Thursday, January 5, 2012

The Currents

Finally another creature! For those of you who keep track of RPG-creatures on facebook, or through DeviantArt this illustration isn't new, but the description is. Thanks for the suggested descriptions, people!

So what's happening? Sadly I have to report that the quality of the printed Bestiary I from LULU suddenly dropped remarkably, and I felt that I could no longer rely on their service. Bestiary I is therefore unavailable in print, until further notice.

2012 is currently very open for me. I might be freelancing. I might be teaching. I might be doing anything, but whatever comes along I also hope to make some updates to the bestiary. Those who live will see... Happy New Year btw.

Normally I don't approve of aliens in fantasy setting. They seem superflous and misplaced somehow. This creature however may actually be from another planet. Just look at it.



≡HIERONAUT≡




------GENERAL-----------------------------------------
CATEGORY: Unknown
TERRAIN: Deep seas and ice sheets
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 25 feet (7,5 m) tall
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 35-45
AGILITY: 4-6 (11-16 in water)
ENDURANCE: 10-12
INTELLIGENCE: 3-5
MENTAL RESILIENCE: 17-20
CHARM: 2-3
(If stats of humans range from 3 to 18)

SPEED: Run x 0,8, Swim x 10
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 60-70
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 4
HEAD: 1
BODY: 2
"FLIPPER" ARMS: 8
TAIL: 6

The natural shell-like armor of the Hieronaut doesn't cover its underside, which is rather soft, sensitive, and vulnerable (protection:1).


------ATTACKS/DAMAGE---------------------------
2 FLIPPERS: 3-12
TAIL TENTACLE TOUCH: 1 (see 'Powers')
In water:
1 BITE: 1-8
1 TAIL BASH: 4-16
(If a Long Sword causes 1-8 points of damage)

The Hieronaut is not a very agile creature on land, and risks falling over unless both arms and the tail are placed firmly on the ice. It can balance for a short moment on two of these, to shovel away (strike at) unwanted company, with one of its strange flippers. In the water it is a far more lethal creature, and may twist and turn at surprising speed. The tails and arms are not then supports for its weight but potential bone-breakers.


------POWERS/EFFECT-------------------------------
PRODUCE UNDEAD: The Hieronaut has the power to wield unearthly energies, and through them call souls and spirits back to the place where they died. Awakened by the call of the Hieronaut, the dead attract new bodies, made from the elements at hand. Bound to service they follow the will of the great creature, as long as their new bodies endure. Upon the ice, where the Hieronaut is normally encountered, the souls of the dead draw to themselves layers of snow and ice. Like living statues, they once more walk the earth, in a frosty resemblance of their former bodies. Lacking the will and autonomy of true life, they ceaselessly follow the command of the Hieronaut. In this form, they have no need to feed, and no desire to eat.

The short white tentacles at the end of the Hieronaut's tails are used to control the strange energies involved in commanding the souls of the dead. If these tentacles come in contact with living beings there is a chance (saving throw vs Mental Resilience) that the souls of those beings fall under the command of the Hieronaut. This slavery lasts until a successful saving throw is completed. A new roll may be performed every 10 minutes, (or every 10 rounds in combat situations). Since the creature stays upright with the help of its split tail, tentacle attacks can only be aimed at targets within their natural range.



------DESCRIPTION------------------------------------
Far beneath the wild waves, in the hidden depths of the sea, live the Hieronaut. Covered in fluorescent bulbs, they light up spaces never touched by sunlight with arrays of pulsing light. Here they dwell their entire lives, and surface only for a single purpose – to encapsulate their eggs in vessels of ice. The creatures produce upon the oceanic ice sheet a mound of translucent eggs. These look a lot like giant frog eggs but with a scarlet fetus in the center. They treat this mound with great care, and by adding water and snow they make sure that every egg is surrounded by a thick and opaque layer of ice. When the work is over the Hieronaut stays with its spawn and protects them until the ice melts. To make sure the mound is unharmed it applies its special power and calls a number of sentinels to its aid.

The Hieronaut typically picks a location where many beings have perished. This may be above the wreck of a great ship, or even the place where once armadas clashed in naval battle. They do so to make sure that many will hear its command, and return to the location of their demise. A strategic Hieronaut can summon a small army of snowmen or ice soldiers to protect its eggs upon the ice. If there is debris, gravel, or other materials near by, the awakened souls will make use of these as well as frozen water to regenerate physical bodies. Risen in this way, the undead gathering emit a white eerie light which surrounds them wherever they walk. Normally, this guard will stay very close to the mound, but if the Hieronaut sees other needs, to ensure the safety of its offspring, it may send them off on various missions.

As spring comes and the ice melts, the creature keeps its eggs covered until the sheet breaks open. Then it releases them and lets the waves carry them away. The eggs travel until their capsules melt, and at that point the larva break free and descend into the depths of the ocean. Spread out, and hopefully a long distance from their parents, the newborn Hieronauts start their lives in fresh hunting grounds, and thus have a better chance to continue the enigma of their ancestors.

No details are known about the deep sea life of the Hieronauts, but their mysterious power, might, and odd appearance have given rise to a number of tales. One of the most common claims the Hieronauts have come from beyond the stars, to scan the bottoms for the items of power of a lost civilization, and that they will stay and multiply until these are found. They live for centuries in the depths, and surface only every 40-50 years, to protect their eggs from the predators of the sea, and to make sure their random dispersion by the currents and winds of the sea.


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






© Copyright 2011 - Nicholas Cloister

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