"A Knight a Day" was my project for Inktober 2017. Following from 2016's project "LOOT", I drew a series of characters that inhabit the same fantasy world, and wrote descriptions about who they are.

A Knight a Day No. 1, Novice Adventurer - Mar worked at the docks selling fresh minnows to help her family make ends meet, but her dream was to be like the rugged pirates she saw sailing in and out everyday. At 13, with bright eyes and a bit of shabby gear she saved up for, she set out on her own adventure.

A Knight a Day No. 1, Novice Adventurer - Mar worked at the docks selling fresh minnows to help her family make ends meet, but her dream was to be like the rugged pirates she saw sailing in and out everyday. At 13, with bright eyes and a bit of shabby gear she saved up for, she set out on her own adventure.

A Knight a Day No. 2, Dungeon Hag - Helgeda wasn't a powerful enough witch to save her loved ones from sickness. In her grief, she bargained with devils for more power. The devils gave her a terrible new form, and took her sanity. Now she lurks in caverns, doing the bidding of the monsters who tricked her.

A Knight a Day No. 2, Dungeon Hag - Helgeda wasn't a powerful enough witch to save her loved ones from sickness. In her grief, she bargained with devils for more power. The devils gave her a terrible new form, and took her sanity. Now she lurks in caverns, doing the bidding of the monsters who tricked her.

A Knight a Day No. 3, Scarecrow Rifleman - An enchanted, hay-filled puppet that farmers use to protect their crops and property from animals and raiders.

A Knight a Day No. 3, Scarecrow Rifleman - An enchanted, hay-filled puppet that farmers use to protect their crops and property from animals and raiders.

A Knight a Day No. 4, Lera the Rogue - After deserting the army because of its uselessness, she founded a guild of mercenaries, head hunters, and rangers whose purpose is to track and kill the parties of pirates and raiders who terrorize the countryside.

A Knight a Day No. 4, Lera the Rogue - After deserting the army because of its uselessness, she founded a guild of mercenaries, head hunters, and rangers whose purpose is to track and kill the parties of pirates and raiders who terrorize the countryside.

A Knight a Day No. 5, Sen the Deathcloak - After barely surviving losing her arm in a raid as a child, she was found by the head of a secret society of mercenaries called the Deathcloaks. There, she was trained to be a hardened assassin whose life purpose is to punish the wicked. But over the years Sen grew disillusioned with the ethics of the Deathcloaks. After she escaped the organization, she joined a guild led by a deserter named Lera the Rogue.

A Knight a Day No. 5, Sen the Deathcloak - After barely surviving losing her arm in a raid as a child, she was found by the head of a secret society of mercenaries called the Deathcloaks. There, she was trained to be a hardened assassin whose life purpose is to punish the wicked. But over the years Sen grew disillusioned with the ethics of the Deathcloaks. After she escaped the organization, she joined a guild led by a deserter named Lera the Rogue.

A Knight a Day No. 6, Knight Slayer - A strange, three-eyed warrior who wanders the world, testing his might by defeating the most highly regarded knights in the land.

A Knight a Day No. 6, Knight Slayer - A strange, three-eyed warrior who wanders the world, testing his might by defeating the most highly regarded knights in the land.

A Knight a Day No. 7, Elias The Vagabond Wizard - A decorated combat veteran who lives out his days traveling and embarking on dead-end adventures with any young and eager swordsman who will have him for a few coins.A Knight a Day No. 8, Spirit Warrior - A ghostly soldier summoned to do the bidding of a necromancer.

A Knight a Day No. 7, Elias The Vagabond Wizard - A decorated combat veteran who lives out his days traveling and embarking on dead-end adventures with any young and eager swordsman who will have him for a few coins.A Knight a Day No. 8, Spirit Warrior - A ghostly soldier summoned to do the bidding of a necromancer.

A Knight a Day No. 8, Spirit Warrior - A ghostly soldier summoned to do the bidding of a necromancer.

A Knight a Day No. 8, Spirit Warrior - A ghostly soldier summoned to do the bidding of a necromancer.

A Knight a Day No. 9, War Doll: Therianthrope God - War dolls are large, enchanted clay figures used to bolster military forces. The dolls are animated with the hearts of men, which are contained in a cavity in the doll’s chest.

A Knight a Day No. 9, War Doll: Therianthrope God - War dolls are large, enchanted clay figures used to bolster military forces. The dolls are animated with the hearts of men, which are contained in a cavity in the doll’s chest.

A Knight a Day No. 10, War Doll: Demon - Another doll created for battling.

A Knight a Day No. 10, War Doll: Demon - Another doll created for battling.

A Knight a Day No. 11, Pyromancer - An adventurer who augmented his body with a magical red stone. After the flames swallowed him, his charred body rose again as a powerful fire mage.

A Knight a Day No. 11, Pyromancer - An adventurer who augmented his body with a magical red stone. After the flames swallowed him, his charred body rose again as a powerful fire mage.

A Knight a Day No. 12, Gillbog the Dungeon Crawler - Some adventurers, like Gillbog, make their living by camping outside dungeons and venturing deeper and deeper, day after day in hopes of finding the best loot. Gillbog, the most famous dungeon crawler in the land lost his arm trying to plunder a dungeon that belonged to Helgeda. He hopes to defeat her one day and take the treasures that she hordes for her devils.

A Knight a Day No. 12, Gillbog the Dungeon Crawler - Some adventurers, like Gillbog, make their living by camping outside dungeons and venturing deeper and deeper, day after day in hopes of finding the best loot. Gillbog, the most famous dungeon crawler in the land lost his arm trying to plunder a dungeon that belonged to Helgeda. He hopes to defeat her one day and take the treasures that she hordes for her devils.

A Knight a Day No. 13, The Rattler - Adventurers must be wary when travelling through old battle sites. For the angry blood of the people and animals slain there can enchant the bones, bringing them to life to continue battling against anyone that crosses their path. If you listen, you can hear the rattling and clanking of the old bones stomping about in the fields.

A Knight a Day No. 13, The Rattler - Adventurers must be wary when travelling through old battle sites. For the angry blood of the people and animals slain there can enchant the bones, bringing them to life to continue battling against anyone that crosses their path. If you listen, you can hear the rattling and clanking of the old bones stomping about in the fields.

A Knight a Day No. 14, Givuk the Brute - He rose quickly through the ranks of the goblin army to become a commanding officer. A solid wall of muscle and anger that will drive a path through even the thickest of enemy lines. He's so brazen that he wears little more than trousers and boots into battle, wielding his giant war axe.

A Knight a Day No. 14, Givuk the Brute - He rose quickly through the ranks of the goblin army to become a commanding officer. A solid wall of muscle and anger that will drive a path through even the thickest of enemy lines. He's so brazen that he wears little more than trousers and boots into battle, wielding his giant war axe.

A Knight a Day No. 15, Young Adventurer - A few years into her quest for adventure, Mar has become a formidable fighter, a far cry from the fish seller she used to be. After surving a few battles and bearing a few scars, the reality of the life of an adventurer is becoming clearer and clearer to her.

A Knight a Day No. 15, Young Adventurer - A few years into her quest for adventure, Mar has become a formidable fighter, a far cry from the fish seller she used to be. After surving a few battles and bearing a few scars, the reality of the life of an adventurer is becoming clearer and clearer to her.

A Knight a Day No. 16, Defilers - Slow, slimy creatures that latch onto fresh bodies and use them to pray on creatures that would usually be too fast or large for them. When only the bones are left, the defiler will abandon the body in search of a new one.

A Knight a Day No. 16, Defilers - Slow, slimy creatures that latch onto fresh bodies and use them to pray on creatures that would usually be too fast or large for them. When only the bones are left, the defiler will abandon the body in search of a new one.

A Knight a Day No. 17, The Eagle Knight - A legendary knight who gained his fame after being the sole survivor of a party that was sent to battle and defeat a gargantuan, mystical bird. He used the bones of the bird to forge an enchanted armor which would make him one of the most formidable knights in the land.

A Knight a Day No. 17, The Eagle Knight - A legendary knight who gained his fame after being the sole survivor of a party that was sent to battle and defeat a gargantuan, mystical bird. He used the bones of the bird to forge an enchanted armor which would make him one of the most formidable knights in the land.

A Knight a Day No. 18, Crowmancer - A wizard who was cursed to take the form of a crow after betraying the Master Magus of his guild of magi.

A Knight a Day No. 18, Crowmancer - A wizard who was cursed to take the form of a crow after betraying the Master Magus of his guild of magi.

A Knight a Day No. 19, Pot Hobs, Garden Pot - These enchanted pots can be found on the grounds around witches' huts, they use them to fend off intruders.

A Knight a Day No. 19, Pot Hobs, Garden Pot - These enchanted pots can be found on the grounds around witches' huts, they use them to fend off intruders.

A Knight a Day No. 20, Pot Hobs: Stew Pot - Another enchanted pots used to protect the property of a witch.

A Knight a Day No. 20, Pot Hobs: Stew Pot - Another enchanted pots used to protect the property of a witch.

A Knight a Day No. 21, Executioner - The executioner grew jaded with the injustice of killing innocents who stood against tyranny, or were made to look guilty by the wealthy. He deserted and fled through the woods for weeks. He was found nearly dead by a mercenary named Sen, and he joined her on her quest to find a guild that exacts punishment on those who truly deserve it.

A Knight a Day No. 21, Executioner - The executioner grew jaded with the injustice of killing innocents who stood against tyranny, or were made to look guilty by the wealthy. He deserted and fled through the woods for weeks. He was found nearly dead by a mercenary named Sen, and he joined her on her quest to find a guild that exacts punishment on those who truly deserve it.

A Knight a Day No. 22, Salaran Battlemage - The humanoid amphibians that live near the coasts are some of the most accomplished and renowned socerers, specializing in up close, hand to hand magic with explosive power. The long range, time consuming magic of humans and elves can't do much to defend against this kind of sorcery.

A Knight a Day No. 22, Salaran Battlemage - The humanoid amphibians that live near the coasts are some of the most accomplished and renowned socerers, specializing in up close, hand to hand magic with explosive power. The long range, time consuming magic of humans and elves can't do much to defend against this kind of sorcery.

A Knight a Day No. 23, The Tri-horned King - The phantom of a great king of a mysterious, lost race bearing three horns on their heads. Their cities have been built over by humans, but by the light of a red moon the phantom of the king can be seen roaming the dirt where his chambers once were, whispering about an impending calamity.

A Knight a Day No. 23, The Tri-horned King - The phantom of a great king of a mysterious, lost race bearing three horns on their heads. Their cities have been built over by humans, but by the light of a red moon the phantom of the king can be seen roaming the dirt where his chambers once were, whispering about an impending calamity.

A Knight a Day No. 24, Swordsman of the Pale - The Pale is a wispy, shadowy dimension that weaves in and out of the physical world. This swordsman trained for many years to be able to open portals to the Pale. When he steps into it, he can observe the goings of the physical world without being seen. He uses his abilities to operate as an assassin and political informant.

A Knight a Day No. 24, Swordsman of the Pale - The Pale is a wispy, shadowy dimension that weaves in and out of the physical world. This swordsman trained for many years to be able to open portals to the Pale. When he steps into it, he can observe the goings of the physical world without being seen. He uses his abilities to operate as an assassin and political informant.

A Knight a Day No. 25, Fisherman Wraith - After his ship wrecked onto the coast of a small, black island, he discovered a small cavern atop a rocky peak at the center. He followed the cavern down, deep beneath the surface of the island where he found the the cell of an ancient, otherworldly deity. In return for this being using his power to send the fisherman back home, the fisherman would have to spend his nights as a wraith, doing the bidding of the monster in order to free him from his prison.

A Knight a Day No. 25, Fisherman Wraith - After his ship wrecked onto the coast of a small, black island, he discovered a small cavern atop a rocky peak at the center. He followed the cavern down, deep beneath the surface of the island where he found the the cell of an ancient, otherworldly deity. In return for this being using his power to send the fisherman back home, the fisherman would have to spend his nights as a wraith, doing the bidding of the monster in order to free him from his prison.

A Knight a Day No. 26, Machine Sentry - These mechanical guards are the last vestige of a lost kingdom of talented smiths. They roam the area where it used to stand, ready to defend the long gone city.

A Knight a Day No. 26, Machine Sentry - These mechanical guards are the last vestige of a lost kingdom of talented smiths. They roam the area where it used to stand, ready to defend the long gone city.

A Knight a Day No. 27, Bloated Butcher - A butcher who was drowned in a bog when he tried to protect villagers from raiders. His wet, bloated spirit wanders the land where his village used to be, ready to protect the innocent from harm.   

A Knight a Day No. 27, Bloated Butcher - A butcher who was drowned in a bog when he tried to protect villagers from raiders. His wet, bloated spirit wanders the land where his village used to be, ready to protect the innocent from harm.

 

A Knight a Day No. 28, The Wild Guardian - Gregane lives alone in the northern wilderness, guarding a powerful secret that resides there. He comes from a long line of guardians of the woods and the secret inside, and he's the last living guardian. He can't leave the woods, but he needs to find someone to take up his place. He hopes that the spirits will provide another guardian before it's his time to pass.

A Knight a Day No. 28, The Wild Guardian - Gregane lives alone in the northern wilderness, guarding a powerful secret that resides there. He comes from a long line of guardians of the woods and the secret inside, and he's the last living guardian. He can't leave the woods, but he needs to find someone to take up his place. He hopes that the spirits will provide another guardian before it's his time to pass.

A Knight a Day No. 29, Sun Priestess - One of the most powerful magicians in the world. She cares after the monuments that her Gods spirits dwells in. She can destroy or give life with the powerful sun fire that spits from her staff.

A Knight a Day No. 29, Sun Priestess - One of the most powerful magicians in the world. She cares after the monuments that her Gods spirits dwells in. She can destroy or give life with the powerful sun fire that spits from her staff.

A Knight a Day No. 30, Monotian Line Buster - Monotians are a war ready race who are neighbors to the Salarans. The line buster is a soldier who wields a large crab claw shield to burst through enemy lines. The fierceness of Monotians and the magical prowess of the Salarans make them a dangerous nation to challenge.

A Knight a Day No. 30, Monotian Line Buster - Monotians are a war ready race who are neighbors to the Salarans. The line buster is a soldier who wields a large crab claw shield to burst through enemy lines. The fierceness of Monotians and the magical prowess of the Salarans make them a dangerous nation to challenge.

A Knight a Day No. 31, Veteran Adventurer - Mar has spent most of her years fighting on the road. She's seen it all, from ancient spirits and death defying magic to the world ending power of gods and devils alike. Now, as a rugged old adventurer, she dreams of spending her days in a modest home by a stream, fishing for minnows. But the call of the road, and her empty pockets, keep her going.

A Knight a Day No. 31, Veteran Adventurer - Mar has spent most of her years fighting on the road. She's seen it all, from ancient spirits and death defying magic to the world ending power of gods and devils alike. Now, as a rugged old adventurer, she dreams of spending her days in a modest home by a stream, fishing for minnows. But the call of the road, and her empty pockets, keep her going.

A Knight a Day No. 32, The Hanged Knight - Solomon tried to thwart a military coupe and protect his king. When he was defeated by the rebels, they hanged him from the highest tower in the castle. Now he haunts the halls, trying even in death to keep the king safe.

A Knight a Day No. 32, The Hanged Knight - Solomon tried to thwart a military coupe and protect his king. When he was defeated by the rebels, they hanged him from the highest tower in the castle. Now he haunts the halls, trying even in death to keep the king safe.

A Knight a Day No. 33, Monkey Mage - After picking up a sparkling stone he found in a stream, he was imbued with intelligence and magical ability.A Knight a Day No. 34, Hero's Apprentice - Being a hero means being able to use several weapons and magical modalities expertly. Heroes have to be ready for whatever threat they may face next. At any heroes guild you may find young heroes in training lugging around swords, staffs, bows, spellbooks, and potions.

A Knight a Day No. 33, Monkey Mage - After picking up a sparkling stone he found in a stream, he was imbued with intelligence and magical ability.A Knight a Day No. 34, Hero's Apprentice - Being a hero means being able to use several weapons and magical modalities expertly. Heroes have to be ready for whatever threat they may face next. At any heroes guild you may find young heroes in training lugging around swords, staffs, bows, spellbooks, and potions.

A Knight a Day No. 34, Hero's Apprentice - Being a hero means being able to use several weapons and magical modalities expertly. Heroes have to be ready for whatever threat they may face next. At any heroes guild you may find young heroes in training lugging around swords, staffs, bows, spellbooks, and potions.

A Knight a Day No. 34, Hero's Apprentice - Being a hero means being able to use several weapons and magical modalities expertly. Heroes have to be ready for whatever threat they may face next. At any heroes guild you may find young heroes in training lugging around swords, staffs, bows, spellbooks, and potions.

A Knight a Day No. 35, Angellic Vessels - These rune carved suits of armor serve as hosts to angelic entities, which take the form of balls of fire. Most armors house several angels at once, you can tell how many angels are inside by the number of faces the armor displays. The flames of the angels show through their furnace-like bellies, and their eyes and mouths.

A Knight a Day No. 35, Angellic Vessels - These rune carved suits of armor serve as hosts to angelic entities, which take the form of balls of fire. Most armors house several angels at once, you can tell how many angels are inside by the number of faces the armor displays. The flames of the angels show through their furnace-like bellies, and their eyes and mouths.

A Knight a Day No. 36, Euthilda - She is one of last surving old world witches. She practices with arcane symbols and long forgotten rituals that call upon the power of even older beings. She keeps to herself and the woods she lives in, and uses her vast powers sparingly.

A Knight a Day No. 36, Euthilda - She is one of last surving old world witches. She practices with arcane symbols and long forgotten rituals that call upon the power of even older beings. She keeps to herself and the woods she lives in, and uses her vast powers sparingly.

A Knight a Day No. 37, Minnah and Malegog - Mina grew up working fields with her slave family under cruel masters. One day she found a small crater with an ornate, metal handle protruding from it. When she unearthed the ancient weapon, she heard the voice of Malegog, a spirit creature that dwells inside it. Mina became a rebel, using Malegog's power to fight for the freedom of slaves.

A Knight a Day No. 37, Minnah and Malegog - Mina grew up working fields with her slave family under cruel masters. One day she found a small crater with an ornate, metal handle protruding from it. When she unearthed the ancient weapon, she heard the voice of Malegog, a spirit creature that dwells inside it. Mina became a rebel, using Malegog's power to fight for the freedom of slaves.

A Knight a Day No. 38, Ranger Otto Oloffson - Otto grew up training as a blacksmith under his mother's tutelage. When the kingdom was fighting against an infestation of demons, he worked feverishly making arms for soldiers to take up in the fight. One day, he took a unicorn hair he was gifted by a soldier, and forged it into the blade. The result was a sword that glowed a searing white light. Just pointing the weapon at the demons pushed them back. Otto took the sword into battle as hope seemed lost, and beat the dark forces back. Now he serves as a ranger, patrolling the territories with his brilliant blade.

A Knight a Day No. 38, Ranger Otto Oloffson - Otto grew up training as a blacksmith under his mother's tutelage. When the kingdom was fighting against an infestation of demons, he worked feverishly making arms for soldiers to take up in the fight. One day, he took a unicorn hair he was gifted by a soldier, and forged it into the blade. The result was a sword that glowed a searing white light. Just pointing the weapon at the demons pushed them back. Otto took the sword into battle as hope seemed lost, and beat the dark forces back. Now he serves as a ranger, patrolling the territories with his brilliant blade.