@NotGlewesi
iAccount based inLatvia
About this account
- Account based in
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Freelance artists Profile pitcher by @echo_fey
Joined August 2025
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Not-Glewes commissions Opened retweeted
im happy to announce that im reopening my commissions!! anyone interested please dm me! the prices are listed below in this thread
~snektember 24 ~ doodle for @NotGlewes
remember don't get caught by her . . . It won't end as you expect. - she still has elven spite.
Commissioned and owned by @/IDayborn
Harpy has gone throw dramatic gains of musculature structure and obviously changes in her bone structure
commissioned and owned by @/IDayborn
There is more of harpy thing. Could you believe it it used to be elven sorcerer. There is reason why wiled magic need warning label.
Commissioned and owned by @/IDayborn
WiP New Faction for Terrestria At War, Aranor
The High Kingdoms - Aranor, a people whose tale bore back to the ancient kingdom that once sat West of the great river of Ossos. Having been expelled from their ancestral homeland nigh on a thousand years ago following the battle of Khalifar against the Astrian Republic, two brothers, one Aranor and the other, younger Eathryn, chose to stay and fight the newly formed Kingdom of Astria. Aranor, realizing their cause was futile, fought with his brother, eventually taking his followers and fleeing north past their Fallen Kingdom to settle east of the beautiful Isillian Mountains. The land itself is harsh; its rough terrain makes it difficult for both Taro and Liaks to traverse. Here, the sons of Aranor tamed the nimble Alkerh, a tripodic insect, and used its tall legs to traverse the crags and rocky surfaces of their realm. The realm's harshness would deter any would-be aggressors, and its rugged landscape made it a less appetizing target for the newly rising Astrians in the south.
Though the realm was harsh, it was not their only challenge; the land was plagued by monsters dripping through cracks in the veil and infested with the abominable Gurackar, Mutants. Though the Knights of Aranor fought to protect their Hearths, it was not enough; amid the chaos, a new knight was born, though these vagabonds were hearthless. As fertile land exists, the Lords of the High King covet it. Leaving the peasantry of the rural areas to create tall braziers to signal for aid, though aid would often not arrive in time, the men slain, the women and children abducted, forced to become abominations or worse. A new type of man rose to meet this challenge: Crag Knights. Errants of the Winds, these hearthless warriors would travel the realm, slaying and killing both mutant and monster alike.
Crag Knights would swear fealty to their code, the Oath of the Flame, and heed any call for aid; these virtuous warriors would gain fame and renown. Many rise to take the Oath, though their lot is dangerous, and few Errants of the Wind would live to become Crag Knights. Their Sigils, which they bear, are not for the Highlords; they often take their signs to their tombs to be sanctified and remembered by the people they protect, and by the Wind Errants who take their place. These are mortal men, Temporri, they bear no greater power, no Illumine. Yet like the Templar of the Celestial Order, they face the nightmares that come from beyond the veil. Men of courage and valor.
This new faction is planned for work following the Astrian and Nephir army completion! Prepare, Sons of Aranor; your time is coming!