Showing posts with label two-legged. Show all posts
Showing posts with label two-legged. Show all posts

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, April 14, 2011

The Magic of Macramé Mastery

There you go, another form given life... in some sense.
As you can see I have also made some changes to the general appearance of the blog here. It is not ultimate, in any way, but I thought it was time for the classical 'new wrapping' that most products go through as a mandatory part of any marketing strategy. In a world where all things change fast, people get bored very easily... so perhaps an aestethical shift once a year or so is in order.

I have also made a little flash-application to make the 'Creature Archive' more user-friendly. The many strange names of these creatures are hard to remember, and say very little unless you actually get to know the critters. I hope the application work as intended on all browsers, but if you have problems with it please report them to me.

The google 'Follow'-widget seems to have problems loading, ever so often. I don't know if that is the case everywhere, or if it is due to my disturbing of the initial code of the blog. In any case, here is the Jhorlar now. I hope you like it.




≡JHORLAR≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged Mammal
TERRAIN: Forests
FOOD: Omnivore
AGGRESSION: Normal
SIZE: 5 feet (150 cm) tall without crest
NUMBERS: 1-3


------CHARACTERISTICS-----------------------------
STRENGTH: 7-13
AGILITY: 5-14
ENDURANCE: 7-18
INTELLIGENCE: 5-14
MENTAL RESILIENCE: 7-14
CHARM: 3-9
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 5-20
(Ranges from 0-100)

HIT POINTS: 5-18
(If a human commoner has about 11 hit points)


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

The skin of the Jhorlars, which ranges from muddy green to clay red, is thick and provides some protection from the sticky branches, insects, and the general hardships of forest life.


------ATTACKS/DAMAGE-----------------------------
2 FISTS: 1–3
(If a Long Sword causes 1-8 points of damage)

Though able to throw an awkward punch, the Jhorlars trust mainly to magic for protection. They are tough and resilient creatures but have virtually no means of physical combat.


------POWERS/EFFECT--------------------------------
MACRAMÉ MAGIC: Though this skill is passed down from parent to child, it is so central to the life of the Jhorlars, that all adults master it. Through complex and intricate series of knots, made of straw, leaves, and vines, the Jhorlars access the force of magic, and control it with their craftsmanship. By releasing single knots, making new ones, or breaking the straws of these structures, they are able to wield strange powers. Typically these are spells of concealment, and distraction, used for the protection of their lives and homes, but these macramé works of the forest undergrowth, may be used to invoke or conjure magic or true power. Some of the elder Jhorlars know the ways of this mystery well. Long structures, or webs of macramé work, may be hanged from the trees or bushes, to make spells affect larger areas. Smaller series of knots may be shaped into figures for voodoo-like powers, or tied into strange symbols and used as amulets. Bizarre masks or robes may be produced, to affect the abilities or psyche of wearer. Though all Jhorlars are proficient with the knot-work, the strength and width of their magic skills vary. (The exact spells and kinds of magic available to any Jhorlar is up to the Game Master.)

ATTRACT INSECTS: In the tunnels beneath the huts of the Jhorlars, are chambers, where the creatures store up grass and leaves of various kinds. Here they slowly decompose before they are mixed together with yeasts and consumed. Inside the Jhorlar body these mixtures produce a luminous and radiant gas that gather in the nose and tail ends of the creature. As the Jhorlar moves its tail along the ground, or rubs the underside of its nose against the bark of trees, insects are lured to the surface. These constitute the primary source of food for the Jhorlars. Normally, with a careful caressing of the ground, the tails glow weakly, and cause myriads of insects to surface. When agitated, or in real danger, the Jhorlars can enhance the power of the glow, by more violent movements. The radiation then goes deeper, and the larger and more dangerous bugs of the earth may be summoned to the surface. The Jhorlars can't control these, but will not be harmed by the insects, which take an instant liking to their glow. Any threats to the radiant creature, is likely to be treated as hostile.


------DESCRIPTION------------------------------------
Like strange lizard-like gnomes, the Johrlars move through the woods with their hands in constant contact with the ground. Their fingers work nimbly through the moss, grass, and leaves of the forest floor, to feel out the kind and energy of the undergrowth. They seek out plants for the production of luminous gas, and the materials from which to create their mysterious knot-work (see 'Powers')

The size of their crests reveal their age, and if their tails or noses glow red, one can see that they are hunting. They live alone or in small families. Couples never keep more than a single child at once, but the Johrlars live for 200 years, so as one child leaves home, birth can be given to another. They live in huts of grass or moss, and beneath these are extensive cellars. Most Jhorlars are peaceful and quiet creatures, but can be over-protective, and resort to needless force, when frightened. Few have been known to turn greedy, but in rare cases ambition have made individuals leave their homes to pursue interests of power in the wider world.

Though the creatures move slowly, their fingers are fast and dexterous. They smell like dry old earth, and speak with series of grunts parted by fairly long pauses. The creatures use no written languages, and no other race has ever learned their macramé magic. Their language is still a mystery to the sages, and the creatures are truly hard to find. They tend to live in places where the woods are dark and secret, but longer excursions are frequently made to gather plants in the larger forest.

There seems to be very little communication between Jhorlar families, and no tribes have ever been spotted. Ancient stories mention large woods completely covered by labyrinthine weaves, even towers, of macramé structures, but no such phenomena have been witnessed for ages.

The large crests of the Jhorlars have no other known function but to attract a partner. The creatures cannot swim. They lose this ability at the age of three, when their legs and arms grow longer, and their two tails fatten. The initial lizard-like appearance of their young, then becomes a more up-right figure, whose dark eyes start glimmering with the intellect of larger brain mammals.





© Copyright 2011 - Nicholas Cloister

Friday, October 15, 2010

Professional Creature Design

So, what's with the head-line of this entry? : )
Oh, that! Well, I thought it might be a way to attract the right people. Perhaps someone googles... you get the idea.

I actually have made a living making creatures for short periods of time, but that's not the reason for it.

Anyway, again it has been a while since the last critter. I took a look at my portfolio and felt like I needed to make a couple of full scenes again. If you are interested you can find my latest attempts HERE and HERE.

I also decided to make a CHARACTER, and to participate in a LOVECRAFT CREATURE CHALLENGE. Right now I'm working on a book-cover and try to localize new potential clients that might hide in strange countries overseas. Here is a new humanoid species. They may smell strange, but they are not as bad as they look - The Vornorion.



≡VORNORION≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged mammal
TERRAIN: Deserts and jungles
FOOD: Carnivore
AGGRESSION: Normal, but short-tempered
SIZE: 7 feet tall (210 cm) without horns
NUMBERS: One to hundreds


------CHARACTERISTICS-----------------------------
STRENGTH: 4-18
AGILITY: 3-16
ENDURANCE: 3-22
INTELLIGENCE: 3-16
MENTAL RESILIENCE: 3-14
CHARM: 3-11
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0-25
(Ranges from 0-100)

HIT POINTS: 5-20
(If a human commoner has about 11 hit points)


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

The skin of the Vornorion is thick and leathery, and covered partly in fur.


------ATTACKS/DAMAGE---------------------------
2 FISTS/CLAWS: 1-4
2 KICKS: 1-6
(If a Long Sword makes a damage of 1-8)

If unarmed the Vornorion will kick, claw and throw fists in combat.


------POWERS/EFFECT-------------------------------
SILENT COMMUNICATION: The Vornornion communicates through series of extremely rapid movements with their trunks. These move so fast that no human is able to follow the blur of swift Vornorion conversation. Furthermore, the trunks are perforated in places by numerous tiny holes, which make some moves produce sound. The sounds are reminiscent of the howls of wind, and add depth to the Vornorion language. These also help the creatures communicate when they don't see each other, and are used when calling and taming insects (see Description).


------DESCRIPTION------------------------------------
The Vornorion race makes its living in the warmest of places. They like the desert as well as the jungle and can go without water for ten days without a problem. Some move around, but most Vornorion settle down in clans, ranging from a few families to a thousand strong.

The favourite food of these creatures are insects, and insects play a great role in Vornorion culture. Through strange sounds (and perhaps magical knowledge) the race has managed to command certain species of insects. Among those are the giant scarab beetles, which are used as steeds as well as in the building of Vornorion Mounds. These huge constructions of dung and sand serve as houses, and when strengthened by rock, as strongholds. A Mound can be up to 150 feet (45 meter) high and keep several large families.

As a rite of initiation the young Vornorion are sent out into the world to slay and bring home the delicacy of a giant centipede. Giant insects in general are sought after, and small bands of warriors are regularly dispatched, to venture into foreign lands in the search of such life-forms. By studying these species, some say, the Vornorion can alter common insects and breed larger ones in the pits of their great Mounds

The Vornorion trade jewellery, food, clothing, and various appliances, all manufactured by insect parts. They bring back gold, perfumes, potions, slave children of other races, and weapons of steel.

They make use of no written language but some symbols are used to convey ritual meaning and as decoration. They can however learn how to read, and some individual do to study the knowledge of other races. The creatures can use magic and many of their Elders are competent magicians. Little is known about their beliefs and faiths, but the symbolic representations of the Sun are common.

Vornorion reproduce just like human beings and have about as many children. They are organized and develop rich cultures. The clans in jungle areas tend to remove the trees from large areas to make room for markets, games and other social activity in the open. Instead of giant scarabs, other, more colourful insects are used as steeds. In some cases, flying ones. The jungle mounds include leaves and clay. The creatures are not especially violent, but are known for their short temper, and angry haggling.



© Copyright 2010 - Nicholas Cloister

Friday, March 5, 2010

Thieves in fine fur

A little quicker this time, right!? Here is the first playable race among these creatures, so I added some equipment and clothing to give it some "character". A strange type of beings with unknown origins, that might attract players that are drawn to thieves. Give it a read and see what you think. I understand that some of those who visit this blog never bother about the text. That is expected of course, in these speedy Internet days, but the description is as important to me as the artwork, and I do think they enhance each other. What do you think? No comments yet... Are you afraid to mess up the Bestiary? ;) Well, as long as you enjoy what you see AND read, I'm happy to supply.



≡JARMA-LOH≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged Mammal
TERRAIN: Any
FOOD: Omnivore
AGGRESSION: Controlled
SIZE: 4-5 feet (120-150 cm)
NUMBERS: 1-20


------CHARACTERISTICS-----------------------------
STRENGTH: 3-13
AGILITY: 6-24
ENDURANCE: 3-20
INTELLIGENCE: 6-18
MENTAL RESILIENCE: 6-18
CHARM: 3-18
(If stats of human ranges from 3 to 18)

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

MAGIC POWER: 5-10
(Ranges from 0-100)

HIT POINTS: 3-13
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2
HEAD: 2
LEGS: 2
ARMS: 2
CHEST: 2
BACK: 2
TAIL: 2
(If Full Plate Armour is 10)

The Jarma-Loh have a thick fur and hard skin for natural protection. In addition to which they can wear armour of any kind, but usually stay away from the heavier sorts. They tend to prefer swiftness and agility to a cumbersome defence.


------ATTACKS/DAMAGE---------------------------
1 ANTLER GORE: 1-4
2 FISTS: 1-3
2 KICKS: 1-4
1 BITE: 1-4
(If a Long Sword makes a damage of 1-8)

The Jarma-Loh have several natural weapons but will use these only when no actual weapons are available, or when an armed attack is uncalled for, like in a common street brawl. In non-lethal situations they avoid goring and biting their opponents. The Jarma-Loh are civilized creatures that normally try to blend in with the civilization at hand.


------POWERS/EFFECT-------------------------------
SCENT OUT MINERALS: The ability to actually smell out minerals from a distance is unique to the Jarma-Loh. It can determine the location, type, quality, and amount from about 200 yards. The creatures are oftenly hired by mining-companies and many Jarma-Lohs start mining operations themselves.

UNDERSTAND LANGUAGES: Though normal learners when it comes to language, the Jarma-Loh have an eerie power of understanding what’s being said, even though they do not speak the language in question. If a test roll of intelligence is successful 10-50% of what’s being said will be understood by the creature. If the roll is really good, the full meaning of what’s said will be comprehended. This ability may only be used once a day per conversation or speaker.

LEARN MINOR MAGIC: Jarma-Loh can learn simple magic, no matter what their choice of profession. This is an innate understanding of “survival magic”, like starting fires, opening locks, ventriloquism, eavesdropping, and producing minor illusions. Exactly what kind of spells should be regarded as minor is up to the Game Master, but shooting fireballs, and summoning elementals are definitely out of the intended range.


------DESCRIPTION------------------------------------
The Jarma-Loh have no culture or civilazation of their own. If there was once such a thing as Jarma-Loh societies they are now gone, and the race is scattered. Most live by themselves, while others group together in families or small clans.

The creatures have a human level intelligence and a corresponding emotional life. What differs them from human beings is primarily that they are quite happy by themselves, and don’t mind being scattered as a race. Nor do they react nearly as strongly to mockery, harassment or even persecution, which they are quite used to. The Jarma-Loh are hardy survivors that never misses an opportunity, and most of them do well in life.

Secondarily they differ from humans in their strong desire for treasure and riches. Few Jarma-Loh prioritize any other goal in life than wealth. Gems especially draw their attention, and with their ability to sniff out every kind of mineral, they usually find them. This obsession with treasure draw many Jarma-Loh into thievery, and excellent thieves they do make. Their short stature and agile bodies are perfect when sneaking through the darkness of night. Most Jarma-Loh also have a natural nose for business and are quick at picking up social codes and etiquette. There have been more than a couple Jarma-Loh serving as royal advisors and agents.

Perhaps it is the lack of a culture of their own that make the Jarma-Loh so keen on achievement and wealth. Whatever the cause, few beings are so well equipped for personal gain as the Jarma-Loh. The strange look of these creatures is and have been a burden for them - another cause for the way of the rouge – but unless they are banished as a race from a country, they tend to stay, survive, and accomplish what they aim for.

The Jarma-Loh live to be about 50 years old. They don’t respond very well to liquor (tends to turn aggressive), and heavier drugs are not common among them. The females carry their young for three months only, so if they had been more inclined to making families, their offspring could have been plenty. They have little understanding of music, and eating the meat raw instead of cooked is no big difference to them. This doesn’t stop them from distinguishing a good musical performance from a bad one, and they are not ignorant when presented with a fine meal. It is just that the Jarma-Loh prefers fine clothing, jewellery, luxurious tapestries, and over-adorned furniture. They would rather eat raw potatoes with silver cutlery than having a fine steak on a pewter plate. They love and would gladly join in on any kind of adventure, just as long as there is a promise of wealth at the end of it. They simply cannot get rich enough.

These creatures are mostly found in cities and larger townships, where opportunities are many, and wealth more common. If successful the Jarma-Loh might withdraw to a countryside castle when older, since their social life is mainly a means to their personal wealth. However, just like human beings, all Jarma-Loh are different, and some differ more than others from the norm. If a player chooses to play a Jarma-Loh character, it may of course stray from typical race behaviour, if that is desirable. A normal Jarma-Loh will be rather fearless of most situations, except when its valuables are at risk.



© Copyright 2010 - Nicholas Cloister

Wednesday, December 9, 2009

Dharkhanian - RPG creatures launched.

Below is the first creature posted here, in this attempt to create a successful online bestiary. My intention is to keep producing new creatures at a regular rate, whenever I’m able to do so. These creatures can be used by anyone who feels inclined to include them in their role-playing game campaign, and can be downloaded free of charge. Eventually there might be some ads on this blog, and some prints for sale, but the quality of these creatures will stay high, and personal use will remain free. Only if you wish to make use of these creatures in a commercial context do I require economic compensation. You then need to buy the rights to the desired creature concepts.

Creature statistics are game independent, and should be translated to fit the game into which it is incorporated. What you see now is a start. All suggestions about changes to the basic outline of creature information are very welcome. Feel free to comment on (or rate) the current creature, and to recommend changes. All ideas are graciously received. Since I'm Swedish, notes on language errors are also expected. Hopefully, with time, this will develop to be one of the best sources for RPG creatures available online. I will do my best to keep producing a fine and variable bestiary. Right now I look forward to making all kinds of reptile, amphibian, bird, fish, insect, magical, ethereal, astral, devilish, divine, undead, elemental and all kinds of cool critters. Do you like creatures? Then make sure you follow this blog!



≡DHARKHANIAN≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged Mammal (Possibly demonic origins)
TERRAIN: Any dark woodland, preferably damp
FOOD: Carnivore
AGGRESSION: Normal/Very High (see description)
SIZE: 6’ 5” (195 cm)
NUMBERS: One or several groups of 1-10 male


------CHARACTERISTICS-----------------------------
STRENGTH: 11-24
AGILITY: 12-15
ENDURANCE: 15-20
INTELLIGENCE: 3-11
MENTAL RESILIENCE: 3-18
CHARM: 1-2
(If stats of human ranges from 3 to 18)

SPEED: Running x 1,5, Climbing x 3
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 12-16
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 4
UPPER ARMS: 2
LOWER ARMS: 4
UPPER LEGS: 2
LOWER LEGS: 4
CHEST: 3
BACK: 4
WING MEMBRANE: 1
(If Full Plate Armour is 10)


------ATTACKS/DAMAGE---------------------------
2 CLAWED HANDS: 2-5 (+spec)
1 WEB PROJECTILE: 4-8
(If a Long Sword makes a damage of 1-8)

The Dharkanian should hit rather easily with its arms, and has a lesser chance of hitting with the deadly web projectile, unless the player is held (see below). Dharkhanians have two claws at the end of their powerful legs, but they never use these for fighting. The chance of hitting is not numbered here, because of the great variety in rpg systems.


------POWERS/EFFECT-------------------------------
BARBED HANDS: When it manages to hit and wound there is a 50% chance that the Dharkhanian’s hand sticks to the player. If so it will inflict another 2-4 points of damage every round it remains stuck. (If the game has rules for grabbing/wrestling etc these could be used here.) The Dharkhanian will try to get both its barbed hands attached to the player to make sure its web projectile hits the player in the chest or face point-blank. If the Dharkhanian manages to get both hands attached to the player the projectile will hit automatically with full damage. Player should make a roll based on strength to break loose, or attack to hit the Dharkhanian’s arm. A successful hit will make it let go of the player, temporarily.

SWOOPING ATTACK: The Dharkhanian has the ability to glide through the forest, if starting from a height, such as a tree or a cliff. In combat this can be used to get close to prey, and as an element of surprise. Add 1-4 points of damage to the claw attacks if they are combined with a swooping attack.


------DESCRIPTION------------------------------------
The Dharkhanian is a dark creature that lives in damp and murky forests, preferably up in and near large trees. Like spiders they have the ability to produce vast amounts of web at great speed. The web is shot out through a hole in their chest, quick enough if needs be, to be used as a projectile in combat. Normally the Dharkhanian generates great tangles of these webs to make for a chaotic and sticky mesh between the trees of the forest. The web itself is not a dead substance but alive. It can’t move about, but is able to quiver and curl up to some extent. It can also project sharp needles and does so when touched. When able it injects a potent chemical substance into the prey, which quickly changes its cell structure. The needles only do 1-2 points of damage, but any life-form infected by them will have its body odour changed for up to seven years. So even if able to break loose, the unfortunate one could be in some trouble. The special scent attracts the attention of the Dharkhanian who will hunt down whatsoever has made contact with their webs. From that moment it is considered food, and will be killed on sight. The Dharkhanian is only a moderately hostile creature, but becomes extremely aggressive towards all creatures that have been infected by its webs. It can sense this scent from up to fifteen miles away, and will trail it whenever detected. The special nasal tube on the Dharkhanian's head is sensitive enough to determine distance as well as direction. The creature hunts in groups of 3-10 males, and is known to spread out and to co-operate for tactical advantage. Once killed or captured a Dharkhanian does what spiders do and weaves a great jumble of webs around its prey, unless hungry, to save it for later. It doesn’t prepare its food in any way, but eats all kinds of meat untreated, alive as well as dead.

The Dharkhanian female is somewhat smaller in size, slightly less muscular and doesn’t take part in any killing, unless attacked, or defending the offspring. They reproduce at human speed but have two or three children at once more frequently. How the young are tended is unknown, but likely they stay well protected in the big, but disorderly web structures which the Dharkhanian makes for shelter high up in the trees. Dharkhanian have occasionally been found hanging upside down from the lower parts of these nests, but only does so when anticipating possible prey. Sleeping is done inside during daytime, while hunting and other activities take place at night, unless the webs are disturbed at other hours. The Dharkanian care nothing for treasures or material possessions, but usually dispose of skeletal remains (which may include outfits and gear) in a large hole, made especially for the purpose, and usually located in the vicinity of the nest.

This creature has a fearsome look and spreads a foul stench. It is suggested that it might originate from some darker plane of existence, but the biology is basically mammal, with some bird-like features. It has good eye-sight and perfect nocturnal vision. The many ear-holes located right behind its eyes provide good hearing. Usually it stays close to its home, but in times when food is scarce, it has been known to roam and explore. The Dharkhanian has no known language but communicates through series of nasal grunts or moans, as well as through flapping with the split upper lip. If left alone it lives to be about 50 years old, and it keeps up a good physique right up until the end. Dharkhanian nests can contain anything from a few families to hundreds of creatures. They have no culture to speak of, though simple items of use have been found. The webs have several uses, but are primarily utilized for hunting and marking the territory. They can spread out for miles from the main nest. The groups are typically controlled by a large and dominant male.


© Copyright 2009 - Nicholas Cloister