I was working on a design for the Selkie in our setting. My partner came up with this idea, I should get her involved in creature design more often tbh

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I was working on a design for the Selkie in our setting. My partner came up with this idea, I should get her involved in creature design more often tbh
Update on some beastfolk designs from my worldbuilding project. These are some of the western groups that did not join the Grand Coalition.
Badlanders
Independent nomadic tribes of Ursines and Wolflikes, located in the North Western desert and plains. They are quite standoffish, taking great offense to outsiders entering their territories, even between themselves there are very strict and complicated divisions, which lead to a lot of disputes between different tribes. While generally very wary of outsiders, they do engage in trade in the small towns dotted around the coast.
The Badlanders live remote, harsh lives. Their languages are not understood, even by highly skilled Tagatan Diplomatic Orators. Amongst each other there are many differences between the various tribes and families of ursine and wolflike, though with some shared histories and myths
The Hunterspact of the Bloodmother
Independent families of Cynocephalites, or wolflikes, to the west of the Grand Coalition. While most wolflikes have sworn off the consumption of those ensouled with the song of speech and consider such acts disgraceful, the Hunterspact lives solely for the chase, regardless of what the prey might be.
They believe the Bloodmother created them for the hunt alone and all those that tread Gliozep will fall prey to their maw. Sometimes this even includes other wolflikes. Naturally, this attitude has left them to be both feared and despised by the other inhabitants of the island.
The Highlands Chiefdom of Gak
A fortified clan of wolflikes. They primarily herd animals for trade and consumption. They are somewhat isolationist and no friend of the coalition, but are mostly friendly on a personal level.
The pastoralists are marked by their extremely close familial bonds. Even by wolflikes standards, which is saying a lot, they are incredibly loyal and social with members of the clan. The maintenance of these social relations is of vital importance to them, with many complex social rituals being a part of their daily lives. When a member of the Tribe dies a mourning ritual is held by all members of the tribe, who will recount their specific bond with the deceased in detail. This usually last for several days.
Another mermaid design. These are of a smaller size that the other two I've posted so far
Creature designs for various birdlike monsters/creatures in our setting.
The Siren and the Harpy.
Sirens are the more humanoid of the two species. Having heads and faces that closely resemble a human woman, though affixed with a permanent grim and a sharp beak rather than teeth. They are territorial apex predators spread across many of the endless coasts and islands of the Great Archipelago and are very adapt at using their innate magical ability to their advantage. Their siren's song is used to attract prey, intimidate, confuse and many other things. Sailors who've come into contact with the creatures report that the particular voice of the siren's song sounds like their first love to them.
Harpies are quite different. Much less humanlike in both appearance and intellect, harpies are a common type of birdlike creature found all over the great archipelago, the common coastal harpy is a sight almost all inhabitants of the continent are familiar with. While the harpy generally lacks advanced magical abilities, their screech can be loud enough to rupture eardrums and is said to resemble the pitched scream of a woman or child. Mostly they are just really annoying and often pester sailors and people traversing through their territory.
Strawberry Fields Forever - The Beatles in the style of Disco Elysium
"Back in the Commune of Revachol Well the Yugo-Graad girls really knock me out They leave the Occident behind And Mirova girls make me sing and shout That Samara's always on my my my my my my my my my mind"
I was hanging out with a friend of mine listening to the Beatles and sketching them, later a pal told me the drawings looked like videogame portraits. That's when I knew what had to be done
I bit of exploration into the large set of related monotheistic religions found in me an my friend's worldbuilding project "Eia-Nen".
Kharahk is basically the oldest and largest religion in our setting, having been founded by a long lost ancient empire and having splintered into many different sects and branches over the millennia. Especially after the Impact made large swaths of the continent from which this belief system hails into an uninhabitable desert, separating the two sides of the massive continent almost entirely, the different branches of the faith only diverged more.
Depicted here are various priests and shamans of the 7 main branches of Kharakh
Some mermaid designs for my project, it's mermay after all
Mermaids are a creature found in the Great Archipelago of Vereias. Highly intelligent and social, they are common all over the vast seas of the continent with many different species and subspecies inhabiting the wide variety of environments found there.
A character I made for a recent medieval themed OCT (original character tournament), unfortunately I did not make it past round one, which you can read here:
https://cubari.moe/read/imgur/r0n5tCt/1/1/ Still a fun design/character, that I thought I should share character ref sheet somewhere.
A couple more beastfolk cultural designs. These are minotaur, large semi bipedal herbivores.
Uplifted to sapience through a similar process as most of the other beastfolk on the island of Gliozep. The minotaur are common in the southern grasslands and inhabit about half the island. They are large and fearsome, though gentle in nature. Being pure herbivores a lot of their day is spent farming, eating and pondering.
The Southern Nomads in inhabit the coastal regions, moving along the coast in loose bands or herds of up to around 300 individuals.
The Golmatrem or "Gardenmakers" are part of the Grand Coalition and their territory serves as the bread basket for the whole operation, as their knowledge and skill in agriculture is unmatched.
The MorMnriNrimoa or "The United Alliance of Summervalley" have the largest territory on the island. While most minotaur have a friendly disposition by nature, they are devoted to a pacifist belief system, only inflicting harm to others if absolutely necessary for self defense.
Various designs for a few different cultures of centaur in my worldbuilding project.
Centaur are a mysterious creature that emerged on the island of Gliozep in the early years after the Impact. Their exact origin and base elements are unknown, but they are not thought to be similar to other beastfolk on the island.
Centaur are adaptive, nomadic omnivores, living in small bands of 20 or so individuals. Usually around 3 or 4 males with the rest being females and children. These bands meet up during seasonal gatherings where they merge into large herds of up to several hundred people. These gatherings can occur for a variety of reasons and there the males will compete with each other for mating access and social status. The process of competition is highly ritualized and attended by the entire herd. This can last for over a month and determines many important factors for the herd going forward, such as partnerships, status, leadership, etc.
Creature design for my worldbuilding project. These are Cynocephalites, a type of sapient canid from the continent known as Vereias "the Great Archipelago" where The Impact occurred and magic is most dense, uplifted through magical means in the last 1000 years before the current date of the setting. They are native to the island of Gliozep, which is the largest landmass in the continent. Semi bipedal carnivores living in complex social hierarchies of up to around 200 individuals, based on familial relation, seniority, physical dominance, gossip, social care, etc, the Cynocephalites are spread all over the island. Generally they are extremely egalitarian amongst each other, but can sometimes have difficulties discerning the sapience of other species.
I was inspired by @iris-of-the-lambs 's domesticated porcine designs and decided to give my own spin on the concept for my worldbuilding project. These beasties are native to the island of Rydumfir and sometimes serve as mounts and beasts of burden for the orcs that live there.
Some little bonus beastfolks. The badlanders are independent tribes of ursines and cynocephalites or "wolflikes", which reside west of the Grand Coalition. They are generally quite hostile to outsiders, especially towards humans/elves, though some more open communities that do trade and stuff do exist on the northern coast of the badlands.
Not all cultures in my worldbuilding project are human or human in origin. A variety of beastfolk, animals uplifted through various magical means, exist.
Here are some talking bears, native to the island of Gliozep, the largest landmass in the Great Archipelago Vereias. Generally they are organized into matriarchal warrior clans, kingdoms and monastic orders.
Crafty, strong, prideful, Ursines generally prefer their independence and don't often get along well with other beastfolk or humans. These five dominions are part of the Great Coalition however, having joined the pact when when it was being formed in resistance to the rising threat of the Iron Horde, some hundred years ago.
Since then the threat has been long defeated and the dominions have stayed in the coalition. Tensions are mounting however, giant talking bears are not always the easiest to get along with and fractures are slowly splitting up the coalition into various camps. Unfortunately right around the time as new threats are emerging all around them, in the east the New Kingdom is expanding its territory and in the west the Hiemenians, who have recently discovered the Great Archipelago, have tried to establish their first outposts where they can.
A few more redesigns of some old cultural attire concepts for my long running worldbuilding project "Eia-Nen". These are folks from the eastern part of the mega continent of Karda'Moheiza, in one of the more populated regions of that landmass, bordering the Cradle Sea.
The Ix Kingdom is a large and powerful, but unstable political entity that rose to power many years after the Impact, it has vassalized most of it's neighbors like Rivalos, which is a much older and traditionalist culture. The Miastras are a once powerful nation that has been fractured into different relatively smaller, constantly bickering fiefs
I reworked some old cultural attire designs for my worldbuilding project.
These are semi-nomadic people living in the far north east of the mega continent. Hardy folk, survivalists, freedom fighters and warriors who follow eclectic and esoteric forms of ancient shamanism. They are well at home in what are considered by others to be rugged and inhospitable environments, cold deserts, arctic steppe, taiga, high in the mountains, etc.
They love a good dice game and a drink
A centaur child. A little exploration on the species of centaur in my fantasy worldbuilding project Eia-Nen