u/TheGoonReview

The Aquatic Dragonfolk of The Thousand Realms

The Aquatic Dragonfolk of The Thousand Realms

The Ryūjin are a draconic offshoot of humanity whose origins are not natural evolution but are from an ancient transformation ritual. Long ago, a secluded coastal village worshipped ancient dragons, believing them to be divine beings that descended from the heavens to calm the oceans and bring harmony to the world. Through forgotten ceremonies and powerful spiritual magic, these humans gradually altered themselves to resemble the beings they revered. Generation after generation, their descendants became something entirely new.

The Ryūjin possess bodies that blend human anatomy with draconic adaptations. Their physiques are lean and athletic, built equally for graceful movement on land and beneath the waves. Their skin is smooth yet remarkably resilient, strengthened by countless iridescent scales that emerge across the shoulders, spine, forearms, hips, and legs. These scales resemble polished gemstones or the shimmering skin of tropical fish, growing denser and more vibrant as a Ryūjin matures. Elder Ryūjin often possess elaborate scale patterns unique enough to identify family lineages.

Ryūjin are renowned for their striking beauty and perhaps their most distinctive features are the coral-like horns that rise from their brows and the finned crests that replace conventional ears. The horns are living sensory organs capable of detecting fluctuations in mana, changes in temperature, spiritual presences, and disturbances within the surrounding environment. They continue growing throughout life, becoming increasingly intricate and branching much like coral or antlers. Their finned ear crests similarly serve more than an aesthetic purpose, allowing Ryūjin to perceive subtle vibrations through both water and air with extraordinary precision.

Fearing that their increasingly draconic appearances would cause them to be mistaken for monsters by the expanding kingdom of Hajime, the Ryūjin abandoned their ancestral village centuries ago and founded the hidden underwater kingdom of Ryūga. Within magnificent coral palaces and submerged temples, they preserved their traditions while remaining largely unknown to the surface world. This isolation endured for generations until the appearance of a monstrous sea beast threatened both ocean and land alike. Forced to reveal themselves, the Ryūjin fought alongside humanity to defeat the creature, forging a lasting alliance that transformed centuries of secrecy into mutual respect. Ironically, all of their draconic features combined with their graceful movements and calm demeanor, have led many surface dwellers to mistake the Ryūjin for divine beings rather than the monsters they feared they would be seen as.

Ryūjin possess several remarkable biological adaptations inherited from their draconic ancestry but Most extraordinary is their innate gift of transformation. Every Ryūjin possesses two natural metamorphic forms. The first is the Dragon Carp form, in which they transform into a magnificent fish resembling a large koi adorned with shimmering scales and flowing fins. This form is primarily used for travel. The second is their Half-Dragon form, an awakened state in which draconic features become far more pronounced. Horns enlarge, claws sharpen, scales spread across the body, and draconic power begins to surface. Though immensely powerful, this transformation requires discipline and control lest instinct overwhelm reason.

So! These are my race of Dragonfolk that are inspired by the dragon people from japanese myth. I debated if I wanted them to be just dragonborn-like or more akin to the Aura from FF14. I ended up going with the second option and giving them a transformation into a dragon form (I promise I'll draw the form in the future! But this is my third pass at these guys this week :’D) they are inspired by the folklore of eastern dragons. The mythological Ryūgū-jō and the folk tale of a carp leaping a waterfall to become a dragon. I do think there can definitely be some cooler looking variants with more jagged scales but I think I'll save that for characters. These guys are good for a baseline. So what do you think?

If you like the art and want to see more then you should check out my other arts on Blue Sky. ALSO i have been working on an archive of sorts for the project over on WorldAnvil (best i've found for what i want) so if you want to check out more in depth lore than what's here or see articles on things that aren't posted here then you should check it out. Maybe leave a follow on one of the 2. I work very hard on these things :’D

Blue Sky.

World Anvil

u/TheGoonReview — 22 hours ago

The Gnomes of The Thousand Realms

The Gnomes are one of Valethyros' most mysterious peoples, small insectoid folk who dwell within sprawling subterranean burrow networks hidden beneath the continent's ancient forests. Though they have existed far longer than recorded human history, meaningful contact between the Gnomes and the surface world only began a few centuries ago. Before then, they survived primarily as legends whispered among travelers and woodcutters, stories of tiny bearded men wearing red pointed hats who appeared on misty mornings before vanishing into the fog. These tales, though distorted by time, were in fact encounters with Gnome scouts.

For generations, travelers who attempted to follow these strange figures often met bizarre fates. Some became hopelessly lost within forests they knew well, while others awoke at the forest's edge with no memory of how they arrived there. Modern scholars now attribute these incidents to the Gnomes's extraordinary natural affinity for illusion magic. Through specialized color-shifting antennae, they can manipulate perception, create convincing illusions, and even interfere with memory itself. While they rarely use these abilities maliciously, the Gnomes have long viewed secrecy as their greatest defense against larger and often more dangerous neighbors.

Despite their secretive reputation, the Gnomes possess brilliant and endlessly curious minds. They are natural inventors, tinkerers, and engineers who spend much of their lives dismantling, rebuilding, and improving everything around them. Their underground settlements are filled with mechanical devices, hidden passages, automated defenses, and ingenious contraptions. This obsession with invention appears deeply rooted within their biology and psychology. Gnomes require constant mental stimulation, and many become visibly distressed when deprived of puzzles, projects, or problems to solve.

Among the oldest conflicts in Valethyros is the ancient rivalry between the Gnomes and the Kobolds. The origins of this feud have long been forgotten, predating even humanity's arrival on the continent. Yet throughout countless generations, the two peoples have competed for territory beneath the earth, resulting in intermittent wars fought through tunnels, traps, ambushes, and sabotage. Though neither side has ever achieved complete victory, the conflict has shaped both cultures profoundly.

At a passing glance, Gnomes resemble small furry humanoids but are in fact insects. Their bodies are covered in dense hair that conceals part of their chitinous belly, giving rise to the old human misconception that they were simply tiny bearded forest folk. Beneath this fur, however, lies a durable beetle-like body protected by layered plates of flexible chitin. Their limbs are proportioned similarly to those of humanoids, allowing remarkable dexterity despite their small size. Strong hands and nimble fingers make them exceptionally skilled at handling delicate mechanisms and intricate tools.

Male Gnomes are most easily recognized by the distinctive red shell structure that covers the top of the head and extends backward along the upper body. When viewed from a distance, this shell strongly resembles a pointed red cap, giving rise to countless folktales about red-hatted forest spirits. Female Gnomes lack this prominent shell structure and instead possess smoother carapaces with more subtle coloration. Both sexes possess highly expressive antennae capable of displaying a dazzling array of colors and patterns.

My Thought Process - So gnomes are not well liked by most and they are kinda bland. Or I guess too niche in terms of their natures. In dnd they are little tinkerers that are close to elves in the first few additions and dwarves in the later ones. I even considered making a gnome a mix of elf and dwarf. There's a chance I may change it in the future but for NOW these are my gnomes. So why bugs? I like bugs, leaf hoppers look a bit like they are wearing hats and I thought it would be fun since in dnd the gnomes have big beef with the kobolds if the kobolds' ancient enemy were bugs since my kobolds are based on pangolins.

If you like the art and want to see more then you should check out my other arts on Blue Sky. ALSO i have been working on an archive of sorts for the project over on WorldAnvil (best i've found for what i want) so if you want to check out more in depth lore than what's here or see articles on things that aren't posted here then you should check it out. Maybe leave a follow on one of the 2. I work very hard on these things :’D

Blue Sky.

World Anvil

u/TheGoonReview — 18 days ago

The dwarves of deep waters and tropical sands from The Thousand Realms

The Reefguard Dwarves are the seafaring descendants of one of the ancient dwarven kingdoms lost during the Cataclysm. Today they inhabit the Prismatic Isles, a sprawling archipelago of tropical islands surrounded by crystal clear waters, vibrant coral reefs, and deep ocean trenches. Though they share ancestry with other dwarven peoples, centuries of life among the waves have transformed them into something uniquely their own. Sailors, divers, fishers, and explorers, the Reefguard have forged a civilization that thrives in the near endless blue.

According to their oldest legends, the ancestors of the Reefguard once dwelled within mountain holds much like other dwarves. When the Cataclysm struck, their homeland was swallowed beneath the rising seas. Rather than perish, the survivors adapted. Over countless generations their bodies slowly changed. Their bones became lighter, their ears broadened into fin-like structures, and their beards evolved into strange gill-like appendages. Whether these changes were the result of natural adaptation, latent magic, or a blessing from the sea itself remains a matter of debate among scholars.

Today the Reefguard are renowned throughout the world as masters of the ocean. Many sailors claim that no one understands the sea quite like a Reefguard. They navigate storms, hidden reefs, shifting currents, and dangerous waters with an instinctive ease that borders on supernatural. Tales of their navigators are common in ports across Valethyros, where Reefguard captains are considered among the finest sailors alive.

My Thought Process - The reefguards were the first dwarves (First species) i ever came up with and i always liked them but needed to update them. They are the third of my dwarves based on elements being water naturally. I thought of making them even more fish-like but it wasn't very good looking and due to a thinner frame they didn't look enough like dwarves. Funnily enough they are the only dwarf that can swim. The Gembeards and the REDACTED (fire ones) have too dense of bones and the skybounders are too light so they float normally. Like all dwarves in my world they have a trade and craft that they are known for.with theres being ship building and carpentry.

If you like the art and want to see more then you should check out my other arts on Blue Sky. ALSO i have been working on an archive of sorts for the project over on WorldAnvil (best i've found for what i want) so if you want to check out more in depth lore than what's here or see articles on things that aren't posted here then you should check it out. Maybe leave a follow on one of the 2. I work very hard on these things :’D

Blue Sky.

World Anvil

u/TheGoonReview — 26 days ago

My version of High-Elves for the Thousand Realms the Armistice Elves

The Armistice Elves, known more properly as the Solleer, are the most widely recognized example of what many imagine when they hear the word "elf." Tall, elegant, and refined, they possess physiques nearly identical to those of humans and are often mistaken for them at a distance. Yet closer inspection reveals the traits shared by all elvenkind: pointed ears, impossibly vibrant hair and eye colors, and the vestigial eye-spots that linger as remnants of their ancestors. While many elven peoples remain isolated from the wider world, the Solleer are deeply intertwined with human civilization and history, making them the most politically influential elven culture in Valethyros.

The Solleer trace their identity to a singular moment. During the ancient wars between elves and humanity, the city of Truemarch became the stage for an event that would forever reshape both peoples. After the city's ruler was slain, an elven commander ordered the settlement razed. One of his most respected knights, unable to condone the slaughter of innocents, openly defied his superior. The resulting conflict left the knight wounded, costing him an arm and the tip of one ear, but his rebellion preserved the city and its people.

When human forces eventually arrived under the leadership of the Hero King, they discovered a remarkable sight: humans and elves standing together in defense of the city. The duke who had once ruled Truemarch had been a tyrant, and the people found unexpected compassion among the elven soldiers. What followed was the signing of a historic armistice between the city's inhabitants and elves and the hero king's forces. Though intended as a temporary agreement lasting only until the war's end, the bond forged during those events endured long after victory for humanity was declared.

From this alliance emerged the Solleer Kingdom, the only true elven kingdom in Valethyros. Over centuries, the descendants of those soldiers and citizens built a culture that blended elven refinement with human practicality. Today the Armistice Elves are celebrated as diplomats, knights, scholars, and statesmen. While other elven peoples may see them as unusually close to humanity, the Solleer consider their shared history a source of pride, viewing cooperation rather than isolation as the foundation of a stronger future.

My Thought Process - high elves are always the bad guys. So I wondered if I could make my version still noble and proud while not being…well…jerks. Elves are always isolationist at best so I wanted ones that were more aligned with their human allies and not snooty curmudgeons. Most of my races are very weird and twists on the normal but for these guys i wanted them to appear very traditional (it was painful to keep them so simple haha). I notice some people like when things are recognisable and I wanted an option for them in my game. A baseline that bridges my weirdness with the traditional races. But they still have a few fun little twists like lopping off a chunk of their ears as a fashion statement like a piercing and having vestigial eye spots like other elves (a hold over from when they had 4 eyes) that allow them to sense movement better and see mana. Dont worry though i have much crazier elf types to be drawn in the future. OH! And males and females are on par with humans for physique but for this one I wanted a knight's physique and a scholar's so I made the female the jacked knight. Females aren't always the buff ones and males aren't always twinks. It just felt right for these two.

If you like the art and want to see more then you should check out my other arts on Blue Sky. ALSO i have been working on an archive of sorts for the project over on WorldAnvil (best i've found for what i want) so if you want to check out more in depth lore than what's here or see articles on things that aren't posted here then you should check it out. Maybe leave a follow on one of the 2. I work very hard on these things :’D

Blue Sky.

World Anvil

u/TheGoonReview — 1 month ago

Fantasy robots for my world The Thousand Realms.

Among the countless peoples of Shinsekai, none inspire more fascination than the Karakuri. Though built from wood, metal, silk, with crystal, and intricate clockwork mechanisms, they are not like the constructs of Valethyros. Within every Karakuri rests a soul-core, a vessel of spiritual energy that grants consciousness, emotion, memory, and self-awareness. They laugh, grieve, create art, forge friendships, and ponder the mysteries of existence no differently than the flesh-born peoples around them. To many outsiders, the Karakuri are living proof that a soul is not confined to flesh and blood.

The origins of the Karakuri remain one of Shinsekai's greatest mysteries. Ancient records offer conflicting theories, suggesting they are relics of a forgotten civilization, servants crafted by divine hands, or perhaps an entirely unique form of life created through means long lost to history. The Karakuri themselves possess no unified memory of their beginning. What they know is that they awaken already alive, already aware, and that the soul within them is no less real than that of any mortal creature.

No two Karakuri are ever truly alike. While most share a common structure of articulated limbs, reinforced frames, and a soul-core housed within the chest, their outward appearances vary tremendously. Many resemble humans, likely because such forms integrate easily into society and allow the use of tools, armor, and equipment. Others take inspiration from animals, mythical creatures, or entirely unique artistic visions. Since gender holds little significance within Karakuri society, individuals choose forms that best express their identity.

Though Karakuri can be found throughout Shinsekai, many feel an inexplicable connection to four ancestral regions: Midorioka, Sasahara, Ryoshika, and Kazetani. Hidden somewhere within or near these lands are the Great Machines, colossal and ancient constructs said to govern the cycle of Karakuri rebirth. Throughout their lives, many Karakuri wander the world in search of knowledge and experience, yet eventually feel drawn back toward these sacred nexuses.

Perhaps the most extraordinary aspect of Karakuri existence is their cycle of rebirth. When a Karakuri is destroyed beyond repair or its soul-core fails, the animating essence within is drawn back to the nearest Great Machine. There, memories and experiences are absorbed while the spirit itself is cleansed and prepared for a new existence. The reborn soul is placed within a newly forged soul-core and housed within a child-sized frame before gradually advancing into larger forms as it matures. Though most memories are lost, fragments sometimes remain as strange instincts, talents, dreams, or inexplicable feelings of familiarity. These echoes are regarded as natural parts of the cycle rather than supernatural anomalies.

My Thought Process - the Karakuri are fantasy robots similar to the warforged I suppose. I love robots and scifi so I wanted a little bit in my world. I'm not sure how others feel about sentient constructs. I'm sure some may wonder why I decided on a human design over a more mechanical one? As always these images are to give players and readers a general idea of the race and human ones are easier to relate to but a karakuri is a machine at the end of the day. They could look like a gundam, big O, a tokobot or a giant mechanical panda wielding a greatsword. There are no true males, females, or any other conceivable points on the graph. They take the forms they like the most. So if you want to be like the cyborg geisha from Ghost in the shell or something vaguely humanoid and hard to kill…go for it.

I wanted them to also embody the concept of reincarnation but on a much smaller scale. Immortal machines reborn after a dozen lifetimes that continue to seek purpose. Also did they need the shorts and chest band?...no…no probably not but im not going to risk embarrassing these nice folks. 

If you like the art and want to see more then you should check out my other arts on Blue Sky. ALSO i have been working on an archive of sorts for the project over on WorldAnvil (best i've found for what i want) so if you want to check out more in depth lore than what's here or see articles on things that aren't posted here then you should check it out. Maybe leave a follow on one of the 2. I work very hard on these things :’D

Blue Sky.

World Anvil

u/TheGoonReview — 1 month ago

A rework of one of my dwarf species for The Thousand Realms project.

The Gembeard Dwarves are among the strangest and most isolated descendants of the ancient dwarven kingdoms, instantly recognizable by their bodies of living stone and crystal beards. Though often mistaken for constructs or statues by outsiders, Gembeards are fully living creatures of flesh and bone beneath their rocky exteriors. Their transformation began after the Cataclysm that shattered the ancient dwarven holds. Unlike the other dwarven kingdoms, the Gembeards’ ancestral hold was not consumed by fire, sea, or sky, but instead buried beneath miles of collapsing mountain stone. Trapped deep underground and believing the surface world destroyed, the dwarves remained within their sealed halls for generations.

Over centuries of isolation beneath the earth, the Gembeards slowly changed. Their skin hardened into flexible stone-like plates, while crystalline growths began emerging from their bodies like mineral veins. Young Gembeards appear smooth and polished like freshly carved statues, but age transforms them into jagged, weathered figures as new layers of stony skin force older layers upward into rough ridges and rocky protrusions. The glowing crystals that first appear as flecks beneath the skin eventually grow into magnificent crystalline hair and beards that define the race. Each clan produces crystals of differing colors and formations, making their appearances highly varied.

The exact cause of this transformation remains fiercely debated even among the dwarves themselves. Some lore keepers claim prolonged exposure to subterranean mana seeped into the dwarves’ biology, reshaping them over generations into beings more akin to the earth around them. Others believe the Stonefather himself altered the Gembeards as both punishment and blessing for the arrogance of ancient dwarven kings, turning them into living embodiments of the stone they once sought to command. The Gembeards themselves rarely discuss the matter openly, considering such speculation disrespectful to both their ancestors and the mountain god they continue to revere.

Much like the stone they resemble, Gembeard Dwarves are a slow-moving and reserved people. They value order and proper etiquette above nearly all else and tend to view excessive emotion or impulsiveness as signs of immaturity. Outsiders are rarely permitted within their underground holds, and even other dwarven races are carefully scrutinized before entry is granted. Gembeards like all dwarves are legendary craftsmen whose skill in masonry and gemcraft borders on supernatural precision. Their greatest mystery is perhaps their ability to distill stone and crystal into potent alcohols, a closely guarded secret few outsiders have ever witnessed firsthand.

My Thought Process - So the Gembeards. One of my oldest designs now reborn in my new style to fit with the others and better lore this time too! I love these guys. They are one of my favorite designs but I could never get the female design to look like I wanted it to until now. (Don't go searching! It's bad! D’:) the male one i was always happy with so he just got a touch up.

As a note I'm aware the female looks a lot less jagged than the male. This is because as stated in the lore the crumbly look comes with age so I wanted to draw a younger one to give me an idea what a smoother gembeard will look like. Dont worry like a fine milk she gets more lumpy with age. Also her beard will get longer (cant help it. I like chop beards) also as a note…i like to think baby gembeards resemble the jizo statues found in japan. Just smooth round lil things.

But If you like the art and want to see more then you should check out my other art on Blue Sky. Also if you have ideas for these guys let me know. I want to hear others' insights so I can improve the lore. AND! What should I draw next for my world?

Blue Sky.

u/TheGoonReview — 1 month ago

My worlds versions of Orcs. 2 Variants.

In World Lore 

The Mazruuk - The Mazruuk Orcs are one of the oldest known mortal peoples of Valethyros and among the most misunderstood. Towering in stature and intimidating in appearance, they are often mistaken by outsiders for savage beasts, yet the truth could not be further from reality. The Mazruuk are a curious and peaceful people whose history is rooted in survival. Covered in thick fur and bearing tusked jaws reminiscent of boars and wild canines, the Mazruuk Orcs possess an imposing presence that belies their calm and communal nature.

Long ago, the Mazruuk inhabited only a single vast northern forest within Valethyros, living in relative harmony with the land and practicing primitive but highly refined forms of elemental magic. This peace ended when the elves first arrived upon the continent and sought dominion over the ancient woodland. Unprepared for organized warfare and lacking the forged armor and advanced weapons of the elven invaders, the Mazruuk were driven from their ancestral forests. Entire clans were scattered across the continent, and for the first time in their history the orcs encountered humanity.

What followed would shape the future of Valethyros forever. The Mazruuk shamans shared their knowledge freely. The great orcish sage Maeroh’Lyn is credited in countless old tales as the first being to teach mortal magic to humankind, showing early human tribes how to harness flame, wind, and natural energies to defend themselves against elven sorcery. This alliance forged a bond between humans and orcs that endures to this day, earning the Mazruuk recognition as one of mankind’s oldest and most important allies.

Despite their role in shaping the magical traditions of the modern world, much of Mazruuk history has faded from public memory. Many younger scholars incorrectly credit humanity or the elves as the originators of mortal spellcraft, and some even dismiss the orcs’ contributions entirely. Still, within Valethyros the Mazruuk remain respected figures in local culture and history. Though their fearsome appearance unsettles some outsiders, those who know them understand the Mazruuk as wise guardians, resilient survivors, and keepers of some of the oldest living traditions in the world.

The Butsurai - The Butsurai Orcs are the mountain-born cousins of the Mazruuk Orcs of Valethyros, though centuries of survival in the brutal highlands of Shinsekai have shaped them into a far harsher and more aggressive people. While the Mazruuk were raised within fertile forests and developed peaceful natures, the Butsurai were forged amidst freezing cliffs and monster-infested peaks where weakness meant death. Life in the mountains demanded ruthlessness and cunning, and over generations the Butsurai became hardened survivors willing to seize whatever they needed to endure another winter.

The mountain ranges of Shinsekai are among the deadliest regions in the world, home to massive predators and ancient creatures capable of wiping out entire settlements. Within this unforgiving environment, the Butsurai learned to live as apex hunters and territorial raiders. Their clans descend from hidden cave fortresses and mountain encampments to strike caravans and isolated villages before vanishing back into the crags. To many lowland communities they are viewed as terrifying marauders, yet the truth is more complicated. The Butsurai raid not out of some twisted cruelty, but necessity, driven by harsh scarcity and generations of conflict with expanding human settlements.

Unlike the calmer Mazruuk Orcs, the Butsurai possess a fierce and confrontational temperament. They are highly intelligent and tactically minded, capable of organizing coordinated ambushes and multi-layered attacks against fortified targets. Butsurai warbands rarely rely on blind charges or brute force alone. Scouts, trapmakers, climbers, and beast handlers work together with calculated precision, exploiting terrain and weather to their advantage. Many commanders who underestimate the Butsurai as mindless savages quickly discover the deadly cost of that mistake.

Despite their violent reputation, Butsurai society is highly structured. Their clans are governed through powerful matriarchal bloodlines led by dominant elder females whose strength and wisdom determine the survival of the tribe. These matriarchs are feared even among their own kind, serving as warriors, judges, spiritual leaders, and rulers simultaneously. Though outsiders often see only brutal raiders descending from the peaks, the Butsurai themselves view their actions as a struggle for survival in a world that has steadily pushed them farther into the mountains generation after generation.

My Thought Process - Hoo-boy! So orcs. These guys are easily the most problematic species in all of fantasy. If you make them savage warriors hated by others then people get mad at you. Do the opposite, they get mad they aren't Tolkien orcs. So when I went into this I knew I wanted to reinvent the orcs a bit. Orcs design wise are always so boring. Well…the western ones at least. Thanks to Wizardry japan has always made orcs pig like so i wanted to make a mix of both. I also wanted the orcs to be products of their environments. One became peaceful due to abundance, one became aggressive because of scarcity. My way of having both the mean-green warriors of old and a new spin that puts them in a new light. One is the eternal enemy to human expansion, one is a part of it though its contributions are slowly being forgotten. Also I am MORE than aware that putting fur on an orc makes it look like a bugbear. This can't be helped. Personally I think bugbears should be orcs not goblins but what do I know? my world doesnt have bugbears…yet anyways…But If you like the art and want to see more then you should check out my other art on Blue Sky. Also if you have ideas for these guys let me know. I want to hear others' insights so I can improve the lore. AND! What should I draw next for my world?

Blue Sky.

u/TheGoonReview — 2 months ago

I redesigned Kobolds for the fantasy world and TTRPG I'm building.

In World Lore
Kobolds of the Thousand Realms bear little resemblance to the diminutive reptilian scavengers described in distant myths and foreign tales. Instead, they are large, burrowing beastfolk resembling towering bipedal pangolins or armadillos, clad in overlapping armor-like scales and built with dense muscular frames suited for life beneath the earth. Standing roughly five feet tall and weighing far more than their stature suggests, kobolds are renowned for their immense digging strength, powerful claws, and uncanny ability to navigate the stone beneath the surface.

Their settlements are most often found deep underground within vast caverns and abandoned ruins. Though they rarely seek conflict, kobolds are frequently viewed with disdain or frustration by surface dwellers due to their tunneling habits, which can unintentionally cause sinkholes, mine collapses, or shifting foundations near expanding settlements. As larger civilizations spread across the world, many kobold communities found their ancestral tunnels disrupted or destroyed, forcing them into uneasy coexistence with the peoples above.

Kobolds are remarkably industrious and inventive people. Their societies revolve around excavation and engineering particularly in the creation of specialized mining tools and defensive contraptions. Because their massive claws make wielding traditional weapons difficult, kobolds developed the Gantah, a modular wrist-mounted apparatus capable of holding tools, mining implements, or even modified surface-made weaponry. Entire workshops deep beneath the earth are dedicated to refining and customizing these devices, and many surface engineers consider kobold mechanical ingenuity to rival that of the Firebrand Dwarves though no dwarf would ever admit it.

Though physically imposing, kobolds are not a violent people. They are hard-working and have a love for music. Songs echo constantly throughout kobold tunnels as workers sing to maintain morale and coordinate labor. Human miners have a common saying: “A song in the mines is good for the soul, but when the walls sing back, the kobolds are near.”

My Thought Process - Kobolds. Named after a German house fairy, designed like a lizard and described like a dog and burrows like a mole. Kobolds are all over the place. Most in the west ignore the dog part while those in the east ignore the lizard part. It is a confusing creature and one I set out to create a version of that was both dog and lizard! And honestly…I couldn't make the several ideas I had work until I started thinking broader…instead of lizard dogs, what about scaly mammals? The Pangolin (My Favorite animal ever) to me seemed the perfect starting point. But tell me your thoughts? Think they work as kobolds? I love them but I'm also very biased. But If you like the art and want to see more then you should check out my other art on Blue Sky. Also if you have ideas for these guys let me know. I want to hear others' insights so I can improve the lore. AND! What should I draw next for my world? I'm thinking about goblins.

Blue Sky.

u/TheGoonReview — 2 months ago

I redesigned Dwarves for the fantasy world and TTRPG called The Thousand Realms that I'm building.

In World Lore

The Skybounders are the last surviving descendants of one of the four ancient dwarven kingdoms of Valethyros, remnants of a civilization shattered after the wrath of the Stonefather fell upon the mountains. When their ancestral kingdom was torn apart, its peaks which were rich with the mysterious mineral jokingly referred to as float stone broke free from the earth and drifted into the heavens as floating isles above the clouds.

Centuries spent amidst thin air and drifting stone transformed the Skybounders into something distinct from their earthbound kin: small, round-bodied dwarves with pale blue skin, and powerful lungs suited for the high altitudes. But their most striking feature is their hair, which has become soft and weightless like smoke or cloud, shifting in shape, texture, and color with their emotions becoming bright and fluffy in joy and dark or storm-like in anger or sorrow. Though isolated from the world for generations, the Skybounders remain warm-hearted, known for a trusting kindness that outsiders often mistake for naivety. 

Like all dwarves, they are master craftsmen. Their particular artistry lies in textiles, Their gliders, sails, and sky balloons allow passage between the floating isles, and their fabrics are famed across the world for being impossibly delicate yet strong enough to turn aside a blade. 

Unique Class - The Stratomancer

Stratomancers are mages who command the skies themselves, wielding a discipline of magic that blends the powers of wind and water into mastery over weather. First developed by the Skybounders of the floating isles, stratomancy was originally used to guide drifting mountains along favorable air currents and to shepherd travelers safely between the clouds. Through precise control of vapor and pressure, Stratomancers can conjure mist or shape clouds into solid pathways or summon rain for thirsty crops. Their art possesses a far more fearsome side however. A master Stratomancer can awaken the fury of the heavens themselves, calling lightning and cloaking entire regions in storms or unleashing winds powerful enough to tear ships apart.

My Thought Process - So dwarves. My world has 4 types planned with each one being based on a different element tied to the destruction of their mountain range in the distant past. The 4 great dwarven kingdoms situated in the 4 corners of the continent of Valethyros each suffered a catastrophe leading to their destruction. Each of the four kingdoms was destroyed in a different way. One sank beneath the waves, one erupted in flames, one was crushed beneath its own weight and the final one fractured into several floating islands. The dwarves vary greatly in appearance from one another but have a few similarities. All of them are known for a particular trade or craft they are masters of, All are quite short (kinda in the name), all of them are very community driven, and all of them have something unique about their hair or beards.

If you like the art and want to see more then you should check out my other arts on Blue Sky. Also if you have ideas for these guys let me know. I want to hear others' insights so I can improve the lore.

Blue Sky.

u/TheGoonReview — 2 months ago

In World Lore
Halflings are a small, nimble folk standing between three and four feet tall, distinguished by their digitigrade legs, furred lower bodies, and long, prehensile tails often tipped with a tuft. Their large, fluffy ears grant them exceptional hearing, while their sharp eyes and silent, padded steps make them naturally perceptive and light on their feet. Known for their quick movements and powerful leaps. Halflings are also known for their strong work ethic and deep-rooted sense of family, living in close-knit communities within cozy burrow homes that often connect through hidden tunnels beneath the earth. Though physically unassuming, they are highly valued as skilled laborers, particularly in mechanical and seafaring roles where their dexterity and keen senses shine. With fast-growing, durable hair typically worn in practical braids that range from earthy tones of brown to reds or blonde. Halflings have a rustic charm that reflects their preferred way of life, peaceful and centered around good food and warm hearths.

Unique Class - The Boggenshire Dog Lancer
The Boggenshire Dog Lancers are a rare but respected order of halfling defenders who have forged an unbreakable bond with the great Boggenshire Mastiffs, massive hounds renowned for their loyalty and ferocity. Their tradition traces back to an old tale, in which a wounded young lord, lost in the forest with a shattered leg, was rescued and nursed to health by a halfling maiden; in gratitude, he gifted her humble hamlet a breeding pair of these formidable dogs, from which the line spread. Over generations, the mastiffs became guardians of field and family alike, watching over livestock and standing firm against prowling threats. From this bond arose the Dog Lancers, halflings who dedicate themselves to raising and training a single mastiff as both companion and mount, using its immense strength and size to overcome their own small stature in battle.

My Thought Process - You already read this far? What's a few sentences more?
I wanted to redesign halflings for my world and thought well…furry feet, big families, eat alot, very lucky, and live in burrows so why not mix them with cats and rodents (Specifically a jerboa). I never liked how a halfling was a shaved dwarf basically and wanted them to be unique. I'm aware they have a satyr look but maybe a satyr could be a close relative? Also I added a “Class” tied to their lore. Couldn't think of how a halfling would fight without being a rogue but eventually decided on BIG DOG. If you like the art and want to see more then you should check out my other arts on Blue Sky. Also if you have ideas for these guys let me know. I want to hear others' insights so I can improve the lore.

Blue Sky.

u/TheGoonReview — 2 months ago