October Suggestions Drawings Collection!
So I took the week to get back into the habit of drawing lots of stuff, I didn't finish everything sadly, I still need to paint the Mortali and the Kiber. I also will hopefully have time to draw additional pieces for all of these guys, but I do have to get back on track on the commission front. I tried to do all the suggestions, when it came to some I did switch em up a tad, like the Baroque, since they would be very close to the Kiber at the moment, I decided to draw another Ophidian Successor state.
Thank you for all your suggestions guy!
also on the lore front I will be adding it in as I write it! since I haven't gotten around to it all yet, but I do have some pointers and some bits to share in the written format.
The Pride of the Viper Nest
"Once considered to be the next Rattler Nest to fall and be exterminated by the efforts of the Companions, a Rattler Nest has not fallen since the actions of Bahamut during the Penumbra Wars. In which Bahamut would manage to slay a Queen Mother and take control of the Rattlers of Nest Gabonica. Nest Dendroaspis would appear to be buckling under the attacks of the Companions, until General Spear would take charge, stalling their progress and even repealing them at several key junctions.
The war with the Companions halted as the rise of a ghost from their past took priority, leaving the Rattlers of the Dendroaspis Nest free to mend their defenses and regroup. Yet General Spear did not let his guard down, something was coming from the Eastern Ends of the Gulch. He did not hear the familiar rumble of the engines of the Syndicates or Corporations, nor the marching of the boots of the Companions, it was something new. His scouts would return with stories of armored clad humans, who marched under a black banner, these "Mortali" had pushed beyond the Straits Crossings and were marching towards the Great Dendroaspis Nest."
Processing: The Rattler gene is not able to be produced naturally, as it was tailored and designed in such a way that the Rattler population could be easily wiped out in a single generation with the death of their respective Queen Mother. The Rosemont Corporation made it so that they could dispose of them easily after the war with the Atlantropean Government and Ministry. With the fall of the Rosemont Corporation, new Gene Stock became none obtainable by the Queen Mother's, in order to keep producing Rattlers they would begin to recycle the Gene Stocks from dead or old Rattlers. Although this method was successful initially, the Gene Stock Quality has deteriorated heavily through the centuries, leading to various mutations in the Rattler species. Any detrimental mutation is quickly purged, with only a partial amount of the Gene Stock being able be processed in such cases
Rattlers
General Spear: Considered by the Ministry of Internal Affairs to be the greatest commander that the Rattlers have ever produced, he has bested Syndicates, Corporations, and the Companions. Expanding for the first time in a long time the territory of the Dendroaspis Nest. More impressively has been his ability to coordinate with other Rattler Nests, Nests which have been notoriously antagonist to one another for centuries, and although it is merely hearsay some within the Government and MIA believe he has even managed to broker deals with the Black Meiji Criminal Syndicate.
Spear's life would not begin in grandeur, despite his current imposing stature and muscle mass, he was the runt of the litter when he was born. His distinctive sharp head shape was marked as a mutation, that plus his small weak form had him marked for Processing. If it wasn't for the timely attack by the Companions of St. Leo, a routine purging operation meant to keep the nest weak, he would have been processed. Instead the small rattler was given a makeshift gun and sent out to fight and die for the glory of the Queen Mother and the Nest. Despite his size he would manage to slay several Companion Warriors in the fight. By the end of the raid the Companions would retreat, having substantiated more losses than expected. Spear would be allowed to continue living, he still holds on to the helmet and skulls of the Companions he killed that day.
Rattler Skullcap: The basic Rattler warrior, skullcaps are named for their metal plate that they bolt into their heads. They are violent and stubborn creatures that are prone to picking fights even when out numbered and out gunned. Many Rattlers only ever make it to this stage in their development, as their lives are much like their temperaments, short and brutal.
Rattler Hardshell: Specialized Rattlers, the Hardshells are the engineers of the Nests, they are in charge of maintaining the structures, machinery, and weaponry that the Rattlers need. Hardshells instinctively know how to make rudimentary firearms out of nearly anything they can get their hands on, as such they are extremely valuable to a nest as they serve as quarter masters for them.
Rattler Vanguard: Heavily armored Rattlers, the Vanguards are veterans of many battles. They are honored by leading their brothers into combat, serving as the elite tip of the spear of their Nest. These Rattlers often prefer to use melee weapons, they all have special commando knives that were created by the Rosemont Corporation centuries ago, these knives are highly valued in Rattler society as a sign of great honor and prestige.
Rattler Longlegs: A mutation that was deemed acceptable and useful to an extent by the Queen Mothers. Longlegs gained their name due to the extreme lengthening of their limbs as they age, with this also comes a more animalistic nature. The Longlegs are used as terror units by the Rattlers during raids on human settlements, with their freakish proportions and speed they are able to terrorize the humans easily.
Under the Wicked Banner of the Black Pope.
"The arrogance of the Caspian Family and their benefactors, pushing further into their own demise. The machinations of the Black Pope are still in motion, the first of the ritual sites has been established in the city of Maglenia, the Krakens provided the needed blood to corrupt the grounds, yet more bodies are needed, more blood. Falconi and the Necromongers have dug through the brains of the freshly dead Caspian soldiers and personnel, learning the schemes and encrypting of the Caspian Family. "
Knights of the Wicked Banner
Scions of Sathariel, infiltrator: Dispatched to integrate themselves into enemy camps and territories, they are assassins and saboteurs that prefer to inflict psychological torment on their targets. Believing a slow and prolonged state of suffering aids in amplifying the value of the victims soul to their demonic patrons.
Cohort of the Beast, Barabbas the Brute: Trusted lieutenant of Therion the beast, Barabbas is a violent brute that enjoys crippling his victims first, before splitting their heads in twine. He has been entrusted with leading a cohort to secure the straits crossing, which will allow Therion to focus on wiping out the Caspians blocking his progress.
Disciples of the Lesser Keys, Sorcerer: Masters of the strange arts, the sorcerers are tasked with supporting the Mortali with magical fire power. As the situation developed and the Caspians pushed back against the Knights, as such the Disciples were requested by the Black Pope to dispatch more Sorcerers to assist Falconi and Therion in their campaigns.
War Demon, the Black Fairy: Bloated headed demons, created by the Disciples of the Lesser keys from the collected heads of countless victims. These demons are said to come from the forbidden library of A'arab Zaraq, they are capable of casting weird spells against their targets. They are often seen accompanying Sorcerers and Warlocks of the Disciples.
War Demon, the Triskelion: A strange demon, created solely for the purpose of breaking through enemy defenses. They are extremely fast and destructive, their three legs stomping and crushing anything that gets in their way. Even when they are taken down they explode into a fiery inferno. They are used widely by the Cohort of the Beast, with them unleashing several against the defenders of the Straits Crossings.
Mortali Ranks
"Life within the Gulch is a brutal affair, even before the rise of the Mortali Brotherhood life for most was already a crushing grind. Under the oppressive heel of the Corporation's of Atlantropa many lived as slaves for the massive manufacturing industry within the Gulch. Law and order were only upheld by criminal syndicates, powerful crime families that exist in a symbiotic relationship with the Corporations. Once the Knights arrived and destabilized the order of the Gulch, their message one of might making right and doing as one saw fit. A message that resonated with many lost and crushed souls within the Gulch, many of them willing to stomach the horrors for a shred of power. The Black Pope would offer in a strange way the gift of self determination."
Thralls
The lowest of the low, thralls are the unwashed masses, armed with whatever they can get their hands on. Thralls follow the War Hosts of the Knights, like pilgrims on a dark march.
Aspirant
The Aspirant, these individuals have given themselves to the banner of the wicked knights, branding their flesh with demonic sigil and symbols that they witness on the knights and their demonic beasts.
Many aspire to join the ranks of the brotherhood, but only a fraction ever get the chance to be initiated in the dark arts.
Once within one of the orders the Aspirant becomes an Initiate to the dark paths of the Mortali Brotherhood. Each of the Orders has their own initiation ritual. All of these rituals require a sacrifice and the permanent scorching of the eternal soul.
Initiate/ Neophyte
The Initiate, having earned their place within an order. They have been picked from the masses, for their true dedication.
Cohort of the Beast: The price is blood and flesh, Initiates commit themselves to the Beast by consuming the flesh and blood of the meek. For the meek are sheep to be slaughtered and consumed by the strong, ripped and torn by the hands of the Initiates.
Crusaders of Gehenna: The initiates must be blessed by unseen sight, eyes with multiple irises within the cranium, the only way to know if one is blessed is via the practice of trepanation. The initiate must open their skull and feel within for strange growths.
The Scions of Sathariel: The initiates of Sathariel are chosen by hand, these individuals and their duties to the brotherhood require them to have a higher level of finesse. The ritual of Sathariel requires the initiate to remove their face and scalp, all to be healed over by blank remoldable flesh. Flesh that allows them to mimic others.
The Disciples of the Lesser Keys: Unlike the other orders, the Disciples do not recruit, the Warlocks of the order search for individuals with high Cognition abilities and spirit them away to be “indoctrinated” into the order.
The Honored Ones of A'arab Zaraq: The Honored ones recruit from the other orders, when a knight earns the interest of the Black Pope, they are brought into the Honored Ones. Their souls are permanently pledged to Black Pope to serve him eternally.
Knight
The bulk of the order forces, the knights are hulking terrifying warriors. Visibly larger and taller than a normal human, they appear to not feel any pain and their blood has turned into a black thick substance.
Champion
Honored individuals within their orders, champions are highly skilled warriors that have carved their way through numerous battles, it is safe to assume that many champions are veterans from the Penumbra Wars.
Commander
Given command of their brothers by their lords, the commanders are expected to lead by example and maintain some semblance of structure amongst their lesser ranks. Commanders often exemplify the core values of their individual orders.
Mortali Lord
There are only five Mortali lords, with only one ever needing to be replaced. Therion the Beast, Falconi the Falconer, Luciano the Prince, Palladino the Warlock, and their leader the Black Pope Paul.
Pitch White Progress Engine
ARKO field team "Sabbath", has been dispatched to the Floating city of Atlantropa to assist the ASID (Atlantropean Special Incident Division) with several strange anomalies relating to a object that is said to be able to alter historical events. This will be a joint operation between the two organizations.
"Naturally Atlantropa should be able to handle this by themselves, but we can not let a opportunity to apply soft power over our wayward brothers and sisters of the Floating City slip our fingers. President Thaddeus Maximo Armstrong has personally requested for you Callahan, he has seen your track record and is impressed. No is not an answer, so don't bother asking, Agent Ripley and a newcomer will be joining you on this assignment. We have already prepared a flight, God speed Agent Callahan."- A frustrated sigh escapes Callahan, as she puts down the paper. She hated frying for one, and she didn't like the idea of going to the backwards and surrounded by water "Floating City".
Agent Callahan: she is the leader of the ARKO field team "Sabbath", a highly capable agent that has been working for ARKO for over a decade, she has only ever operated within the Americas, so the news that she and her team would have to go to Atlantropa was a bit of a surprise. Yet she isn't one to argue or protest orders from high command.
Amanda although being highly capable and efficient, she is also widely regarded as a bully and a jerk by her fellow ARKO agents. She is extremely hard to work with as, as she refuses to listen to anyone's suggestions, and given her track record of successes, she really hasn't been incentivized to change her ways. She always has to get her way, and she never loses.
Amanda Callahan
Age: 32
Born: 4-20-1893* [2335 ARKO]
Psyche-Profile: Authoritative and domineering, she is unwilling to concede to other's opinions easily which has led to her reinforcing her emotional intelligence. She is extremely self-assured, which has been reinforced by her ironclad track record. Her motivation seems to stem from maintaining her track record which in turns feeds her authoritative mindset, however she seems to see any challenge to her authority as a personal attack.
Likes: Enjoys the process of making pastries, in particular she has dedicated a larger amount of her off time in perfecting a Devil's Food Cake recipe. She is also very attached to her Belgian Shepherd, Billie, always ensuring that he is taken care of when she is working far from her home. She also has a expansive collection of HEAT based weaponry from around the world.
Dislikes: She has shown a great distaste for all types of seafood, main issues being the smell and taste which she simply doesn't like. In addition she also dislikes cats, main reason given when question was due to cats refusing to follow orders and being lazy. She also has a strong fear of the open ocean, despite her knowing how to swim.
Agent Ripley: He has the distinction of being the longest lasting agent that has worked alongside Amanda, he seems to be among the rare people that actually get along with her. He has served in ARKO for about as long as his team leader and has participated in multiple raids and operations against artifact smugglers. He has been on the tail of the infamous Nile River Syndicate for years now, although he has been unable to make much progress on that front.
Issac is a calm man, one that is also capable of talking your ear off about any current topic he is interested and invested in. He is well regarded within ARKO, his dedication to Amanda is something that had been questioned by fellow agents, but when asked about it, he just shrugs and says she is good for conversations about random obscure historical facts.
Issac R. Ripley
Age: 34
Born: 4-20-1891* [2333 ARKO]
Psyche-Profile: Calm and composed, he is driven by a sense of duty to ARKO's mission and the unraveling complex cases. He is able to work well with agent Callahan, as he is remarkably patient and adaptable, but more importantly he does trust her judgment and leadership capabilities. He is also very sociable and willing to engage others in a wide variety of conversion topics.
Likes: He is a avid painter, although he often puts down his work by lamenting it isn't as good as the Classics. He is also a noted music enjoyer, never leaving his home without taking his ear buds with him.
Dislikes: He has a strong dislike for overly sweet foods, such as orange chicken. He is also highly critical of modern movies and media, claiming it is just not as good as the Classics.
Agent Nagant: Mikaela completed her training at the Oakwood Academy in California to join the American Record Keeping Office as a field agent. She is fairly new to the whole business and just so happened to be dropped into perhaps the least desirable team. Yet she is optimistic about her assignment and work, her enthusiasm with foreign literature works are something to keep note of.
Mikaela Nagant
Age: 20
Born: 4-20-1905* [2347 ARKO]
Psyche-Profile: Intellectually curious and introverted, she is a person of habits that is adaptable to unfolding situations. Mikaela is a nerd, to put it bluntly, she is into verious forms of escapism like classic video games and table top role playing games. She has also shown a particularly interest in the literature from Atlantropa and the Old Continent, this is something that has been flagged and is closely being monitored for any forms of foreign ideologies.
Likes: She enjoys the more academic pursuit of the agency, the historical aspect of it. Something that is needed more as ARKO grows ever more militant. As noted above she enjoys various forms of escapism and in particular she has collected several pieces of Atlantropean Science Fiction stories from "Grey Market" sellers.
Dislikes: She has a short social battery, she is easily overwhelmed, again marking a preference for desk work. She has very little interest in the national sports, it likely stems from the high social ambient as much her general disinterest. She is also a notable picky eater, often forgoing "green" flavors.
ARKO Anomaly Hunter: equipped with specialized Cognition Dampeners that are able to trace Cognition lines, Anomaly Hunters are invaluable when it comes to finding anomaly or tracking down aberrations. The equipment is dangerous to use for extended periods of times, as it over exposure to Cognition can lead to a Cognitive Collapse, as such Anomaly Hunters must take a mental health break each quarter of the year.
ARKO Agent: Mobile task force agents, they are usually clad in black equipment and uniforms, they are also equipped with high end Cognition Dampeners, once an anomaly is detected they are sent in to secure it or the area. If it's an aberration they are sent in to neutralize it, but their some level of discretion when deal with Aberrations, as some are requested to be taken in for studying.
The Creeping reach of the Star That Hates.
"With the defeat at the hands of the Americans near the Kamchatka peninsula, the Master Mind has had to withdraw from further actions against them in that sector. For now the Kiber-Tvar will consolidate their power and pursue other fronts, well schemes and plans are laid down for the eventual rematch for the Kamchatka peninsula.
Experimentation will be required for future success, Dr. Chikov has finalized the conversation of a new form of Hematological manipulation."
Surgeon Vera: The result of Dr. Chikov's experiments on several Warwitch corpses, by using the information gained from the bodies and implementing the nano particle swarm technologies used by Sandman, he has been able to make a facsimile of "Magic". Hematology, the manipulation of Blood, the first of this new form of Warwitch is Vera. Her body was reconstructed, improved, far beyond anything that it was before the Utopian Dream.
She has been left in charge of the experimental factory that Dr. Chikov operates from, with him operating in Kyzail, she will have to deal with the encroaching American Special Forces and their probing attacks.
Killmensch (Obelisk): A special variant of the Killmensch, created by the Southern Kair Master Mind, unlike the normal Killmensch, these ones feature an Obelisk in place of their head. They also appear to be far less grotesque than the standard Killmensch.
Extreme Environment Suit Corpse: Specialized corpses that operate within the radioactive cores of the Kiber-Tvar Factories, they are in charge of disposing of the waste. Despite their lowly station they are still heavily armed and capable of being a real danger.
Shrike: A strange creature created from the aircrafts captured by the Kiber-Tvar, have been morphed into living biomechanical monstrosities. They resemble massive pterodactyls encased in an aircraft shell. As they fly above the battlefield they swoop down and let out a horrifying shriek before attempting to consume anything in the way of their massive jaws.
Anti-Air Crawler: created from the left over anti-air weaponry of the Kievan-Rus Empire, the Crawlers are a danger for any aircraft attempting any low close air support, but they pose little threat to anything flying at a high enough altitude. The Kiber-Tvar also uses them against ground targets as well.
Sputnik: Perhaps the greatest current threat that the Kiber-Tvar have managed to develop, the Sputnik is an object that is able to operate in low earth orbit. This thing poses a true threat to American satellites and space infrastructure projects, as well as the American Jets that have for the longest time enjoyed an unmatched dominance of the skies across the world. As the Sputnik is capable of firing off high precision lasers from its eye-like growths to shoot down any jet it is able to see.
On the shoulder of the Great Wyrm.
The Suljik Republic: Based primarily out of the Anatolian region of the former Ophidian Empire, the Suljik Republic has attempted to modernize and emulate Europan and American methods in governance and the restructuring of the military system left by the Ophidian Empire. They have managed to reach a level of Internal stability that surpasses most of their rival states, and boast perhaps the strongest claim to the legacy of the Ophidian Empire, with the seat of power being in the capital city of Constantin the former seat of power of the Ophidian sultans.
With the interregnum crisis unfolding they have sided with the NADC to overthrow the Baroque Empire and establish some order in the region controlled by the Baroque, although the Suljik troops stationed there have begun to realize that they are tolerated to a similar extent as the NADC soldiers by the locals.
Zehra the Demi-Wyrm: The daughter of the late Ophidian Sultan, her youth has remained despite her age as one of the eldest children of Mustafa the Generous, the iridescent blood of the Divine Wyrm flows throughout her. She pledged herself to assist Orhan in his ambitions to establish a nation for the Suljik people and to regain the glory of the former Ophidian Empire through stabilizing the former imperial regions that are currently in a state of constant strife.
Zehra has facilitated the cooperation with the North Atlantic Defensive Coalition, and with the current events in the Baroque Empire she has personally seen to organize a joint effort with NADC to resolve the Interregnum Crisis.
Suljik Republican Muhafız: The Muhafız, the elite guards of the capital city of the Suljik and key officials within the republican regime. They serve a more symbolic role, being comparable to military police. Many of the sons of influential individuals within the Suljik Republic join the Muhafız, as it is seen as a safe position with the army and it also fulfills the mandatory 5 years of service that all young Suljik men are required to partake in.
Suljik Republican Akıncı: Serving as the shock or Storm trooper equivalent for the new model Republican Army of the Suljiks, they are armed with rapid fire machine guns and sport a distinctive pauldron that denotes them as part of a Akıncı squad. Unlike the Piyada, they are expected to lead the charge on enemy positions, securing an opening for the regulars to punch through after them.
Suljik Republican Piyada: The basic foot soldiers of the Suljik Republic, trained by advisors from the Rhinelans in Europan style tactics. They are a force that is attempting to rapidly modernize and escape the many failings that had plagued the Ophidian Empire in its twilight years.
Mechanical Suljik: Rudimentary Constructed Intelligence machines created by the Switzerlans for the Ophidian Sultan. The Mechanical Suljik was made to assist regional governors and commanders, by advising them and reminding of the Sultan's wishes and will. Although relics of an older time, the few Mechanical Suljiks that still exist are highly valued assets for all Ophidian Successors, as they provided a small sense of legitimacy and aid in overseeing governmental matters that often fall to the wayside in the warring states of the would be successors.
The Divine Right of Mankind
"The world is plagued by aberrations and anomalies, mankind is in a state of perpetual warfare against the walking nightmares of Heaven's Curse, a land blighted by manifestations of cognitive anguish. Its tendrils expanded across the lands of the old continent, the tribes of the Heavenly Steppes had been fractured, yet they still fought against the Curse. They would grow strong, dominating the fallen lands, with their triumph they would set their sights on the fertile lands down south, the lands of the Yangtze, the land clutched in the alien hands of the Elder-kin.
Under the banner of the Great Khan, the Magnolians are united in the cause of divine conquest, for everything beneath the skies belong to Chinggis. The Celestial Horde marches against the Yellow Princes, the Storm Horde marches westwards against the Principalities of the Ruthenians and the Doomknights of the Midnight Court, and the Heavenly Horde marches down to the lands of the Dervish and the Fleshscape. The great conquest spreads across the old world, an unstoppable force."
Blood Honey: An abundant resource found in the Heavenly Steppes and in Heaven's Curse, it appears as a hardened amber-like substance that once heated becomes into a viscous honey-like liquid with a vibrant red coloration to it. It is widely used by the people living in the Heavenly Steppes as a natural remedy for infections, as well as a common ingredient in their meals.
Blood honey is a condensed material form of Cognition, its generational consumption by the people of the Heavenly Steppes has led to the birth of the Magnolian Baatar, individuals who grow to an average of 7ft tall and experience high amounts of muscular growth. It is also observed that the Baatar births are increased among the normal population in times of warfare.
The Drugal Khuyag: Ancestral armor handed down to Baatar warriors, the armor was said to once be fully powered, with many of the pieces being found in great buried armories of a forgotten kingdom called Rossiya in the lands of Heaven's Curse.
The Great Khan Chinggis: Leader of the Borjigin tribe, unifier of the Magnolian people, and favored son of the god Vangri. His destiny was written in the stars above, it is said that at the time of his birth a magnificent celestial body burned across the heavens above, a clear sign of the god Vangri, the slayer of the alien king in yellow. As such his life would be set on a course of total dominance against the alien Elder-kin, against the enemies of Vangri. The Great Khan, would be bestowed the divine right to conquer the world, for his power is absolute, he would never see death in battle.
Magnolian Dailagch: The Dailagchs are Baatar's that are distinguished for their eagerness for proving themselves in close quarters combat, they are the first to dismount from their steeds and fight the enemy. Their preferred weapon is the mace, a brutal instrument of bone crushing power, in the hands of a Baatar warrior it is capable of not just crushing bones, but also dismembering their enemies.
Magnolian Daichin: Baatar warriors, fearsome and imposing figures clad in ancestral armor from an age long forgotten. As their mounts thunder across the plains of the Heavenly Steppes, they signal the coming of a devastating war host that will level anything before them. The Daichin are experts in the art of the Dragon Slayer Bows, massive bows that are capable of punching holes through grown men in armor. Even if they miss, the shockwave of the arrow impacting against the ground is capable of breaking the stance of most men.
Magnolian Levy: Not all Magnolians are born as Baatar, the Levy are comparable to most men across the old continent. They are still honored among the great fighters of the Magnolians, equal to the Baatar in honor.
Rat-Kin Miner: The Rat-Kin are experts in tunnel warfare and the concoction of poisons and gunpowder. They have attempted to stay away from the conflicts of the ground walkers, yet the Elder-kin have continued to hunt them down in their tunnels, as they are seen by the aliens as a delicacy, a decadent dish to be cooked for the Princes in Yellow.
They have made a deal with the Magnolians to strike at the Elder-kin, they would aid them in their war against the alien. For the age of mankind is preferable to the yoke of the Elder-kin, as the Great Khan promises, that only that below the skies belongs to him, the underworld belongs to the Rat-Kin.
Comments (2)
You absolute madman, I salute your commitment in here! All the suggestions ended up shaping so cool-looking, with oftentimes creative lore to boot. Like with Rattlers getting more fleshed out with their various castes and whole breeding process (which I find fairly unique) or the absolute brand of eldritchness to the Mortali. We have full package - from ritualised cannibalism to skin flaying. This whole black pope guy sure knows how to commit to the aesthetics, if anything xD Also was absolutely astounded with getting ARKO, after almost two years of me imagining how those archivist guys I once read about in passing would look like. Makes me so happy to see them. Coolest feds in existence, I adore their fun FBI-esque navy blue jackets, the fact they got tacticool protection and that they've got badass looking guys and TWO Cute MinisterScrewtape Brand Ladies™. Really interested in the final lore shape for Mikaela, alongside what's the deal with Amanda will be (and her horned hair xD) I could probably gush even more, but one thing is sure. You can be proud of both yourself and your work - those are simply kick-ass! Good luck with the comms and your other work!
I like the croissant hair design yes yes!
