Showing posts with label ocean. Show all posts
Showing posts with label ocean. Show all posts

Monday, April 4, 2011

The silent slaughters of the sea

The flu, which peaked two weeks ago, has yet to let me fully out of its grip. Reality presents itself behind a hazy layer of "tired heavyness", but I know it has to yield some day soon.
Speaking of soon, I can now confirm that I will spend much of this year teaching (Multimedia, Media Communication etc), and I start in May. This will make RPG-Creatures slow down, but new creatures will continue to show up, now and then. Bread, I here, is more vital than imaginary beasts. ; )

To be honest, I will enjoy another round in the class rooms. Freelance illustration can be a bit too solitary in the long run. Schools, though not always the most stimulating of places, do at least present a certain movement, and faces of real animated flesh. A Crombhala would move eagerly through the corridors...




≡CROMBHALA≡




------GENERAL-----------------------------------------
CATEGORY: Crustacean
TERRAIN: Salt water
FOOD: Carnivore
AGGRESSION: High
SIZE: 7 feet (210 cm) tall
NUMBERS: 1-12


------CHARACTERISTICS-----------------------------
STRENGTH: 17-23
AGILITY: 5-11
ENDURANCE: 15-21
INTELLIGENCE: 2-3
MENTAL RESILIENCE: 5-7
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 0,5 (In water x 2)
(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: 7
BODY: 8
BELLY: 3
LEGS: 7
HEAD: 7
(If Full Plate Armour is 10)

The exoskeleton of the Crombhala is tough, and gives good protection. The belly is softer and vulnerable to spears and long swords.


------ATTACKS/DAMAGE---------------------------
1 BITE: 1–6
2 HOOKS: 1-8
(If a Long Sword makes a damage of 1-8)

Though equipped with four powerful legs, the Crombhala is too heavy to use these for kicking.


------DESCRIPTION------------------------------------
The Crombhalas are hunter-scavenger creatures that have specialized in attacking surface-swimming prey. Their antennae are sensitive and pick up all surface disturbances, even in the unsettled waters of storm. They generally keep to the shallows, where from the bottom they can strike upwards to penetrate the creatures and small vessels above. The spikes on their heads are only used for the initial surprise and puncturing. The hooks and and the hideous mouth are their primary tools of killing.

Rarely do they venture on to the shore, but can breath air without problem. The heavy bodies of the creatures slow them down on land, so they only briefly come out of the water. Stranded whales and other feasts, may tempt them to linger.

The beasts are ferocious and hungry by nature. They rarely miss a chance to feed, and do so with great fervour. When there is no large prey or carcass about, they move around very slowly to save energy, and lazily pick a snack or two in the form of clams and starfish from the bottom. As winter comes, and sheets of ice claim the coastline seas, the Crombhalas seek out warmer areas, or move temporarily into the unknown depths of the ocean.

In stories and myths Crombhalas are mainly known for their eyes. These are unique constructions whose outer layer is hard as glass, and whose interior liquid is a mystery. Sorcerers have found that by gazing into these globes, one may witness long and clear episodes from the life of the Crombhala to which they belonged. The creatures are thought to preserve memories inside their organs of vision. Staring into the eye of a dead Crombhala is not an activity suited for the weak-minded and sensitive. The memories emerging are mainly the highlights of killing and feeding, and some say the mood and blood-lust of the Crombhala is somehow communicated through these biological “crystal balls”.

According to some scriptures, there are complicated rituals, in the case that one manages to steal away with a single eye of a living Crombhala, that enables the gazer to gain access to the live sight and mind of the giant crustacean, and thus control the beast through telepathy.

The creatures grow to be several centuries old. In some cases their eyes have revealed the locations of wrecked ships, taken down long ago by groups of hungry Crombhalas. Though events like these are rare, and the crustaceans typically hunt alone, they are not unheard of. Once dozens of small holes are made in the hull, the creatures clamber up the ship and gunwale to come down upon the crew. As they attack they cough out water and let out series of course and loud hissing sounds. In the sea, they kill silently.





© Copyright 2011 - Nicholas Cloister

Monday, February 28, 2011

Mating with style

Not a lot on my mind today, so I'll just go ahead and introduce the next creature. Straight from the sea, here is the...




≡ELIJINN≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Salt water
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 13-15 feet long (4-4,5 m)
NUMBERS: 1- 4


------CHARACTERISTICS-----------------------------
STRENGTH: 26-32
AGILITY: 22-25
ENDURANCE: 22-25
INTELLIGENCE: 8-10
MENTAL RESILIENCE: 12-15
CHARM: 5-8
(If stats of a human ranges from 3 to 18)

SPEED: Swimming x 8
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 28-36
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2
BODY: 2
HEAD: 4
FRONT FINS: 3
FINS/MEMBRANES: 0
(If Full Plate Armour is 10)

The body of the Elijinn is covered by a smooth thick skin, that is adapted to existence in the water. The translucent membrane-like fins are easily damaged, but held together and run through with coppery threads or veins, which are thought to generate the density altering power of the creature (see 'Powers')


------ATTACKS/DAMAGE---------------------------
1 SPEAR TOOTH: 1 – 12
1 BITE: 2-6
(If a Long Sword makes a damage of 1-8)

The Elijinn hunts by piercing large prey with its spear-like protrusion, which is a tooth. Smaller fish are bitten and swallowed whole.


------POWERS/EFFECT-------------------------------
ALTER DENSITY: Six times per day, and swiftly by will, the Elijinn can alter the density of any dead matter within 100 yards (90m) in all directions. They can affect small and specific parts of this area or the entire radius at once. The power can make air dense enough to swim in, and turn rock soft as clay. It can transform the ocean into holes of air, and make swords drip away while still cold. There are some limitations. Solids cannot be made as thin as air, nor liquids transmuted into solids. The power lasts for up to two hours, and when it ends all matter return to its normal density, sometimes more or less deformed, of course.


------DESCRIPTION------------------------------------
The Elijinn are very powerful creatures with dolphin-like mentalities and mysterious aims. Most of their lives they swim around in the sea hunting shark, which is their favourite source of energy. But now and then they enter periods, in which their behaviour greatly alters. At those times they act individually and pursue interests that look highly personal, random, or even political.

It is believed that the lunar cycle is somehow involved in these rather sudden mental transformations, and that periodically dormant parts of their brains turn active. When it happens some of these Elijinn start interacting with intelligent subsurface beings, and they become generally curious about the affairs of fishermen, other species, and the strange cultures that can be found in the deep seas, and even those above occasionally. One story tell of an Elijinn which rose up out of the water, swam through an entire city, turned the walls of a castle into jelly, and passed right through them. Apparently it soon came out with a mermaid that was held captive there, and returned with her to the sea. Most of these stories imply a care for ocean life forms, and many relate of strange interventions in events to which the Elijinn had no clear connection.

The most spoken of phenomena, and the one that the Elijinn are mainly known for, is the fantastic dance of mating. The pair involved ascend high into the air, typically in the light of a striking sunset or the vivid backdrop of aurora borealis. There they move in a dreamlike, slow, and harmonious dance that lasts for well over an hour – a performance portrayed in many poems and works of art through the ages.

The incredible power these creatures hold over density, and use basically at will, leave them few natural enemies. Surprise is the only weapon against these Ellijin, and even then they are not easily overcome. Their lives last for about two centuries, and they pose little harm, unless unfriendly action is taken towards them, or some of their hidden agendas. The females are slightly smaller than the males, and the young are thought to be brought up in the true depths, away from the eyes of others.

The sounds of the Elijinn are complex combinations of high tones, that range from lively to soft and gentle. They don't jump like dolphins, and do not leave the water unless they have specific reasons.




© Copyright 2011 - Nicholas Cloister

Monday, December 27, 2010

Polar panic as ice bursts open

RPG creatures celebrated its first year of existence on the 12th of December 2010. With this creature included it makes for a little less than one new creature every two weeks. That is not bad, though two new creatures per week is more of the speed I'd like to see on this.
26 457 visits was registered during year one, and 9 415 of those are from revisiting users.

No one can tell what 2011 holds in store, but I hope to find the time and resources to keep this bestiary growing. In line with the theme of the snow and ice here in Sweden I'm ending this first year with a polar creature. This one deserved a visual background and context, not only to fill up the page, but also to make the thing believable. When interacting with a world and put in realistic lightning even the strangest of forms can come to life... with some luck, and a lot of your imagination. ;)

Happy New Year! To all of you.

/N Cloister



≡BHORDA≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Cold water (salt and brackish)
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 23 - 30 feet long (7-9 meters)
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 30-45
AGILITY: 10-12
ENDURANCE: 18-22
INTELLIGENCE: 1-2
MENTAL RESILIENCE: 3-5
CHARM: 1
(If stats of a human ranges from 3 to 18)

SPEED: Running (Crawling) x 0,5 Swimming x 8
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 40-50
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 5
HEAD: 2
BODY: 5
FLIPPER ARMS: 5
(If Full Plate Armour is 10)

Underneath the hardy skin of the Bhorda is a thick layer of blubber, keeping it warm and protecting its vital parts. The creature is insensitive to cuts and damages to this outer layer of fat. Daggers and short axes will do little or no harm to it, unless directed specifically at the head and eyes.


------ATTACKS/DAMAGE---------------------------
1 BITE: 2-8
2 FLIPPER MAULS: 2-12
(If a Long Sword makes a damage of 1-8)

The Bhorda's favourite way of hunting is to swim with full speed from below to crash through the ice with its bony flipper ends first. The prey, surprised and often stunned by the attack, is then mauled unconscious and usually swallowed whole.


------POWERS/EFFECT-------------------------------
ICE BREAKING SONG: In areas where the ice is too thick for the Bhorda to penetrate, the creature can apply a deep and extended bellowing roar to create cracks in the ice and break it open. The vibrations of this sound are powerful but must work on the ice for some time before it comes apart. Surface instability can be felt from above, and a deep eerie song is audible even through thick layers of ice.

JET OF WATER: As the Bhorda surfaces it can apply a single jet of water to throw down prey fleeing from the scene. Out of the water the creature is slow, and the jet is often its only chance to bring down prey still standing after its initial strike. The creature can not keep the water inside while breathing, or eating. It must be shot out as a jet or simply let out, before any serious manoeuvres are undertaken on land. The jet can reach up to 30 feet (10 meters) from the Bhorda. If the water is icy cold the shock itself might bring the target to the ground. In either case a successful agility roll is needed to stay on foot. The jet is shot out through the inner and very pliable mouth of the creature.


------DESCRIPTION------------------------------------
Though the head and flippers of this creatures are very unlike the rest of the family, the Bhorda is a great seal. Huge and monstrous it can crush and consume a walrus without much problem, and hunts basically all life-forms on and underneath the ice. It spends most of its time in the cold polar waters but may venture anywhere in search for food. It will survive no more than a week outside of water, and must breath air at least once an hour.

Bhordas have occasionally treated ships as if they were ice, and swam straight into them, breaking great holes in the hull. The inner worm-like mouth can be extended 10 feet (3 meters) from the creatures, and have ripped out members of the crew before anyone really knew what happened. As the Bhorda leaves, cold water starts flooding the vessel, normally resulting in a lot more food for the seal.

In all cases, the element of surprise is the Bhorda's main tactics. The back flippers of this creature have merged completely into a large fin and it can generate impressive speed under water. Once on land it is comparatively clumsy and will only leave the ocean to pursue wounded, or confused animals, out of reach from the shore or hole.

The clawed tentacles on top of the creature's head can be moved to some extent, and are used mainly to ward off birds from the head when the Bhorda basks a few hours in the seasonal sunlight. Its skin ranges from red to black and is often speckled. Its scent is similar to that of other mammals of the sea, and the grunts and roars let our when on land have a complainant tone.

The Bhorda live for over 500 years and mate only once a century. The long life span has granted it a special reputation in folk medicine, claiming the rich fat to hold life-extending powers and to preserve the youthful qualities in skin. It may seem absurd in the ugly face of this beast, but some queens have ordered great hunts on the Bhordas and had royal alchemists produce anti-wrinkle ointments of beauty from their blubber.

Apart from the rare events of reproduction the Bhordas move about alone, and stay well away from other members of their species. They are nevertheless feared greatly by the seamen of the North and tend to keep ice skaters away from frivolous escapades on the open sea.



© Copyright 2010 - Nicholas Cloister

Monday, May 24, 2010

Smells like the ocean turned bad

Here is one of those creatures that I think can suit a variety of settings. I can see it working quite well in fantasy, horror and sci-fi worlds alike. In my eyes it is quite disgusting, which means I like it..., and though it may not be one of those creatures oozing with mystery and fantasy, I think this is one of my personal favourites so far. What do you think?

It may be that when I categorise these creatures they end up in a group that they shouldn't be in from a strict and scientific point of view. Though, in a fictitious world these categories may differ and be wider than in our own. At least that is how I think of it. When I decide that this is a crustacean I do so because it reminds me of one. In any case, it is not a mammal. Though intelligent beyond any crayfish you have ever eaten, you should think of a monstrous alien crab when you imagine it in action.




≡CALMOROCK≡




------GENERAL-----------------------------------------
CATEGORY: Crustacean
TERRAIN: Salt water coasts
FOOD: Carnivore
AGGRESSION: Normal to high
SIZE: 7 - 8 feet, (210-240 cm) tall
NUMBERS: 1-10


------CHARACTERISTICS-----------------------------
STRENGTH: 24-32
AGILITY: 6-10
ENDURANCE: 17-20
INTELLIGENCE: 2-5
MENTAL RESILIENCE: 2-8
CHARM: 0
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 22-32
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 9
HEAD: 6
ARMS: 7
LEGS: 7
BACK: 12
CHEST: 10
"TAIL": 11
(If Full Plate Armour is 10)

The main body of the Calmorock is held together by a hard exoskeleton that makes it very hard to kill. The limbs are bony and very tough, but lack the outer protection of the torso and back. The weakest point is the head, which the creature holds high to keep it away from the danger.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2-6
2 SUCTION CUP SLAPS: 2-4 (+ sucking damage)
1 BITE: 1-4 (Normally not used in fighting)
(If a Long Sword makes a damage of 1-8)

The Calmorock uses its front and hind legs to skillfully seek out food hidden in sand and crevices. In combat it may position itself on the hind legs and use the front ones for powerful slaps. When a suction cup hits unprotected skin it will inflict and extra 2-4 points of damage, while ripping the skin and flesh off the bone. The cups will attach to plate armour like ticks to hide, and drag opponents off their feet (dexterity/agility saving throw). Unless the creature willfully lets go there is no other way of seperating the cups from a smooth surface than cutting them off. When badly injured the Calmorock will seek the sanctuary of the ocean.


------DESCRIPTION------------------------------------
The Calmorock is a wandering creature. It has no lair or area of choice, but follows the coastline ever onward in search for food. It prefers the rich and easy spoils of the sea, like wounded seals or stranded whales, but will eat anything it can get hold of. All kinds of flesh, alive or dead, fresh or rotten, is consumed with great fervour.

Though not very quick or agile the Calmorock can move over basically any terrain. Its strong fingers and suction cupped front legs enables it to haul itself up most surfaces. With great patience it slowly empties all nooks and hollows from life, seemingly unmoved by changes in climate or weather. Houses situated near the sea is treated no differently than any coastline cave, and the life forms within will be caught and devoured if possible.

When in water the creature walks on the bottom, but can swim, if a bit awkwardly. They use the water mainly as a means of shelter and as a place for reproduction. If the short coastline of smaller islands turn out to hold little food the creature moves on by clever means to more promising shores. By attaching itself to larger beasts of the sea, or to the underside of great ships, it picks up a swift ride to new and richer "pastures".

While the Calmorock tend to move about in families of 3-10 creatures, they have no trouble surviving on their own. In frozen and lifeless regions they turn on each other to survive, and typically the young are killed first. The creatures are often detected from a distance by their smell, which can be recognised from miles away, and is reminiscent of fish and seaweed left to decompose in the sun, but with a sour strength that no Calmorock-free shore can offer. They live for about twenty years, have a dark and bluish blood, and those who know how to get rid of the smell, can use parts of their exoskeleton as rather light-weight and efficient armour.



© Copyright 2010 - Nicholas Cloister