Showing posts with label Renders. Show all posts
Showing posts with label Renders. Show all posts

Saturday, July 30, 2011

Character du Jour: Alarcawen, elocater



Sometimes, a psion Nomad and a Fighter can go together to make an interesting combination.  The Elocater prestige class in the Expanded Psionics Handbook (now Psionics Unleashed!) is meant to combine fighter and psion, or just a plain psychic warrior, in tandem.  Alarcawen, which means "Swift/Rapid Girl" in Quenya (thank you, good Professor) is an apt athlete who has learned the arts of fighting with a sword.  She is based on Wayne Reynolds' illustration of a Dromite Elocater. 

Alarcawen is a psion first, warrior second.  She was always fast when she ran through the forested meadows of her home in Massalia.  It was rumored that no one boy, elf or otherwise, could surpass her speed while she was in childhood.  When it was time for her to study, she chose to be a psion rather than monk or a rogue.  She still learned how to fight with a longsword, and she became quite proficient in it.

During the Elf Troll wars in which the elves battled the trolls while some of them looked for a new home to settle in, she excelled in combat.  Pretty soon, she learned how to combine the might of a Nomad (a psion who specialized in psychoportation) with that of a fighter.  This attracted the attention of the Elocaters of Massalia, which were a very small group.  They've been watching the elf girl since she was a child, and now they took the girl under their wing and taught them their secrets.  She now scorns the Earth and does battle against her enemies using a combination of speed and mental alacrity.

She came to Phoenicia, the City of Psionics in order to root out her enemies.  The Dark Brotherhood, a society of assassins, had slain most of her living family and now she wants justice.  But sometimes, justice takes the form of vengeance when the Law can do nothing to bring the perpetrators to justice.

Alacawen   CR 10
XP 6,400
Female Massalian Elf Psion 3/Fighter 3/Elocater 3
NG Medium Humanoid (Elf)
Init +4; Senses Low Light Vision; Perception +11

DEFENSE
AC 18 (22) Touch 15, Flat Footed 17 (+4 Dex, +2 Floating Leather Armor, +4 Inertial Armor, +1 amulet, +1 ring)
hp  61 (3d6+3d10+3d8+18 con)
Fort +7, Ref +8, Will +8; +10 against enchantment spells and effects; +9 against Fear
Defensive Abilities Armor Training, Bravery, detect psionics

OFFENSE
Speed 40 ft.
Melee "Langoril" (+1 Sundering Longsword) +7 (1d8+1/20/x2) or +2 Daggers of Teleporting +12 (1d4+2/20/x2)
Ranged +2 Daggers of Teleporting +8 (1d4+2/20/x2)
Psionic Powers Known (Discipline - Psychoportation, ML 5, Power Points 27)

Level 3 -- Astral Caravan, Psionic Blast, Telekinetic Force
Level 2 --  Dimension Swap, Dissolving Weapon, Ego Whip, Thought Shield
Level 1 -- Burst, Deceleration, Empathy, Inertial Armor, Teleport Auxillary (hyp)

STATISTICS
Abilities Str 12, Dex 19, Con 14, Int 17, Wis 14, Cha 15
Base Attack: +6  CMB +10  CMD 11
Feats: Agile Manuevers, Dodge, Expanded Knowledge, Mobility, Psionic Dodge,  Psionic Talent, Spring Attack, Weapon Finesse
Skills: Autohypnosis +9, Fly +14, Acrobatics +8, Climb +4, Handle Animal (horse) +5, Knowledge (Dungeoneering) +9, Knowledge (Psionics) +13, Ride (horse) +7, Perception +11, Spellcraft +13, Swim +2
Languages: Common, Elvish, Massalian Elvish, Orc
SQ: Elven traits, eternal grudge (Arcadian Elves), aerial acrobatics, armor training, dimensional step, discipline (psychoportation), Discipline Talents (Burst, Deceleration), freerunning, personal gravity, scorn earth, spatial awareness, terminal velocity

Combat Gear: Langoril (+1 Sundering Longsword), 4 Daggers of Teleporting (+2), Floating Leather Armor (+1); Other Gear: amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 200 gp

SPECIAL ABILITIES
Aerial Acrobatics
The elocater adds her ranks in Acrobatics as a bonus to any Fly checks, and her ranks in Fly as a bonus to any Acrobatics checks, due to her ability to control her personal gravity. She also treats all Acrobatics checks to jump as if she had a running start.

Dimension Step
An elocater of 3rd level or higher can slip psionically between spaces as if using the fold space power, once per day. The elocater cannot bring any other creatures with her. Her manifester level for this effect is equal to her elocater level. At 6th level, the elocater gains a second daily usage, and at 9th level, she can use this ability three times per day. 

Freerunning
Beginning at 2nd level, an elocater's land speed increases by 10 feet. This is treated as a circumstance bonus (it does not stack with terrain-based circumstance bonuses, such as the circumstance bonus from using skate on a decline). This bonus increases to 20 feet at 5th level and to 30 feet at 8th level

Personal Gravity
As long as the elocater is within 1 foot of a sufficiently stable solid or liquid surface, she can change her personal gravity with a thought (free action). As a result, she may move on walls, ceilings, etc. as if they were level floors, including being able to run, jump, and take 5' steps.

Personal gravity is constantly active, even when unconscious, unless the elocater deliberately suppresses it (a free action), is heavily encumbered, or is slain. If the elocater is carrying a medium load or wearing heavy or medium armor while using personal gravity, her speed reduces to 10 feet per round.

Scorn Earth
At 1st level, an elocater’s feet lift from the ground. From now on, she can float a foot above the ground, but still move and act as if she were standing on solid ground. At distances greater than 1 foot from any sufficiently stable surface, her speed diminishes to 10 feet per round, but she can move in any direction (including straight up or down). Melee and ranged attacks suffer increasing penalties as if she were the subject of the defy gravity power.

Scorn earth is constantly active, even when unconscious, unless the elocater deliberately suppresses it (a free action), is heavily encumbered, or is slain. If the elocater is carrying a medium load or wearing heavy or medium armor while using scorn earth, her speed reduces to 10 feet per round.

Spatial Awareness
Beginning at 2nd level, an elocater's hyperawareness of spatial relations lets her use the battlefield to her advantage. When she attacks with a bonus from higher ground or is flanking the attacked enemy with an ally, the first attack she makes against that enemy each round gains a +2 insight bonus to her attack roll and damage roll (if the attack hits). Furthermore, due to her ability to reorient herself, enemies no longer gain a bonus when attacking her from higher ground. At 5th level the insight bonus increases to +4, and at 8th level the insight bonus increases to +6.

Terminal Velocity
As long as either personal gravity or scorn earth is active, if the elocater would be in a position to fall (for example, stepping over a pit), she instead hovers at her current position, as if standing on solid ground. As a move action, she can safely float or jump down 30' (she can float down an additional 30' per additional move action spent in this way).  
  

Wednesday, June 1, 2011

Tuesday, May 24, 2011

ORC RACIAL TRAITS

I did this, Work-in-Progress though
+2 Strength, +2 Constitution, –2 Intelligence: Orcs are incredibly tough, but they are more likely to follow their passions instead of reason.
Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
Normal Speed: Orc base land speed is 30 feet.
Low-Light Vision: Orcs can normally see two times farther than a human in starlight, moonlight, torchlight and similar conditions of poor illumination. Orcs retain the ability to distinguish color under these conditions.
Battle Rage: Orcs long ago learned how to harness the ferocity that dwells within their fierce hearts. This ability functions exactly as a barbarian’s rage, except for the differences noted below.

The orc may rage only once per day.

If the orc belongs to a class that already allows access to a rage-like ability (such as the barbarian class), the orc’s racial battle rage ability allows him to rage one additional time per day.  Regardless, an orc may rage only once per encounter.

+2 racial bonus on Handle Animal (wolf) and Intimidate checks: Intimidate is a class skill for all orcs.
+1 racial bonus on attacks against humans: Orcs have a longstanding enmity with humans.
Automatic Languages: Common and Orcish.


RACE TRAITS

Only Orcs and Half-orcs may select these traits.

Amazingly Ugly: Your skull is misshapen in a grotesque way. You receive a +1 trait bonus on Intimidate skill checks, and it becomes a class skill.

Beast Rider: You have a knack for breaking animals to your will, though you know little of civilized training methods. You gain a +2 trait bonus on Ride checks, but should you ever be forcibly dismounted in combat, your mount attacks you to the best of its ability.

Big Mouth: You have an innate ability to weave stories about yourself that extol your might and prowess. Yougain a +1 trait bonus on all Bluff, Intimidate, and Perform (oratory) checks made against orcs.

Brute: You are an especially large and hulking individual, and when you strike, you aim to deliver the maximum amount of pain. Whenever you score a critical threat, you add (but not multiply, in the case of a confirmed critical hit) an amount of damage equal to your weapon’s critical modifier.

Deadeye: You have only one working eye, but that eye is especially keen. You receive a +2 trait bonus on all Perception checks involving sight.

Demented Inventor: You adore crafting new and ever more creative weapons, and some of them even work. You gain a +2 trait bonus on Craft (weapons) checks, and it becomes a class skill.

Dirty Fighter: You were raised to fight with every dirty trick in the book. You receive a +3 trait bonus on all attempts to feint in combat using your Bluff skill.

Mindlessly Cruel: You take delight in delivering vicious blows with cruel weapons. Whenever you have a morale bonus on weapon a ttack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Outcast: You are adept at living away from tribes and receive a +1 trait bonus on Survival skill checks. Survival becomes a class skill for you.

Rage of Storms: Summoned creatures can inherit your ferocity. Once per day, a creature you summon creature can have the ferocity ability (Pathfinder RPG Bestiary 300).

Tribal: You are especially devoted to your tribe, and within 60 feet of a tribal standard, you gain a +1 trait bonus on attack rolls and Will saves against fear effects, as if you were the recipient of a bless spell.

Tusked: Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.

Unbreakable Hate: Your ferocity is focused into your spells, and it is harder to break your concentration. You receive a +2 trait bonus on all concentration checks.

---------------------

OGL Section 15:

15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet,
Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment

Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker.

Sunday, May 15, 2011

Jassa, Patron of Adventurers


Jassa by ~Atlantean6 on deviantART

Intermediate Goddess
Jassa, the Patron Goddess of Adventurers, is pictured here.  She is worshiped in Phoenicia by adventurers, explorers, and other folks who like to take risks on their life.  A Chaotic Good goddess, she is the patron of gathering glory and is sometimes as regarded as Zeus and Hera's daughter.  She is associated with both Ares and Apollo.  She flirts with her two brothers like she flirts with danger.  Her temples and shrines are found across the realm.

Domains: Chaos, Glory, Good, Healing, Travel

Wednesday, May 11, 2011

Desert Elf 2


Desert Elf 2 by ~Atlantean6 on deviantART

A second desert elf render, this time using the Southwest as a backdrop.   If any one objects, just think of it as the country of Jordan in the Middle East. :)  Here, the elf girl is walking around her tribal camp.  It's dusk, so it's a bit cooler for her.

Sunday, April 3, 2011

Testing Krew textures by J. Morris

Just a texture test for Hiro 4.


what do you think, so far?  I like it because there are no seams. 

Monday, March 28, 2011

Character Du Jour: Milia Gloriosa

What do you get when you stuff a drama archetype in a little package?


Milia Gloriosa!

Milia Gloriosa is a halfling.  Created by combining A4, S4, and G4 morphs!  Her body is 50% Aiko 4 and 50% the Girl.  Combined with S4 short and petite morphs -- and further reduced to 50% size.  Here she is, compared with one of her soldiers to show her size.

I had the idea when I watched a segment of A Funny Thing Happened On the Way to the Forum were Miles Gloriosus was played by a crooning dwarf (with a schlong that makes women swoon!).



Here are her Pathfinder statistics!


Milia Gloriosa
CR 5
XP 1,600
Female halfling paladin 6
LG small humanoid (halfling)
Init
+1; Senses Perception +7
 DEFENSE
AC 22, touch 11, f lat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp
51 (6d10+18)
Fort
+7, Ref +3, Will +4
  OFFENSE
Speed 20 ft.
Melee
+1 longsword with godslayer blessing +12/+7 (1d8+7/19–20) or dagger +9/+4 (1d4+3/19–20)
Ranged
longbow +7/+2 (1d8/×3)
Special Attacks
channel positive energy, smite evil 2/day
Spells (Save DC –
14):
1stBless, Protection from Evil
Sample Dialogue: “Stand aside, everyone!  I take large steps!”

  STATISTICS
Str 14, Dex 12, Con 15, Int 12, Wis 14, Cha 16
Base Atk
+6; CMB +8; CMD 22
Feats
Improved Sunder, Power Attack, Weapon Focus (Longsword)
Skills
Diplomacy +12,  Handle Animal (horses) +12, Knowledge (Religion) +10, Ride +4, Sense Motive +4,  Spellcraft +6
Languages
Common, Halfling
SQ
hafling traits, aura of courage, aura of Good, detect evil, divine bond, divine grace, divine health, lay on hands, mercy
Gear
half-plate, heavy steel shield, +1 frost longsword, dagger, 63 gp


To play her while you game, the best thing to do is have your wife sing "Bring me my bride" but change bride to groom at the table when she's introduced.   Oh, and tell her to ham it up. :D

Thursday, March 24, 2011

Cover Art for Journey to Terre

The cover art for Journey to Terre is completely rendered, so this pretty much means that I'm on the home stretch of writing the rough draft and seeking playtesters.  If you notice, I'm getting a little better with my lighting schemes since I did the cover art for the Barsoom RPG.


Adventure Cover Image by ~Atlantean6 on deviantART

this practically means that my professional work is getting much better. Soon, I'll be able to render in Maya.  If I can (posed in DAZ, rendered in Maya, that sort of thing).  What do you think?  The lighting is 3Delight using the Uber-Environment 2 light shader.

Thursday, March 17, 2011

Guess the D&D Class

Lets play a game. Here is an adventuring party. The task is simple. Guess their classes.  guess their classes right, and you will see a write up for the four of them.

Elton.

Saturday, March 12, 2011

DAZ Studio 4 (beta/alpha?)

As some of you know, the DAZ Studio 4 Beta (or is it α) is out. and I managed to do a little something with Aiko 3 and the Sub-d Dragon.


What do you think?

Already, I reported two bugs with the Alpha version.

Wednesday, March 9, 2011

An Adventures in Terre Preview #2


SATURN, VENUS, AND MARS

AN ADVENTURES IN TERRE PREVIEW

A new preview of the Adventures in Terre module sourcebook for Pathfinder.  The adventures continue in a world that was colonized by Lemurians and Atlanteans.  When the Sky is worshiped, and so called god stars light the night sky.  The pantheon of the Old Gods includes Saturn, Venus, and Mars.  The New Gods, numbering twelve, represent twelve achievements of mankind since the colonization of the Lemurians and Atlanteans on Terre.
Saturn
Greater Deity
Symbol: Circle within a Wheel
Alignment: Neutral Good
Portfolio: Sky, glory, nobility, liberty
Domains: Air, Community, Good, Law, Liberation
Favored Weapon: Scythe
 
Saturn.  The god that ruled over the age of Virtue, the Age of Perfect Harmony.  Called Kronos of the Greeks, and Saturn of the Romans, the Ancient God is a god of peace and wisdom.  Under his protection, the people of Terre was happy and there were no problems or complaints.  Since Saturn isn't seen in the sky, most people participate in a festival that celebrates a time when Saturn will return to the Earth and restore the age of perfect virtue.


 
Venus
Intermediate Deity
Symbol: Star
Alignment: Chaotic Good
Portfolio: Love, beauty, and awe
Domains: Chaos, Charm, Good
Favored Weapon: Dagger


Associated as the mother deity in the Ancient patheon, Venus is a woman to be both loved and feared.  She embodies the ideals of phenomenal beauty, love, and desire.  However, Venus has a dangerous aspect, that of becoming the Dragon (see below).  Venus inspired the Star symbol among Terreans, and her symbol is a five pointed, six pointed, or eight pointed star.




Mars
Intermediate Deity
Symbol: Scarred Soldier
Alignment: Lawful Good 
Portfolio: War, protection, agriculture
Domains: Law, Plant, Protection, War
Favored Weapon: Halfspear
 
The god of War and Protection, the Warrior God.  Mars is the eye of God, and the one that fought Chaos and fought the dragon. While farmers pray to him, Warriors sought to learn his weapon arts.  And they sought his protection in war through the armor they wore.  The leather kilt, the crested helmet, and so forth were all seen as ways of getting protection from the war god.






------
OGL Section 15
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Adventures in Terre preview ♡2011 by Elton Robb; Author: Elton Robb. Copying Art is an act of love. Please copy and share.
Based on original content from our Myths and Legends.

Monday, March 7, 2011

Nott Lady of the Night


An
Adventures in Terre Preview:
NOTT
LADY OF THE NIGHT 
MOTHER OF THE DROW

A new mother goddess for your Drow without the Insanity of being counted as Wizards of the Coast's intellectual property.  This is Nott, the Lady of the Night, and the Mother of the Drow.  Appearing in a series of Campaign Adventures I'm writing for Pathfinder, Nott can be used for your Dungeons and Dragons 4th Edition games as well as your Pathfinder games.

Nott is from Norse Mythology, brought to life by Tony Puryear.  She is the goddess of the Night, and in Tony's Stories, she tempts Tyr -- the God of War.  In Adventures of Terre, to the Drow she is the Mother Goddess.  The Mother of their kind, much like Lolth is in the Dungeons and Dragons world.

D&D 4th Edition Statistics:
Unaligned
Area of Influence: Night, Civilization, Beauty, Arcane Magic (drow)


Pathfinder Statistics:
Chaotic Neutral
Portfolio: Night, Beauty, Civilization, Arcane Magic
Cleric Alignments: CE, CG, CN, N
Domains: Chaos (Protean), Charm (Love), Community (Family), Magic (Arcane), Void (Dark Tapestry)

Use Nott in your next Pathfinder or D&D 4e game.

-----------------

OGL Section 15:
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, based onmaterial by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb;
Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Paizo Blog. Copyright 2011, Paizo Publishing, LCC; Author: James Jacobs.
Nott: An Adventures in Terre Preview. ♡2011 by Elton Robb; Author: Elton Robb. Copying Art is an act of love. Love is not subject to law.
Based on original content from TSR.

--- Published under the GSL ---

Saturday, December 4, 2010

A Man and his Dragon

Hardly for the season.  It is the season to celebrate the Saturnalia, actually.  Looking forward to the second coming of the Son of Man is what we all should do.  But I rendered this up to try out a new pose set.


This is from the Michael, Master of Dragons pose set.  I used the Default MilDragon2 skin for this one, so it could be a Copper Dragon for all I know. :)

Sunday, October 10, 2010

Drow Priestess

Not very safe for work, you know. :)



Drow Priestess by ~Atlantean6 on deviantART

Just a Drow Priestess of Eilistraee. :D

Sunday, October 3, 2010

The Terran Illithid War!

This is technically the third render during the Terran Illithid War, but this image isn't ready yet.  I know you are curious about how I'm documenting the war.  It's not easy. :)  This is a Work in progress. I still have to add more figures to this.

This is a launch bay on the Starcarrier Enterprise.  Humanity has been fighting the dreaded Illithid Empire for forty years, and recent victories have allowed Earth to extend it's influence out 50 light years.  Here, the Enterprise is patrolling the American Controlled Liberty Region.  The year is 1982 A.D.

I'm planning on creating some uniforms using the body suits for M4 and V4.


I know you are dying to comment. :)

Thursday, September 30, 2010

Encounter with Saturn


Encounter with Saturn by ~Atlantean6 on deviantART

Sometimes, Exploration can be as dangerous as encountering a space monster or an evil race in space.  But the rewards can be great after the trials.  This was rendered using a doctored picture of Saturn blissfully taken from the NASA website and the Cassini expedition.  The pair are flying in a Vanguard, a large class of shuttle.  Up ahead is Saturn.

I had to resize the Saturn picture to fit a certain range, and then use it as a backdrop.  The light from Saturn blocks the stars, unfortunately, so no Solar Nebula.  I would have used Saturn with a starry backdrop, but the photo editing would have been murder. :)

Sometimes, you need science fiction too.  That's why I'm doing more science fiction renders from now on. :D

American Wolfman


American Wolfman by ~Atlantean6 on deviantART

There is a beast in Wisconsin that is stalking the Bray Road and places like Canada, Michigan, Ohio, and Northeastern Utah.  The beast can only be described as a Wolfman. 

Friday, September 24, 2010

New Work-in-Progress

I'm working on a scene that is much like this one:






This is the High Queen Alicia, the Queen Mother and High Druid Robyn, and a man representing the Northmen meeting with High Lady Ordalf of Karandor after the palace rose from the sea in 1375 D.R. (the Year of Risen Elfkin) in the Moonshae Isles.  I took a different approach.



High Lady Ordalf-WIP by ~Atlantean6 on deviantART

Here, the High Lady Ordalf abandoned her palace for a more sylvan setting until her new subjects, the Llewyrr Elves, can build her a city.  The meeting is taking place in the High Lady's makeshift throne room.  I used a lot of props here I can't possibly name all the creators.  Except that Nora was made by Thorne and Sarsa.

Saturday, September 18, 2010

The Barbarian at Sunset


Barbarian at Sunset by ~Atlantean6 on deviantART

This is a barbarian woman I rendered on my computer.  Ambience provided by Uberenvironment 2, Sunlight and radiosity light are distant lights and one spotlight.

Friday, September 17, 2010

The Illithid-Terran War

INthe most ambitious science fiction campaign ever conceived, and it must stay an OFFICIAL ghost work! I hate Wizards of the Coast.

During the beginning stages of World War II, where Hitler of Germany started to take over portions of Europe, the Illithids started to expand their empire to the Orion Spur.  The Illithids find Sol and the blue green planet known as Earth.

- FIRST INVASION -

During the first air strikes in Britain, the Mind Flayers made landfall in the Orkneys and started killing people. They then invade Edinburgh and Leeds, and started killing men, women, and children; for food.  They also extradited what was left of the two populations into space.  The next day, they touch down in France and Germany and wiped out most of the population of the Rhineland.  It was on this day that the Axis Powers and the Allies became allies for it would be clear that the Illithids will destroy the population of the Earth.

Hitler, Roosevelt, Churchill, Stalin, and Hirohito all combined their forces together to repel the Illithid threat.  Using just planet based forces, they stopped the first invasion of the Illithids.  The Mind Flayers fled, however the fleet was just a small task force.   It wasn't the true Invasion fleet of the Mind Flayers.  Faced with unimaginable foes, the leaders of the Major Powers worried.  What would happen now, and how they would repel the threat?  The answer came just three years later . . .

- THE ELADRIN -

Earth's mightiest hope came in the form of the Eladrin.  The Eladrin came in their ships made of plants to offer their assistance.  The Eladrin taught the people of Earth how to construct Einstein-Rosen Bridges.  With this technology, the Earthers had a chance to strike against the main invasion fleet.  The Earthers built four ships to head their invasion fleet:
* The U.S.S. Enterprise -- the first Space Carrier.
* The H.M.S. Hood -- Britain's Space Battleship.
* The D.R.S. Bismark -- Germany's Space Battleship.
* The J.I.S. Yamato -- Japan's Space Battleship.

With these four ships, and with several smaller cruisers, the Earthlings met the Illithid Invasion Force at the Planet Jupiter and managed to destroy them.  But that was only the beginning of the Terran-Illithid War. . . .

For Earth's mightiest Campaign has begun.  Not a campaign for conquest, a campaign for Survival.  It's forty years later, and new technologies have been developed - especially with Space Travel.  The Warp Drive had been perfected and Gate Travel allows the navies of the Earth to marshal their forces against the Entire Interstellar Illithid Empire.

The story of this war will be documented in pictures and I invite any and all artists to participate in the greatest Space Campaign in the Milky Way.  Render Illithid fleets, the Eladrin, the Humans, the Drow, and the Orcs and other aliens who participate in a battle royal against an evil so insidious it's hard to imagine. 

And always remember . . . . 

IN SPACE, NO ONE CAN HEAR YOU SCREAM.
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