Quik's compendium of creations

Hi

I will basically be posting blender/studio stuff from here on and reposting my reddit concepts bc I just found out about this forum and tag. I think the forum will lend itself better to organizing the random small visuals I make from. cool place.

i apologize in advance for formatting, im like. new new here :seal:

Boss Weapon Ideas

to vent out my indescribable and completely rational fury at the full-release mage favoritism I decided to make mockups and ideas for boss weapon drops. I just wanted more, and unique, new weapons.

Captain Nuenen, the Whalefall, and lore

this was my very first foray into blender and man was it a headache so its super scuffed. did some wacky workarounds for a lot of issues

always thought this game needed an anchor weapon. and a character who uses a whale skull as a helmet. and uses bioluminous magic. she’d be the games first legendary ship battle

Quest Info:

Years ago, Captain Nuenen was the most powerful of several premier whaling captains of the Azura Province, who sailed a frigate called the Conseil into the shallows of the Dark Sea to harvest arcanium whale oil. Her crew, an assortment of veteran monster hunters, were highly revered by Azuran society. The oil is used to light the streets at night, to cook their cuisine, to treat the ill and wounded. It is also heavily sought after to power the Thorne Empire’s foundries and technology, and so a clan of Ryujin saboteurs were dispatched to the Azuran harbors to decisively cut the head off of Thorne industry. Other whaling ships were either sunk within the Aegean or managed to successfully rat out the saboteurs. However, Ryujin spies aboard the Conseil sabotaged the charting equipment and conspired with the navigators, leading the Conseil to sail deeper and deeper into the Dark Sea, where eventually the madness of the environment and mistrust among the crew led to rampant insanity. Most were lost to the hazards of the Dark Sea or cannibalized, while the spies and their collaborators were eventually found and punished by keelhauling; being fully exposed to the contaminated seawater, they transformed into screaming monstrosities permanently affixed to the hull of the Conseil, itself now stained with viscera and fortified with sea monster bones, turning the ship into a savage beast of its own. That is none to say of what remains of the crew… What became of the survivors? The result is the culmination of a truly barbaric voyage, now drifting back toward the War Seas, threatening to bring the madness back with them. Free them from their torment.

Defeat Artemis Nuenen, the Mad Captain of the Conseil.

8 Boss Design Ideas, 2 for each upcoming sea

my 2nd use of blender ever. again it shows. lighting is flat and the faces are drawn and I still can’t figure how to render things. sorry in advance for Ephraim’s image, I completely lost the psd file for his visual

Aegean Sea

Kreider, the Lonestar. Captain of the Sunslinger Pirates

A privateer hailing from the Thorne empire and in the Aegean in pursuit of the Light Curse, which would allow her to become the true fastest gun in the War Seas. The current holder of the Curse is the Commander in Chief of the Azura Province, for whom she has carved a single devourer bullet for their meeting.

A Plasma Conjurer who uses dual Thorne revolvers, and a lost technique unique to her which allows her to conjure a second pair of arms holding guns. Drops the Phobos & Deimos, a pair of Arcanium-plated revolvers, the Lonestar’s Poncho, the Lonestar’s Skull Mask, and the Lonestar’s Hat.

Captain Iden, the Fallen Angel. Marshall of the Icarus Pirates and ruler of the skies above the Aegean.

The bastard child of a Skyhall Astralis Family father and a sea dweller mother, she was heavily outcast in Skyhall society. Frustrated with her lack of proficiency with magic, her father cast her out of the skies. Wishes to one day conquer Skyhall, and in the meantime pioneered sky piracy and an Arcanium gauntlet which awakened her magic potential.

Conjurer who wields the Sky Harpoon, Lightning Gauntlet, and Waxen Wing.

Drops the Sky Harpoon, the Arcanium Gauntlet, Waxen Wing, Valkyrie’s Beret, and Valkyrie’s Eyepiece.

Chimera Sea

Commander Ephraim, the Hound. Leader of the Vanguard, a group of sworn warriors who serve the Queen of Thorne.

The Vanguard is tasked with the protection of valuable assets such as curses and schematics for important Thorne tech. When pirate, Separatist, and Ryujin ships are seen with ordinarily inaccessible technology, it becomes clear that the integrity of the Vanguard is compromised. The Commander, in a unique position to access vaulted curses, has betrayed Thorne for the Order of Aesir.

A Warrior who uses a gunsword and transforming scythe. Drops the Artisan weapon Righteous Hand, which has a transforming skill that changes its moveset between greataxe and polearm moves. Drops the Gunsword, which is another Artisan weapon that can equip both sword and pistol moves.

Miura, the Soulseeker. Citizen of the Ryujin Empire, and former Assassin Cardinal.

Went clean and escaped to the countryside along with his Assassin lover for the sake of their child. Is now consumed by destructive vengeance and an aimless wanderlust after the new Ryujin shogun’s policies led his wife and unborn child to be executed for association with a past Cardinal. That’s that, and this is this.

A Warlord who drops the Strength weapon Odokuro, the Soulseeker Hat, the Soulseeker Scarf, and the Drinking Gourd, which passively increases any Sailor Style user’s maximum seawater meter when equipped in either a weapon or relic slot. (Alternatively, increases ANY FS meter’s maximum value but can only be placed in a weapon slot)

Marauding Sea

Sottoregime Alessio, the Enigma. Consigliere of Altezza Nostra, advisor and bodyguard to the Dona herself.

Of the Hadal Groups of the War Seas, Altezza Nostra is the only one powerful enough to maintain a constant presence in Corsair Country. With the Dona seeking a position amongst the 6 Corsairs, Alessio masterminds a conspiracy to turn the current 6 against each other, with multiple plots across the War Seas being traced back to him and his cause.

Cloud Conjurer who uses and drops the Cane Sword, Taipan flintlock, and Sidewinder rifle. Drops the Enigma’s Shoulder Cape, Enigma’s Suit set, and Enigma’s Aiguilettes.

Nu-Admiral Shou, the Powderkeg. Admiral of New Astoria, former Grand Navy Vice Admiral.

Jaded after a long service in the Grand Navy rife with atrocities, and ultimately passed over for a promotion to Admiral, Shou was among the first members of the breakaway New Astoria movement, meant to dismantle the Grand Navy for its coverups and corruption. Hoping to form a temporary alliance with Corsair Country, Shou’s fleet is stationed there and positioned to move against the Grand Navy fortress.

Mage who uses Oil and Fire magic, and an arcanium guandao to cast spells with. Drops the Astorian Blade and Astorian Admiral set.

Vimir Sea

Ilse Borre, the Shepherd. former Jarl of the Keraxe Kingdom

An opponent of Keraxe warmongering, she is ostracized by broader Keraxe society but is slowly amassing sympathizers for her movement. Under the guise of a shepherd, she seems to have an ulterior motive for growing her organization. As for why a Jarl such as her would abandon violence so suddenly, it is said she discovered something hidden on a shrouded island in the Nimbus…

A Paladin who uses the Lantern of the Lost as well as Wind Magic. Drops the Lantern of the Lost, a relic which has the synergies of Wind Magic. Also drops the Shepherd’s Crook and the Shepherd’s Cloak.

Jarl Ottarr, the Impaler. Castellan of Fort Torz

Known as the Impaler for his psychotic habit of displaying his enemies on Wood magic stakes, his superiors assigned him to guard Fort Torz, a fortress shrouded in a constant intense blizzard. The long months of isolation and thirst for warfare allowed him to hone a style of fighting that takes advantage of a particular blood disease, but condemns him to never be out under the sun.

A Warlock who uses the Vampire fighting style and Wood magic. Drops the Impaler Crown, Impaler Armor, and is required for the Vampire Style questline.

Hybrid Fighting Styles

  • Weapon-strength - School of Fencing. Taught by the duelists in the Azura Province. A heavy focus on parries and counterattacks. An alternative, speed-based playstyle for the Warlord. Going higher in weapons means you have access to fencing manuals of past masters, which are sort of like rare techniques but for Fencing specifically. Allows you to riposte or counterattack with all your other weapons when imbued into them, depending on their weight class.

    • Alternatively, Gauntlet Fist. More Strength than Weapons, revolves around striking with gauntlets that you imbue with your weapons. Imbuing your flintlock into it gives it a gun barrel, etc.
  • Magic-strength - Ink Arts. Taught by a clan of magicbreathers in the Vimir Sea. Puts magic tattoos on your body in the fashion of your magic, and utilizes an arcanium catalyst for potent magic-breath moves. Going higher in magic means more elaborate and effective tattoos, and more of them, which apply the aspects of your magic to your style better. The tattoos, in turn, enhance your spellcasting abilities, enhancing the strengths of your magic even further.

    • Alternatively, Smoke Arts. Use a pipe with Arcanium Dust and take advantage of magic smoke to haze and afflict your enemies.
  • Spirit-strength - Sangha Style. Taught by the monks of the Sun Temple in Sameria. Revolves around balance; taking hits and making equal trades in turn for effective healing. An alternative, passive sustain-oriented playstyle for the Juggernaut. Makes use of Relic imbuements, which allow you to embody the relic’s respective god and take on their fighting stance. In turn, the relic you imbue into the style is enhanced due to increased affinity with its god.

    • Alternatively, Beast Embodiment. Instead of direct embodiment with gods, embody their representative animal and gain primal abilities based on the animal.
Altezza Nostra / The Hadal Groups

these are the designs (and logo) for the grunts / npcs of Altezza Nostra, a fanmade Marauding Seas faction I mentioned in the previous post about bosses. the underlings of Sottoregime Alessio and the elusive Dona.

Altezza Nostra is the first of several of the Hadal Groups, a class of faction that control the underworld of the War Seas. currently working on the next group. yes i’m a pm fan

contrary to what it may seem, Altezza Nostra is a fame faction. to the average citizen, Altezza Nostra is a philanthropic protection group, despite their iron grip in the criminal underworld. players are enemies of all other faction players, whether fame or bounty.

  • Pedinas of Altezza Nostra

    • Level 60-180

    • Rank and file enforcers of the Family. Not yet ‘made’ and very disorganized in dress and combat styles, but are abundant and scrappy. Guards of Family-associated merchants, and crews aboard Soldato ships.

  • Soldatos of Altezza Nostra

    • Level 180-350

    • ‘Made men’ of the Family, with a more uniform dress style. Prefers weapons that are easy to conceal, like daggers, claws, pistols, or fighting styles. Guards of Family hideouts and crews of Capitano ships.

  • Capitanos of Altezza Nostra

    • Level 350+

    • Captains of a crew of soldatos, denoted by their gilded suits. Often carries large, intimidating weapons as a show of force and authority. Spawns as captains of high-level Family ships and the elite grunts of hideouts and outposts.

  • Sicarios of Altezza Nostra

    • Level scales to target

    • After you establish significant notoriety with the Family, sicarios will be sent after you while you’re in the towns they control. Variant A spawns on rooftops and in buildings, attempting to snipe you with a musket or bow. You are given a brief indicator and window to dodge/parry, and they’ll run away after taking the shot. Variant B is visually similar to town NPCs with a distinct giveaway, and will attempt to stick you with a status-infused dagger as they walk by. Neither is designed to kill you outright and don’t spawn when you’re AFK; incentivizes staying on your toes in hostile territory. the real assassins that the bumsassin fraudicate wishes they were

i hope im cooking idk rlly

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@Dudeman

dude these are sick!! i look forward to seeing what else you make in the future!

first post: amazing ideas, absolute cool ass artwork and some of the most metal lore I’ve seen holy this guy came in with a bang

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Yo why she got Starbuck’s harpoon

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Based off the appearance alone, Limbus Company Ishmael arc enemy?

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Correct!

The huge ass harpoon kinda gave it away

Thought it was the clothes

Ishmael (book) was a dude whose whole thing was being forced to hunt and kill a huge whale that can’t be hunted and killed according to every sane living person

A harpoon-carrying character is the deadest giveaway for the arc of a character based on Ishmael (book), who was a dude whose whole thing was being forced to hunt and kill a huge whale that can’t be hunted and killed according to every sane living person

@fartman1314

image

the 2nd of the Hadal Groups,

The Dragon’s Hand

lore blurb

It is an open secret that while the Emperor appoints the Shogun of the Ryujin Empire, the true leaders are the criminal organizations which puppet the Shogun. The Dragon’s Hand and the Kamidou compete for amnesty and prosperity for their people, running as organized criminal groups in different provinces across the nation. As the conflict between the Ryujin and Thorne Empires intensifies, the Emperor calls for the extermination of criminal groups which undermine the war effort. While the Kamidou has the manpower to resist the government directly, the Dragon’s Hand seeks to curry the Emperor’s favor by contributing to the war effort. Warring against the Kamidou, dealing arms to Emperor-associated clans, and pilfering other War Seas nations on behalf of the Emperor are all merely political plays to get the heat off their backs, and perhaps a position close to the heavily-guarded Emperor himself.

I have another of these groups already planned (its not the Kamidou / Yakuza-equivalent)

Each rank is equivalent to Altezza Nostra’s in terms of role, just scaled down powerwise. their schtick is magic smoking pipes which conjure and enhance magic abilities. makes use of smoke and breath attacks for the whole dragon thing. lower level goons universally use hand axes as an homage to Kung Fu Hustle

i swear any similarities to pm characters is coincidental this time, I’ve only completed up to canto 7 :upside_down_face:

4 Likes

thou cooked indeed

Is that armin arlert

these are all AWESOME!!

Sagedrift

the 3rd and last of the underworld factions ima work on for now

lore blurrrrrrb

The Thorne Hinterlands are a dangerous, yet tempting place for a budding Separatist movement. Infested with colossal variants of tigers and bears, as well as thousandfold packs of wolves and coyotes, the settlers were forced to adapt to a life against two fronts; the Thorne spears at their backs, and the wilderness beyond.

Sagedrift is a now-defected Thorne division that specialized in charting and monster hunting in the Hinterlands. Later, this proficiency in taking down large, armored beasts proved invaluable in both warfare against the Thorne military as well as survival within the Hinterlands. Today, outside of scattered militias and guerillas, Sagedrift is the Separatist’s primary organized force. Their sympathy to the Separatists due to their pre-colonial lineage, embedment within Thorne culture and industry, and a knack for sequestering supplies overseas on behalf of the movement makes them a pervasive presence in the underworld as they work to break free from the crown.

details + visual of each rank

Coachhands

Settlers meant to defend wagon trains from lesser beasts and highwaymen. More combat-proficient than the average pilgrim, but are otherwise merely initiates within Sagedrift who took up the spear with whatever they were wearing on the trail. Always equipped with either a polearm or Thorne firearm.

Fledglings

Apprentices of Huntsmen and are the combatants on expeditions. Expert survivalists and dedicated members of Sagedrift who are taught the ways of hunting beasts on the frontier, and carry feathers as a mark of a successful hunt. All of them can carry any manner of Colossal weapons. Though they have yet to be steeled as tough as the huntsmen, they are more than capable of pulverizing a lone beast or errant bandit. None use magic in combat; only a specialist can truly damage the magic-mutated creatures of the Hinterlands.

Huntsmen

Huntsmen make up the leadership of Sagedrift. Captains of expeditions and master hunters, all marked and scarred by the battles against many beasts on the frontier. At the same time, they have not forgotten the fight against their fellow man and make excellent bounty hunters and soldiers. Huntsmen use colossal weapons fashioned from the bones and remains of their prey, enhancing them with the latent powers of wild creatures. Veteran huntsmen craft entire sets of armor from the beasts they slay, giving them a monstrous reputation of their own.

Augurs

Illusioners, trackers, trappers, and surveyors, augurs spend their lives dedicated to optimizing magic for support and protection, a purpose foreign to the combat-oriented mages of today. They make use of talismans, tattoos, incenses, arcanium weapons, and catalysts to draw the greatest potential from their inborn magic. Though they can hardly use their magic for direct combat, they still live up to their Thorne reputation through their aptitude and enthusiasm for guns.

im working on making these more efficiently and the presentation. im so grateful for the reception so far yall

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compiled iamges of all the Hadal Groups ive made, in reddit post format. new Kamislar one

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