When you die, how do you navigate your way to the After Life? How do you avoid the monsters and demons who hope to obsruct you and pull you to their side?
How do you avoid becoming lost and wandering the chambers forever in purgatory?
Simples!
You get a guide.
Of course you can make it without one, if you fancy the risk, but the smart money is on undead animal mutant beasties to lead you.
Each one, and there are many, has their own strengths and weaknesses. Its up to you to decide which one would best compliment your own skills, and give you the best chance of success in reaching the afterlife unscathed.
They all began life as people, who then died and had to take the journey themselves, but all neglected to secure themselves a guide upon death, meaning they wandered lost and preyed upon before mutating into these animal forms themselves.
If you don't make it to the afterlife in 10 hours, and presuming you don't get dragged to hell by the demons who are out to get you, you will mutate and deform into a guide too, destined to fulfill that role forever.
So best you take advantage of someone else's misfortune, and use their expertise!
There are 4 main forms of guide who come with abilities specific to that form. On top of this, each individual has two personal special abilities
The 4 forms are as follows:
Dhampirs: akin to our vampires. They're generally thin and frail looking on the outside, but posess great strength of will and internal power. They can suck life energy from other beings they encounter and transfer it to you to help on your journey.
They are the most physically feeble of the guides, but their internal power and special abilities are the strongest.
Zarapirs: Think mutant zombies, and you'd be close. They tend to be grotesque looking, but fiercely loyal to their charge, and unwaveringly tenacious.
They often have deformities such as a lack of body parts, extra body parts, or contorted skeletons. Their lack of speed can be a hindrance as they're rather clumsy and lumbering in general, but they are extremely robust and can survive the most violent attacks relatively unscathed.
They tend to be the least intelligent, yet most loyal of the guides.
Celedors: These beasts tend to have skull like features somewhere on their body, usually the face and extremeties, combined with what we would identify as a form of electronics or robotics. They posses the ability to harness electricity and light, both useful things to utlise on the trip. They tend to be the more intelligent species of guides and most level headed and sensible.
It is thought they are, in fact, some kind of angel as they often have wings, halos or psychic abilities.
Calacas: Calacas tend to be the souls of children or else naiive and innocent people. They are highly patterned and always feaure flowers somewhere on their body. They posses the ability to temporarily bring peace and calm to an area they pass through, regardless of the danger or turmoil occuring there prior to it.
They are the most friendly and outgoing of guides, but can be a little gullible.
However, they are the most well protected of the guides, being as they are usually the souls of infants or the vulnerable and, as such, seem to have an angel on their shoulder.
So, who would you want to lead you?
Blossom is the soul of a murdered valley girl teen crammed into the body of an opossum.
She can be an extremely irritating guide to have as she has no real sense of urgency or speed. She is also shockingly Naïve and her excitment for the mundane can become a hindrance.
However, she has an admirable defense in her ability to spit toxins and recharge her, and her charge's, energy via 'playing dead'.
She has good stamina and is quite resliliant to pain.
To obtain her as your guide, ensure you are buried with a sugar skull.
Muldoon is the soul of a young paleontologist, shaped nicely into a raccoon.
He is a calm, mild mannered guide to have, and possess the ability of 'insight' whereupopn he can tell the entire history any object or person but merely pressing his hands to them.
He also posesses the ability to infect foes with rabies via one bite, meaning most leave him alone.
To obtain him as your guide, ensure you are buried with any kind of animal bone with two painted black rings around it.
Amarillo is the soul of a Texan truck driver, killed in a collision.
He is surly, bad tempered and generally antisocial. However, he knows the paths to the After Life better than probably any other guide. If you can put up with the complete lack of friendly conversation, he is actually a good guide to have.
He posseses the ability to cover his charge and himself in a forecefield of temporary armour to protect from attacks as and when needed.
He can also dig under paths that appear dangerous so they do not need to be crossed.
However, he is slow, and if he is hit by attack, he is physically frail. He depends on his armour ability to defend himself, but without it he is rather delicate.
To obtain him as a guide, ensure you are burried with the spine of a cactus.
Gladrags is the soul of a fat southern 40 something man who ate himself to death in his own home.
There are two distinct sides to this gator. Side one is playful, rather dim and has a love of awful jokes. The other side is a perpetually starving, mute, almost robotic being. His skeletel side is arguably his most dangerous and unsociable.
He has the ability of bite (pretty self explanatory) and dive, whereupon he can take himself and his charge under water and remain there for as long as need for danger to pass.
To obtain him as a guide, ensure you are buried with some chicken bones.
How do you avoid becoming lost and wandering the chambers forever in purgatory?
Simples!
You get a guide.
Of course you can make it without one, if you fancy the risk, but the smart money is on undead animal mutant beasties to lead you.
Each one, and there are many, has their own strengths and weaknesses. Its up to you to decide which one would best compliment your own skills, and give you the best chance of success in reaching the afterlife unscathed.
They all began life as people, who then died and had to take the journey themselves, but all neglected to secure themselves a guide upon death, meaning they wandered lost and preyed upon before mutating into these animal forms themselves.
If you don't make it to the afterlife in 10 hours, and presuming you don't get dragged to hell by the demons who are out to get you, you will mutate and deform into a guide too, destined to fulfill that role forever.
So best you take advantage of someone else's misfortune, and use their expertise!
There are 4 main forms of guide who come with abilities specific to that form. On top of this, each individual has two personal special abilities
The 4 forms are as follows:
Dhampirs: akin to our vampires. They're generally thin and frail looking on the outside, but posess great strength of will and internal power. They can suck life energy from other beings they encounter and transfer it to you to help on your journey.
They are the most physically feeble of the guides, but their internal power and special abilities are the strongest.
Zarapirs: Think mutant zombies, and you'd be close. They tend to be grotesque looking, but fiercely loyal to their charge, and unwaveringly tenacious.
They often have deformities such as a lack of body parts, extra body parts, or contorted skeletons. Their lack of speed can be a hindrance as they're rather clumsy and lumbering in general, but they are extremely robust and can survive the most violent attacks relatively unscathed.
They tend to be the least intelligent, yet most loyal of the guides.
Celedors: These beasts tend to have skull like features somewhere on their body, usually the face and extremeties, combined with what we would identify as a form of electronics or robotics. They posses the ability to harness electricity and light, both useful things to utlise on the trip. They tend to be the more intelligent species of guides and most level headed and sensible.
It is thought they are, in fact, some kind of angel as they often have wings, halos or psychic abilities.
Calacas: Calacas tend to be the souls of children or else naiive and innocent people. They are highly patterned and always feaure flowers somewhere on their body. They posses the ability to temporarily bring peace and calm to an area they pass through, regardless of the danger or turmoil occuring there prior to it.
They are the most friendly and outgoing of guides, but can be a little gullible.
However, they are the most well protected of the guides, being as they are usually the souls of infants or the vulnerable and, as such, seem to have an angel on their shoulder.
So, who would you want to lead you?
Blossom is the soul of a murdered valley girl teen crammed into the body of an opossum.
She can be an extremely irritating guide to have as she has no real sense of urgency or speed. She is also shockingly Naïve and her excitment for the mundane can become a hindrance.
However, she has an admirable defense in her ability to spit toxins and recharge her, and her charge's, energy via 'playing dead'.
She has good stamina and is quite resliliant to pain.
To obtain her as your guide, ensure you are buried with a sugar skull.
Muldoon is the soul of a young paleontologist, shaped nicely into a raccoon.
He is a calm, mild mannered guide to have, and possess the ability of 'insight' whereupopn he can tell the entire history any object or person but merely pressing his hands to them.
He also posesses the ability to infect foes with rabies via one bite, meaning most leave him alone.
To obtain him as your guide, ensure you are buried with any kind of animal bone with two painted black rings around it.
Amarillo is the soul of a Texan truck driver, killed in a collision.
He is surly, bad tempered and generally antisocial. However, he knows the paths to the After Life better than probably any other guide. If you can put up with the complete lack of friendly conversation, he is actually a good guide to have.
He posseses the ability to cover his charge and himself in a forecefield of temporary armour to protect from attacks as and when needed.
He can also dig under paths that appear dangerous so they do not need to be crossed.
However, he is slow, and if he is hit by attack, he is physically frail. He depends on his armour ability to defend himself, but without it he is rather delicate.
To obtain him as a guide, ensure you are burried with the spine of a cactus.
Gladrags is the soul of a fat southern 40 something man who ate himself to death in his own home.
There are two distinct sides to this gator. Side one is playful, rather dim and has a love of awful jokes. The other side is a perpetually starving, mute, almost robotic being. His skeletel side is arguably his most dangerous and unsociable.
He has the ability of bite (pretty self explanatory) and dive, whereupon he can take himself and his charge under water and remain there for as long as need for danger to pass.
To obtain him as a guide, ensure you are buried with some chicken bones.
Category Artwork (Digital) / Animal related (non-anthro)
Species Unspecified / Any
Size 1188 x 953px
File Size 1.05 MB
Wow. The art and the narrative are both awesome here; you put a whole lot of imagination into this and I love it. (A bit more macabre of an aside - if I ever get my hands on two gator skulls, I'd LOVE to paint one up like you did Gladrags' skeletal head. Love of orange is one part, but the design itself just grabs me.)
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