terrified-spider - Let's all scream at the sun :)
Let's all scream at the sun :)

Artist and Fantasy Nerd, Fanart and Original Stuff :) (He/Him) (Commissions: Open) (Requests: Closed) (Asks: Open) (:

467 posts

Some Frankenstein-related Questions Ive Been Thinking About:

Some Frankenstein-related questions I’ve been thinking about:

Content Warning(s): body horror, death

Is the lovely Creature haunted? In the novel Victor shrugs off the concept of spirits while he’s working, but in the musical, in the song “Waking Nightmare” Creature remembers what it was like dead.

How will he age? Will he at all? It’s reasonable to assume that his different parts are different ages. But, if he doesn’t age, could he reach a form of immortality, provided he doesn’t injure himself?

If he did injure himself, could he rebuild parts of himself?

Does his hair grow/how fast? Victor could have made an actual scalp, but he also ould have done what doll artists do when putting new plugs of hair in the head. (Look up doll re-roots on YouTube if you don’t know what I’m talking about, it’s a fun process to watch.)

Does he have a similar personality to the person who’s brain he’s using?

Did Victor have to use human parts? How many times could he not find a satisfactory piece in the charnels, and decided to use something from an animal?

How many bodies did Victor use? Creature was built larger than a normal human to give Victor more room to work, but Victor would have had to go out of his way to find (or make?) pieces to match the scale.

Are parts of Creature not quite symmetrical because of that?

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More Posts from Terrified-spider

3 years ago
I Am Once Again Asking For Your Dragon OCs!

I am once again asking for your dragon OCs!

I got twitch up and running, and if it all goes smoothly, I intend on streaming some of my art process on Monday!

The guidelines are mostly the same as they were the first time I did something like this:

Dragons do not need to be limited to WoF or Flight Rising, but I have the most experience drawing WoF ocs at the moment.

As this is free, I'll have control over composition and details surrounding the piece.

Examples from the last time I did this are in my "dragon request" and "wof request" tags.

Please include either a written description of the character, or a reference image.

Aside from selling it, you can use the art for (almost) whatever you’d like, with credit, after I post it here.

Changes include/Stuff that was not mentioned originally:

Submissions close on Monday, when I start the stream. If I need to cancel the stream for any reason, I will draw any character submitted before noon (PT).

Any character I don't complete during the stream will get finished, just off camera.

I don't mind drawing characters multiple times, I won't turn down characters I've drawn before.

Don't make any NFTs out of the art.

If a character makes me uncomfortable for any reason, I won't draw it.

Have a lovely day/night y'all! Details about the stream and my twitch channel will be posted as I get everything set up! (:


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3 years ago
He Looks A Bit Sloppy In Some Spots, And My Camera Isn't Great, But I Think This Guy Looks Pretty Good!

He looks a bit sloppy in some spots, and my camera isn't great, but I think this guy looks pretty good! He's the first humanoid character I've painted, and is smaller than the tortoise I painted.

I don’t have access to the moss I want to use on his base at the moment, but once I add it, I’ll get some pictures with him and his buddy. (:

Name suggestions and critique/tips are all welcome! (:

[ID: A painted DND figure, of 25 mm scale, from Reaper Miniature’s Dreadmere Tortoise & Drayman set. His coat, hat, boots and gloves are all painted like leather, and his skin is green. He wears a chain mail shirt under his coat. The sashes around his coat and hat and his scarf are all red. End ID]


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2 years ago

I rewrote the Dawnguard quest line.

I was originally just going to rewrite the quest "Destroying the Dawnguard" as I got to play it for the first time last week and was incredibly disappointed. But then as I was starting to get more into the writing, I realized that rewriting almost the entirety of the DLC would make everything fit together a bit nicer.

So I did that.

Content warning for death/undeath, and kidnapping people. Spoilers for Skyrim's Dawnguard DLC.

Main Issues with the Original DLC:

Agmaer is Wasted Potential.

Agmaer is the first person the Dovahkiin meets as part of the DLC, originally met as the player is heading the Fort Dawnguard. I'm describing him because by the time I got around to killing the members of the Dawnguard, I had completely forgotten who he was. He's also the main reason for me rewriting this entire quest line, rather than just that one quest.

It seems odd to me. He is introduced in a similar way to the rival figures in the Pokémon games, like someone who is important, and will be a familiar face continuing forward, either as an antagonist or a friend. But nothing really came of it.

The Final Boss is Disappointing.

Lord Harkon doesn't do much of interest during his final fight. He only runs and teleports around the cathedral while throwing a few spells. By the time you get to it, the gargoyles are no longer a threat, and the fight isn't difficult, just long.

It's not the main final boss, but the process of destroying the Dawnguard is stupid easy. If the Dawnguard was supposed to be a force to match the vampires, they should have been a bit harder to kill.

There is a Clear Power Imbalance.

Adding on to the last point, killing the Dawnguard is easy once the player uses the vampire lord form, with most of the characters going down in a couple hits. Of course, this is due to how I leveled up my character's vampiric abilities, but I'm not the only one who put all their points into draining health.

While taking the Dawnguard side allows the player to remain a werewolf, there is no added bonus to make the group particularly worthy opponents of vampires.

There is No Truly Evil Option.

I understand Harkon makes a good boss fight, and that it's kinda hard to have a solid fight with someone you want to see succeed. But I want to kill people and cause as many problems as possible. Let me black out the sun.

Stuff I Think has Potential:

Some characters seem like they could be neat.

Agmaer. I mean Agmaer.

Serana is also chill.

Fura Bloodmouth mentions Feral Vampires.

It's a shame these aren't actually separate enemies from the usual enemy vampires. It would add some variation to the hoards of draugr in caves.

Actually Fixing Stuff:

New Enemies:

Baby Trolls:

A smaller, and faster version of adult trolls. These spawn either alone or in pairs around adult trolls in caves and other locations trolls decide to hang around while eating campers or waiting to attack the Dragonborn who just wants to learn a new shout with the Greybeards.

They come in two variations: snow and generic, and spawn matching the version of adult troll they spawned near.

They drop the same items as their adult counterparts, but when they die, cry out, alerting all the other trolls in the area of your location.

Feral Vampires

Essentially Skyrim's version of Fallout's feral ghouls, or a vampire version of the werewolves the player fights while taking down the Silver Hand with the Companions.

They can be occasionally found outside of the DLC quests, and if found before first joining the Dawnguard, they have an increased chance of transferring vampirism to the player.

They kinda look like the Falmer, but more bloody and bat-like, sometimes crawling or nesting along walls and ceilings.

Half Thralls

Either thralls who escaped their vampire masters, or some people who were bitten by a feral vampire and did not receive the proper treatment.

When encountered in the wild, they will often be found wearing bloody rags, and running, unwilling to stop and talk. When they do stop, they are skittish and complain of hunger. This version is the most common in northern Skyrim. As part of bands of bandits, or as NPCs in a town, they wear the appropriate outfit.

The main difference between them and a normal person is the half thrall's pale, sunken skin and eyes, something that doesn't change, even once they leave servitude.

Some quest relevant NPCs might be half thralls, and while they exist outside the DLC, the Dovahkiin only learns about them as part of the side quests relating to them.

At least one member of Namira's Coven is a half thrall.

Dawnguard - Exclusive Abilities:

Revolves around a hatred for the undead, and a bit of a phoenix theme.

Passive:

Complete resistance to vampire venom.

Health, magicka, and stamina don't regenerate at night without killing the undead or daedra.

Health and speed are slightly boosted while in sunlight or during the day.

Toggled Form:

The Dawnguard version of the vampire lord.

Undead and daedra that come close are automatically weakened and take damage.

New restoration and fire spells become available, and normal ones become more powerful.

Similarly to werewolves, the form is sustained and improved by killing the undead.

In some rare situations, there is a 10% change that, when knocked to 0 health, the player will go into a coma, and wake up at dawn the next day with a quarter of their full health restored.

New Plot:

its long (:

Learn About the Quest Line:

The presence of vampires starts to increase once the player gets to the right level.

The player is asked to protect a set of merchants on a trip through an area where a number of vampire attacks have been occurring. The Dawnguard had been contacted to help, but no one ever showed up, and the group needs to get moving

After defending the merchants for the duration of the trip, the player is told to seek out the Dawnguard, as the player seems to have some potential as a vampire hunter.

Agmaer was one of the guards for the merchant band, but was staying in town as he was injured. After hearing about what you did, he decides to accompany you to Fort Dawnguard and train/grow stronger with you.

Traveling together, it is fairly obvious you are the better fighter, but he is eager to learn, and hopes to be just as good as you eventually. In some conversations, the Dovahkiin can give him pointers and teach him a few skills. The skills the Dovahkiin helps him with will be the ones he favors the most while fighting later on.

Joining the Dawnguard:

Arriving at the fort, it’s obvious why no one helped the merchants. The group only has three members: Isran, Beleval, and Durak, all busy fighting a small collection of feral vampires, unaligned with the Volkihar Clan.

The Dovahkiin and Agmaer join the battle, and with their help, the feral vampires are killed.

As reward, the two of you get to join the Dawnguard, and will begin training and receive your new armor and weapons the next day. Until then, you get to explore the fort, and talk to the members.

Recruiting Members:

Training begins at sunrise, with you and Agmaer learning how to use the crossbow, and patrolling around the fort. While patrolling, you fight off some level-appropriate bandits or wildlife. It's nothing special, but you remain the more powerful of the two of you.

Isran decides that the guard needs new members, and you should seek out some old friends of his and convince them to join. At this point, you can start to choose whether to bring Agmaer with you or not.

The first or second person you find, Sorine is in a dwarven ruin, seeking out blueprints for dwarven bolts. In order to talk with her, you need to find her in the ruin, and help her get to the blueprints at the end of the dungeon. She joins the Dawnguard after hearing you say that you will help supply her with more blueprints, and that her work will help people.

Found as part of the same quest as Sorine, Gunmar is busy tracking a troll to its cave. The player must join him and help him sneak in to find the nest. Once at the nest, Gunmar sedates and kidnaps the baby troll, and after leaving the cave, can be convinced to join the Dawnguard.

If Agmaer is present, he attracts the attention of the troll mother, and you need to kill it, making Gunmar unhappy with both of you. If not there, or left outside the cave, the quest can be completed stealthily, and Gunmar will be easier to convince.

The day after returning, you are tasked with patrolling the fort and attending another training mission. There are more enemies this time, including a vampire or a few feral vampires. During training, you learn about the creation of a Cure Disease potion, receiving a recipe to keep in your inventory, and get to duel one of the senior members.

At this point, the player has faced enough vampires that they and Agmaer are tasked with a quest to complete together: clear out a cave of vampires, and rescue the hostages.

It’s a basic dungeon crawl, finishing off with killing a boss: an unnamed member of the Volkihar Clan. While they look like other vampires seen so far, their eyes glow and they have the new armor. They are commanding the hostages to dig when first found.

After the battle, Agmaer sees that the hostages are okay. However, the player is not, and becomes shaky on their feet, having been infected during the fight. Rather than use his new skills, Agmaer panics, and you faint as the venom overcomes you.

You wake up back in Fort Dawnguard, to the sound of a new voice talking with Isran. Agmaer brought you back, where Florentius, who just arrived with Celann, was able to heal you before you turned completely.

After Isran leaves, Florentius tells you that you were lucky to survive, and that Agmaer had better pray to Arkay for protection from Isran.

Florentius and Celann now stay at the fort, having decided on their own to join together, despite not having great experiences with Isran in the past.

Celann has been changed from a traditional fighter-style character to an alchemist, while Florentius is an enchanter/mage. They share a room/bed, and wear matching enchanted rings. When asked, Florentius will say they met when he was helping the Vigalents of Stendarr, and Celann will say it was when he healed Florentius after a skirmish. Though not explicitly stated, they are married.

(I understand the appeal of stories about queer characters being queer. However, I prefer to see them in stories where the sexuality of a character does not matter. In my opinion, it helps to normalize it, and appeals to a wider audience, myself included.)

Bring Serana to Her Father.

Isran is concerned by what Agmaer said happened, specifically the presence of a member of Harkon’s court. Given a few new Cure Disease potions, you are tasked to go alone back to the cave, and find what the vampire was looking for. Agmaer is not allowed to go with you, being confined to the fort for some time.

At the cave, the Dovahkiin can use Unrelenting Force to break down a wall, and enter the dungeons where Serana is found. Here, the main enemies are draugr and some feral vampires.

Serana does not need to be changed, and the next part follows the original storyline, with the player bringing her to her father.

Split Paths:

Like in the original, they player can become a member of Harkon’s court, being promised a never ending feast and glorious power. Or, they can return to the Dawnguard, never to return. Returning to the Dawnguard gives you a different set of bonuses (listed above).

Agmaer does the opposite of the player. Should the player return to Fort Dawnguard, they will learn that he ran away, likely to not return. He joins the Volkihar Clan, becoming the vampire lord the Dovahkiin could have been. If you stay with the vampires, he becomes the Dawnguard version of the vampire lord.

Moving Forward as Usual:

Move forward as usual with the quest line.

When asked about her family, Serana talks about her father trying to receive more power from Molag Bal, leading him to try and darken the sun to gain his favor.

Agmaer is part of the group with the moth priest, and shows up at a few other fights.

Vampire Player: He’s furious and screaming at the Dovahkiin, saying that you let him down, and that he and the rest of the Dawnguard though you had died while finding Serana. He dies, but comes back from the dead later.

Dawnguard Player: He’s still mad, but this time he’s also laughing, claiming that he’s finally found a way to be better than you. This is where it's revealed he became a vampire lord. He escapes the fight.

After collecting Areil’s bow and leaving the hidden vale/dark cave, he attacks again, and either escapes or comes back from the dead.

Killing Lord Harkon:

Three phases this time, with a redesigned cathedral, because more room would make the battle a bit more fun.

Harkon is in his human form, using a combination of magic and melee weapons. When things get too bad for him, he raises skeletons and draugr from the piles of bones.

This time in his vampire lord form, but he actually attacks the player, and doesn’t just run around. Give him some normal vampire lord abilities to make this a bit more fun. This time minions come from the gargoyles still located around the room.

If the Dovahkiin is a vampire lord, Harkon asks for the bow again at this point. Giving it to him makes him trap and sacrifice Serana on the alter, and use the bow, stained with her blood to darken the sun creating the third phase. Should Serana not die, the third section will not occur, and he can be killed after not receiving the bow.

3: Harkon looks like the vampire lord, but more over the top, like he just crawled out of Cold Harbor. He decides that you’re not worth the risk of having around anymore, citing that, like him, you would do anything for power.

Only sunhallowed arrows will hurt him now, so the player needs to steal the bow from the alter, and use their limited supply of arrows to damage him. With larger wings and claws, Harkon starts to crawl along the walls and ceilings, with the player shooting him or the ceiling to knock him down. He finally dies when knocked to the alter from the ceiling after his health has been lowered.

It’s side quest time! There’s a list of some more quest options after the plot.

Kill Agmaer (for vampire players):

The Dawnguard gets a message from a town guard, saying the caravan from the beginning was traveling through the same woods as they were prior, but have not arrived at their destination.

The caravan members are all dead when they’re found, with Agmaer over the bodies. After monologuing for a bit, he resurrects them and becomes a vampire lord, the same kind as stage three Harkon.

Rather than crawl on a ceiling and walls, he flies/jumps between trees. Killing him ends the main quest line for the DLC.

Kill the Dawnguard:

Beleval, Celann, and Durak all patrol in/around the fort or protect the entrance and will attack on sight. A back entrance can be used to sneak past them, but they need to be killed.

Gunmar: guarding the entry hall to the fort, with two trained trolls. The healing spell/mist that stops you if you’re a vampire earlier in the Dawnguard path is active now. It can be turned off with a lever on the balcony on the second floor, or you can just fight. The mist will lower your health while healing any enemies if not shut off.

Florentius Baenius: caught off guard in his little work area, you have the option to sneak up and kill him, or start talking before fighting. Before dying, or noticing you’re there, he asks if the noises he’s hearing are Celann, and starts looking around for him. When actually fighting him, he’s that annoying enemy that heals himself halfway through the fight that no one likes. His magic is more powerful, and magical runes are placed around the room.

Sorine Jurard: A new part of the fort has been opened up, into a small cave system. To kill her, the Dovahkiin needs to work their way past dwarven styled traps and dysfunctional automatons. She fights with a crossbow using various dwarven bolts.

Isran/Agmaer: The two are found at the end of that obstacle course. Have a fun conversation, probably about how you failed them, where Agmaer says that he’s finally surpassed you, and thinks that you should die. The two fight you at the same time. Agmaer falls back to Isran for protection when his health gets too low, and ideally, he would die last. Once dead, the main plot for the DLC is over.

New Side Quests:

Feral Vampires:

Dawnguard Players: Hunt down set numbers of feral vampires for bounties, or save small camps and towns from small swarms.

Vampire Players: Lead groups of feral vampires to towns or hunting camps. They’re attracted to the smell of fresh blood, can be herded, or may follow the Dovahkiin or another more powerful vampire.

Find Artifacts/Items:

Dawnguard Players: Usually supplies for Sorine, in the form of metals, blueprints, and enchanted weapons. These are the same items that, if the player was a vampire, would be seen implemented in Sorine’s bossfight.

Vampire Players: Same as the original. I really can’t think of much that I would change here.

Hunting Half Thralls:

Dawnguard Players: Find and help/escort half thralls to Fort Dawnguard, where Florentius and Celann can help them. Or, the player can be asked by the half thrall’s family to find them after they go missing.

Vampire Players: One of the thralls escapes the castle, and the player needs to hunt them down, either to take them back to the castle (using the seduction ability), or kill them. Bringing them back to the castle will have a better reward.

This helps to cement the vampires as morally corrupt, and gives players looking to play as an evil character some more options. Of course, if witnessed, kidnapping someone would be considered a crime and have the usual repercussions. The player can also be tasked by the thrall master to find potential thralls and bring them to the castle.

I have a few more issues with the DLC, mostly surrounding the vampire NPCs being forgettable, but they could be fixed with some new armor versions and giving Lord Harkon a new personality. However, this is just going over the story line, and I wanted this to still feel like the original. If I can find the motivation, I’ll make a couple different vampire and Lord Harkon concepts for a different rework.

Critique is always welcome, and I hope you have a nice day/night! (:


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2 years ago

If you’re a real human person still using the default tumblr avatar, consider changing it.

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why should you change it?

When you guys pop up in our notifications, most seasoned tumblr users will suspect you’re a bot and block on sight.

why do we block immediately?

tumblr has a history of bots trying to infiltrate and establish a connection to a valid, existing blog in order to populate google searches. Simply liking or reblogging a post, not just adding a scam link to it, establishes this connection. Tumblr users don’t want this to happen, especially if it’s a scammy p*rn bot. So, we often block on sight.

So now I have to reblog stuff AND change my pfp?

Well, of course that’s up to you! I just want to explain why you may have been already blocked by an artist/blogger you may have discovered recently, and how you can avoid it in the future.

Reblogging does help creators more than likes because your reblogs will show up on the dash of those that may follow you. Plus, reblogging puts that post on your own blog, and in case the original gets deleted or edited by the OP, it’ll be on your blog like that–forever (or until you delete your blog). Nice.

Here are some free icons created by catalyststuff on freepik. Highly recommend their art for a simple replacement!

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3 years ago
Quick Armor/outfit Practice, With A Drow Druid Character I'm Working On (:

Quick armor/outfit practice, with a drow druid character I'm working on (:

Critique is always welcome!

[ID: A digital sketch, of a thin figure. The lines are mostly a dark brown, on a grey background. He wears a set of leather armor on his chest and shoulders, and a loose skirt and scarf. While there are shapes lightly sketched for the hands and feet, almost nothing from the rest of the limbs were drawn. End ID]


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