Showing posts with label mammal. Show all posts
Showing posts with label mammal. 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, August 11, 2011

Commencing the Faerie Genocide

As you probably have noticed I have no blog-roll here. I barely have any links at all. This is mainly because I want the bestiary clean, but now I'm thinking it would be nice to at least send some traffic back to those places who direct a lot this way. I will place these links in a list called "Benefactors", and update it every two months or so, based on the five websites most successful in directing visitors to RPG CReatures during that time. I will also thank them directly in the text here, which will give them a place/link in the bestiary for a long time to come. I begin this by looking back over 2011 and see that apart from great established forums and art-sites the following five blogs have been most helpful with drawing visitors to RPG-Creatures:

Greywulf's Lair
Quasar Dragon
Storie Di Ruolo (Italian)
Greifenklaue's Blog (German)
Barbarians of Lemuria (German)

Needless to say, any blog or website mentioning or recommending RPG-Creatures, know what they're talking about ; ) and should be worth a visit. Thanks to all of these, and if you don't want to be on the 'Benefactors' list, just throw me an email, and I'll remove you at once.

Creature 44 is one of those weird and unlikely life-forms that remind me of my early days of role-playing. Do you remember when you were young, and your mind was still soft enough to accept deviations from its logical discrimination of reality? You know when you could encounter basically anything in a dungeon, without particular cause, and outside of any credible (stringent) story-line? Do you remember how it was all very magical then? A few years later the Game Master would make sure to install a toilet compartment (of sorts) in every orcs' nest, and remind you that bow-strings turned useless in rain. I guess we are different here, as people. Some of us seem to be very stuck on logic, while others are more open to the strange and inexplicable. If you enjoy the works of David Lynch and Hayao Miyazaki you probably belong to the later kind, and then there is also a greater chance that you enjoy this creature. I would prefer myself to have this strange revelation just show up and have no idea of what it was or where it came from, but since this is a bestiary I have done my best to give it a background and context of sorts... oh, and when I say great thickets, I mean GREAT thickets... and from there I will let your imagination set the boundaries.




≡SARRANATH≡




------GENERAL-----------------------------------------
CATEGORY: Mammal (magical)
TERRAIN: In or nearby great thickets and brushwood
FOOD: Carnivore
AGGRESSION: High
SIZE: 7 feet (210 cm) tall, without facial horns
NUMBERS: 1-2


------CHARACTERISTICS-----------------------------
STRENGTH: 24-30 (2-3)
AGILITY: 7-11 (8-12)
ENDURANCE: 15-20 (5-7)
INTELLIGENCE: 4-9
MENTAL RESILIENCE: 7-11
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 1 (Running x 0,4)
(Multiple is times human speed)

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

HIT POINTS: 25-29 (2-5)
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3 (0)
HEAD: 4 (0)
BODY: 3 (0)

The hide of the Sarranath is tough to withstand the many thorns and nettles of the great thickets in which they move. The facial skin especially is hardened by years of rooting around in the undergrowth, and through thorny magical kingdoms.


------ATTACKS/DAMAGE---------------------------
1 FACIAL TUSKS ATTACK: 2-24 (1-3)
1 BITE: 1-4 (1)
2 CLAWS: 1-8 (1-2)
2 CLAWED HANDS: 1-6 (1)
(If a Long Sword causes 1-8 points of damage)

The giant tusks, or facial blades of the Sarranath are formidable weapons. They move up or down with the jaws of the creature, but cannot be wielded separately. The Sarranath uses these to swiftly penetrate thick shrubbery, and similar faerie hide-outs. The claws are used for more methodical cleansing, and the powerful hands to dig into hidden burrows, or to crush and squeeze the secrets and life out of the Sarranath's prey. With an arsenal of natural weapons the creatures see no real use for crafted arms and tools.


------POWERS/EFFECT-------------------------------
DETECT INVISIBILITY: The Sarranath eyes have turned sharp and can perceive invisible things and creatures with the same clarity as the rest of the world.

SHRINK: Once a day the Sarranath can cast a powerful spell of shrinking, and turn swiftly into a rabbit-sized version of itself. The spell lasts for two hours and may be used without restrictions. The increased vulnerability of this state, means the Sarranath uses this power rarely, and only when it can think of no other way of spotting new faerie rich hunting grounds. (See parenthesised characteristics for small size values.)


------DESCRIPTION------------------------------------
In the greater thickets, where pixies, brownies, and faeries make their kingdoms, there hunt the Sarranath. Once a group of sly trolls discovered that by eating the wee folk, they could extract their magic and reshape it for their own warped purposes. From that day they would feed solely on the faerie kind, and utilized their new enchantments to this very aim. With faerie magic pulsing through their dark blood, the trolls transformed into the Sarranath, and tore through the thorns and brushwood with previously unparalleled efficiency. No longer mere muscular brutes, the Sarranath trolls developed powers of faerie-like mischief and trickery, and new strategies in their hunt for fae flesh.

The magic power of the Sarranath is limited, but they can cast minor spells of concealment and illusion, and produce a variety of magical traps. Still, they delight in charging through the bushes and ripping the fabric of the faerie worlds to pieces. The acquisition of subtler and more sophisticated ways of hunting, have not reduced their trollish nature. Rather, they have turned even greedier and more bestial in their hunger for further faecraft.

The Sarranath live and hunt solitary or in pairs. Competition tears any group apart. They move about on all fours. Being forward heavy, they must use at least one hand for support. The strange petal collars works as partial camouflage, and some Sarranath are all but fully covered in this bodily foliage, which change colors periodically to emulate seasonal flowers and plants.

The creatures sleep in great dugouts close to their hunting grounds. Sleeping inside the thickets would make them too exposed to the faerie powers. They can live for 200 years, and occupy themselves with little but hunting. Faeries are hard to catch and doing so requires the single minded attention and the day long devotion of the Sarranath trolls – who unlike their distant relatives can roam freely in full sunlight.


(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

Saturday, June 11, 2011

Meat museums of the glaciers

While modern scientists are happy to find bacteria or single cell organisms in the cores drilled out from the polar ices, a fantasy explorer may be more fortunate. With the mysteries of the ages however comes a certain risk, and in this case that risk is called the Con'laihs. As amazing artists of the ice, with a tantalizing sort of power and hidden aims, these pose an obvious threat to any who seek to learn what ancient treasures may have slipped into their deep-buried fridges. Is this where the old gods are sleeping?



≡CON'LAIH≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Glaciers, polar ices, and deep snow regions
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 5 feet (150 cm) tall
NUMBERS: 5-100


------CHARACTERISTICS-----------------------------
STRENGTH: 9-12
AGILITY: 13-16
ENDURANCE: 15-18
INTELLIGENCE: 3-7
MENTAL RESILIENCE: 3-8
CHARM: 2-4
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 10-15
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
BACK: 5
BELLY: 3
HEAD: 2
ARMS: 2
LEGS: 2
(If Full Plate Armour is 10)

Underneath the thick fur the back of the Con'laih is covered in a segmented bony shell which gives good protection of the inner organs and spine. The delicate tentacles are fully unprotected but when severed these grow out again in about six months.


------ATTACKS/DAMAGE---------------------------
2 JAGGED CLAWS: 2-7
1 KICK: 1-8
(If a Long Sword causes 1-8 points of damage)

The formidable front claws of the Con'laihs are their main weapon, but as a means of defence they may also use powerful kicks to keep enemies at bay.


------POWERS/EFFECT-------------------------------
ICE CONTROL: Through their thin tentacles the Con’laihs wield a strange energy. Though the creatures can cut through the ice with their saw-like claws it is mainly this energy they us to control and shape their beautiful abodes. The energy manipulates the quality and properties of the ice and makes it possible for them to make fantastic architectural constructions inside the glaciers. As the creatures wiggle, their tentacle ends start glowing and a sound like a thousand tiny bells is produced. The energy enters the ice which transforms according to the will of the Con'laih, who may quickly melt and reform great section of their lairs. If working in unison, the creatures can easily confuse or trap any unwanted intruders. The energy is also used to prevent undesired cellular damage to any still breathing catching as it is frozen and stored in the ice (see 'Description').



------DESCRIPTION------------------------------------
In deep burrows, inside the great glaciers and polar ice sheets, live the Con’laihs. The natural cracks and shafts produced by water are intersected by extensive mazes of Con’laih produced tunnels and caves. They hunt in the areas surrounding these ices, and occasionally send out groups to scout and find food in regions further away. These smaller parties cave out temporary lairs in deep snow, or frozen lakes. Birds, seals, foxes and bears are common on their menu, but the Con’laihs take down anything within their power. They are not especially aggressive, but due to a strong instinct of gathering, they tend to attack even when not hungry.

What the Con’laihs don’t eat at once they store deep frozen in the ice. In great chambers, far beneath the ice surface, they create museums of meat, which some speculate are not only for eating. When possible, prey is frozen alive and restored to life before eaten. Only the mysterious Con’laih energy can revive a life-form so frozen. All things stored are marked by complex patterns of burns, and many captures are saved for eons in the freezer. Truly ancient creatures and beings have been found preserved in the Con’laih reserves. These facts have led to the theory that the creatures freeze prey not only for preservation, but also to communicate in some manner with future generations.

Con’laihs are not great climbers, and tend to keep the floors of their lairs even. They are however natural jumpers and effortlessly leap straight across the crevices and cold rivers of the subterranean ice worlds. Jumping down upon their prey is also their favorite way of striking.

Ranging from golden yellow, to brown and dark grey, the fur colour of the Con’laihs vary greatly between specimens. The eyes are always dark green and glimmer with an otherworldly kind of intelligence. They communicate through rasping hissing sounds which are sometimes contrasted by high-pitched squeals.

The last stage of the Con’laih fetus development takes place outside the womb, in translucent cocoons, which are normally attached to the roof of ice tunnels. These glow gently with the mysterious energy of to the adult tentacles, and are spread out across the vast burrows to function as lamps in important sections. The young reach full maturity in three years and begin to weaken from old age about 60 years later.

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





© Copyright 2011 - Nicholas Cloister

Wednesday, May 18, 2011

The Strength of a Beast

Hi again! If you read this, you didn't ditch the blog due to the long wait since the last creature, which means you probably enjoy fantasy beasts to some extent. This time I present a non-exotic kind of creation, where by small means I have tried to come up with something interesting. I am very attracted to the forest creatures of the northern temperate zone (moose, deer, rabbits, wolves, squirrels etc). They have something mysterious in common, I think. Watching them on a misty field in the morning, in their grey-brown attire, just infuses that fantasy vibe in me. It is easy to picture small differences in their natural anatomy, and turn the entire scene into a fantasy world right there. Just some minor tweaks to what you are used to, and that could be it. Of course, on a still digital picture, this magic is a lot harder to bring about. I'm not sure I have succeeded at all here, but in any case I like the Nothnock.




≡NOTHNOCK≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Mountains and highlands
FOOD: Omnivore
AGGRESSION: High
SIZE: 5’ 4” (160 cm)
NUMBERS: 1-10


------CHARACTERISTICS-----------------------------
STRENGTH: 25-30
AGILITY: 10-15
ENDURANCE: 18-22
INTELLIGENCE: 2
MENTAL RESILIENCE: 2-6
CHARM: 1-2
(If stats of a human ranges from 3 to 18)

SPEED: Running x 2, Climbing x 5
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 25-30
(If a human commoner has about 11 hit points)


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

The hide of the Nothnock is unusually thick and hardy, and the creature is extremely insensitive to pain.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1–3
1 BITE or TUSK ATTACK: 1–6
(If a Long Sword causes 1-8 points of damage)

The Nothnocks prefer to come charging down the mountainsides, or to jump down upon their prey from higher grounds. Though very strong from a firm position, they try to benefit from their great mass when charging. They are good climbers but take advantage of their rock-like bodies, for camouflage, when hunting quick and agile animals like mountain goats and monkeys.


------POWERS/EFFECT-------------------------------
MUSCULAR GROWTH VIRUS: All Nothnocks are born with a potent virus which disrupts the hormonal balance and causes severe growth of muscle. This virus halves their natural life span, but has been part of their biology for countless generations. Their bodies are hard and resistant, which suits their violent life-style and the tough terrain of the mountains. The Nothnock's teeth, tusks, and claws may cause infection and result in uncontrolled muscle growth. During a couple of weeks the strength of the victim is increased by 2-5 points. With this change of physique follows a greater tendency for violence and weakened mental resilience (-2). All effects are permanent, and to all knowledge incurable. The virus seem to have no contagious power in other life forms.
Some barbarian mountain tribes has been known to seek out and fight Nothnock beasts in rites of initiation The men of these tribes usually die young or return physically stronger.



------DESCRIPTION------------------------------------
In Nothnock groups and families fights are regular events. Both males and females resolve even the smallest of conflicts through bloody battles. Often entire groups engage in King of the Hill-like brawls. These are fierce and may end in the death of several group members. Though powerful creatures of the mountains, Nothnock groups rarely grow beyond ten members.

The creatures are omnivores but prefer freshly killed meat to cadavers, mushrooms, roots, and vegetables. They hunt in teams when possible and can plan and synchronise attacks well, despite their short-tempered violent nature. During the sun of day they tend to rest in great caves, and like to move about and seek out food from dusk to the early hours of morning. Nothnocks are territorial creatures and rarely move further than 12 miles (19 km) from their main lair.

Young Nothnocks grow up quickly, and reach full maturity in less than two years. Attempts have been made to tame them, but few have succeeded. The foul smell and loud growls of these creatures make their company undesirable, even when they're not attacking.

The Nothnocks recover quickly from injuries. This might have something to do with the virus, but no increase in the rate of healing have been spotted among other infected life forms. Some Nothnock specimens are said to have regenerated lost limbs – a rumour which has made the species interesting to physicians and other healers. Many of these creatures are more or less dressed in scars, and must have some powerful resistance to infections. With all the battles among themselves, more Nothnocks should be seen limping or disabled, but such creatures are only rarely reported.

The cold air of northern highlands suit the Nothnocks perfectly. They stay out of forests and they can't swim. Like bears, they can still be found catching fat salmon from the rivers, and looting eggs from the nests of birds. They chase the agile foxes down the slopes, and they terrorize the goblins, when they emerge from their tunnels in the mountainsides.

Nothocks live to be 25 years old. They are grey to brown in colour, and partly furred. Their hands and feet are dexterous tools, and their bodies are pure strength. They move about in a gorilla-like fashion, but are more closely related to boars.





© 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

Monday, February 28, 2011

Mating with style

Not a lot on my mind today, so I'll just go ahead and introduce the next creature. Straight from the sea, here is the...




≡ELIJINN≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Salt water
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 13-15 feet long (4-4,5 m)
NUMBERS: 1- 4


------CHARACTERISTICS-----------------------------
STRENGTH: 26-32
AGILITY: 22-25
ENDURANCE: 22-25
INTELLIGENCE: 8-10
MENTAL RESILIENCE: 12-15
CHARM: 5-8
(If stats of a human ranges from 3 to 18)

SPEED: Swimming x 8
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 28-36
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2
BODY: 2
HEAD: 4
FRONT FINS: 3
FINS/MEMBRANES: 0
(If Full Plate Armour is 10)

The body of the Elijinn is covered by a smooth thick skin, that is adapted to existence in the water. The translucent membrane-like fins are easily damaged, but held together and run through with coppery threads or veins, which are thought to generate the density altering power of the creature (see 'Powers')


------ATTACKS/DAMAGE---------------------------
1 SPEAR TOOTH: 1 – 12
1 BITE: 2-6
(If a Long Sword makes a damage of 1-8)

The Elijinn hunts by piercing large prey with its spear-like protrusion, which is a tooth. Smaller fish are bitten and swallowed whole.


------POWERS/EFFECT-------------------------------
ALTER DENSITY: Six times per day, and swiftly by will, the Elijinn can alter the density of any dead matter within 100 yards (90m) in all directions. They can affect small and specific parts of this area or the entire radius at once. The power can make air dense enough to swim in, and turn rock soft as clay. It can transform the ocean into holes of air, and make swords drip away while still cold. There are some limitations. Solids cannot be made as thin as air, nor liquids transmuted into solids. The power lasts for up to two hours, and when it ends all matter return to its normal density, sometimes more or less deformed, of course.


------DESCRIPTION------------------------------------
The Elijinn are very powerful creatures with dolphin-like mentalities and mysterious aims. Most of their lives they swim around in the sea hunting shark, which is their favourite source of energy. But now and then they enter periods, in which their behaviour greatly alters. At those times they act individually and pursue interests that look highly personal, random, or even political.

It is believed that the lunar cycle is somehow involved in these rather sudden mental transformations, and that periodically dormant parts of their brains turn active. When it happens some of these Elijinn start interacting with intelligent subsurface beings, and they become generally curious about the affairs of fishermen, other species, and the strange cultures that can be found in the deep seas, and even those above occasionally. One story tell of an Elijinn which rose up out of the water, swam through an entire city, turned the walls of a castle into jelly, and passed right through them. Apparently it soon came out with a mermaid that was held captive there, and returned with her to the sea. Most of these stories imply a care for ocean life forms, and many relate of strange interventions in events to which the Elijinn had no clear connection.

The most spoken of phenomena, and the one that the Elijinn are mainly known for, is the fantastic dance of mating. The pair involved ascend high into the air, typically in the light of a striking sunset or the vivid backdrop of aurora borealis. There they move in a dreamlike, slow, and harmonious dance that lasts for well over an hour – a performance portrayed in many poems and works of art through the ages.

The incredible power these creatures hold over density, and use basically at will, leave them few natural enemies. Surprise is the only weapon against these Ellijin, and even then they are not easily overcome. Their lives last for about two centuries, and they pose little harm, unless unfriendly action is taken towards them, or some of their hidden agendas. The females are slightly smaller than the males, and the young are thought to be brought up in the true depths, away from the eyes of others.

The sounds of the Elijinn are complex combinations of high tones, that range from lively to soft and gentle. They don't jump like dolphins, and do not leave the water unless they have specific reasons.




© Copyright 2011 - Nicholas Cloister

Tuesday, February 22, 2011

Pneumonia delays gold delivery

The illustration of this creature has been ready for quite some time, but my daughter was stricken by pneumonia, which distracted me for a while. It seems every time a certain flow is built up some bump in the road comes along to break the current. I guess that's good in a way, since it reminds you of the way things are, and gives you some time to re-evaluate the priorities. Breathing is clearly more important than creature design and games, and gold less sparkling than the eyes of a three year old.

I'd like to give thanks to the following blogs, zines, and pages, for recommending and writing about RPG Creatures. If I forgot anyone, please remind me.

Ethereal Sunshine
The Secret DM
Talislanta
Greifenklaue's Blog
Storie Di Ruolo
Multiplayer.it

Some treasures walk...



≡AEGARIM≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Caves and mines
FOOD: Omnivore
AGGRESSION: Normal
SIZE: 5-6 feet tall (150 - 180 cm)
NUMBERS: 1- 20


------CHARACTERISTICS-----------------------------
STRENGTH: 14-18
AGILITY: 1-14
ENDURANCE: 11-16
INTELLIGENCE: 7-10
MENTAL RESILIENCE: 6 -12
CHARM: 2-4
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 13 - 20
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2 (+ 1-8 of gold cover)
BODY: 2 (+ 1-8 of gold cover)
HEAD: 2 (+ 1-8 of gold cover)
LEGS: 2 (+ 1-8 of gold cover)
TAIL: 1 (+ 1-8 of gold cover)
(If Full Plate Armour is 10)

The Aegarim has a dark skin that slightly shifts in colour to blend with the rocks and minerals in the caves they inhabit. It gives little protection in itself, but is often strengthened by layers of gold (see 'Description')


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2 – 6
1 BITE: 1-4 (plus 1-2 of corrosion damage for 1-8 rounds)
(If a Long Sword makes a damage of 1-8)

The front claws of the Aegarim are strong and hard enough to scrape out the gold from veins and ores in the mountains. The bite is not very powerful in itself but the saliva of the creatures is corrosive to dissolve gold, and can cause serious damage to living tissue, as well as armour.


------POWERS/EFFECT-------------------------------
MELT GOLD: The Aegarim have the psionic ability to heat up, and even melt, gold from afar. They can use this power once per day. When undisturbed for two rounds they can psionically produce a field of molecular instability, with a diameter of 60 feet (20 m), in which the temperature of all gold increases dramatically. Rings, bracelets and other gold in direct contact with the body will cause 1-4 points of burn injury per round, and melt completely in another 2-4 rounds, if the Aegarim is left undisturbed and allowed to focus. (The power of magic items deformed by this ability may be lost or lessened.) The field begins 10 (25 cm) inches away from the creature, and doesn't affect its own layers of gold.


------DESCRIPTION------------------------------------
The Aegarim are highly intelligent creatures, but make no use of spoken languages or tools. They normally move about alone or in small groups but occasionally gather in larger numbers. Their main activity, apart from feeding, is to seek out and swallow gold. They are drawn to mines, ores, underground rivers and great treasures. Once consumed the gold enters the creatures and is transported to their skin where it is deposited in thin layers that grows into plates of natural armour.

Initially these deposits protect the creatures from outer harm, but as they thicken they burden the Aegarim and hinder their movement substantially. It is therefore believed that this process is a cultural expression rather than a purely biological one. The Aegarim, some say, believe that by leaving a permanent golden shell of themselves they attain immortality. Thus they continue to eat gold until they become fully immobile and perish from starvation. In later states, when all but the joints are covered in gold, the creatures look a lot like statues, and are known to pose as such, to avoid notice, or draw near to themselves wealthy merchants and successful adventurers.

Strange carvings and hieroglyphs have been found in caves where the Aegarim dwell. They are believed to have deep magical or symbolical meanings, rather than conveying a message. Attempts of translation speak of 'The thousand years of sleep', and 'The great resurrection', but the sages involved in this work stress the inadequacy of human concepts, and the high level of guess-work involved in the translations.

The Aegarim's urge for gold is great, and they have been known to gather in greater numbers to take on dragons and other formidable hoarders. When subterranean findings are scarce they may venture out of the caves and seek out gold in other places. Their eyes are sensitive to daylight and when possible they keep hidden during the day. It may take anything from 20 to 80 years for a Aegarim to cover itself close to fully in gold. If they fail in making themselves into a sculpture, they die naturally at about 100-120 years of age. Nothing but the double row of nipples distinguishes the females from the males.




© Copyright 2011 - Nicholas Cloister

Tuesday, January 25, 2011

In collision course with Giants

One thing that I don't like about the increasingly amazing Internet is that it makes it hard to name a new creature. Of course I like to check, when I come up with a name, if that name is already taken, in one or several inappropriate ways... and of course, it usually is. Soon, I think, every utter-able word will be used, if not for some exotic shampoo, then for one of the many life forms of World of Warcraft, or some other MMORPG that I have never even heard of. So far I have not dared to enter into any of these never ending worlds of digital fantasy, but I now hear 'Elder Scrolls 5 – Skyrim' will be released before the end of the year! Remembering how I completely lost myself in 'Oblivion', I already fear the future...

Kotaku.com mentioned and recommended this blog a few days ago, which severely increased the number of visitors for a while. That was very welcome. Thanks, Kotaku! In the aftermaths of that rocket, RPG-Creatures have been mentioned in a few more blogs and forums, in Germany and Brazil, for example. That kind of exposure is very good for my motivation, and makes me push myself even harder when it comes to making new creatures. Here is the Mehrog now! ...and more on the way. : )


≡MEHROG≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Plains and grasslands
FOOD: Carnivore
AGGRESSION: High
SIZE: 7-20 feet long (2-6 m)
NUMBERS: 1-20


------CHARACTERISTICS-----------------------------
STRENGTH: 20-40
AGILITY: 6-10
ENDURANCE: 8-13
INTELLIGENCE: 1-2
MENTAL RESILIENCE: 1-2
CHARM: 13-20
(If stats of a human ranges from 3 to 18)

SPEED: Running x 3
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 20-50
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 9 (+2 for mud)
BODY: 12
HEAD: 10
FRONT LEGS: 8
LEGS: 6
TAIL: 7
BELLY: 5
(If Full Plate Armour is 10)

The Mehrog is well protected by unusually tough hide. On top of that is a shield of pointy hard bone. This is sometimes strengthened further by thick layers of clay and mud, which build up and stick between the plates when the creature rolls around in the soil.


------ATTACKS/DAMAGE---------------------------
1 CHARGE: 1-6
2 KICKS: 1-6 (+2 when stomping)
1 BITE: 2-6
1 CHARGE: 2-8
(If a Long Sword makes a damage of 1-8)

The Mehrog depend a lot on its sheer size and strength when hunting. It can move fast over short distances, and like to take down its prey by running straight into it. Once the prey is stunned or lying, the creature starts stomping. It never kicks with its hind legs, mostly uses its mouth for eating, and the tail is only applied to fend off rear attackers.


------POWERS/EFFECT-------------------------------
BREATH OF FOG: Inside the huge lungs of the Mehrog an unusual process takes place. Some of the moist in the air is extracted and and collected in special chambers. Once a week this water can be mixed up with the out-breath of the creature to create a fog. When there is no wind a cover slowly builds up, large an dense enough to greatly improve the creature's chances of a surprise attack. When there are many Mehrogs involved, large areas can be covered with fog.



------DESCRIPTION------------------------------------
Heavily armoured, the Mehrog can still pick up some speed. It is not clumsy, but far from agile, and it gets tired quickly. It prefers to lie silent, in the long grass, or hidden in the mist. From there it charges and smashes hard into its target. Once the prey is down, the creature rears up on its hind legs and stomps the victim into a mash, before it eats. The teeth of the Mehrog are long and sharp, but its jaws are not very strong.

The creature has a unique structure to its lower legs. A series of jointed bones, that can be locked in and out of position, make its hooves very flexible, and extremely sensitive to vibrations in the ground. Completely blind and deaf, the Mehrog rely exclusively on this sensitivity, and smell, to coordinate group attacks and to make out the direction of possible prey. It can lie down, belly flat on the plain, and still keep its hooves firmly on the ground. This ability gives the Mehrog a quick start, and makes it alert to the surrounding events, even when completely hidden. Toppled over, it is prone to danger, and loses its sense of aim.

The Mehrogs vary a lot in size. They are born at the height of a large dog, and continue to grow during their entire lives. At the age of 40 they can as big as an elephant, and become a true terror to the life forms of the plains. Some animals have come to shun fog like death itself, and run away at the mere sight of it. Others have not gained that wisdom. When large animals are hard to find, the Mehrogs kick down into the earth to pick out the rodents and frogs, easily made out by their sensitive hooves.

Moving around in families of up to 20 creatures, the Mehrogs keep to large but limited hunting areas. They tend to stay close to lakes and water holes, but never venture into the water itself. They like rolling in the mud, but only do so when they are certain of safety. Being deaf they use no vocal sounds, but an occasional burp and hiss can sometimes expose them. The creatures make lousy steeds, but have been occasionally been used as guard beasts.




© Copyright 2011 - Nicholas Cloister

Monday, December 27, 2010

Polar panic as ice bursts open

RPG creatures celebrated its first year of existence on the 12th of December 2010. With this creature included it makes for a little less than one new creature every two weeks. That is not bad, though two new creatures per week is more of the speed I'd like to see on this.
26 457 visits was registered during year one, and 9 415 of those are from revisiting users.

No one can tell what 2011 holds in store, but I hope to find the time and resources to keep this bestiary growing. In line with the theme of the snow and ice here in Sweden I'm ending this first year with a polar creature. This one deserved a visual background and context, not only to fill up the page, but also to make the thing believable. When interacting with a world and put in realistic lightning even the strangest of forms can come to life... with some luck, and a lot of your imagination. ;)

Happy New Year! To all of you.

/N Cloister



≡BHORDA≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Cold water (salt and brackish)
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 23 - 30 feet long (7-9 meters)
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 30-45
AGILITY: 10-12
ENDURANCE: 18-22
INTELLIGENCE: 1-2
MENTAL RESILIENCE: 3-5
CHARM: 1
(If stats of a human ranges from 3 to 18)

SPEED: Running (Crawling) x 0,5 Swimming x 8
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 40-50
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 5
HEAD: 2
BODY: 5
FLIPPER ARMS: 5
(If Full Plate Armour is 10)

Underneath the hardy skin of the Bhorda is a thick layer of blubber, keeping it warm and protecting its vital parts. The creature is insensitive to cuts and damages to this outer layer of fat. Daggers and short axes will do little or no harm to it, unless directed specifically at the head and eyes.


------ATTACKS/DAMAGE---------------------------
1 BITE: 2-8
2 FLIPPER MAULS: 2-12
(If a Long Sword makes a damage of 1-8)

The Bhorda's favourite way of hunting is to swim with full speed from below to crash through the ice with its bony flipper ends first. The prey, surprised and often stunned by the attack, is then mauled unconscious and usually swallowed whole.


------POWERS/EFFECT-------------------------------
ICE BREAKING SONG: In areas where the ice is too thick for the Bhorda to penetrate, the creature can apply a deep and extended bellowing roar to create cracks in the ice and break it open. The vibrations of this sound are powerful but must work on the ice for some time before it comes apart. Surface instability can be felt from above, and a deep eerie song is audible even through thick layers of ice.

JET OF WATER: As the Bhorda surfaces it can apply a single jet of water to throw down prey fleeing from the scene. Out of the water the creature is slow, and the jet is often its only chance to bring down prey still standing after its initial strike. The creature can not keep the water inside while breathing, or eating. It must be shot out as a jet or simply let out, before any serious manoeuvres are undertaken on land. The jet can reach up to 30 feet (10 meters) from the Bhorda. If the water is icy cold the shock itself might bring the target to the ground. In either case a successful agility roll is needed to stay on foot. The jet is shot out through the inner and very pliable mouth of the creature.


------DESCRIPTION------------------------------------
Though the head and flippers of this creatures are very unlike the rest of the family, the Bhorda is a great seal. Huge and monstrous it can crush and consume a walrus without much problem, and hunts basically all life-forms on and underneath the ice. It spends most of its time in the cold polar waters but may venture anywhere in search for food. It will survive no more than a week outside of water, and must breath air at least once an hour.

Bhordas have occasionally treated ships as if they were ice, and swam straight into them, breaking great holes in the hull. The inner worm-like mouth can be extended 10 feet (3 meters) from the creatures, and have ripped out members of the crew before anyone really knew what happened. As the Bhorda leaves, cold water starts flooding the vessel, normally resulting in a lot more food for the seal.

In all cases, the element of surprise is the Bhorda's main tactics. The back flippers of this creature have merged completely into a large fin and it can generate impressive speed under water. Once on land it is comparatively clumsy and will only leave the ocean to pursue wounded, or confused animals, out of reach from the shore or hole.

The clawed tentacles on top of the creature's head can be moved to some extent, and are used mainly to ward off birds from the head when the Bhorda basks a few hours in the seasonal sunlight. Its skin ranges from red to black and is often speckled. Its scent is similar to that of other mammals of the sea, and the grunts and roars let our when on land have a complainant tone.

The Bhorda live for over 500 years and mate only once a century. The long life span has granted it a special reputation in folk medicine, claiming the rich fat to hold life-extending powers and to preserve the youthful qualities in skin. It may seem absurd in the ugly face of this beast, but some queens have ordered great hunts on the Bhordas and had royal alchemists produce anti-wrinkle ointments of beauty from their blubber.

Apart from the rare events of reproduction the Bhordas move about alone, and stay well away from other members of their species. They are nevertheless feared greatly by the seamen of the North and tend to keep ice skaters away from frivolous escapades on the open sea.



© Copyright 2010 - Nicholas Cloister

Wednesday, November 17, 2010

What's the colour of a chameleon?

I don't know what to say today, more than that I hope to be able to focus more on this blog in the coming weeks. Looks like there might be chance of that. Where I sit there is frost covering trees and grass, and down by the lake the light looks amazing. Very fantasy-ish if I may say so, and inspiring.

Thanks to Memphis Roleplayer's Association and Warrington Gamers for informing their members about this place. Also thanks to Turnwatcher.com for recommending this site. As always, feel free to contact me with suggestions or ideas, and of course, to comment about the creatures right here. The silent feedback (increasing number of visitors) is very good, but it would be great to hear more opinions about these monsters.

If you remain all quiet you can't expect anything other than what you receive, so don't blame me for the Thelossian. ;)



≡THELOSSIAN≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Woods
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 5 feet tall (150 cm) at the head
NUMBERS: 1 to 5


------CHARACTERISTICS-----------------------------
STRENGTH: 12-16
AGILITY: 15-24
ENDURANCE: 15-22
INTELLIGENCE: 5-8
MENTAL RESILIENCE: 15-24
CHARM: 2-8
(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: 11-18
(If a human commoner has about 11 hit points)


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

The skin of the Thelossian is thick and mostly covered by very thick fur, which makes fo a good natural armour, in case wits and camouflage fails to protect it.


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

The small claws on the hand-like paws of the Thelossian do little damage. Instead it tends to draw its fingers together in a fist-like manner in physical situations.


------POWERS/EFFECT-------------------------------
CAMOUFLAGE: The Thelossian is a natural when it comes to hiding and camouflage. Due to its powerful sense of sight it knows how to conceal itself from most gazes. It can change the colours of its fur at will, and with great speed. It can also enter into a state of cryptobiosis, within a couple of rounds. In this case that means instantly stopping its own heart and lowering the temperature of its blood to that of its surroundings. The creature will be as dead, but with the capacity to revive itself to life when it wants to. This also takes but a few rounds. In the state of cryptobiosis the creature retain a weak trace of awareness, Just enough to sense and to judge if the potential danger has passed.

MASTER OF SIGHT: The five pairs of eyes of the Thelossian all have a unique way of registering the world. Besides seeing normally (like humans) it picks up heat radiation, electrical vibrations, spiritual auras, and magical fields. Heat vision allows it to move about in total darkness and make out all lifeforms from afar. Electrical vision enables it discover creatures hidden under leaves, buried in earth, or moving behind thin walls. Spiritual vision displays the spiritual aura of all living things to the Thelossian, which gives it a good idea about the nature and disposition of any creature. Finally, magical vision makes it capable of noticing and reading all magical fields emanating from spells and magic items. Thus it may know the kind and power of magic it faces.



------DESCRIPTION------------------------------------
Usually Thelossians run about in the world rather fearlessly. Only when they are starving, or wilfully makes a move towards danger, do they run the risk of being killed. Their unusual gift of sight allows them to avoid most enemies long before they are spotted, but like all creatures, their level of attention may of course vary.

The Thelossians live alone or in small families, hunting and eating creatures, like beetles, frogs, worms, birds etc. They are very intelligent and can hunt in groups as well as communicate with signs, sounds, and patterns of colour. They have no real language but may figure out ways of making themselves understood when encountering friendly creatures or beings.

Elves, and other benign woodland folks, have been known to befriend the Thelossians for the sake of mutual interest. They make perfect guards of course, but will not enter into such service without good reason. They are also eminent trackers and have been seen in the company of elven scouts, druids, and experienced woodland rangers.

As creatures of many eyes the Thelossian have developed great wisdom and are attracted to natural harmony. They care about the surrounding forests and the diversity of life within them. The creatures may attack small bands of orcs and other disregardful forms of life, if they display ignorant or destructive behaviour towards their home environment.

The Thelossian are very agile creatures. They swim well, and even if they tend to make their living at ground level, they enjoy climbing trees, and often do so when hunting. They also like to relax and enjoy life while lazily playing about with their more energetic young. Normally they sound as deep-voiced monkeys, but are not loud, and do not growl like big cats. Being intelligent they can imitate most animal sounds and do so when it suits their purposes.

Most Thelossians die before the age of 50. They keep to the same partner throughout their lives and reproduce only once. Their young tend to stay with the adults until fully mature. When meat is scarce the creatures can eat and survive for months on nutritious roots, nuts, berries, and fruit. If there is no food at all Thelossians may go into cryptobiosis and remain in such a state until food comes along. At the brink of starvation the creatures will attack and eat larger life-forms if necessary.




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© Copyright 2010 - Nicholas Cloister