Showing posts with label concepts. Show all posts
Showing posts with label concepts. Show all posts

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

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, 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, 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