Tuesday, September 6, 2011

Dark Faerie Flyers

With this creature Bestiary II is initiated. I hope to find the financial means and energy to complete it in a steady and even rythm, and to maintain (and perhaps even improve) the quality of Bestiary I. Though a lot of the creatures will still be free for all, more concepts will now be saved for the book/pdf-version, than the 5 of the 50 first creatures. I hope to have some news about a printed Bestiary I soon, and perhaps other news as well, next time. In the meanwhile you can always support the general birth-rate of new RPG Creatures by purchasing the PDF, which is getting really good ratings, so far.

Don't forget to join us (no we won't precious) on facebook, for the latest whispers. This is the Gharlakan. I hope you enjoy it!



≡GHARLAKAN≡




------GENERAL-----------------------------------------
CATEGORY: Dark Faerie
TERRAIN: Steep cliffs and stone towers
FOOD: Carnivore
AGGRESSION: Normal (to high)
SIZE: 4 feet (120 cm) tall, without tail.
NUMBERS: 5-40


------CHARACTERISTICS-----------------------------
STRENGTH: 6-12
AGILITY: 13-17
ENDURANCE: 5-15
INTELLIGENCE: 3-4 (18 - see 'Description')
MENTAL RESILIENCE: 4-7 (18 - see 'Description')
CHARM: 2-3
(If stats of humans range from 3 to 18)

SPEED: Run x 0,1, Fly (eagle x 2)
(Multiple is times human speed)

MAGIC POWER: 5
(Ranges from 0-100)

HIT POINTS: 5-9
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2
HEAD: 1
BODY: 2
WINGS: 2
LEGS: 1
TAIL: 2

The skin and fur of the Gharlakans are light enough to allow flight, and give only moderate protection.


------ATTACKS/DAMAGE---------------------------
2 WING CLAWS: 1-4 (1-6 when swooping)
2 FEET CLAWS: 1-6
1 BITE/BEAK: 1-4 (1-6 when swooping)
1 TAIL: 2-6
(If a Long Sword causes 1-8 points of damage)

The Gharlakans prefer to attack at speed, diving down towards their enemies. They either change direction quickly to lash with their jagged tails, or crash straight into targets with their pointy wings and beaks first.


------POWERS/EFFECT-------------------------------
DARK SILENCE: When two or more in number, the Gharlakans can generate a field of silence. This is not a mere lack of sound, but a physical experience of mute density. Attempting to talk or scream in this silence will make a thick black smoke come out of the mouth, and other loud sources of sound will equally leave trails of darkness in the air. The flapping of the Gharlakan wings thus produce a shadowy haze around them, making them hard to see, as well as impossible to hear. The size of the field is a 60 feet (20 m) diameter globe, increased by another 60 feet for every 2 additional Gharlakans. It lasts for 10-20 rounds and may be produced 3 times per day. The Gharlakans cannot attack while initiating the field of Dark Silence, which takes one round. Rolls of initiative, and skills dependent on hearing (and sight in some cases), should of course be penalized while under this spell.

PSIONIC CHILL: The Gharlakans are dark faerie creatures, magical by nature, and mysterious to encounter. They radiate an ancient pagan darkness, which causes a chill in the hearts of normal creatures and beings. The Gharlakans can willfully increase this chill by mentally directing their essence towards specific individuals. When doing so they can't perform any other attack, but success is otherwise automatic. The effect of this power varies with the mental capacities of the victim. A saving throw vs Mental Resilience results in 0-2 (success) to 2-4 (failure) points of inner cold damage. Since this wound is purely mental, it heals at once if the Gharlakan is slain. As such, it still weakens the heart, which obeys all signals of the brain. This power can actually kill, and is the Gharlakans' main weapon toward heavily armored enemies.


------DESCRIPTION------------------------------------
Tiny, winged, and wicked, the smallest of dark faeries sometimes invade magpie nests, to curse selected eggs with strange and eerie magic. In such a way the Gharlakans are born, and come into power by feeding on their half-siblings. Finally they consume their parents, leave the nests, and take off into the world able and flying.

A year later, when fully grown, the creatures seek out others of their species, and make with them an aerie upon the top of a steep cliff or dark tower. They then level the top of the chosen pinnacle and commence the creation of a magical portal. To succeed with this feat, at least six Gharlakans must work in unison.

Perched in a circular formation, facing outward to protect the center, the creatures make a dome with their long tails, and thus initiate their purpose. A cold blue or turquoise flame is born, and slowly starts growing into a shining dome of power. This is a portal to the clandestine realms of the Dark Faerie. From this gateway their master will emerge. Opening such a rift takes seven days. At all times at least five Gharlakans must remain in position to keep it active. All others may leave to defend the portal, and to gather food.

The Gharlakans are servant creatures. Their only mission is to bring a greater faerie power into the world, when times are ripe for such entries. Once mature, and in the company of other Gharlakans, the creatures telepathically connect with their still hidden master, and abandon all self-governing. While up to that point, they have relied on acute hearing and touch to maneuver, they now see, think, and feel, through the telepathic powers of the Greater Faerie. To manifest and protect a portal, is the sole purpose of the Gharlakan life. If that succeeds it will shield and obey whatever comes out through the gateway, acting as if one with it.

The Gharlakans are swift and silent flyers, that hunt at night. Their wings are short, and the creatures spend a lot of energy flying. Most of the time they sit perched somewhere, feasting on prey, or scanning the surrounding areas for dangers. On the ground they are slow and awkward, so they avoid landing there.

Genderless and without need to procreate, the creatures have no concerns but keeping strong and joining forces with others. They do not communicate, but act as a single and perfectly coordinated will, due to the mental connection with the same faerie power. Their smell is reminiscent of wet dogs, they move jerkily like birds, but in fashion that reveals knowledge, and with an expression that conveys intelligent malice. Two hundred years may pass before a Gharlakan body disintegrates. Usually they are called to duty well before that.



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




© Copyright 2011 - Nicholas Cloister

Tuesday, August 23, 2011

Bestiary I - The book is here!

This is what the now 146 pages 'RPG-Creatures - Bestiary I' has to offer:

* 9 book exclusive creatures, which I will never post anywhere online, plus the first 45 from the blog, for a total of 54 original creatures.
* 54 full-page color illustrations of the creatures
* A thumbnailed interactive 'Table of Contents', linked directly to the creature images and descriptions, and quick access to the TOC from most pages of the book. (only in the eBook, of course)
* An alphabetical index of the creatures.
* A two-page text of introduction
* A two-page guide to the stats
* A well balanced lay-out and design (for a seriously improved presentation)
* A fine piece of cover art
* Three additional interior color illustrations,
*  One piece of b&w collage of creatures (sketches) that never made it to the bestiary. (eBook only)
* A hundred tiny and sometimes big corrections of language, grammar, and spelling (which now is fully American spelling btw, since that's where the biggest audience is...so far.)
* Many small improvements to, and corrections of, the stats of some creatures.

The eBook is available for $9.50 at RPGNow, where you can also check out a full-size preview. Link!








 
























© Copyright 2011 - Nicholas Cloister

Friday, August 19, 2011

The Beauty and the Rage

Someone wrote me an e-mail recently, asking for more playable creatures. The Darwandir is what came out from that request. With humanoid creatures I find myself writing longer than average descriptions. There is suddenly a wider cultural aspect to address, and I get the feeling I could write several pages about them, perhaps even books. In this context I try to focus on the features that mainly seperate them from human beings, and then just briefly touch some other areas of interest... which leaves some creative blanks for the Game Master. If I ever feel like writing more about any of these creatures I might add very short short-stories to the blog (just and idea I had). Also, if any of you guys ever write any texts, related to these creatures (in an rpg-context, for example), or have suggestions or ideas that might broaden (or perhaps even be a variation on) the initial information, feel free to send them to me, and I will consider adding them below the original creature description, together with your name, and a link to your website (if you want to). I would still love to see more interactivity here. This is the 45th creature btw, and 45 is a magic number. I'll tell you why next time. Until then, go dance with the charming Darwa'an.



≡DARWANDIR≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged Mammal
TERRAIN: Forests, mountains (any)
FOOD: Omnivore
AGGRESSION: Normal (to high)
SIZE: 6’ 5” - 8’ 1” (195-245 cm) tall
NUMBERS: Up to hundreds


------CHARACTERISTICS-----------------------------
STRENGTH: 7-21
AGILITY: 5-19
ENDURANCE: 5-18
INTELLIGENCE: 3-16
MENTAL RESILIENCE: 3-14
CHARM: 3-15
(If stats of humans range from 3 to 18)

SPEED: Running x 1,3, Swimming x 1,2, Climbing x 2)
(Multiple is times human speed)

MAGIC POWER: 0-50
(Ranges from 0-100)

HIT POINTS: 5-20
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 1 (3)
BODY: 1 (3)

The skin of the Darwandir is more resilient than human skin, and will turn harder still when the creatures throw themselves into action (see 'Powers')


------ATTACKS/DAMAGE---------------------------
2 FISTS: 1-4
2 KICKS: 1-6
(If a Long Sword causes 1-8 points of damage)

The legs and arms of the Darwandir are long and powerful. They can deal out bone-breaking punches and kicks, and will fight unarmed if required, even when facing armored enemies.


------POWERS/EFFECT-------------------------------
HARDEN SKIN: When the Darwandir go into battle their skin hardens to protect them from harm. With adrenaline rushing their joints and muscles stay flexible, while the outer layers turn tough and wood-like. This cellular change is quick and swiftly subsides as the creatures calm down again. The color of their skin shifts a bit when it hardens, towards gray, brown, or green, and may turn dappled, and textured, like the surface of bark.

FINAL RAGE: In a situation where the Darwandir find themselves outnumbered, betrayed, or otherwise near death, they can decide to summon the full power of the inner rage. At such times their entire biology and character transform into a vessel of elemental fury. They quickly darken into the blackest wood, and their horn-like outgrowth lengthen. In their eyes flash the chaos and power of an untamed world, where lightning and violent storms raise the seas and whip mountains into sand and earth. The crude power of the past soars up from their soul and into the living flesh of their current being. This causes a +10 bonus to Strength (and +3 to all damage rolls), + 5 to all attack rolls, and adds 15 to their Magic Power. If the Darwandir still lives when the danger is over, they can never return to their previous selves. They lose all bonuses, but their nature is morphed into a dark sort of beast, with little or no memories of its previous existence. Tired and confused they usually escape far into the deep woods. There they merge with the trees, or join up with orcs or other creatures more similar to their new nature. Needless to say, the Darwandir do not use this power unless they expect to perish.


------DESCRIPTION------------------------------------
Savages with a taste for elegance. That’s what many see when they look at the Darwandir. Tall and graceful, yet with a core of primordial wilderness – a raw essence, that despite the ornaments of culture, howls in unison with the beasts at night.

The Darwandir adore the feast and the dance, but have no desire for the comforts of the city. They are drawn to the arts and the wisdom of the sages, but care little for novelties, and require no empires. Like ancient gypsies, rooted in the soil of the past, they intermingle with modern cultures. Though socially apt, they are restless when far from home. Among the highest of trees they build their huts, but some carve halls in the deep mountains.

They are children of the earth, sprung from the roots of the first trees. Inside of them, the elemental forces have not yet settled. Their skins and muscles must always move, or their bodies will stiffen and turn back into wood. An hour of stillness is all they can endure, before the earth calls them back, and draws them into a state of eternal petrification. Void of sleep and dreams they walk beneath the stars, singing songs of moons and magic.

The Darwandir live in matriarchal tribes. The females are a full foot (30 cm) taller than the males. The men are wilder, but receive no training in the arts and sciences. Most are hunters or warriors, while the women govern the social and political affairs. All Darwandir tribe-leaders, druids, sages, and magicians are female, and most prominent fighters too. These constitute an elite in the Darwandir societies and are called the Darwa’an. The largest tribes are about 500 strong, but many Darwa’an meet up with the elite of other tribes to learn from one another.

A Darwandir must learn at a young age to tame the wilderness within. Even adults regularly fight to harness the ancient rage, forever present in the depth of them. There is no inherent evil to this inner power, but an uncultured directness, that will not succumb to reflection. It screams for absolute freedom and to tear through every obstacle without thought, and without conscience. There are within all Darwandir tribes those who would have it otherwise, and who wishes to celebrate and unleash the dark rage in all of them. The Darwa’an do their best to keep such forces subdued and pacified. The elders teach that the Wild One within serves them well with energy and strength, but unfettered it would destroy them, and turn them into something degraded and demonic.

Managing this yearning is a great part of Darwandir upbringing and education. When a Darwandir loses temper it can be seen not only in the eyes but in their entire appearance. They seem possessed and may mom-entarily turn bestial in their choice of words and actions. In Darwanidir societies this is part of daily life, and dealt with, but in other cultures, these sudden displays of primoridal rage are not always well handled. Most Darwandir quickly return to their normal selves, and make sure to resolve the situation, as well as they can.

Music and food are great sources of pleasure for the Darwandir. Most play some instrument or sing. They keep no pets, and use no steeds or beasts of burden. The Darwanir loath bows, crossbows, and javelins, and will not even throw their daggers. When the time comes to fight they do so face to face with their enemies in a dance of dirt, sweat, and blood. They never wear shoes or boots, and dress light even in the winter. Some wear armor of leather, scales, or horn, but shields, helmets, and suits of steel are extremely rare.

The Darwandir worship the heavenly bodies and various spirits of the earth,. Their magic is based around songs weaved in the forlorn past, and they have great knowledge about all things that grow. They all have black hair, live for 200-300 years, and don’t care much for swimming.


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





© Copyright 2011 - Nicholas Cloister

Thursday, August 11, 2011

Commencing the Faerie Genocide

As you probably have noticed I have no blog-roll here. I barely have any links at all. This is mainly because I want the bestiary clean, but now I'm thinking it would be nice to at least send some traffic back to those places who direct a lot this way. I will place these links in a list called "Benefactors", and update it every two months or so, based on the five websites most successful in directing visitors to RPG CReatures during that time. I will also thank them directly in the text here, which will give them a place/link in the bestiary for a long time to come. I begin this by looking back over 2011 and see that apart from great established forums and art-sites the following five blogs have been most helpful with drawing visitors to RPG-Creatures:

Greywulf's Lair
Quasar Dragon
Storie Di Ruolo (Italian)
Greifenklaue's Blog (German)
Barbarians of Lemuria (German)

Needless to say, any blog or website mentioning or recommending RPG-Creatures, know what they're talking about ; ) and should be worth a visit. Thanks to all of these, and if you don't want to be on the 'Benefactors' list, just throw me an email, and I'll remove you at once.

Creature 44 is one of those weird and unlikely life-forms that remind me of my early days of role-playing. Do you remember when you were young, and your mind was still soft enough to accept deviations from its logical discrimination of reality? You know when you could encounter basically anything in a dungeon, without particular cause, and outside of any credible (stringent) story-line? Do you remember how it was all very magical then? A few years later the Game Master would make sure to install a toilet compartment (of sorts) in every orcs' nest, and remind you that bow-strings turned useless in rain. I guess we are different here, as people. Some of us seem to be very stuck on logic, while others are more open to the strange and inexplicable. If you enjoy the works of David Lynch and Hayao Miyazaki you probably belong to the later kind, and then there is also a greater chance that you enjoy this creature. I would prefer myself to have this strange revelation just show up and have no idea of what it was or where it came from, but since this is a bestiary I have done my best to give it a background and context of sorts... oh, and when I say great thickets, I mean GREAT thickets... and from there I will let your imagination set the boundaries.




≡SARRANATH≡




------GENERAL-----------------------------------------
CATEGORY: Mammal (magical)
TERRAIN: In or nearby great thickets and brushwood
FOOD: Carnivore
AGGRESSION: High
SIZE: 7 feet (210 cm) tall, without facial horns
NUMBERS: 1-2


------CHARACTERISTICS-----------------------------
STRENGTH: 24-30 (2-3)
AGILITY: 7-11 (8-12)
ENDURANCE: 15-20 (5-7)
INTELLIGENCE: 4-9
MENTAL RESILIENCE: 7-11
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 1 (Running x 0,4)
(Multiple is times human speed)

MAGIC POWER: 5-10
(Ranges from 0-100)

HIT POINTS: 25-29 (2-5)
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3 (0)
HEAD: 4 (0)
BODY: 3 (0)

The hide of the Sarranath is tough to withstand the many thorns and nettles of the great thickets in which they move. The facial skin especially is hardened by years of rooting around in the undergrowth, and through thorny magical kingdoms.


------ATTACKS/DAMAGE---------------------------
1 FACIAL TUSKS ATTACK: 2-24 (1-3)
1 BITE: 1-4 (1)
2 CLAWS: 1-8 (1-2)
2 CLAWED HANDS: 1-6 (1)
(If a Long Sword causes 1-8 points of damage)

The giant tusks, or facial blades of the Sarranath are formidable weapons. They move up or down with the jaws of the creature, but cannot be wielded separately. The Sarranath uses these to swiftly penetrate thick shrubbery, and similar faerie hide-outs. The claws are used for more methodical cleansing, and the powerful hands to dig into hidden burrows, or to crush and squeeze the secrets and life out of the Sarranath's prey. With an arsenal of natural weapons the creatures see no real use for crafted arms and tools.


------POWERS/EFFECT-------------------------------
DETECT INVISIBILITY: The Sarranath eyes have turned sharp and can perceive invisible things and creatures with the same clarity as the rest of the world.

SHRINK: Once a day the Sarranath can cast a powerful spell of shrinking, and turn swiftly into a rabbit-sized version of itself. The spell lasts for two hours and may be used without restrictions. The increased vulnerability of this state, means the Sarranath uses this power rarely, and only when it can think of no other way of spotting new faerie rich hunting grounds. (See parenthesised characteristics for small size values.)


------DESCRIPTION------------------------------------
In the greater thickets, where pixies, brownies, and faeries make their kingdoms, there hunt the Sarranath. Once a group of sly trolls discovered that by eating the wee folk, they could extract their magic and reshape it for their own warped purposes. From that day they would feed solely on the faerie kind, and utilized their new enchantments to this very aim. With faerie magic pulsing through their dark blood, the trolls transformed into the Sarranath, and tore through the thorns and brushwood with previously unparalleled efficiency. No longer mere muscular brutes, the Sarranath trolls developed powers of faerie-like mischief and trickery, and new strategies in their hunt for fae flesh.

The magic power of the Sarranath is limited, but they can cast minor spells of concealment and illusion, and produce a variety of magical traps. Still, they delight in charging through the bushes and ripping the fabric of the faerie worlds to pieces. The acquisition of subtler and more sophisticated ways of hunting, have not reduced their trollish nature. Rather, they have turned even greedier and more bestial in their hunger for further faecraft.

The Sarranath live and hunt solitary or in pairs. Competition tears any group apart. They move about on all fours. Being forward heavy, they must use at least one hand for support. The strange petal collars works as partial camouflage, and some Sarranath are all but fully covered in this bodily foliage, which change colors periodically to emulate seasonal flowers and plants.

The creatures sleep in great dugouts close to their hunting grounds. Sleeping inside the thickets would make them too exposed to the faerie powers. They can live for 200 years, and occupy themselves with little but hunting. Faeries are hard to catch and doing so requires the single minded attention and the day long devotion of the Sarranath trolls – who unlike their distant relatives can roam freely in full sunlight.


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





© Copyright 2011 - Nicholas Cloister

Friday, August 5, 2011

Blood Sugar Death Magik

Hey all! The length of the Creature Archive list is becoming decent, I think, and it continues to grow. I suppose the number of visitors should also be, but summer seems to drag people away from their computers... which may be a good thing, all things considered. Do all of these critters a favour and tell someone about RPG-Creatures today. I fear this bestiary is still largely undiscovered, and I have no real idea of how it can reach a wider audience. I can't currently afford sporting it in any of the huge conventions in the US...(which would include besting the Atlantic) though I might try next year. Role-players are either too far apart these days, or the bestiary isn't making enough of an impression to spread mouth by mouth...yet. Oh well, I'll keep the little beasties coming and we'll see. Just don't keep it a secret. ; )

So, where was I? Yes...the blood. Here is an ex-demon that could cause a few troublesome adventures I believe. Anatomically I noticed it has a lot in common with the Con'Laih, but apart from their mysterious backgrounds, and their ability to produce strange energies, and hopping, they have very little in common... wait a minute, that's quite a bit to share. Perhaps they actually are related? Whatever the case, they now share the same bestiary. Here is the Darratha for you! Sweet dreams are made of these...



≡DARRATHA≡




------GENERAL-----------------------------------------
CATEGORY: Reptile (demonic)
TERRAIN: Mountains and caves (Any)
FOOD: Carnivore
AGGRESSION: High
SIZE: 3' 5" - 3' 7" (100-120 cm) tall
NUMBERS: 1-4


------CHARACTERISTICS-----------------------------
STRENGTH: 13-16
AGILITY: 8-10
ENDURANCE: 18-20
INTELLIGENCE: 2-4
MENTAL RESILIENCE: 7-8
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running (hopping) x 1, Swimming x 2
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 14-17
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 5
BACK: 11 (0 without shell)
BELLY: 3
HEAD: 6
FRONT LEGS: 5
BACK LEGS: 3
(If Full Plate Armour is 10)

The overlapping leathery shells, strengthened by bony spikes, that cover the back of the Darratha, give a natural protection like few others in the animal world. Underneath the shields is a soft and feathery structure to protect the Darratha from its own razor sharp physique.


------ATTACKS/DAMAGE---------------------------
1 BITE: 2-5
2 FRONT CLAWS: 2-4
(If a Long Sword causes 1-8 points of damage)

The sharp teeth of the Darratha are short but with its bite comes an infection that few withstand (hard saving throw vs Endurance). The blood of the victim is injected by a demonic bacterium that reproduces and permeates the blood system in two day's time (see 'Powers'). The dagger-like claws of the front legs are used as pointy hooks towards soft throats, or cutting devices, ripping up into the guts from below.


------POWERS/EFFECT-------------------------------
CALLING THE BLOOD: The Darratha usually waits a while before attacking, to scan the state of creatures or beings. The blood of an infected one may be called from afar. The Darratha can produce a third magical eye hovering between the horns of its back. Within sixty yards (54m) this eye can pierce into the body of the infected and control the blood in the victim's vessels. To uphold this abysmal magic the Darratha must remain focused. Attacks causing more than 2 points of damage will thwart the call for the round to come, and keep the creature busy defending itself. When successful, the magic will generate a great increase in the blood temperature, and cause an instant fever in the infected targets, affecting all within range with a -4 penalty on all rolls. The Darratha may use a second undisturbed round to further this power, and cause arteries to blow from within (causing 2-8 points of damage). A third round will suffer the heart of all victims to explode and blood to burst out through all orifices. A successful roll vs Endurance may stall this graphical finale for another round and reduce the effect to another 3-9 points of internal damage. If the Darratha is disturbed the call fails and the blood is immediately returned to initial temperatures. It may also deliberately keep the effect low to force or control its targets. The Darratha can use this power at will, but unless the bacteria have had two days to reproduce the call will cause nothing but a warm and uneasy sensation. The infection only spreads further if the blood of a victim is intermingled with another's. An exchange of saliva, or other intimate ways of relation are not enough, as the bacteria never reaches these bodily fluids, as it does in the Darratha.


------DESCRIPTION------------------------------------
When the Darratha are young they are limbless. Born in the waters of cold subterranean lakes, they swim around like armoured ray-fish for some years before they crawl ashore. There they develop legs and haste through the tunnels and mountains like curious dogs, but hopping, in a more rabbit-like fashion. Restlessly they hunt and eat, killing indiscriminately, and eventually, leave to examine the greater world.

Ages ago some Darratha young are said to have entered into this world from the dark waters of the Abyss, finding a passageway of sorts, leading eternally upwards, until it connected with water-filled caves far beneath the weight of ancient mountains. Now, folklore proclaim, they are trapped like misfits in a landscape foreign to them – lost in regions too bright and lush for their nature.

With senses always alert to the smell of evil, seeking eagerly for a trace of their cradle, some Darratha mysteriously manage to find a master to guide them. Several adept mages of demonology and necromancy have found a Darratha waiting on their doorstep, anxious to be led, submitting to the role of familiar, for guidance, for company, or a hope perhaps of one day being channeled back into the depths where they once dwelt.

These creatures have been closely connected with death in several cultures, and the way they often stand still at a distance watching, with a blood red gaze piercing the darkness, has a fearful impact on most beings. They have served many dark powers through time, and have a deservedly bad reputation. Seeing a Darratha in the streets typically means trouble. Wicked men have used their saliva to contaminate drinks, and water-supplies, and one infamous cleric went as far as breeding a small army of them in great tubs of copper beneath his temple, in an attempt to control his unwilling disciples.

The layered shields of the Darratha are highly flexible and shift as soon as the creature moves its head or bends its double spine. The front legs grow a softer but similar structure as the creature matures, while the back legs remain comparatively bare. Along the back of the creature are flexible needle tubes full with the red venom that is also abundant in the saliva of the creature, when it attacks.

Darrathas hiss and produce unsettling rattling sounds with their back-shields, but have no advanced means of communication. They live for 30-40 years and return into the mountains to breed and lay 4-6 eggs in lakes hidden to most. No one has ever seen them asleep.



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





© Copyright 2011 - Nicholas Cloister

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

Tuesday, June 28, 2011

Extinct reptile cheats death

Before you read any further, please quickly answer the simple poll to the left.

I'd like to get a better image of the visitors to this blog, and how it is currently being used. Have you answered that poll yet? ; )

If you have, you may continue with intact conscience and expand your dreams with the once beautiful Enjirachs, and ponder how to expose your players (if you have any) to their unforgotten urge of revenge. Before I leave you with their hooks and teeth I'd like to humbly remind you of the poll to the left... and say that if you think of purple as a girly colour, you may now reconsider your disposition. Purple is the colour of the Sahasrara (crown chakra) and is, in some traditions, understood as the gateway to sexless, non-dual Eternity. As any Enjirach would tell you; Death is not the end.



≡ENJIRACH≡




------GENERAL-----------------------------------------
CATEGORY: Undead
TERRAIN: Ruins and caves
FOOD: (Carnivore)
AGGRESSION: Very high
SIZE: 8 feet (240 cm) tall
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 21-27
AGILITY: 10-15
ENDURANCE: 22-25
INTELLIGENCE: 3-4
MENTAL RESILIENCE: 7-11
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 1,5
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 27-33
(If a human commoner has about 11 hit points)


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

The Enjirachs have no no skin or natural armour left to speak of. The rare specimens with richer patches of feathers left, may keep 1-2 points of protection on certain parts of their bodies.
The bones of the creatures are unusually hard, and can stand quite a substantial amount of damage before breaking apart.



------ATTACKS/DAMAGE---------------------------
1 BITE: 1-10
2 HOOK CLAWS: 1-12
2 CLAWED KICKS: 1-8
(If a Long Sword causes 1-8 points of damage)

Though dead, the force of the Enjirachs' natural weapons have kept their former strength, and are used with great skill and ferocity. The magical life-force of the creatures moves their skeletons as if invisible muscles were still surrounding their ancient bones.


------POWERS/EFFECT-------------------------------
FEATHERS OF LIFE: The main life-force of the Enjirach was not located in the heart or the brain, but rather in its legendary feathers. Touching a single feather of the Enjirach reptile will restore several hit points and heal minor wounds, with no scarring. A night in a full bed of them can restore a two day dead person to life, with no observable traces of death. If the corpse is older still, minor brain damage, or more severe zombie-like side effects are probable. Torn off the Enjirach, the feathers fade after 10-20 healing touches, or 2-3 times of full resurrection. They then lose colour as well as their power to heal. If untouched by injured beings the magical feathers will last forever, and are easily preservable. Naturally, they are extremely rare.

The undead reptiles can heal themselves (or others if so inclined) by simply caressing themselves with their remaining feathers. The skeletal structures of bones will become whole again as long as they are held together and not completely crushed. 2-6 hit points are restored automatically each round as long as some feathers are still attached to the Enjirach. When the hit points of the creatures reach zero they are considered damaged enough to go still. However, if not properly destroyed, or stripped of feathers, the beasts may rise again the next day.



------DESCRIPTION------------------------------------
Once great feathered reptiles walked the lands. Purple and proud, their plumes played in the wind - a spectacular impression of beauty on the green prairies where they hunted. It is said the grazers were drawn to these displays of colour, like moths to light, and that the Enjirachs could feed with little exertion, as they took down the enchanted prey with hooks and jaws of dreadful power.

Men had killed these creatures for the beauty of their feathers alone, but when they learned of their life-giving power, the fate of the Enjirachs was sealed. In less than a century the last living Enjirach was slain and stripped of its purple treasure. Despite the value of the Enjirach feathers, some creatures were sloppily plucked. When the sacks were full, the hunters cared little for the last remaining feathers. Why spend the strength it took to rip these out of the bone, when they had all the gold they would ever need anyway? Also, some creatures managed to escape. When considered dead, the bird-like reptiles simply rose half stripped in the night and ate their sleepy captors.

The remaining Enjirachs cannot naturally die. What few feathers they retain keep them alive, but are not enough to restore them to a life of breathing. A long time ago their flesh fled their bones, and cold blood dripped out of dissolving veins. Flies and worms took care of the sinews and left-overs while their hardy skeletons stayed erect and mobile, enforced and animated by the magical power of the feathers.

Thus they hide, ashamed to display themselves in the open air. Lurking in places where a glimpse of sunlight is still available, they welcome all chances to take down the two-legged creatures that caused their living death. Patiently they harness their wrath, intelligent enough to know with certainty, that in time, people will enter their hide-outs, for shelter or curiosity, often in small groups, easily slain and devoured. Yes, eaten, not for the sake of nutrition, but for a taste of the old days, and for the humiliation of those still watching.

A few terrible stories however, speak of Enjirachs still surprisingly rich in plumes, which by stroking their kills with their remaining feathers, restores them to life only to slay them again. In such a way they keep them imprisoned in a limbo of pain, re-enacting their retribution until there is nothing left of the body to revive.


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





© Copyright 2011 - Nicholas Cloister

Wednesday, June 22, 2011

Chased by Bad Balls of Magic.

Midsummer, a great festival here in Sweden, is soon upon us. But before I enter into the halls of herring, fresh potatoes, sour cream, chives, beer, snaps, and strawberries (typical Swedish Midsummer dish) I release the Gendrohka. Let it enter your imagination and allow it to shape some exciting new adventures. I see a lot of potentially entertaining, and perhaps even humorous situations coming about with their special kind of magic.

Perhaps it all starts with the rumours of a poor but charismatic healer, that roams the street of a desert town? Maybe the mayor of this place is sick and sees an opportunity to become well? Who could possibly have known the source of the healers power? Who could have foreseen his influence in the halls of power? Why was the Gendrohka later invited into the very midst of political schemes? How come the King himself was willing to bargain with these monsters? Why has he now locked himself into his heavy door chamber, frightened to emerge? Why are there hundreds of flying spheres encircling the palace? Did this all happen before the players got involved, or did they come into contact with the healer before it all started? What made that man meddle with the old magicians in the first place? Is his daughter still, at this moment, held prisoner beneath the sand... in the lowest pit of the inverted tower? Or was he perhaps only tempted by the power? After all, people were charmed beyond belief by his new-found piety. It shone, didn't it? It embraced him in a warm aura of healing light. To change the world for the better? Isn't it worth at least some kind of sacrifice?



≡GENDROHKA≡




------GENERAL-----------------------------------------
CATEGORY: Magical
TERRAIN: Deserts and dry areas
FOOD: Carnivore (barely eats)
AGGRESSION: Normal to high
SIZE: 5-6 feet (150-180 cm) tall
NUMBERS: 1-6


------CHARACTERISTICS-----------------------------
STRENGTH: 6-9
AGILITY: 3-7
ENDURANCE: 5-11
INTELLIGENCE: 6-9
MENTAL RESILIENCE: 9-15
CHARM: 1-2
(If stats of a human ranges from 3 to 18)

SPEED: Running x 0,5
(Multiple is times human speed)

MAGIC POWER: 30-40
(Ranges from 0-100)

HIT POINTS: 17-25
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 5
HEAD: 2
BACK: 12
BELLY: 3
LEGS: 3
ARMS: 2
(If Full Plate Armour is 10)

The main body of the Gendrohka is covered by a thick iron-like shell, and the rest is reminiscent of a fish left to dry in the sun – a ridgy sort of skin, glimmering in some places, and pale dead in others. Its lower legs are strengthened by further segmented shell growth.


------ATTACKS/DAMAGE---------------------------
2 SHARP DIGITS: 1-3
1 BITE: 1-6
1 KICK: 1-4
(If a Long Sword causes 1-8 points of damage)

The Gendrohka can kick, bite and claw, but usually avoid physical combat. In close encounters they try scratching and stabbing their enemies with their umbrella-like “hands”, but may also use their teeth.


------POWERS/EFFECT-------------------------------
HALO MAGIC: Though weak of intelligence, the Gendrohka possess the innate power of halo magic, and can produce a wide variety of spells which affects the “wearer” of the weakly luminous sphere(s). The halos are created in a field of energy between the pointy digits of the Gendrohka and released immediately into the air. Flying by themselves they seek to immerse the head of the intended target. They move swiftly but cannot keep up with a running human being. However, once created, a halo will not dissipate unless dispelled, and it will continue to chase its target for as long as it remains. A halo is unable to pass through walls, but thinner obstacles like armour and shields will not hinder it. It can sense the location of the designated being or creature wherever it is, and will move ceaselessly to attach itself to its head. Once the head is embraced, the halo stays in place until it has run out of energy, or is dispelled. The Gendrohka can produce halos that seek out the nearest possible life-form, and they often create halos for their own personal use. The number of spells/halos possible per day depends upon the power of the individual creature. Common spells are mind-warping, draining, protective, and strengthening halos, but all spells that affect a single being (the wearer) may be infused into a halo sphere of magical energy. Powerful halos tend to have negative effects upon the wearer's vision. Up to three halos may be operative at once. Further spheres will circle the target until any worn halo is drained.

GLOVES OF UNMAGIC: The strange anatomical constructions of elongated bones and membrane that are the Gendohka's hands are flexible and used to parry and disarm all forms of visible magic aimed at the creature. Like antenna these giant “gloves” attract and captures all bolts, balls, missiles, beams, breaths, and darts of magic aimed at the Gendrohka. All such low level spells are immediately dispelled. The effect of all mid-level spells are reduced by 50%, and high level spells are weakened by 30%. This applies to effect as well as range and duration. The creatures must be able to see the spell in order to parry it, but need to do little more than to raise a glove in order to capture and weaken all spells directed towards them. With appropriate spells the energy may be collected and reshaped into a halo sphere and thrown back towards the caster.


------DESCRIPTION------------------------------------
As the mystics and wizards of the old desert cultures invoked the powers of rain and water, something vile and hideous stumbled out of the sea in answer to their rituals. A strange species, made by the deities of the ocean, sat foot upon the dry lands, and brought a new kind of magic with them.

The Endrokk, later known as the Gendrohka (Sea Warlocks), produced for the people of the desert powerful spheres of magic. Like halos these surrounded the heads of the natives and made them immune to thirst and hunger. Immersed in the translucent orbs, their minds were eventually thrown off balance, and the Endrokk seized control over the lands. These new rulers from the sea were later overthrown, but some remain in hidden communities, in the remote and dry areas of the world.

The Gendrohka are immortal. Spawned from dark divine magic they cannot die by age. They may be weakened by lack of food, but need no water, and will go on living until physically destroyed. The small groups that remain cave out upside-down spiral towers in the sand or dry earth to protect themselves from undesired attention. What they want or seek is unknown, but once in a while they leave their lairs to attack caravans or remote villages. It is believed they search for opportunities to enslave and lay beneath them greater areas of culture, but in the meantime they surface now and then to investigate the state of the world, and to unleash some of their dark magic. Others claim they are just the sorry leftovers from an ancient plot, unable to retire or perish, and with no remaining purpose or aim to guide them.

The vertical horn on top of the creatures' shells is a spike of power which can pierce and destroy undesired halos directed towards the Gendrohka themselves, and other halos which they no longer desire. On two feet the creatures walk bent over like old men, often supporting themselves on their long digits. They have a vacant sort of look but are well aware of their surroundings. Always silent, and without speech, they produce halos of telepathy to communicate with other beings. Pitch black blood fills their veins, but hardly run at all, so the creatures barely bleed when wounded. A mysterious sort of air surrounds these creatures, which radiate a sense of antique magic and living death.

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





© Copyright 2011 - Nicholas Cloister