Friday, July 29, 2011

Many-Mouthed Mollusc Merchants?

I re-wrote the entire 'Description' of the Emphaerian Goat, about a day after I initially posted it. If you were here early, I recommend a revisit. I dare say, it has been greatly improved. And now, let's dive away from celestial farmlands into the strange waters of the sea. I hope The Little Mermaid has not entirely spoiled your mood for aquatic adventures. Those fine rings of water-breathing are rather common these days, you know. Put one on, and submerge in the pioneering spirit of Cousteau. There are mysteries and treasures left to be discovered! The chests may be empty, but the bottoms are virtually littered with goodies.

For all those of of you who live above the Equator, enjoy the rest of summer! (even if it's the rainy season...) This time of year, you can swim comfortably, even in Sweden. Water is bliss!



≡GHORD≡




------GENERAL-----------------------------------------
CATEGORY: Invertebrate
TERRAIN: Tropical and subtropical oceans
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 10 feet (3 m) long / Shell is 7 feet (210 cm) tall
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 15-18
AGILITY: 9-12
ENDURANCE: 13-16
INTELLIGENCE: 2-4
MENTAL RESILIENCE: 5-7
CHARM: 1-2
(If stats of a human ranges from 3 to 18)

SPEED: Walking (on the bottom) x 1, Swimming x 2
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 19-24
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 5
BODY: 10 (0 without shell)
LIMBS: 0
HEAD: 1
(If Full Plate Armour is 10)

The body of the Ghord is soft and unprotected. The head and mouths have developed hardenend areas, which pose as horns and teeth. These are softer than regular skeletal structures, and have to be renewed regularly, as they break comparatively easily. The shells of the giant clams used by the Ghords are strong and thick, though not as hard as metal.


------ATTACKS/DAMAGE---------------------------
1 BITE: 2-5
6 LIMB-MOUTH BITES: 1-6 (+ possible stinging cells, see 'Powers')
(If a Long Sword causes 1-8 points of damage)

The protective shell, stinging cells, and size of the Ghord makes the vast majority of predators leave it alone, The Ghord is not used to fighting, nor fleeing. It will stay and do what it can to bite and ward off potential enemies, but will not pursue to kill.


------POWERS/EFFECT-------------------------------
STINGING CELLS: The red stinging cells growing on the Ghord's limbs and body is poisonous and will paralyse all beings (and most creatures) they come in contact with. These serve as a means of defence for the Ghord, which, though fairly intelligent, doesn't use them deliberately when attacking. However, any successful attack by a limb mouth may result in an involuntary (20% chance) and painful contact with the stinging cells. Areas protected by armour or clothes are not prone to the cells. The sting inflicts great pain and paralyzation, but causes no cellular damage. A normal sized being stay immobilized for 10-40 rounds. A succesful saving-throw vs Endurance may half that period. Holding the breath during paralyzation is impossible. Breathing is slow and frail.


REFLECTIVE CLOUD: The Ghord can eject a cloud of reflective ink. The substance looks a lot like water, but with a much greater reflective quality. Bursting out in a random shape, slightly larger than the Ghord itself, the cloud is confusing to behold, and will hide the Ghord's action for some time. Depending on the currents of the water, the clouds will last accordingly (2-5 rounds), but even drawn apart the drops and curtains of ink may confuse and blind the beholder. Unlike the octopus, Ghords rarely use the clouds to escape predators, but rather to attack them. Mouthed tentacle-like limbs will come shooting through the ink, targeted by the creatures' sensitive antenna, which grants them the ability to sense movement even when visually blinded. The Ghords may produce up to three clouds in a day.


------DESCRIPTION------------------------------------
The Ghords are large invertebrates, typically "walking" around slowly on the ocean floor. There they filter large amounts of water for plankton and other minute forms of life, sucking it all in through six great inlets. These mouths, at the edge of retractable tentacle limbs, may also trap a careless fish or two, and will happily consume any other moving thing in the water.

Though impressive creatures, Ghords protect themselves by seeking out the discarded shells of giant clams. These are pierced for extra holes and made into custom fit armours. All limbs may be drawn back into the shell at great speed, and can re-appear with equal velocity. When moving around the Ghords are not as swift. They can swim, even inside the shell, but do so in a rocking fashion, paddling themselves forward with two shovel-like limbs, and pushing for altitude with their big sluggish “foot”.

It may be the innate mode of survival, to look out for suiting shells of protection, that is behind the Ghords' habit of hoarding. The creatures are unusually interested in all things uncommon to the natural forms of the sea. Especially hollow items, like canoes, coffins, and amphorae attract their attention. They are even more interested in glimmering ones, reminiscent of the surface of clams and mother of pearl. Coins and trinkets may be found discarded on the floors of the caves in which the Ghords keep their collections, which suggests a specific interest in the vessels themselves.

As the hoard grows the Ghord becomes increasingly reluctant to leave its cave of treasures, and will try to find what food it needs in the immediate surrounding of the entrance. In rich waters, the creatures may well be posted, like a sentry, just outside the cave, refusing to leave its valuable collection. Most Ghords will fiercely protect every part of their findings, but some specimens are reported to have engaged in trade. It seems a few of these creatures are intelligent enough to evaluate the threat level, the offers, and the desires of visitors, to the extent that they present one item in return for another. Persistence, repeated sign-language, and a great sense of balance are said to have done the trick in these reported cases.

Ghords are solitary creatures, which live for 60-70 years. They mate early, while only 5-10 years of age. They then redraw from reproduction, and spend their time standing, or walking slowly, in search for food and other items of interest. They change shells 3-5 times during the span of their lives.



(Check out more creatures in the 'Creature Archive' menu to the left.)





© Copyright 2011 - Nicholas Cloister

Thursday, July 21, 2011

The Emerald Path – Dream walking with a buck

Bleating, my friend was, as he pointed out the thorough wickedness of my last couple of creatures. Fortunately, I had this furry benefactor in the pipe-line to counter with a dose of generosity and kindness. Will a goat do, I wonder, to the readers of this blog? Well, if it's mysterious enough it will do for me. Goats by themselves, I think (meaning now the real world goats, which looks a lot more like goats than this peculiar creation) are rather mysterious. It is not entirely without reason that they have come to decorate the heads of many a devil and demon throughout the strange tomes of free-masonry, Christian mythology, and satanic symbolism. This specific Ruminantia (see what nice words one learns when designing new critters) is not at all evil though, but quite the opposite. Never fear, good people. It can still give you a decent round of butting.

By the way, if anyone feels like handing out flyers (of RPG Creatures) at a convention here or there, we might be able to make a deal of mutual satisfaction. Perhaps you are looking for a cover illustration to your next indie game or something like that? I'm open to suggestions. Feel free to send me an email.



≡EMPHAERIAN GOAT≡




------GENERAL-----------------------------------------
CATEGORY: Higher power
TERRAIN: Higher planes of existence
FOOD: Herbivore
AGGRESSION: None
SIZE: 5' 5" (160 cm) tall
NUMBERS: 1 (Unique)


------CHARACTERISTICS-----------------------------
STRENGTH: 8
AGILITY: 15
ENDURANCE: 40
INTELLIGENCE: 18
MENTAL RESILIENCE: 40
CHARM: 19
(If stats of a human ranges from 3 to 18)

SPEED: Running x 3
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 30
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 0 (1)
BODY: 1 (1-2)
HEAD: 2 (1-2)
(If Full Plate Armour is 10)

The fur of this legendary goat is of normal thickness and kind. It gives no special protection. The head is slightly better shielded due to the horns.


------ATTACKS/DAMAGE---------------------------
1 BITE: 1-10
1 BUTT: 1-4 + Emphaerian might (see Powers)
2 REAR KICKS: 2-7
(If a Long Sword causes 1-8 points of damage)

The Emphaerian goat is not a fighting creature, but will act to defend those in its favour.


------POWERS/EFFECT-------------------------------
MENTAL HEALING: At sight the Goat of Empheron heals all undesired mental afflictions. This includes lingering spells, curses, and the effects drugs and diseases. Physical wounds are not affected, but restrictions caused from pain may be partly removed.

BLESS: All who behold this creature are temporarily blessed, and gain a +2 bonus on all rolls during 24 hours.

GRANT DREAMWALKING: See description.

EMPHAERIAN MIGHT: In the emerald matter of the creature's horns is infused the strength of their creator. The actual force of butting isn't increased, but the horns radiate waves of physical tremor that cause 2-12 points of injury to those smitten by their power.



------DESCRIPTION------------------------------------
So infatuated with the elven shepherdess was the Titan Emphaeron, that to please her he lay his hand on her favourite goat and bestowed immortality upon it. He crafted for it new horns from his emerald heart, and made two fine instruments of the old ones. One such horn of calling he gave to the shepherdess, and the other he kept for himself. Whenever the horns were blown the immortal goat would appear and calm the spirit of all who beheld it, and by the power of the Titan's heart, it would let them see. Thus Emphaeron revealed his unspoken love for the elf-maid.

INSTRUCTION
At dusk, blow the horn, and the goat will come. In the early hours it will come. While still sleeping you will find yourself in its warm presence. There, make a journey of your desire. The Goat will lead you dreaming through the real world. No man, creature, or woman will behold you, but you will witness them, and all other things, as they are at that moment. While dream-walking thus you are safe in your place of sleeping. Still, you must take care. In this in-between existence those of ethereal nature, those magically born, and those with a piercing unnatural gaze may perceive thee. Seeing, they may attack. Fight them then, or run. The goat will aid you. If the Goat is slain, your journey is over, and if you die there you will never wake up again.

Wander with the cloven hooves of Emphaeron. For some hours you may walk with it. Gaze into the strongholds of your enemies, and look into the nature of their hearts. All is visible and strange in the realm of the Goat. All is eerie and true. As you awake and return to your place of rest, do not sound the horn again for seven days. The Goat is weary and will not heed your call.

If the quest is dire, the immortal beast may summon to itself not only the wielder of the horn, but also his companions. It has happened, though rarely, that even uncalled the Goat has appeared. Take care at such occasions. It could so be that your path has crossed the highways of the Gods. You will not then know for certain, who the Goat has come to serve. The Titan still keeps the second horn, and he is the true shepherd of this power.


The Emphaerian Goat, one of its kind, grazes the rich and heavenly grasslands, where demigods and giants move and flourish. When summoned it projects itself into a twin existence where it holds some physical power. The real Goat however is beyond reach and remain undisturbed in the wonder of Elysian pastures. Should it ever be encountered in this, its actual form, the game-master is recommended to add powers to its immortal presence.

While much is to be seen and learned by summoning the Goat, the truth can be very demanding. A few travels with this creature tend to be enough for the psyche of mortals. Countless times the instrument of summoning has changed hands. Many times it has been bitterly discarded. Through it, many have discovered the value of surprises, and learned the hard way to delicately balance between chaos and control.


(Check out more creatures in the 'Creature Archive' menu to the left.)





© Copyright 2011 - Nicholas Cloister

Thursday, July 14, 2011

Biological killing machines of entertainment

Last week's poll tells me there is a lot of game masters visiting this site, but only a fraction of the visitors bothered to answer. I might have been a little too insistent with making the readers go through with it, but I primarily suspect people are just as tired of internet polls as I am. : )

Here is a creature now, entirely void of special abilities and mysterious powers. It is simply another dangerous creature to throw in when action is needed. Perhaps its background and general bad-ass nature may still inject a bit of inspiration and produce some interesting encounters. If not, I hope the visuals will make up for the lack of exotics.

Finally, I'd like to say I've been in a period where my energy to answer emails have been next to none. I have of course treated potential clients with much care, but otherwise I've been rather neglectful. I still very much appreciate your comments and ideas, and read your input carefully. Hopefully, I'll get back to you at a later hour, but if not, know that I take your feed-back to heart and greatly value your support.



≡ARDHAMMA≡




------GENERAL-----------------------------------------
CATEGORY: Mammal (bred)
TERRAIN: Any (temperate to tropical)
FOOD: Carnivore
AGGRESSION: Very high
SIZE: 11 feet (330 cm) long without tail
NUMBERS: 1-3


------CHARACTERISTICS-----------------------------
STRENGTH: 26-30
AGILITY: 25-28
ENDURANCE: 22-25
INTELLIGENCE: 2
MENTAL RESILIENCE: 4-7
CHARM: 1
(If stats of a human ranges from 3 to 18)

SPEED: Running x 4, Swimming x 2
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 27-30
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 4
BACK: 4
BELLY: 2
FRONT LEGS: 3
BACK LEGS: 3
TAIL: 4
(If Full Plate Armour is 10)

The bony, teeth-like spikes, and partially thick leathery armour of the Ardhamma body, protects it from scratches and minor attacks. The great horn upon its head is used to steer off spears and stabbing weapons, while the hardened bony areas of its lower front legs keeps its claws cutting and ripping even in the midst of daggers and swords.


------ATTACKS/DAMAGE---------------------------
1 HORN: 1-8
1 BITE: 1-8
2 CLAWS: 2-6
1 SCYTHE TAIL: 4-16
(If a Long Sword causes 1-8 points of damage)

The Ardhamma knows how to use all of its weapons with efficiency and deadly dexterity. Unlike many other creatures, and despite its aggressive character, it takes time to avoid and skilfully parry attacks thrown at it. It can rise up upon its hind legs supported by its heavy tail, but usually keeps a low profile, close to the ground, minimizing its vulnerable areas, and moving swiftly on all fours. With great grace its jumps, rolls, spins, dodges and charges, all the while with its scythe of a tail whistling high and low through the air.


------DESCRIPTION------------------------------------
When a culture falls so does the walls of its prisons. A civilization might crumble, but its legacy remains. In the lower levels, in the pit fighting arenas of the old world, the darker side of entertainment industry flourished and gave birth. Tired of lions, starved canines, and bears, the audience demanded new horrors unleashed upon the combatants and slaves fuelling their thrills. So races were crossed, new experiments of breeding commenced, and with the amount of gold pumped in, results came quickly.

Shaped and bred entirely for killing, the Ardhamma was the perfect combination of agility, speed, and strength. Its powerful tail, lashing about in a blur of blood and separated limbs, was the finest, but not its only means of slaying – a commercial success, both feared and readily celebrated. In the chaos of the great wars that followed, brave and ruthless men tamed these beasts, and made them guard their strongholds, but some were left to roam the wild. As these multiplied and chopped themselves a place amongst the more natural inhabitants of nature, peace came, but now with a new cause to nightmare established. Where most wild beasts shy away from human settlements and beings, the Ardhamma were created to kill at the mere sight of them.

Fortunately the Ardhamma have no tendency for cooperation. They move with individual intent, and prefer a solitary existence. Tamed specimens may suffer the company of one or two more Ardhamma creatures, but in larger groups rivalry will result in carnage.

There are no female Ardhamma, but the artificial nature of the beasts ensures unaltered offspring to emerge from the wombs of impregnated lions and great wolves. The creatures make their lairs in caves and dungeons, or in any other place similar to the dark cellars of their origins. They move comfortably through all terrains, at any hour of day, but avoid cold and snow. They live for 30 years, fear basically nothing, are great swimmers, and eat all things that move. They may sneak upon their victims with great skill, or jump down upon them from higher ground. They are cunning in all situations of fighting, but show no other signs of intelligence. They may roar loudly, though not as deeply, as a lion, but remain utterly silent when the situation calls for it. In other words; sometimes a frightened victim is an easier kill, while at other times, stealth is the more lethal approach.


(Check out more creatures in the 'Creature Archive' menu to the left.)





© Copyright 2011 - Nicholas Cloister