Showing posts with label winged. Show all posts
Showing posts with label winged. Show all posts

Thursday, August 26, 2010

Birds interfere in human politics

After a terribly long break of concept work, parental leave, and a spiritual retreat, I'm very happy to be back here. As I wanted to get started right away, I pretty much let the brush decide this time. What showed up was this mythological-ish creature. Perhaps not the most useful of beasts in all campaigns, but as I liked the mood, I had to go through with this one.

Not much more to say really, more than that I'm thankful that there are still some of you returning to check out this blog, despite the long break. I cannot make any promises for the future, but for sure, I'd love to see more creatures here! :)

Cheers!




≡DHONDOROS≡




------GENERAL-----------------------------------------
CATEGORY: Ethereal Power
TERRAIN: Any (The Ethereal Plane of Existence)
FOOD: Ethereal (spirits and souls)
AGGRESSION: Controlled
SIZE: 8-9 feet (240-270 cm) tall
NUMBERS: 1-5


------CHARACTERISTICS-----------------------------
STRENGTH: 23-25
AGILITY: 14-18
ENDURANCE: 18-25
INTELLIGENCE: 18-25
MENTAL RESILIENCE: 18-25
CHARM: 11-12
(If stats of a human ranges from 3 to 18)

SPEED: Running x 4, Flying (eagle x 5)
(Multiple is times human speed)

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

HIT POINTS: 40-60
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 4
HEAD: 4
BODY: 4
LEGS: 3
ETHEREAL TONGUE: 0
(If Full Plate Armour is 10)

The material body of the Dhondoros is covered with thick hide and feathers, giving it sufficient protection when in physical form.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2-8
1 BEAK: 2-6
(If a Long Sword makes a damage of 1-8)

The Dhondoros never attacks with its bodily weapons, but may occasionally defend itself with these physical means.


------POWERS/EFFECT-------------------------------
ETHEREAL COMMAND: The Dhondoros has the power to speak words of command through the ethereal dimension. On the material plane this voice is loud, deep and bellowing. Here it contains no words, but on the ethereal level it reaches into the souls/spirits of all within the range of sound. It commands obedience. Unless a tough mental resilience roll is passed, all beings and beast must follow. These commands are never complex, but stay in the line of “listen”, “halt”, “turn back”, “go home”, “yield” etc. This power may be used three times a day.

ETHEREAL WALL: Once a day the Dhondoros can conjure forth an ethereal wall, stopping all ethereal bodies (and thus the corresponding material one) The wall is a slight shimmer of bluish white that might be missed on a bright day, but to all spirits and souls it is impenetrable. It lasts for 15-20 hours and cannot be undone. The wall can be 30 feet (10 meters) high, 18 miles (30 kilometers) wide, and a single foot in breadth. It reaches through all matter and cannot be scaled on the physical plane.

ETHEREAL HUNGER: To remain materialized the Dhondoros must eat. It feeds on nothing but the souls and spirits of beings and creatures. Once every ten minutes a new human-sized soul, or an equal volume, must be consumed. This is done by throwing out a swift ethereal tube into the body of the prey. The ethereal “tongue” can be seen on the material plane, but can only be damaged by magical weapons. It is extremely fast and hard to see (especially in daylight). The whole process of eating takes a single round. Agility and speed can be used as defense, but armours are of no use (Some spells and magical armours may offer protection.) The tube, which issues from the beak of the Dhondoros, may extend up to 165 feet (50 meters).


------DESCRIPTION------------------------------------
Every now and then in the history of every world, minor gods interfere with the business of mortal beings and beasts. Still subjects to desire, some higher powers cannot help themselves from disturbing the ordinary fate of things.

The Dhondoros are said to be messengers of such powers. They have been witnessed to appear suddenly in the midst of great battles, and in the center of throne rooms and courts. There they have wreaked their terrible powers, shortly and efficiently, only to disappear again once it is done. Occasionally they have materialized before single individuals, to turn their minds about, or to deliver powerful information. These occasions are rare and very little is known about the creatures.

The Dhondoros normally inhabit The Ethereal Plane of Existence. What they do in this, their natural abode, is unknown to the scholars here. If they are captured and brought into service, or willfully in aid of higher powers, is unclear. But always they seem to speak for someone else. At will they can create a material body, but move on ethereal wings even in earthly form. They are tall, majestic, and their presence is foreboding.

Apart from their ethereal powers the Dhondoros may know and use any amount of spells and languages. Rare stories speak of them as helpful and guiding, but most portray them as a dark and mysterious powers, feeding on random spirits to please their hunger and purpose. At times they descend upon the world from above, and at other occasions they simply appear; always with unearthly might and command.

Except for the transparant and bluish aspect, the ethereal bodies of the Dhondoros are similar to, but more graceful than, their material ones. They are rare also in the ethereal realms, but may be spotted in greater numbers once encountered. Sacred texts say they were once steeds to the Powers of Old, who rode them in the times before the making of Earth and Water. Now, though set free, they still obey their former masters – those who made them, and those who treated them well and honorably. The Dhondoros are immortal unless slain.



© Copyright 2010 - Nicholas Cloister

Thursday, December 17, 2009

Magic on wings

I'm blasting out one more pretty fast here, thinking it will give me some time with my family, preparing for Christmas and all. Nothing more to say really, just hoping you like it. Now I'm off looking for the enigma of steel, again ;) More creature after the holidays!



≡NORDJARIMM≡




------GENERAL-----------------------------------------
CATEGORY: Magical creature
TERRAIN: Any
FOOD: Carnivore
AGGRESSION: Normal/Controlled
SIZE: 6’ 3” (head)
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 15-22
AGILITY: 12-15
ENDURANCE: 13-18
INTELLIGENCE: 17-24
MENTAL RESILIENCE: 15-24
CHARM: 13-18
(If stats of human ranges from 3 to 18)

SPEED: Flying (eagle x 2), Running x 1,5
(Multiple is times human speed)

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

HIT POINTS: 24-28
(If a human commoner has about 11 hit points)


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


------ATTACKS/DAMAGE---------------------------
2 TALONS: 2-5 (+frost)
2 TAILS: 1-6
1 BEAK: 1-4
(If a Long Sword makes a damage of 1-8)

The Nordjarimm primarily use magic when fighting, but when forced to physical combat they will try to stay airborne (out of range) and lash about with the long double tail. When on the ground or when facing other flying opponents it will also use its talons and beak, if currently unable to cast spells. See Powers for more info. (Swooping attacks can cause 1-4 extra damage)


------POWERS/EFFECT-------------------------------
FROST: The Nordjarimm can create frost magic instantly with its talons at any time, without using Magic Power. This is an innate ability that does 1-6 points extra damage whenever hitting with the talons.

MAGICAL COLD: Instead of attacking the Nordjarimm can cause a magical cold to spread through any firm surface (ground, stone, wood etc) over a circular area up to 50 feet (15 meters) from where it stands. This makes 1-4 points of damage every round to all in contact with the area of effect (unless immune to cold) for 1-10 rounds, which is the duration of the spell. This magic is also natural, can be repeated any number of times (no double effect), without reduction of Magic Points for the Nordjarimm.

FROST MISSILE: If not attacking any other way, the Nordjarimm can produce and throw two frost missiles with its tails. The missiles can travel up to 100 yards (ca 90 meters) and do 2-4 points of damage each. A hit-roll is required. Like the others above, this power is unlimited in use. (The chance of hitting is not numbered here, because of the great variety in rpg systems.)


------DESCRIPTION------------------------------------
The Nordjarimm is a magical creature. The origin of the species is clouded, but according to the Nordjarimm themselves; they were created by a powerful Mage a long time ago, in the mythic past of the world. How many of them still remain is uncertain, but only one hundred were originally created (if these creatures are to be believed). The Nordjarimm cannot die, unless slain. They need not feed, but do so anyway to stay alert, and to avoid the drowsiness that otherwise beset them. The creatures have no genitalia and lack the power of procreation. There are no young. All were created as adults, and all are untouched by aging. Very little differ in appearance between one Nordjarimm and another.

These creatures are highly intelligent and natural magicians. Every individual has a will and a personality of its own, but there is one goal that unites them – the quest for further magical power. Why the Nordjarimm searches ever for higher levels of magic is unclear, but some suggest they look for a means to reproduce. Whatever the reason, the Nordjarimm acts individually and will fight others of their species if necessary. The hunt for the arcane knowledge of magic is what drives them, and they will use many different methods to reach it.

It is not uncommon to find the Nordjarimm in the company of wizards, and other powerful beings of the world. Whatever gives them access, or hope of access, to new magic is part of their agenda. They are not in a hurry, and are masters of long-term scheming. This doesn’t necessarily make them false, or untrustworthy. Like master politicians they do not need to lie to get what they desire. Most Nordjarimm avoid killing and hurting the innocent. They do not however hesitate to remove wicked beings or other evil forces that come in their way.

All remaining Nordjarimm have lived for a very long time, and possess great knowledge of magic. The power to create frost and cold is theirs from the beginning, but they may know any number of spells, including the most powerful kinds. Exactly what spells any encountered Nordjarimm has mastered is up to the Game Master, but their long life-span and their magical nature should be taken into account.

The Nordjarimm can dwell and live anywhere, but prefer a base in the mountain peaks, above snow level, where they might have a cultivated cave, a small castle, or even a stronghold. The creature cares nothing for political power or dominion (as such) but is interested in protecting gathered scrolls, and magical items. Nor is it really interested in gold or treasure, but can hoard any kind of valuables to be used as bribes, or to purchase information/access. The Nordjarimm may gather followers and guards, and at times they might serve others for personal gain. They speak any number of languages and are well versed in the various cultures and societies of the world.



© Copyright 2009 - Nicholas Cloister