Recently I saw a bit of news popup while traversing through social networking sites. It was RDJ walking out of an interview he was doing to promote the upcoming Age of Ultron film. The interviewer seemed to want to turn the interview into a very personal insight piece on the actor and his past, focusing it seemed much less on the purpose of the interview itself. REF LINK
Kind of an inside story here. Marines often say ‘Errah’ in a variety of ways. Basically, you can mean any one specific thing, or a million. It’s the the tone, pitch, texture, situation, gesture that defines the utterance of this one word .
Inspired by the original X-Com game and their alloy armor, I decided to spent a bit of time imaging my team of badass alien brawlers. I didn’t reference directly the game, but purely went about illustrating the headshots from a sense of inspiration and how I saw a team of mine existing in a world where elite soldiers were trained to go head to head with an unknown and ever-present threat of extraterrestrial terror.
The Titan Ruins are a small group of shattered land masses that ever-float as do many similar geological occurrences in Neoblon. This collection of shatter planet is called the Titan Ruins. A very special place if one knows its history, for here is where the great Druid’s Keep stood, and where the last battle of the Titan’s devastating invasion took place. And where evil not only still lingers, but grows bolder by the passing of every night.
Titan Ruins :: Act 1 – Emerald Forest
I – Start – (the dungeon) in the Awoken Cave a hero emerges and finds the Mace of the Bear – Earth Cleric’s Mace.
II – Middle (the road)- Wondering out from the particular grove our hero hears of a dragon (Main Quest) and of a group of rock gnomes, the Golmaud, that have been enslaved by the lizard like Slithe (Sub Quest).
III – End (the castle)- Our hero saves the enslaved Golmaud from an Titan reforged factory. The Golmaud award the hero a Ship and explain that many more of their misunderstood kin are enslaved in the great Blood Mountain.
Titan Ruins :: Act 2 – Forgotten Keep
IV – Start – (the dungeon) in the Buried City a hero delves deep to finds the Axe of the Wolf – Fire Cleric’s Mace. She happens upon a group of free Golmaud who tell her of the Orb of Protection (Sub Quest) That may vanquish the Drake (Main Quest)
V – Middle (the road) – Fall like vale of wilderness and ruins await the traveling hero. She searches out the hidden entrance to the great Druid’s Keep amid the Fallen and buried buildings of old. There may be many caves and dangers among the ruins of a lost time throughout this trek. Abodes in Neoblon do not stay vacant of tenets for long..
VI – End (the castle) – The Druid’s Keep holds the answer to cleanse the land of evil, re enacting the tower of protection will exterminate all dark spawned beings. All about the Keep there is the presences of great and dark powers at work. The Tainted that roam, ever lost in the forgotten mage’s maze, find only brief reprieve from there perverted existence by the jealous lust that consumes them when they smell the flesh of the living near. The Hero finds the ancient construct, but the Orb of Protection (Sub Quest) has been removed. Obvious by the damaged tower’s walls and cieling – the Drake has already removed the dangerous orb – Nothing left to do but face the Drake on in its home.
Titan Ruins :: Act 3 – of Dwarves and Dragons
VII – Start (the dungeon) – our hero finds a shattered chunk of temple that and has been ancored to the Base of the Mountain here lies the Sword of the Lion – Storm Cleric’s Sword.
VIII – Middle (the road) – The Obsidian Fields are a vast and dangerous plateau of the Blood Mountain, none that live tell of it. Even if they survive they wish not to ever speak of the experience. The place is home to only those Golmaud that are hearty and unfortunate enough to have been banished to the harsh land.
IX – End (the castle) – Blood Mountain is the castle of the Dreaded Drake. Here the fiend enslaves and army of Golmuad and Slithe alike in a vast fortress of stone and Titan Scraps alike. Once defeated, our hero may relinquish the Orb of Protection from the clutches of the fiend. Once placed in the Druid’s Keep’s Tower of Protection, This artifact re-establishes the protective magics the druids enacted in this region to drive out any evil spells and dispel any denizens of darkness. If our Hero is astute, she will also find that a barrier is lifted from a great vault entrance deeper in the Druid’s Keep…
Titan Ruins :: Epilogue – Master of Puppets – The Mecromage
X – Epilogue (the hidden finale)- If the Hero ventures to the great Vault entrance they will notice the spell has been lifted from the great door, but yet it is too heavy to move. The Hero may move the door if they have found all 3 artifacts that unlock the Mech Suit ability. The Hero then reveals that a ‘Mecromage’ has been controlling the Drake throughout our story, had been the source of the Tainted creatures that drull about the Titan Ruins. He was merely controlling the Drake, enslaving the natives, and allowing the blame of evil magic to fall upon the poor wretches.
A friend requested a quick picture depicting angels descending upon tainted militants. This was the result. This was also my first time really trying to utilize manga studio in the illustration of a piece. The Application is quite awesome, I definitely would like to get better with it.