Arthur Griffin, Zombie Apocalypse Survivor

An illustration of a zombie apocalypse survivor character for any such setting.

When the initial zombie outbreak happens, it doesn’t really matter if you’re an experienced prepper just itching for such an eventuality, a teacher wondering why the children are so menacing and pale today, a paramedic with the busiest (and most dangerous) day of their career or a plaing old business man having a lunch celebrating closing a deal. To survive the initial mayhem one needs a hefty portion of pure luck served by Lady Fortuna herself, a hearty plate of survival instinct, a second serving of spicy determination and an energetic dessert of will to live through it all and not giving up.

Also part of my Through the Ages character illustration concept where same characters are depicted in different settings.

Jorge Gel, Ship Captain

A fantasy -themed character illustration.

 

Name: Jorge Gel
Race: human
Location: Wherever his ship ‘Raimelho‘ happens to be; port of call is Cuervo Garrac in Ferria

Jorge Gel was born in the port city of Cuervo Garrac in Ferria to a family full of sailors – some being accomplished veteran seafarers and others less so but pretty much all of his family members has a long history on the seas. He spent his early childhood aboard his uncle’s small cog and already at the age of ten he was baptized in combat against pirates trying to hijack the ship; luckily no lives were lost at that time although the cargo was. It was a defining moment in Jorge’s life as he then and there realized his entire future would be aboard sailing ships until his demise and he gladly accepted it.

As an adult Jorge spent many years on and off many merchant ships traveling the coastal regions of Ferria and Calishem mainly and saving any and all earnings he got in order to some day get a ship of his own. Finally at the age of 29 he bought the wrecked cog Raimelho from an old merchant Tirrana Welmius who called it quits and retired after defying one storm too many. Welmius did not have enough money to get his ship repaired and instead offered it to the Gel family – who were a known family of seafarers – and managed to convince Jorge that Raimelho would have many decades ahead of it after some simple repairs. As it happens, repairing the damaged ship cost far less than what the old merchant had assumed leaving the new owner with some excess capital to start his own business.

Now at the age of 42 Jorge is a veteran captain. His ship has served him well and is still in a fine condition thanks to Jorge’s interest in both maintaining it and understanding it’s limitations as well as his own. He has amassed a respectable fortune during his years as a merchant captain although there has been darker times involving lost cargo and lost crew members. He probably would have enough to get him a bigger ship but he is quite happy and satisfied with his current one.

As a person Captain Gel is stern and just with a twist of quickly cooling temperament and a quirky sense of humor. He considers himself a reasonable and upright man and takes great pride in having achieved a reputation as a fair and trustworthy merchant in all the ports he frequents. Captain Gel has also frequently paid his crew bonuses for runs that go well. When on land, Captain Gel resides in the heart of the Cuervo Garrac city on a mansion (named Gelanto with a long and important history in the city) owned by his family.  He spends a total of 3-4 months a year in Cuervo Garrac between merchant runs getting new deals agreed upon and spending time to maintain the ship.

 

‘Brothers, keep chanting! It’s working!’

2017-08-26

A black and white illustration of a group of cultists in a forest clearing trying to summon forth a creature from the abyss. This could easily be used as a page element to liven up a written scenario or adventure.

A scene such as this is most suitable for fantasy -themed setting but I suppose it fits equally well a horror -themed setting. Perhaps a group of players is stumbling upon a scene like this accidentally or perhaps they are desperately trying to prevent the members of this sinister cult to achieve a success in their nocturnal activities.

 

Sirlo Shakrav, Cosmologist

2017-08-20

A character illustration for any fantasy -themed role-playing game setting. She is designed to fit my own fantasy -themed setting Cresia.

 

 

Name: Sirlo Shakrav

Race: human

Location: Northern Groam

Sirlo Shakrav spent her childhood in a small and strict monastery. She was essentially abandoned after having showed dangerous signs of unexplained phenomena happening around her before she was even one year of age. Her parents were deeply superstitious and feared they could not handle Sirlo. Although they eventually left her to the monastery, they still retained visitation rights and tried to understand their daughter’s abilities to the best of their limited minds. Sirlo’s early life was simple and restrained; she was essentially denied cultivating her innate natural abilities as a magic user and she was actively discouraged to stifle her talents. The strategy of the monastery failed royally and at the volatile age of ten she was returned to her parents as an abomination the monastery was not able to guide to the path of the righteous. A few years went by and after constant struggling with their daughter, her parents sought help from outside. Eventually they found a suitable mentor for Sirlo – Archmage Chenius who is currently a member of the ruling elite of Myrna. At the time Chenius was conducting unknown experimentations in a private keep some in northern Groam and he had cultivated a reputation among the local populace as a powerful wielder of the ancient magical arts. Chenius took young Sirlo under his wings without testing her in any way; he immediately recognized the uncultivated potential the young girl had.

Sirlo remained in Groam after Chenius returned to his homeland Myrna to regain an active position in the ruling council after an absence of a decade. She  “inherited” Chenius’ lands and property although the archmage’s keep had been reduced to a pile of rubble after a spectacular magical catastrophe that only miraculously didn’t consume any lives. She now lives in a nearby cottage. Archmage Chenius taught Sirlo many wonderful things over the years and instructed Sirlo not to come to Myrna until she has attained a much more fine-grained control of her powers lest the powerful but unpredictable mana currents inherent in Myrna would surely produce catastrophic problems. Sirlo remains in Groam trying to control and master her powers and has become a local figure of importance as she provides assistance for a myriad of problems against a small fee.

Sirlo is a Cosmologist; she controls and changes the physical manifestations of the energies of the universe. Her innate abilities probably would allow her to master other types of magic as well but for unknown reasons the cosmological powers are so powerful within her that she can barely maintain them at bay even at relatively low magic flow areas such as northern Groam. Perhaps if she finds ways to master these powers she could focus her interests to some other magical arts.

Today, Sirlo lives alone in relative seclusion in a cottage nearby the demolished keep of the archmage. She ventures into neighboring villages and towns regularly to perform odd jobs that earn her enough coin to cope. She is in good terms with all the nearby communities although there’s some friction with small local superstitious groups that see her (and others like her) more of a threat than an asset even if she has time and again proven of not harboring any ill will towards the local communities.