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

Wednesday, September 8, 2010

Lucky egg discovered in the highlands

There! I almost got away from the previous subject. A little brighter this time, at least. One of the hardest thing, visually, when creating a new creature concept (at least for me) is the look and the placing of the eye. Very minor eye changes bring about great shifts in mood and can alter the entire narrative (if there is any). This creature had to undergo extensive facial surgery before its maker was pleased with the results. Luckily this is an imagined life form, and surgery therefore less costly. This is the much sought after Nomancuan.




≡NOMANCUAN≡




------GENERAL-----------------------------------------
CATEGORY: Unknown
TERRAIN: Mountains and highlands
FOOD: Herbivore
AGGRESSION: Low
SIZE: 5 feet tall (150 cm) without the fungi.
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 7-13
AGILITY: 3-6
ENDURANCE: 4-8
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 11-13
CHARM: 1-2
(If stats of a human ranges from 3 to 18)

SPEED: Running x 0,2
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 6-13
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
BACK: 6
BELLY: 2
LEGS: 3
FUNGI: 0
EGG: 0
(If Full Plate Armour is 10)

The Nomancuans only natural armour is a bony shield covering its back. Physically vulnerable it relies on other means for protection (See 'Powers')


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

The Nomancuan is a slow and peaceful creature. Since it usually can't outrun an enemy it will defend itself if attacked. Though equipped with formidable claws the creature is not quick enough to produce any serious damage. Its attacks are rather easily avoided.


------POWERS/EFFECT-------------------------------
SPORE SHOWER: The fungi-like tentacles, normally clasped tight around the great egg, quickly rise up into the air when the creature is threatened. Once positioned they release a shower of almost invisible spores over and around the Nomancuan. This ghastly spray has a vile odour that in itself is enough to scare off most predators. If intent on a close encounter, the curiosity of any breathing beast or being will soon end, as the spores enter their lungs and the blood-system. Here they will immediately take chemical control of the brain and render the victim silent, still, and devoid of will and memory (no saving throw allowed). Holding one's breath will help, but if any naked body part makes contact with the spores, they will enter the blood through the skin. The effect of the Nomancuan spore lasts for fourteen days, and unless a mental resilience saving throw is completed, the victim will a suffer partial, but substantial and permanent loss of memory.


------DESCRIPTION------------------------------------
The life of the Nomancuan can be described simply as; finding grass, grabbing grass (with its dexterous miniature nasal trunks), cutting grass (with its front claw cutters), moving grass to its mouth, chewing grass, and swallowing grass. There is however a wider and more mysterious context to consider. During the 100 year lifespan of the Nomencuan it produces a single, living, magical power in the form of a great egg. This egg does not not reproduce the species but is something in its own right. It detaches from the creature only at the Nomencuan's death. If removed earlier it never matures into power, and disintegrates within a matter of weeks.

To touch the Great Egg of the Nomancuan is a blessing for life. Luck will follow such persons for all their days, and disease will no longer catch hold. The entire area in which such an egg is laid will be fortunate and prosperous for as long as the egg remains. Poor soil will turn green, deserts will flower, and animals will be drawn to such places. One hundred miles (160 kilometres) in all directions will be affected by the positive powers of the egg.

Nomancuans are extremely rare. For as long as the powers of the egg has been known, people have tried to tame it, or to capture it alive. All attempts have failed. The Noamcuan refuses to eat in captivity, and if it encounters a fence it cannot round or cut through, it will stop dead in its tracks and wait until starvation kills it, or the fence is removed. It needs the grass and wind of a variety of areas to keep the egg growing.

Naturally, Nomancuans are often followed and guarded from a distance. Rulers and other powers tend to have a great interest in the destiny of the eggs. Wars have been fought around these creatures, and a lot of blood have been spilled to pay for the luck brought by possessing the laid egg. Such a treasure must be well guarded, and few things are as desirable. An egg will last for 300 years, and the glow of its blessing remains as long as it stays unharmed.

How the Nomancuans reproduce, or come into being, is unknown. Some claim they are gifts from the gods, but this is refuted by the greed and conflicts they tend to bring about. For some reason they seek higher altitudes, to graze at the very edge of the grass line. They move slowly, like sloths, preserving most of their energy for growing the egg. When walking from one range of mountains to another, they keep out of sight to the best of their abilities. Despite their powerful spore protection, some vanish in the mouths of fast and large predators, but most beasts stay well clear of them.

On clear nights, the fungi caps let go of the great egg and exposes it fully to the starlight. Its red glow can then be spotted from afar. Touching the translucent shell of the egg while it still remains with the Nomancuan, has no effect. Surgical removal will kill the creature as well as the egg. Nothing is known about the biology of the egg itself.



© Copyright 2010 - Nicholas Cloister

Sunday, September 5, 2010

Spinal infection causes tail growth.

As I had finished this creature I spotted a creepy trend. This is hardly the first of my inventions to suffer a major mental split – a dreadful power in control of the creature's physical body and/or mind. Perhaps I should take a closer look at myself? Or maybe it symbolises the disturbing nature of mankind in general. All who have taken a fearless and honest look at themselves will probably see what I'm talking about.

In any case, I promise a couple of less insane creatures following this one. Here is the Ghondaar! I hope you enjoy it.

And by the way; I'm really quite a nice guy... I hope... (Psycho theme playing..) ;-)




≡GHONDAAR≡




------GENERAL-----------------------------------------
CATEGORY: Demonic reptile
TERRAIN: Mountains (Any)
FOOD: Carnivore
AGGRESSION: High
SIZE: 7 feet (210 cm) long (without snakes)
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 18-22
AGILITY: 15-17
ENDURANCE: 15-22
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 0-2 (snakes: 18)
CHARM: 0
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 18-25
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 5
BACK: 7
BELLY: 3
HEAD: 5
LIMBS: 4
SNAKES: 3
(If Full Plate Armour is 10)

The Ghondaar skin is like that of a big reptile - durable, with leathery surfaces enforced in places by hard bone.


------ATTACKS/DAMAGE---------------------------
1 BITE: 2-4
2 CLAWS: 1-6
2 HIND CLAWS: 1-8
2-6 SNAKE BITES: 1-2 (+ demonic pain – see 'Powers')
(If a Long Sword makes a damage of 1-8)

The Ghondaar typically attacks with all force, but never with its hind and front claws simultaneously.


------POWERS/EFFECT-------------------------------
DEMONIC PAIN: When the Ghondaar snakes bite down into flesh they infect it with demonic pain. The memories of abysmal torment and suffering is infused as physical reality into the victim's nervous system. There it spreads through the body and causes 1-4 points of damage for 1-4 rounds after the attack. A successful roll against mental resilience is necessary. If failed the pain will cause 30% minus to all rolls for the duration of the pain.

VENOMOUS TRAIL: The breath of the snakes is venomous and leaves a shimmering green trail of smoke behind the Ghondaar. In tight places, like tunnels or very dense woods, the smoke lingers for up to 20 minutes. Breathing in such areas is highly dangerous. A saving throw against poison (or endurance) must be cleared, to avoid dizziness, running eyes, and 1-2 points of physical damage per round.

INNER DARKNESS: The demonic snakes can cause an inner darkness to torment intelligent beings by simply gazing at them. If a mental resilience roll is failed the victim will suffer from an overbearing mental darkness, that reduces all rolls by 20-80%. Horrid visions might occur, and morale is generally weakened.

SPINAL POSSESSION: If any of the snakes manage to bite down into the neck, or on any other place along the spine, they have a fair chance of possessing the entire vertebral column. The victim will feel as if a dark serpent has come alive in the place of the backbone, and will act accordingly. This may result in a crazed dance, rolling around screaming on the ground, or plain out madness. To avoid such humiliating actions a hard mental resilience roll must be passed. The possession lasts for 2-10 rounds. If the Ghondaar snakes survive, the victim may suffer reoccurring episodes of possession randomly for several years. An exorcism might be in order. If no spiritual treatment is undertaken within a year, there is a chance of 1-4 actual snakes growing out from the location of the bite.


------DESCRIPTION------------------------------------
The Ghondaar is a pitiful and terrible creature. Possessed from birth by a number of snake demons, that grows out from the back end of its spine, the Ghondaar is eternally tormented. Forced to kill for, and to feed the demons, the creature roams through the world in a constant search for fresh meat. The snakes bite and plague the Ghondaar into obedience – lashing it on in its hellish hunt.

The fully grown Ghondaar has completely surrendered, and thus become one with its masters. As the snakes fight each other for a piece of the next meal, the Ghondaar opens its mouth to let the strongest one in. There, inside its tainted belly, a process of serpentine magic transforms the swallowed meat into dark energy, which keeps the demons alive and powerful.

Over the ages the Ghondaar has developed a thorny shield, and a double nasal spike to protect itself from the hungry serpents. This however, offer little protection in the long run, but serves mainly to keep the Ghondaar alive. The fangs of the snakes are short but their power unholy, and the pain they cause is pure and persistent.

I want a pet, said the son of the Devil High Lord, and the Dark Power bestowed upon him the Ghondaar of the mountains – a fierce and appropriate gift to please his son. As the creature escaped and fled heedlessly through the corridors of Hell, the son of the High Lord sent out his other pets to retrieve it. As the Snake found it, it bit down upon its short tail and cursed it with eternal possession. Wild and furious, the Ghondaar escaped again, and found its way out of the lower realms. Alas, a creature transformed, it would carry Hell with it – for all times, and for every generation to come.

The Ghondaar still prefers mountainous areas, but will go anywhere to please the hunger of its masters. Sleeping hidden, in caverns or in dark places, the beast will regain its strength, but the demons never rest. All Ghondaar travel alone. The snakes do not stand the demons of another Ghondaar. Mating takes place quickly, and sometimes result in the death of one of the Ghondaar.

When a youthful Ghondaar is freed of its demonic masters (through decapitation of the snakes, for example) it immediately stops fighting and runs off in a random direction. At times such Ghondaars have returned to their “saviors” after some time, to stay with them, and to gratefully serve them for the remainder of their days. The mature Ghondaar will simply go into hiding and die slowly from lack of will and starvation.

Unless killed by its demonic tails, the Ghondaar can become 300 years old. With age the snakes grow longer, and may end up three times as long as their host. They keep aloft through dark magic, and move around in air as if it was water. They also kill and hunt what they reach, and can live on for weeks even if the main Ghondaar is killed. However, to keep strong and retain their wicked powers, they rely on the meat; processed and altered in the perverted Ghondaar belly.

From birth, two to six snakes infest the spine of the creature



© Copyright 2010 - Nicholas Cloister