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

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

Wednesday, May 12, 2010

Intelligent slugs found in forest

Looks like I have some commissions coming up again... already. However, I made haste and managed to get some life into this creature before the new work descriptions lands in my inbox. I thought the last creature was pretty dark, so this week I'm countering with a kind creation. I'm not a big fan of the general centaur idea (upper body humanoid, the rest beast of some kind) but in some cases one has to make an exception, right? Feel free to state your own opinion in the comments, and if you actually make use of any of these creatures in a your campaigns I'd love to hear about it. Why not tell us some about the adventure? Write me an email, and I might publish the story in the blog here, with your permission, of course.

Also, a thanks to Gaming Brouhaha for recommending this blog! Now, it is time to meet the Nemunn.




≡NEMUNN≡




------GENERAL-----------------------------------------
CATEGORY: Unknown
TERRAIN: Forests and hollows
FOOD: Omnivore
AGGRESSION: None
SIZE: 6-7 feet (180-210 cm) tall
NUMBERS: 1-2


------CHARACTERISTICS-----------------------------
STRENGTH: 15-18
AGILITY: 4-7
ENDURANCE: 5-13
INTELLIGENCE: 14-17
MENTAL RESILIENCE: 14-17
CHARM: 0
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 20
(Ranges from 0-100)

HIT POINTS: 15-25
(If a human commoner has about 11 hit points)


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

The slug-like part of a Nemunn's body is like thick rubber with fur on top, but the inner tissue of it is soft and sensitive. The upright portion of the creature can be compared to truly hard leather, and in places to tough, solid wood. All inner organs (except for the brain) are located in the slug-like part of the body, so the front portion is more or less like a living tree, with only a single central vessel of blood running through it. This part can be chopped and damaged, disabling the Nemunn, but apart from hits to the brain, and to the very core, injuries here do not cause loss of hit points or pain to the creature.


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

The Nemunn is a gentle creature, that rarely engages in any kind of fighting. The predators of the forests leave them alone due to the poisonous smell of their Mollusca flesh, and otherwise inedible body. When hostile forces move into their areas the Nemunn usually move away or makes use of skilfull camouflage.


------POWERS/EFFECT-------------------------------
REGENERATE AND EXTEND ARMS: In part the Nemunn is a plant, and the creature have inherited the plant's power to grow. When it wishes to it can extend the length of its arms up to 10 yards (3,6-9 meters) in a matter of minutes. This quick growth cannot be retracted or undone, so the creature will have to live with the extended limbs for the rest of its life. Therefore the Nemunn only makes use of this ability in truly important situations. Some of them wilfully have very long arms cut off, since new hands will grow back on the stumps. This however takes about a year, and is also preferably avoided. Growth can only be applied to the arms of the creature. Due to this power the length of the arms of Nemmuns might vary significantly.

CAMOUFLAGE: The Nemunn can shift the colours of its hair (which is actually moss) and snail-like body very swiftly, but the power is limited to the natural and common colours of the woods. The face and arms cannot be re-coloured, but the creature can remain absolutely still in most positions for up to a week, without flinching.


------DESCRIPTION------------------------------------
Tales say that the Nemunns are born from the trees. It may in fact look like it, but the egg of the creature (produced without mating) is placed within a hole of a tree. From there it goes into a larva state and eats away the interior of the tree host. Green hair-like moss then sprouts out of the larva to penetrate the shell of the tree. For some time then the larva is nourished directly by the leaves and the roots of its tree nanny. This dependence lasts for up to twenty years and during that time the cells of the Nemunn larva inherit tree-like qualities, before transforming the larva into a fully grown Nemunn. The mature creature then breaks out its tree shell and starts its life in the forest.

The Nemunns prefer to be outdoors, but take shelter and sleep in hollows and tunnels just beneath the root ceiling of the forest. There they usually have a collection of various herbs, plants, roots, and flowers, and a space of some kind where they grind, mix, and create wondrous ointments of healing and power. The creatures are master botanists and have deep and mysterious knowledge of all that grows. It uses its various mixtures for rituals of spiritual communion with the forest, but also for healing and helping creatures and other inhabitants of their leafy homelands. They may also know some wordless druidic spells.

The Nemunn doesn't speak but understand the languages it has overheard or encountered during its long life. It can also communicate with unconscious creatures and beings by sticking strands of its moss hair into the creatures flesh. This way it can get an understanding of what needs to be done to awake the unconscious one from slumber, but it cannot receive actual words or advanced messages.

Preferably on their own, or occasionally in pairs these genderless creatures live their lives peacefully and avoid the worries of the outer world. At times however their compassionate nature, and desire to help, may lure them away from their homes and security. Especially if trees, or creatures of the forest are in danger, the Nemunn may take action outside its zone of comfort.

The Nemunns make use of simple tools, but never blades or weapons. To gather the herbs and ingredients they desire from the woods, they use their flexible claws. These can be turned around 180 degrees and the Nemunn control them with great dexterity. Otherwise the creature is slow and though it can haul itself and crawl over challenging terrain, it prefers to remain where the ground is fairly flat and where the forest isn't too dense.

These creatures live to be about 300 years old. They feed on worms, frogs, insects and the eggs of birds. They also get some energy from the sun through the moss on their backs and heads. When no energy is available they can become absolutely still and survive for up ten months without eating or drinking.



© Copyright 2010 - Nicholas Cloister