Showing posts with label beasts. Show all posts
Showing posts with label beasts. Show all posts

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

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

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

Wednesday, May 18, 2011

The Strength of a Beast

Hi again! If you read this, you didn't ditch the blog due to the long wait since the last creature, which means you probably enjoy fantasy beasts to some extent. This time I present a non-exotic kind of creation, where by small means I have tried to come up with something interesting. I am very attracted to the forest creatures of the northern temperate zone (moose, deer, rabbits, wolves, squirrels etc). They have something mysterious in common, I think. Watching them on a misty field in the morning, in their grey-brown attire, just infuses that fantasy vibe in me. It is easy to picture small differences in their natural anatomy, and turn the entire scene into a fantasy world right there. Just some minor tweaks to what you are used to, and that could be it. Of course, on a still digital picture, this magic is a lot harder to bring about. I'm not sure I have succeeded at all here, but in any case I like the Nothnock.




≡NOTHNOCK≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Mountains and highlands
FOOD: Omnivore
AGGRESSION: High
SIZE: 5’ 4” (160 cm)
NUMBERS: 1-10


------CHARACTERISTICS-----------------------------
STRENGTH: 25-30
AGILITY: 10-15
ENDURANCE: 18-22
INTELLIGENCE: 2
MENTAL RESILIENCE: 2-6
CHARM: 1-2
(If stats of a human ranges from 3 to 18)

SPEED: Running x 2, Climbing x 5
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 25-30
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
BODY: 3
HEAD: 2
(If Full Plate Armour is 10)

The hide of the Nothnock is unusually thick and hardy, and the creature is extremely insensitive to pain.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1–3
1 BITE or TUSK ATTACK: 1–6
(If a Long Sword causes 1-8 points of damage)

The Nothnocks prefer to come charging down the mountainsides, or to jump down upon their prey from higher grounds. Though very strong from a firm position, they try to benefit from their great mass when charging. They are good climbers but take advantage of their rock-like bodies, for camouflage, when hunting quick and agile animals like mountain goats and monkeys.


------POWERS/EFFECT-------------------------------
MUSCULAR GROWTH VIRUS: All Nothnocks are born with a potent virus which disrupts the hormonal balance and causes severe growth of muscle. This virus halves their natural life span, but has been part of their biology for countless generations. Their bodies are hard and resistant, which suits their violent life-style and the tough terrain of the mountains. The Nothnock's teeth, tusks, and claws may cause infection and result in uncontrolled muscle growth. During a couple of weeks the strength of the victim is increased by 2-5 points. With this change of physique follows a greater tendency for violence and weakened mental resilience (-2). All effects are permanent, and to all knowledge incurable. The virus seem to have no contagious power in other life forms.
Some barbarian mountain tribes has been known to seek out and fight Nothnock beasts in rites of initiation The men of these tribes usually die young or return physically stronger.



------DESCRIPTION------------------------------------
In Nothnock groups and families fights are regular events. Both males and females resolve even the smallest of conflicts through bloody battles. Often entire groups engage in King of the Hill-like brawls. These are fierce and may end in the death of several group members. Though powerful creatures of the mountains, Nothnock groups rarely grow beyond ten members.

The creatures are omnivores but prefer freshly killed meat to cadavers, mushrooms, roots, and vegetables. They hunt in teams when possible and can plan and synchronise attacks well, despite their short-tempered violent nature. During the sun of day they tend to rest in great caves, and like to move about and seek out food from dusk to the early hours of morning. Nothnocks are territorial creatures and rarely move further than 12 miles (19 km) from their main lair.

Young Nothnocks grow up quickly, and reach full maturity in less than two years. Attempts have been made to tame them, but few have succeeded. The foul smell and loud growls of these creatures make their company undesirable, even when they're not attacking.

The Nothnocks recover quickly from injuries. This might have something to do with the virus, but no increase in the rate of healing have been spotted among other infected life forms. Some Nothnock specimens are said to have regenerated lost limbs – a rumour which has made the species interesting to physicians and other healers. Many of these creatures are more or less dressed in scars, and must have some powerful resistance to infections. With all the battles among themselves, more Nothnocks should be seen limping or disabled, but such creatures are only rarely reported.

The cold air of northern highlands suit the Nothnocks perfectly. They stay out of forests and they can't swim. Like bears, they can still be found catching fat salmon from the rivers, and looting eggs from the nests of birds. They chase the agile foxes down the slopes, and they terrorize the goblins, when they emerge from their tunnels in the mountainsides.

Nothocks live to be 25 years old. They are grey to brown in colour, and partly furred. Their hands and feet are dexterous tools, and their bodies are pure strength. They move about in a gorilla-like fashion, but are more closely related to boars.





© Copyright 2011 - Nicholas Cloister