My daughter celebrates her third birthday today, and I sneak away to add some mushy muscle to the blog. I hope she will forgive me.
Have a fine week, everyone! I will personally wrestle my way out of yet another cold, and hope for good hunting when it comes to finding new and intersting life forms. If you don't know how to use this one, may I suggest one of these creatures carrying around with an ancient set of runes, that for some reason have to be retrieved and closely investigated.
≡MINGOSSI≡
------GENERAL-----------------------------------------
CATEGORY: Fungi
TERRAIN: Any moist region
FOOD: Carnivore
AGGRESSION: Low (until disturbed)
SIZE: 5-7 feet (150-210 cm) tall
NUMBERS: 1-10
------CHARACTERISTICS-----------------------------
STRENGTH: 15-25
AGILITY: 15-20
ENDURANCE: 3-6
INTELLIGENCE: 2
MENTAL RESILIENCE: 25
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running x 2, Swimming x 1
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 12-25
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 0
BODY: 0
BACK: 5-15(fully or partially protected by rock)
HEAD: 0
LEGS: 0
TAIL: 0
TRUNK: 0
(If Full Plate Armour is 10)
The “fake” body of the Mingossi (see 'Description') is solid, but spongy. It is easily cut through, but the creature's reaction to pain is low. Due to its special construction it can cope with more dire wounds than ordinary creatures. It doesn't bleed as easily.
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1–3
1 TENTACLE TRUNK: 1-4
6 INJECTION PROJECTILES: 1-3 (+ spore infection, see 'Powers')
(If a Long Sword makes a damage of 1-8)
The Mingossi trunk is a highly sophisticated apparatus that is primarily designed to capture and swallow small animals. When angered, the creature wields it high toward any enemy, and grabs after heads, arms, or legs. The inside of the trunk is littered with barbs and sucking devices. Once the trunk gets hold, it is virtually impossible to free oneself from the grasp. The creature may chose to let go of its grip, but if it doesn't, the many barbs will continue to work on the armour and flesh of the victim, and draw the captured part further inward (A successful saving throw vs Strength/Endurance may keep the tie even, but will not break the hold). Only severe damage to the creature will make it release the grip involuntarily. The trunk, and the belly of the Mingossi, are both very expandable. Larger specimens have little problem widening these enough to swallow a fully grown man.
------POWERS/EFFECT-------------------------------
SPORE INJECTION: On both sides of the great trunk are three thin extendible tentacles, used for injecting spores into cracks and crevices of rock. Each tentacle can be extended up to 5 feet (150 cm) from the body, and shoot out up to 10 needle-shaped capsules of spore. These are released at great speed to enter deep into the rock and attach themselves firmly inside of it. As a last resort the Mingossi will use most, but not all, of these to defend itself. The spore will not germinate inside a body, but are toxic to most kinds of living tissue, and may cause serious health problems. In the initial rounds after injection they will cause 1-2 points damage, for 1-5 rounds. A failed saving throw vs Endurance may result in high fever, pain and vomiting, lasting for 1-5 days.
------DESCRIPTION------------------------------------
The Mingossi is a truly remarkable creature. The cycle of its life begins as a spore, wedged firmly into the cracks of a natural rock, or an architectural stone construction. In all cases it is placed with great consideration, in a spot with regular access to water and meat. Typical locations would be in the roof of a cave entrance into a sloping mountain side, or in an archway of a moss-clad ruin situated in a rainy area. Here the spore germinates, and soon every crack and tiny hole in the rock is run through with fungal threads – the mycelium.
As the fungi flourishes from nutritions brought in by the water, it begins to bear fruit. In other words a mushroom grows out of it. In this case the mushroom is nothing like the delicious or toxic little things found in the forest, but a living, hungry entity, very similar to a cephalopod mollusc – an octopus. This is only the primal state of the fruit, which soon takes more uncommon measures to generate a wide-spread fungi colony.
The mushroom, stuck to the location of its birth, feeding on insects, little birds, bats, and other life-forms passing by, soon grows too large for its initial nest. At that point a true metamorphosis begins. Just like the larvae holds the genetic blueprint of a butterfly, the Mingossi initiates an equally natural process of transformation. By gathering the cells of blood, flesh, brains, and skeletal tissues of all its prey, it constructs a full body, rather similar to that of a large predatory cat. It doesn't really grow, but slowly manufactures a new impressive vehicle for its continued cycle of life.
Initially more of a big lump, than a clearly defined body, the creature often becomes heavy enough to tear off large chunks of the structure it hangs to. Its vital root is still embedded in the rock, and that part has to come along on the ride. If the rock doesn't fall apart due to gravity, the fungi will eventually work at it, to loosen enough of the structure to set itself free.
The final, and mobile, state of the Mingossi fungi is propelled forward by an artificial heart and brain. The actual intelligence is located in the mycelium network, but the new brain, placed in the head of the mammal-like mushroom, is responsible for motor skills, and sense perception.
The Mingossi normally moves in a slow zombie-like daze, methodically harvesting the bugs and little creatures close to the ground. It can however muster short boosts of energy, where the full grace and power of a predatory cat is mimicked well. When the creature is threatened, harmed, or hindered, this mechanism of defence may set in, lasting for about a minute.
The creatures prefer a damp, rainy climate, and take shelter in moist caves and cellars on dry and sunny days. They constantly runs the risk dehydration, and will bury themselves in the soil if no shelter is found. The mature Mingossi survive for three to five years, and use their time to seek out a number of suiting regions and nooks. These they inject with spores, which is their only way of procreation. To truly slay a Mingossi one must crush and burn the rock in which the fungal threads live. If only the body is slain, a new fruit will grow, nurtured from the decaying left-over of the first one.
The Mingossi have weak sight and hearing, and rely a lot on their sensitive trunks to manoeuvre in the world. They tend to hunt in the early and late hours of the day.
© Copyright 2011 - Nicholas Cloister
Sunday, March 20, 2011
Thursday, March 10, 2011
Fashionable drug produced by reptiles
31 creatures down the line there might be some opinions forming in the minds of people about the content of this bestiary. Please, let me know of them! As an artist I am very used to critique in all forms, and delight especially in constructive feedback. Why does he always...? Why do most creatures look like...? When will he ever make a...? It would be fun if there were more... ? This bestiary really s...? Whatever you think, would like to suggest, desire, hope for, would like to change, feel annoys or upsets you, feel welcome to vent it in an email, or straight into the comments. I aim to make a really good bestiary here, and your feedback can certainly improve the quality. Though I keep all things I do in line with my preferences, there is a lot of room for new input and influence.
Here is a treat for those of you who enjoy urban adventures. If this little critter doesn't set your imagination in motion, you should perhaps continue buying all of your campaigns. ; )
≡CILLUHIN≡
------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Civilization
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 3 feet (90 cm) tall
NUMBERS: 1-5
------CHARACTERISTICS-----------------------------
STRENGTH: 3-7
AGILITY: 12-14
ENDURANCE: 10-13
INTELLIGENCE: 2
MENTAL RESILIENCE: 2
CHARM: 2-5
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1, Swimming x 1,3
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 5-8
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 2
BODY: 2
HEAD: 3
LEGS: 2
TAIL: 1
(If Full Plate Armour is 10)
The Cilluhin is a feathery, leathery, hairy sort of reptile, with harder decorative scales on the head. The tail is relatively unprotected, but consists mostly of feathers and fur.
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1–3
1 BITE: 1-4
2 HORNS: 1-2 (+ alkaloid effect, see 'Powers')
(If a Long Sword makes a damage of 1-8)
The Cilluhin is not a hostile creature but will use all means available to defend itself and its master.
------POWERS/EFFECT-------------------------------
ALKALOID SCALES: The pointy ochre-orange scales around the Cilluhin's head and front feet produce a natural alkaloid, with potent and hallucinogenic powers. A sting from any of these points will result in an opium-like high, with a short and intense rush of joy, followed by three to four hours of deep and pleasant relaxation. Normally very small amounts of this alkaloid is produced and it takes ten to twenty minutes of “cuddling” with the creature, to inject a normal and comfortable dose into the blood. When the creature is upset, as when fighting, the size of doses produced increases manifold. At such times a single sting may be lethal. Unless a saving throw vs 'Endurance' is completed random muscles will temporarily (1-4 rounds) go limp, when stung. Critical failure (a bad throw) results in failing lungs, and the the victim will simply stop breathing. Some quick and extraordinary means of healing is then necessary to return the bodily functions to normal. Several large injections normally result in physiological breakdown and a quick death.
One out of five people report vivid hallucinations from this drug, and some claim episodes of clear clairvoyance. The alkaloid produced in the Cillluhin scales is very addictive, and very damaging to health in the long run.
------DESCRIPTION------------------------------------
Cilluhins can no longer be found in the wild. For centuries they have exclusively been in the possession of nobles, sometimes secretly kept in cellars and towers, at other times paraded openly in the streets. They are very rare, seldom for sale, and extremely expensive.
Bred not for their looks, or strength, but for the power of their biological drug, they have weakened physically with time. The Cilluhin is very much a pet, and behaves like one. Most are trained to defend their owners, but unless actual violence takes place, the Cilluhin will not know what happened. They walk with a dream-like gaze, seemingly uninterested in their surroundings. None of the curiosity and lively mood of dogs can be found in these creatures. Only when threatened, do some of their former predatory ferocity return to them.
Cilluhins live for 7-10 years, and their end usually results in more than the normal grief connected with the demise of a beloved pet. Desperation is likely to follow, and dark times may commence as an addicted influential Noble run out of “Cilla”. Webs of intrigue and dark politics are commonly woven around these creatures, and many have perished from the side-effects of their presence.
Of great interest have been the powers of premonition and clairvoyance, claimed to come with the alkaloid injection. Some report to have seen with great distinction and clarity into future events of importance, and also to have witnessed ongoing affairs from afar. Not all beings are so affected, but those who are, are said to be so regularly, which may be considered a great threat, or an opportunity, to those in power.
To keep a Cilluhin healthy and in top condition it must be regularly exercised, have a hot place in the sun or by a fire, food, preferably in the form of living ducks or similar water birds, and company. They survive for a month without food, but produce bad or no alkaloid if starving. The creatures can give birth to one to two young per year, which reach the maturity of production at the age of two. As the creatures age the quality of the “Cilla” improves.
The alkaloid cannot be extracted without negative effects. It degenerates swiftly and the quality is strongly reduced in a matter of hours, outside of the Cilluhin body.
© Copyright 2011 - Nicholas Cloister
Here is a treat for those of you who enjoy urban adventures. If this little critter doesn't set your imagination in motion, you should perhaps continue buying all of your campaigns. ; )
≡CILLUHIN≡
------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Civilization
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 3 feet (90 cm) tall
NUMBERS: 1-5
------CHARACTERISTICS-----------------------------
STRENGTH: 3-7
AGILITY: 12-14
ENDURANCE: 10-13
INTELLIGENCE: 2
MENTAL RESILIENCE: 2
CHARM: 2-5
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1, Swimming x 1,3
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 5-8
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 2
BODY: 2
HEAD: 3
LEGS: 2
TAIL: 1
(If Full Plate Armour is 10)
The Cilluhin is a feathery, leathery, hairy sort of reptile, with harder decorative scales on the head. The tail is relatively unprotected, but consists mostly of feathers and fur.
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1–3
1 BITE: 1-4
2 HORNS: 1-2 (+ alkaloid effect, see 'Powers')
(If a Long Sword makes a damage of 1-8)
The Cilluhin is not a hostile creature but will use all means available to defend itself and its master.
------POWERS/EFFECT-------------------------------
ALKALOID SCALES: The pointy ochre-orange scales around the Cilluhin's head and front feet produce a natural alkaloid, with potent and hallucinogenic powers. A sting from any of these points will result in an opium-like high, with a short and intense rush of joy, followed by three to four hours of deep and pleasant relaxation. Normally very small amounts of this alkaloid is produced and it takes ten to twenty minutes of “cuddling” with the creature, to inject a normal and comfortable dose into the blood. When the creature is upset, as when fighting, the size of doses produced increases manifold. At such times a single sting may be lethal. Unless a saving throw vs 'Endurance' is completed random muscles will temporarily (1-4 rounds) go limp, when stung. Critical failure (a bad throw) results in failing lungs, and the the victim will simply stop breathing. Some quick and extraordinary means of healing is then necessary to return the bodily functions to normal. Several large injections normally result in physiological breakdown and a quick death.
One out of five people report vivid hallucinations from this drug, and some claim episodes of clear clairvoyance. The alkaloid produced in the Cillluhin scales is very addictive, and very damaging to health in the long run.
------DESCRIPTION------------------------------------
Cilluhins can no longer be found in the wild. For centuries they have exclusively been in the possession of nobles, sometimes secretly kept in cellars and towers, at other times paraded openly in the streets. They are very rare, seldom for sale, and extremely expensive.
Bred not for their looks, or strength, but for the power of their biological drug, they have weakened physically with time. The Cilluhin is very much a pet, and behaves like one. Most are trained to defend their owners, but unless actual violence takes place, the Cilluhin will not know what happened. They walk with a dream-like gaze, seemingly uninterested in their surroundings. None of the curiosity and lively mood of dogs can be found in these creatures. Only when threatened, do some of their former predatory ferocity return to them.
Cilluhins live for 7-10 years, and their end usually results in more than the normal grief connected with the demise of a beloved pet. Desperation is likely to follow, and dark times may commence as an addicted influential Noble run out of “Cilla”. Webs of intrigue and dark politics are commonly woven around these creatures, and many have perished from the side-effects of their presence.
Of great interest have been the powers of premonition and clairvoyance, claimed to come with the alkaloid injection. Some report to have seen with great distinction and clarity into future events of importance, and also to have witnessed ongoing affairs from afar. Not all beings are so affected, but those who are, are said to be so regularly, which may be considered a great threat, or an opportunity, to those in power.
To keep a Cilluhin healthy and in top condition it must be regularly exercised, have a hot place in the sun or by a fire, food, preferably in the form of living ducks or similar water birds, and company. They survive for a month without food, but produce bad or no alkaloid if starving. The creatures can give birth to one to two young per year, which reach the maturity of production at the age of two. As the creatures age the quality of the “Cilla” improves.
The alkaloid cannot be extracted without negative effects. It degenerates swiftly and the quality is strongly reduced in a matter of hours, outside of the Cilluhin body.
© Copyright 2011 - Nicholas Cloister
Friday, March 4, 2011
Two ghosts for the price of one
It is time to call the clerics. The underworld has come alive and flies hither and dither, wreaking havoc in our not exactly perfect, but very orderly societies. - 'Darling, they are in the lawn now! Away, I say! Away from my roses!' Ghosts are great fun until you meet one.
Sorry about those lines of introduction, I have no idea what I'm typing here. Some poltergeist has taken control over my hands and are forcing me to fuc...sorry, write this. There is evil all about and this double freaky presence have made itself known to me. The dreadfully cold revelation produces these words, revealing itself to the world through my damned blog! Please help me! It would have been nice to celebrate 30 creatures some way, but I'm... you... I'm going to pull.... eyes... read... know the impossible truth! Ah.... (dies and presses 'publish' with a final spasm of death)
≡HON´GADDHA≡
------GENERAL-----------------------------------------
CATEGORY: Undead
TERRAIN: Deep Seas of Hell
FOOD: None/(Carnivore)
AGGRESSION: Extreme
SIZE: Corresponding human size.
NUMBERS: 1
------CHARACTERISTICS-----------------------------
STRENGTH: 5-20
AGILITY: 1-16
ENDURANCE: 6-36
INTELLIGENCE: 3-18
MENTAL RESILIENCE: 3-18
CHARM: 1-6
(If stats of a human ranges from 3 to 18)
SPEED: Flying (eagle x 0,5)
(Multiple is times human speed)
MAGIC POWER: 0-100 (corresponds with power possessed in life)
(Ranges from 0-100)
HIT POINTS: 12-36
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 1
BODY: 1
(If Full Plate Armour is 10)
The slimy cold skin of the Hon'Gaddha give little protection, and is equally thick over its twisted body.)
------ATTACKS/DAMAGE---------------------------
4 CLAWS: 1 – 6
2 BITES: 1-4
1 TENTACLE: 2-8 points of electrical damage
(If a Long Sword makes a damage of 1-8)
The tentacle of the Hon'Gaddha is slow, but long enough to encircle assailants and strike from behind.
------POWERS/EFFECT-------------------------------
TOUCH OF HATRED: Strong hate permeates every part of the Hon'Gaddha, and as it claws and touches its victims this deep and cold emotional energy is transmitted to them. A successful saving-throw vs Mental Resilience is required stay unaffected. 1-4 hate-points are acquired when the throw fails. At 10 points a general hatred towards all living things has grown bold, and the victim will attack any and all forms of life indiscriminately as long as the hatred lasts. As the Hon'Gaddha dies or leaves, the blind hatred dissipates in 1-4 rounds and the victim is returned to its normal mood. If a victim is left in the hatred of a Hon'Gaddha, and not consumed or killed, he or she is permanently affected in 24 hours, and made slave to the Hon'Gaddha's twisted will in another 24 hours. When hunted, the ghost may spare the lives of some victims to defend itself in this way, through their power.
DANCE OF SILENCE: The Hon'Gaddha may spin around, in a tornado-like dance, to summon an eerie and physical field of silence around it. The field reaches 50 yards (45 m) in all directions and takes two rounds of undisturbed dancing to complete. It brings a very uncomfortable cold, and adds the sensation of moving in water. All events in the field continue at a normal speed, but the sensation is convincing and may contribute to a change of action. Silence is total and spells based on sound are useless as long as this power lasts, which is 5-20 rounds.
------DESCRIPTION------------------------------------
Some couples, bound to each other by ceremonies and oaths, fail to fulfil the covenant of love they have agreed upon. Instead they nag and annoy each other. They become spiteful and drain the energies from one another. They mentally and physically abuse one another, and in this downward spiral they provoke into manifestation the very worst and most malicious qualities of each other. Finally murder pulls them physically apart.
When both beings of such a couple are dead, they are rejoined post mortem in a marriage of the flesh. In the cold and utter silence of the deep seas of the Hell, they are forever bound together, in a carousel of hatred. With the last glimpse of reconciliation driven out of them, there is no return. Eternally they claw and lash at one another, furiously and violently, in the company of nothing but the other horrible creatures of the watery pits.
Now and then, in the temporary thoughtless conflicts of living couples, the negative energy peaks and summons a Hon'Gaddha ghost into the material plane of existence. Attracted to the living likeness and memory of its former life, the ghost is thus drawn back to an undead existence in the world. Here it will reach out hungrily towards the love left in the living, and try desperately to consume it. By attacking the souls and flesh of beings still alive, it hopes to extract the liberating love that would free it from its dreadful destiny. It can do no such thing, but eternal hatred keeps repeating these futile acts of ignorance, and learns no lessons.
The Hon'Gaddha ghost materializes only during the dark hours of night. In the day it remains present to behold the actions of the living, but cannot interact with them. It is invisible and without power. As night falls the body takes shape and the ghost roams to find loving creatures to destroy. At times it haunts and terrorizes its victims, to make them call out desperately to loved ones, or precious deities, before attacking. It is believed the ghost puts itself in the role of the saviour to somehow try savouring the love of the victims.
In the material undead form the Hon´Gaddha couple is distracted enough from one another to achieve a temporary form of cooperation, but it regularly returns to its furious tornado of hatred, where every ounce of energy is spent on achieving the impossible death of the other. At these moments it wails, screams, and roars. The symphony of these outbursts of aversion is nightmarish and bone-shivering. It can be heard for miles and have a tendency to contaminate long time listeners with its bitterness and spiteful nature.
To wilfully summon and take control of a Hon'Gaddha ghost, the mixed blood of a newly wed couple is needed, together with other, more clandestine ingredients. It is a dangerous and very delicate undertaking. The Ghost is covered in a slippery layer of the waters of Hell. A 30 feet (10 m) long tentacle of electrical energy swims behind it, in constant rebellion with the laws of gravity. Like most ghosts it is immune to all weapons but those of blessed silver, or powerful enchantments. Spells and other powers known to the cursed couple in life, may be invoked by the undead Hon'Gaddha, which will cast only the dark and dreadful spells that reflects its new character and identity.
© Copyright 2011 - Nicholas Cloister
Sorry about those lines of introduction, I have no idea what I'm typing here. Some poltergeist has taken control over my hands and are forcing me to fuc...sorry, write this. There is evil all about and this double freaky presence have made itself known to me. The dreadfully cold revelation produces these words, revealing itself to the world through my damned blog! Please help me! It would have been nice to celebrate 30 creatures some way, but I'm... you... I'm going to pull.... eyes... read... know the impossible truth! Ah.... (dies and presses 'publish' with a final spasm of death)
≡HON´GADDHA≡
------GENERAL-----------------------------------------
CATEGORY: Undead
TERRAIN: Deep Seas of Hell
FOOD: None/(Carnivore)
AGGRESSION: Extreme
SIZE: Corresponding human size.
NUMBERS: 1
------CHARACTERISTICS-----------------------------
STRENGTH: 5-20
AGILITY: 1-16
ENDURANCE: 6-36
INTELLIGENCE: 3-18
MENTAL RESILIENCE: 3-18
CHARM: 1-6
(If stats of a human ranges from 3 to 18)
SPEED: Flying (eagle x 0,5)
(Multiple is times human speed)
MAGIC POWER: 0-100 (corresponds with power possessed in life)
(Ranges from 0-100)
HIT POINTS: 12-36
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 1
BODY: 1
(If Full Plate Armour is 10)
The slimy cold skin of the Hon'Gaddha give little protection, and is equally thick over its twisted body.)
------ATTACKS/DAMAGE---------------------------
4 CLAWS: 1 – 6
2 BITES: 1-4
1 TENTACLE: 2-8 points of electrical damage
(If a Long Sword makes a damage of 1-8)
The tentacle of the Hon'Gaddha is slow, but long enough to encircle assailants and strike from behind.
------POWERS/EFFECT-------------------------------
TOUCH OF HATRED: Strong hate permeates every part of the Hon'Gaddha, and as it claws and touches its victims this deep and cold emotional energy is transmitted to them. A successful saving-throw vs Mental Resilience is required stay unaffected. 1-4 hate-points are acquired when the throw fails. At 10 points a general hatred towards all living things has grown bold, and the victim will attack any and all forms of life indiscriminately as long as the hatred lasts. As the Hon'Gaddha dies or leaves, the blind hatred dissipates in 1-4 rounds and the victim is returned to its normal mood. If a victim is left in the hatred of a Hon'Gaddha, and not consumed or killed, he or she is permanently affected in 24 hours, and made slave to the Hon'Gaddha's twisted will in another 24 hours. When hunted, the ghost may spare the lives of some victims to defend itself in this way, through their power.
DANCE OF SILENCE: The Hon'Gaddha may spin around, in a tornado-like dance, to summon an eerie and physical field of silence around it. The field reaches 50 yards (45 m) in all directions and takes two rounds of undisturbed dancing to complete. It brings a very uncomfortable cold, and adds the sensation of moving in water. All events in the field continue at a normal speed, but the sensation is convincing and may contribute to a change of action. Silence is total and spells based on sound are useless as long as this power lasts, which is 5-20 rounds.
------DESCRIPTION------------------------------------
Some couples, bound to each other by ceremonies and oaths, fail to fulfil the covenant of love they have agreed upon. Instead they nag and annoy each other. They become spiteful and drain the energies from one another. They mentally and physically abuse one another, and in this downward spiral they provoke into manifestation the very worst and most malicious qualities of each other. Finally murder pulls them physically apart.
When both beings of such a couple are dead, they are rejoined post mortem in a marriage of the flesh. In the cold and utter silence of the deep seas of the Hell, they are forever bound together, in a carousel of hatred. With the last glimpse of reconciliation driven out of them, there is no return. Eternally they claw and lash at one another, furiously and violently, in the company of nothing but the other horrible creatures of the watery pits.
Now and then, in the temporary thoughtless conflicts of living couples, the negative energy peaks and summons a Hon'Gaddha ghost into the material plane of existence. Attracted to the living likeness and memory of its former life, the ghost is thus drawn back to an undead existence in the world. Here it will reach out hungrily towards the love left in the living, and try desperately to consume it. By attacking the souls and flesh of beings still alive, it hopes to extract the liberating love that would free it from its dreadful destiny. It can do no such thing, but eternal hatred keeps repeating these futile acts of ignorance, and learns no lessons.
The Hon'Gaddha ghost materializes only during the dark hours of night. In the day it remains present to behold the actions of the living, but cannot interact with them. It is invisible and without power. As night falls the body takes shape and the ghost roams to find loving creatures to destroy. At times it haunts and terrorizes its victims, to make them call out desperately to loved ones, or precious deities, before attacking. It is believed the ghost puts itself in the role of the saviour to somehow try savouring the love of the victims.
In the material undead form the Hon´Gaddha couple is distracted enough from one another to achieve a temporary form of cooperation, but it regularly returns to its furious tornado of hatred, where every ounce of energy is spent on achieving the impossible death of the other. At these moments it wails, screams, and roars. The symphony of these outbursts of aversion is nightmarish and bone-shivering. It can be heard for miles and have a tendency to contaminate long time listeners with its bitterness and spiteful nature.
To wilfully summon and take control of a Hon'Gaddha ghost, the mixed blood of a newly wed couple is needed, together with other, more clandestine ingredients. It is a dangerous and very delicate undertaking. The Ghost is covered in a slippery layer of the waters of Hell. A 30 feet (10 m) long tentacle of electrical energy swims behind it, in constant rebellion with the laws of gravity. Like most ghosts it is immune to all weapons but those of blessed silver, or powerful enchantments. Spells and other powers known to the cursed couple in life, may be invoked by the undead Hon'Gaddha, which will cast only the dark and dreadful spells that reflects its new character and identity.
© Copyright 2011 - Nicholas Cloister