragonkin in an ancient war). Kobolds are the most fervent of worshippers (followed close by dwarves, who Aiti sees as Kith); as half-dragons are often wandering the world, dragons can make a direct mental thought-link to Her, drakes are highly reserved (drakes to be designed) and the other Kin are not fully sapient. Kobold priests gain a large pair of wings, the inner membranes of which act as direct, constant portals to Aiti's own ethereal plain where they can call forth anything from cleansing fire to rainfall to a swarm of vicious (or playful and entertaining) dragonling spirits.
Not sure what to say about this one. The third and final outfit of this character in her most empowered form. Her water hair + flowing clothes are always a huge pain to draw but worth it in the end. Flats were a failure and are just there to give an idea of what the colors look like (silver metal edging, sapphire blue gems, went with blue-to-pink gradient for the cloth but tbh I’m not sold on it).
Can’t post anything else I’ve drawn recently because it’d violate the Tumblr terms of service, lol.
The Two Grasslands
There are two grasslands in the Marred Mother, both bordering on each other: The Emerald Sea and The Endless Prairie.
The Emerald Sea is the home of the Plainstriders, and from the surface looks like a vast field of grass swaying like waves in the wind. However, looks are deceiving, and it is practically a sea. Beneath the surface the grass stems can be hundreds of meters high or, rather, deep. There are a few human and plainstrider settlements that hug the sea ‘shore’, where the grass starts and is only a few meters deep before it hits the shelf, where it plummets and rises like an ocean’s bed. There are islands; where rock promontories have broken the surface, allowing other plants to grow, and reefs where other rocks and tumbled boulders have blocked the growth of grass but don’t breach the surface. The fauna that inhabits the Emerald Sea is rather nautical, with serpents and flying fish being a common sight, and there are many dangerous predators the deeper one goes. Plainstriders migrate from island to island on the surface of the Sea using great turtles that use their powerful legs to grasp the tops of the grass stems and move slowly through the waves.
The Endless Prairie is also a great sea of grass, however it’s much more traditional: the grass is only a meter tall at the most. The Prairie is dotted by hundreds of cenotes, used by the Moth People (to be named) as shelter from the danger of the Endless Prairie: The Winter Storms. The vast grassland borders a lower portion of the great mountain range that protects the continent from the Crater, and the incredibly violent storms that dwell within. When the cool winter air settles over the superheated sea of the crater, massively violent cyclones arise. For the most part these are deflected by the mountain range to ravage the ocean that makes up the rest of the world, but the lower height of the crater’s lip that borders the Endless Prairie allows smaller, short-lived but still deadly storms to assault it. For most of the year the Moth People travel the plains in steam-powered landships, visiting the rare hills and hunting the various stocky browsing animals that roam during the quieter seasons. When the devastating winter storms arrive, they seek shelter in their permanent settlements inside the Cenotes.
The Marred Mother - Plainstrider/Elf Concept
My current thoughts for the Elf analog for the Marred Mother plays on your usual stereotypes: Nature loving, knife-eared, pole-proportioned freakazoids, but in a much more uncanny way derived from how they lived following millions of years.
Plainstriders are exceptionally tall, with some being almost three meters in height, yet exceptionally thin, thinner than humans despite their height. They’re covered in a fur coat that’s both thick in terms of density and in terms of individual follicle size, almost spine-like when it comes to the back and arms. The fur coloring is almost always darker. Plainstriders eyes are incredibly wide, owing to their nocturnal lifestyle, and their thick fur hides both their nose and mouth, at first glance making their eyes their only facial feature. Their ears are very long and furred, not too dissimilar to a Fennec Fox’s, and capable of a very wide degree of rotation - Ears make up an integral part of Plainstrider communication and body language.
Plainstrider arms are proportionally longer still, their palms reaching down to their knees, and their fingers are also terrifyingly long and tipped with lethal looking claws. Their legs are plantigrade and pawed, and they have a short - but thick - tail that acts as a counterweight to their fast sprints.
MARRED MOTHER - DRAGONKIN OVERVIEW
Dragonkin is the blanket term describing all creatures who are the 'children' of the goddess Aïti, who guided them in evolution following her awakening.
The Kin, as they are known to themselves, are an incredibly diverse group for Aïti is a much more active deity than the others, taking on many forms. To outsiders there are lesser and greater dragonkin, though to themselves all Kin are equal, if not all intelligent. 'Lesser' kin is all non-sapients from the giant, placid Seawyrm that lazily patrols the oceans to the diminutive Calyn, small bipedal creatures like furred, winged geckos and the mighty lava crocodiles that are so favored as companions by the Dwarves.
The Greater Kin encompasses all Dragons, half-dragons and Kobolds.
All Kin are ferociously loyal to their Goddess and each other, and are along with the Dwarves (who learned through their close ties with the Kin, and are referred to as Kith) the only race who knows of the Marred Mother as a being, though they do not worship Her, knowing that she is beyond them all and that by following Aïti they are doing the Marred Mother's will.
Setting: The Marred Mother
The Marred Mother is a post-post-post-post-post-post apocalypse setting, FAR into the future following a massive man-made disaster resulting in a mass extinction and an immense crater covering a third of the Earth’s surface. Millions of years later life has re-established, humanity emerges from ancient cryogenic bunkers, some earlier than others and evolving into separate species. (Dwarves, Elves, etc.)
The Earth’s surface is vastly reshaped and still feeling the effects of the artificial winter with the majority of the world in a temperate climate. The gigantic crater still scars the earth, now half filled by roiling oceans heated by the mantle beneath the thinned crust, islands rising and falling by the month and ringed by snow-capped mountain ranges.
The Planet itself is alive. Not the trees and plants but the very rock and stone and lava itself. Before the great disaster that nearly obliterated It, the Planet had no regard for the life It hosted. Following this, It released Magic and The Gods to act as an inhibitor for all life, ensuring that such a disaster would not damage It again.
The main races (so far) are the humans, who worship the relics of the past found in the ancient bunkers they long ago emerged from and form communities around artifacts; the dwarves, who have formed a solid theocratic oligarchy based on shamanistic beliefs and live deep in the mountain ranges; the elves, who travel the plains in nomadic hunter-gatherer cultures with deep-rooted familial values and follow a life of pacifism; the dragonkin, made up of Dragons, Half-Dragons, Kobolds and all other Kin who cherish a close relationship with their Goddess and tend to live in small communities around a Dragon, and have close ties with the dwarves; and the Furred Folk, the collective name for a close-knit pair of bipedal species’ evolved from Opossums and Raccoons who live in the deep pine forests of the North and have become insular and wary of outsiders following the Old Human Empire’s incursions.
More details about specifics to come.
Back Again
Coming back to the godawful site because I need a repository for worldbuilding.
A bonus piece of @teyah-leyrunner’s lovely OC.
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