Sunday, April 30, 2017

Random Encounters by Terrain - Forest/Jungle

The second "d100 encounter by terrain type" table in my series, this time for forests and jungles.  You saw the one for plains and grasslands, right?  There are MANY more to come, but these things are great beasts, and I have this self-destructive tendency to make every entry another table!  Related to this is also my wildlife overview and super fun image dump post, check that out too if you're into prehistoric megafauna.

Forest / Jungle - 33%/day

01-02  Webbird Flock - usually detected by their sunlight-blocking webbing before they are seen.  Webbirds are an environment transforming species that turn normal forest and jungle areas into lightless cave-like spaces that encourage different plant growth.  They have plump, hairy bodies and ragged, hairy moth wings.  Their fist-sized heads have small, dull, black eyes, a dozen feathery forward and backward curling antennae, and a cluster of jointed tiny hooks for a mouth.  Webbirds will attempt to lay grubs in warm-blooded M+ sized creatures.  If the creature is wounded, they may land on the wound and lay eggs, if not they will land and bite for 1 dmg and lay eggs next round.

03-04  Coelophysis Pack - 3' high furry/feathery therapod scavengers.

05-06  Primates (1d6)
  1.  Feenees - panda patterned lemurs, if unmolested they may follow the PCs and alert them to danger, or lead them to fruit, edible plants and clean water.
  2.  Darrenhaust's Marmoset - tiny leonine grey monkeys, seemingly fearful and shy, will attempt to steal anything small enough in a moment of inattention, preferably objects that are bright colored, shiny, or have a strong smell.
  3.  Hounahoun - a simian sage, attended by animal-shaped nature spirits.  Exceptionally wise and exceptionally bored, only somewhat kind.
  4.  Black-bellied Slingers - large, aggressively territorial monkeys, create a riotous din and pelt intruders with sticks, stones, fruits, and feces, will not fight unless cornered.
  5.  Snatchers - carnivorous apes, attempt to stealthily drag a single victim into the canopy to be devoured.
  6.  Grand Apes - giant blue gorillas, intelligent and generally peaceful, if taciturn and indolent.

07-08  Boskbeast (Shambling Mound) - animate heap of rotting vegetative matter, always hungry for intelligent beings.

09-10  Wood Wyrm (Green/Thicket Dragon) - exceptionally large, wingless dragon with massive forelimbs.  Juveniles and younger are climbers, adults begin to grow a grove of trees and other plants upon their backs, ancient wyrms are an ecosystem unto themselves.  Green dragon breath is a pollen or spore that puts breathing creatures to sleep and outright kills the weakest ones.  Not particularly intelligent for dragons, sleep most of their lives, and swallow their favorite treasure.

11-12  Weird Bugs (1d4)
  1.  Drag Flies - blue-lit fireflies attracted to warm blooded creatures.  Do no harm, but their presence attracts sight-based predators.
  2.  Carapace Ticks - can be as large as a dinner plate, obviously drain blood, but in numbers they improve their host's AC, and may provoke an adrenaline surge if host is critically injured.
  3.  Quest Moth - hypnotic wing patterns geas intelligent creatures into "questing" for the moth's inaccessible orchid, and defending the insect from attack.
  4.  Quiet Cricket - a large cricket that produces a 20' globe of silence when it "sings".

13-16  Fasinaa Group (1d10)
  1.  Hunters
  2.  Bandits
  3.  Trading Group
  4.  Liar of Tsugumi
  5.  Sorceror
  6.  Ranger
  7.  Property Master
  8.  "Paladin" of Tyrant/Skraosh
  9.  Cultists
  10.  Druids

17-18  Hokopojo Troop - a troop of monkeys inhabited by the dark jungle spirits called Hokopojo.  They are brightly colored, walk on their hands with their feet and tails in the air, and have upside down heads.  While walking on their hands, their hideous, leering faces are right side up.  They possess many magical tricks, and groups of them may stack themselves into living totem poles to become a greater dark spirit.

19-20  Vaath - two sets of long multi-jointed moving legs, two sets of short manipulating arms on a long, lithe body.  The entirety of its arrow shaped, four-eyed head opens sideways into a needle-toothed mouth, filthy with deadly poison.  Inside the head is a 10' extensible tendril/tongue, capped with a razor edged scoop about 1.5" across, which it uses to burrow through its prey's body into its head, to lay a single egg.

21-22  Giant/Huge/Colossal Spider (single/group) - suitable giant spider encounter.

23-24  Ogres (1d6)
  1.  Freshly Cursed: hateful, sadistic, a great parody of an iele, berserker.
  2.  Freshly Cursed, Mage: a great mad spellcaster, random magic specialization.
  3.  Second Gen.: Warrior
  4.  Second Gen.: Priest
  5.  Second Gen.: Sorcerer/Wizard
  6.  Second Gen.: "Paladin"

25-26  Sabre Jaguar (single/pair) - a huge camouflaged cat with a dismembering bite.

27-28  Forest Roper (1d4)
  1.  Plant - many tendrils, regenerates.
  2.  Fungus - releases spores to put prey into a trance, slow tendrils.
  3.  Meat - a standard roper.
  4.  Elder - double size, clever, able to create minor illusions, and use 1d3 touch spells.

29-30  Slicer (Phononychus) Pack - the largest, and most dangerous raptor species.  Powerful forearms also have a killing digit.

31-32  Fissure/Lair/Tree Structure
  1.  Lair of nesting creature.
  2.  Deep fissure in earth, may be old or newly opened.
  3.  Tree structure, occupied by npcs.
  4.  Tree structure, abandoned.

33-34  Suitable Elemental (Rain / Earth / Wind / Life)

35-36  Sonihadrosaur (pair/herd) - mid-sized (for hadrosaurs) duck-billed dinosaurs with an elaborate fluted crest on their heads.  Adults inflate their resonating crests to release a Sonic Honk in a 100' cone every few rounds.  Fiercely protective of non-sonic young and nesting sites.  Can be subdued by "banding” the crest, binding it with a leather belt or metal band.

37-38  Mantrap Plant - passive flytrap variant uses attractive pollen to lure creatures into its acid-secreting leaf traps.

39-40  Face Eater (Shapeshifter Spirit) - a dark jungle spirit that robs the civilized of their individuality, and preys on the relationships between them.  The Face Eater attacks in the dark, attempting to extinguish light sources, or lure its chosen victim away from them.  It naturally appears as a wet, hairy, black humanoid shape, about 6’ tall, its head is just a mouth full of huge blunted teeth.  It will eat a person’s face, then masquerade as a perfect copy of them.

41-42  Giant Army Ants - forward column of 1' long, red-black ants.  20% are 2' soldiers with massively oversized mandibles.

43-44  Bloodthorn Patch - blood drinking thorn bushes in direction of party movement.

45-46  Iele Group (1d6)
  1.  Hunters
  2.  Trading Group
  3.  Ranger
  4.  Explorers
  5.  Random Priest
  6.  Random Mage
47-48  Treant (Fig / Rubber / Kapok) - an ancient druid, attended by various nature spirits with animal forms.

49-50  Mutant Troll Pack - Mutant Troll Pack - slightly undersized trolls that mutate as they regenerate.  Already mutated to climb at 3/4 walking speed.  During regeneration of massive damage they can fuse together into larger abominations or break into smaller, independent, ruined parts.

51-52  Marsupial Lion (Thylacoleo carnifex) - ambush predator, drops from tree limbs onto the back of prey, severs spinal cord with its diprotodontian incisors.

53-54  Ollgrad - small, bloodthirsty (literally) root people.

55-56  Giant Constrictor/Venomous Snake - intelligent venomous or giant constrictor snake attack, snakes always have an angle.

57-58  Suitable Nature Spirit (1d4)
  1.  Predator Spirit - a possessing spirit that fills a creature with the urges to hunt, to kill, and to become a master of territory.
  2.  New One - a newborn spirit generated in an area of concentrated life.  Living potential, prized by the lawful wizards as a component in permanent magical items and high-level spells, it is a crime against nature to imprison one.
  3.  Ea'ea - an instilling spirit of growth and energy.  Can transform any living thing into a force to be reckoned with, at a cost.
  4.  Waiwie "Tilted Scale" (Chaos Spirit) - from a distance a glowing dragonfly, closer just branching luminous nerves.  A spirit that takes/erases elements of law and society from an individual and replaces them with natural elements (Example: the Waiwei steals your money and replaces it with meat or seeds, or maybe erases the Fasinaa language from your mind and replaces it with the tongue of flowers or birds).

59-60  Coatl - the great feathered serpent, appears from nowhere and assumes any size or form.  A true ally, a cunning guardian, the arbiter of your unworthy spirit.

61-62  Moa (single/pair) - giant, non-aggressive, flightless birds.

63-64  Giant Beetle (1d6)
  1.  Tiger Beetle
  2.  Deathwatch Beetle
  3.  Rhinoceros Beetle
  4.  Bombardier Beetle
  5.  Boring Beetle
  6.  Slicer Beetle

65-66  Vegetable Basilisk - physically similar to a true basilisk at a quarter of the size.  Somewhat slow, but well camouflaged, and a good climber.  Turns victims to wood, which it will save to later consume.

67-68  Thesselhydra - four-legged, pincer-tailed, hydra with circular central mouth.

69-70  Giant/Huge/Colossal Centipede - suitable venomous centipede encounter.

71-72  Unbound Lesser Demon (1d4)
  1.  Phlymerous - plots for power.
  2.  Jaquidah - a maddener.
  3.  Rhaek - hunger and hate.
  4.  Slassym - dealer of flesh.

73-74  Poisonous Frog (1d6)
  1.  Bloodmask Frog - red face, black or yellow body, neurotoxic and quickly fatal.
  2.  Moon Frog - light blue and white, causes intense hallucinations for 3d6 hours.
  3.  Opal Frog - darkly iridescent skin, vomiting and diarrhea for 1d6 days.
  4.  Vrian's Peeper - light green body with orange head, very small, paralysis for 1d20 hours.
  5.  Firefrog - yellow, orange, red and purple, severe itching rash for 1d4 weeks.
  6.  Mist Frog - purple to dark blue, anesthetic numbs random body part.

75-76  Theever - oviraptor-like magical dinosaurs, non-aggressive but curious and will steal food and items from PCs through 'Misty Step' usable once every three rounds.

77-78  Thunder Storm / Flash Flood - wild thunderstorm in exposed/elevated areas, flash flood in enclosed areas.

79-80  Ettercap - soft-bodied, humanoid arachnid people.   Ettercaps are the much more numerous males of an unnamed species, and Aranea are the females.  Unmolested by, and may domesticate webbirds, found in the same areas.

81-82  Aranea - sorcerous, shape-shifting, spider women.

83-84  Naga - the “oldest masters”, they are selfish, secretive, and suspicious.  They can be civilized folk, cold-blooded killers, slave takers, or enigmatic guardians, depending on the day.  The Naga have their own small city-temples, but they are not fond of each other's company.
85-86  Choke-creeper - strangling vine monster.

87-88  Forest Elephant Herd - a herd of undersized, small-eared, woolly-backed, forest elephants.

89-90  Jungle Wraith - the mad, eternally frustrated spirit of a traveler, killed in but not native to the jungle, robbed of its afterlife by the trickery of dark nature spirits.  They can be fixed, but they can not help.

91-92  Giant Mantis - giant praying mantis, constantly voracious and often difficult to spot.

93-94  Clearing (1d4)
  1.  Empty Clearing - perfect campsite.
  2.  Pond - 50% chance of additional encounter.
  3.  Ancient Metal Ruins - 20% of above ground entry point, still sealed.
  4.  Shrine, Temple, Altar - holy site of appropriate goddess or demigod.

95-96  Shriekers - the classic alarm sounding, random encounter attracting, oversized fungus.  There are over a dozen species, each with a distinct morphology, so they may look like: giant puff balls, tall thin mushrooms, brightly colored tree growths, etc.

97-98  Myconid Group (1d6)
  1.  Trading Group
  2.  Brainfarmers and slaves
  3.  Fungus Zombie Shepherds with zombies
  4.  Diplomat and guard(s)
  5.  Alchemist and assistants
  6.  Pariah - cleric or wizard

99-00  Special *

Sunday, April 9, 2017

Races: Chrichoral

The Chrichoral are a small avian race that lives exclusively in the Aika Aitat, the high mountain peaks between the Mumattoba and Yarmir tarns.  Their faces resemble ravens, crows, jays, mynahs, starlings, or oxpeckers, with various combinations of black, grey, white and blue coloration.  Chrichoral wings have two clawed fingers and a thumb creating a small delicate hand, which can be used to fly, or manipulate small objects, but they cannot be used to wield most weapons. Their feet are more dexterous and stronger than a man's hands, and able to throw a javelin in flight.  At 2.5 to 3.5 feet tall, they are the smallest race.  Their wings span 6 to 9 feet, and they weigh somewhere between 8 and 20 lbs.  They are true omnivores who eat fruit, seeds, certain fungus, insects, small vetebrates, fish, and meat.

In the Aika Aitat, the Chrichoral reside in their aeries atop four mountain peaks.  Their crowded, cacophonous cities contain few who aren't of their race, they are accessible only through flight or weeks of near impossible climbing.  Cunning, charming, and dexterous many are thieves, scouts, and bards.  They are adept at vocal mimicry and pattern recognition, with excellent memories, but short attention spans.  The Chrichoral can be sarcastic, boisterous, prattling, songful, lecturing, and muttersome, but they are almost never quiet.  They primarily worship Se'vensaera, their Sky of Choices, who they view as a "divine world" a goddess who is their precious realm removed from the terrestrial races.  The Chrichoral consider the surface Tyrant's world, a stagnant prison.  Eating carrion is something they are capable of, but only practiced by the Jajis, who have dedicated themselves to Skraosh and consume flesh for visions, spirit knowledge and other power. 

Chrichoral naturally distrust other species, and only deal from a position of strength and control.  They generally hate combat, they communicate, they escape, they out think, they don’t fight.  This comes both from their small size and hollow bones, and their culture that emphasizes superiority through outwitting and out maneuvering opponents physically and socially.  Few become focused warriors or fighters, and those who do adopt a hit-and-run or ranged attack style.  They favor small spears and javelins, daggers and stilettos, chakra, and "foot razors".  Magic is common among their race, they have many ancient and contemporary styles, only rivaled in scope by the Fasinaa.  They mages are air elementalists, Storm Crows, summoners, Songstealers (their oldest school of magic), omen speakers, token crafters, rune scribes, Beetle Mages, illusionists, egopomps, Necrostrix, transmuters, and chaos wizards.  Chrichoral are entirely uncomfortable in places where they cannot take flight, they become distressed in enclosed spaces and underground, mobility is life.

Old one, legit NPC.
Compared to the iele and the three saurian races, the Chrichoral have a very low population.  Females usually lay only a single egg, so siblings are uncommon.  The rare instances of "triplets" are considered fateful and blessed, particularly all male or all female sets, though the children hatched grow to be the smallest and most frail adults.  They believe themselves to be the oldest race, and are thought to have been a primitive people in the age when the saurians were one, the age before the Greatest Ancients.  Adolescents and young adults naturally seek to venture out into the continent to collect experiences, tricks, treasures and stories to make a name for themselves when they return.  These youngsters wear few clothes/adornments and are forced to carry little to keep themselves mobile outside.  Meanwhile the old birds back in the cities drape themselves in gaudy jewellery, elaborate hats, draped fabrics, and innumerable tiny tokens of bone, gem, feather, scale and gold, heavy with social importance... to Chrichoral.


Back on track, 5/7 races defined: Chrichoral, Fasinaa, iele, Goboda, Shem.  Only the Mororca saurians and the Umash remain.

Thursday, March 23, 2017

Random Encounters by Terrain - Plains

 Part one in my series of the main random encounter tables for the different terrain of the Furthest Lands continent.  I like variety in my random encounters, so we're going d00 style.  The plains, particularly the Gragot Plain have the highest encounter % of terrain types.  Players must take steps or be regularly beset.  This table is not meant to serve as the true monster entry for any creature within, I'll make those with nice illustrations at some point.  See the previous post on Wildlife for pictures of the prehistoric animals on this list.  Enjoy.

Plains - 50%/day

01-02    Manticor - spirit cursed iele, usually lawful/poachers/defilers, now always hungry for other people.

03-04    Wild Thunderstorm (Sunhold) / Rainbow and Eye of Calm (Stormseat) - 1d4 hours of opposite weather.  During Sunhold, a sudden thunderstorm, during Stormseat, a period of light and peace.

05-08    Diatryma Flock - 9' flightless raptors, males have bright fan tails, frequent tall grass, can be tamed/ridden.

09-10    Bulette (single/group) - sinuously long, fast burrowing, and battering ram powerful.  They may rise up from beneath in a nearly undetectable charge, or approach visibly along the surface to herd prey.  Visually - leopard seal + graboid (yeah, from 'Tremors').

11-13    Mororca Groups (1d6) - the primitive, carnivorous, mostly quadrupedal saurian race
  1.  Hunters
  2.  Warriors
  3.  Trading Group
  4.  Barbarian
  5.  Shraosh/Naudde/Tyrant Shaman
  6.  Druid/Ranger

14-15    Giganotosaurus (single/pair) - large therapod dinosaur, 30% chance of pair, 10% chance of rider.

16-17    Ankheg (single/group) - mainly herbivorous, but territorial, irritable and occasionally hungry for meat.  Hugely fond of certain large root vegetables also cultivated by farmers.

18-19    Ogres (1d6)
  1.  Freshly Cursed: hateful, sadistic, a great twisted parody of an iele, berserker.
  2.  Freshly Cursed, Mage: a great mad spellcaster, random magic specialization.
  3.  Second Gen.: Warrior
  4.  Second Gen.: Priest
  5.  Second Gen.: Sorcerer/Wizard
  6.  Second Gen.: "Paladin" (any kind)

20-24    Diprotodon Herd - commonly domesticated van-sized wombats.  Suitable as a feint before a surprise natural encounter.

25-26    Fissure/Cave/Lair (1d4)  30% chance of connecting to the Beneath
  1.  Deep fissure in earth, may be old or newly opened.
  2.  Lair of underground nesting creature.
  3.  Cave, cleared and habitable.
  4.  Cave, cleared but occupied by npcs.

27-28    Dromiceioseismos Herd - huge (50') flightless birds, non-hostile but dangerous if harassed.  Sometimes attract the largest of predators to an area.

29-30    Kitemouth - huge aerial gulper eel, swims through the air as if it were water, naturally invisible until its mouth opens (around 1,500').  Consumes entire herds of animals or the largest possible prey items.  Will not target a party of adventures, but will target a caravan.  Swallows and retreats, remaining visible while digesting.

31-32    Shard Leech Scree - razor-edged stones used as the shell of a land mollusc, 4"-14".  Hide in areas of loose rock waiting for man size or larger prey, throw themselves en masse at a target, pierce flesh and release a mild paralytic venom, drink their fill of blood, fall out of the target, and move away from the remains. 

33-34    Suitable Elemental - (Rain / Flash Fire / Wind / Lightning / Earth)

35-36    Ollgrad - small, bloodthirsty (literally) root people. 

37-38    Lancet Stirge Flock - naked birdlike creatures with elongated, saw-edged lower jaws, cat size.  Function as stirges but can pin targets in numbers and interfere with movement/spellcasting.

39-40    Umash Group (1d6) - the baboon-faced race of the Tomada Yoma.
  1.  Dervishes
  2.  Hunters
  3.  Trading Group
  4.  Elementalists
  5.  Priests of the Sisters of Mysteries
  6.  Common Nomads

41-42    Kereza Antelope Herd - M-sized antelope with jagged, branching horns, favored food item of many races.  Non-combat, may lead to predatory encounter.

43-44    Chancas Elk Herd - L-sized elk with black, white, and grey fur and huge blocky antlers.  Non-combat, may lead to predatory encounter.

45-46    Biniki Antelope Herd - S-sized antelope with slender, dagger-like horns.  Non-combat, may lead to predatory encounter.

47-48    Quendapil (Herd Nucleus, Tyrant Kitty) - a brown-furred, cat-sized, boneless creature with six stubby pink legs, and a pink underbelly.  It seems to have a "head" portion, but no eyes, nose, mouth, or ears.  It breathes, but through unseen stoma.  It has powerful psychic abilities that allow it to mass dominate large numbers of low INT creatures.  These dominated creatures view the Quendapil as either their only precious offspring, or an external part of their own body.  They will die for it.  They are also taking low-level emotional cue commands and will act as its limbs.  The Quendapil feeds on the protective instincts of those in its power and seeks to expand that network as much as possible to get the most nourishment and feel the most secure.  The larval form of another creature?

49-50    Iele Group (1d10)
  1.  Hunters
  2.  Trading Group
  3.  Random Priest
  4.  Random Mage
  5.  Bandits
  6.  Ranger
  7.  Cultists
  8.  Xiphid
  9.  Mercenaries
  10.  Explorers

51-52    Shem Formation - 4-10 Shem hunting for or returning with captives.  Often accompanied by Bloat Cages (1-4), ground slaves (5-50), or aerial slaves (2-20)

53-54    Mutant Troll Pack - slightly undersized trolls that mutate as they regenerate.  May be already mutated or normal when encountered.  During regeneration of massive damage they can fuse together into larger abominations or break into smaller, independent, ruined parts.

55-56    Megalania - 20' komodo dragon, follows prey infected by an initial bite attack for weeks.

57-58    Hungry Jinxers - round-bodied scavengers with kangaroo legs and stiff tails.  Their collective marked target becomes increasingly unlucky as they are followed.

59-60    Giant Trapdoor Spider - giant spider living in a camouflaged tunnel.

61-62    Treant (Baobab) - an ancient druid, attended by various nature spirits with animal forms.

63-64    Flash Fire/Flash Flood - short-lived spirit or elemental fire creatures are often birthed/released/woken by the passage of a flash fire or on its leading edge.  The same is true for elemental water creatures and floods.

65-66    Giant Termites - worker unit or soldier unit.

67-68    Megatherium - giant ground sloth, territorial, aggressive.

69-70    Trade Caravan - (eastbound/westbound)
Guards (1d6)  Wares (1d10)
  1.  Iele rangers
  2.  Crichoral scouts
  3.  Fasinaa beast hunters
  4.  Goboda wayfarer priests
  5.  Iele mercenaries
  6.  Iele wizards

Wares (1d10)
  1.  Fish - dried foodstuffs, living specimens
  2.  Meat, Furs, Leather, Horn
  3.  Vegetables/Fruits - staple foodstuffs, exotic delicacies, potion-like magic types
  4.  Weapons, Armor, Tools
  5.  Textiles, Clothing, Jewellery
  6.  Spell/Item components
  7.  Animals - herding caravan, menagerie,
  8.  Money - Diamond chips, Gold coins
  9.  Amask steel, Copper rings, other metals
  10.  Magic treasure + 1 roll on Guards table

71-72    Nature Spirit (1d4)
  1.  Siccarada (Grass Spirit) - a sweet green smell, a rustling, sunlight between blades.  The softest, most luxuriant touch, or skin separating razor cuts.  Alternately serpentine and porcupine.
  2.  Prey Spirit - a possessing spirit that fills a creature with the urges to flee, to hide, and to procreate.
  3.  Ea'ea - an instilling spirit of growth and energy.  Can transform any living thing into a force to be reckoned with, at a cost.
  4.  Waiwie "Tilted Scale" (Chaos Spirit) - from a distance a glowing dragonfly, closer just branching luminous nerves.  A spirit that takes/erases elements of law and society from an individual and replaces them with natural elements (Example: the Waiwei steals your money and replaces it with meat or seeds, or maybe erases the Fasinaa language from your mind and replaces it with the tongue of flowers or birds).

73-74    Andrewsarchus - large, aggressive mammalian carnivore.

75-76    Watering Hole - roll another 1d3 encounters, interacting with each other.  At the height of Sunhold, most creatures will endure each other's company, but peace is tenuous...

77-78    Indricotherium - massive rhino-giraffes.

79-80    Nimbus Fisherman - huge jelly-type creature which surrounds itself in clouds, and dangles its stinging tentacles to the plains below.  Usually encountered with symbiotic scavengers.

81-83    Gorgonopsid Pack - wolf-sized or larger pack-hunting protomammals.

84-85    Fasinaa Group (1d6)
  1.  Hunters
  2.  Bandits
  3.  Trading Group
  4.  Liar of Tsugumi
  5.  Sorcerer
  6.  Ranger

86-87    Venomous Snake - intelligent venomous snake attack, snakes always have an angle.

88-89    Sauropod Herd - (largest varieties) occasionally territorial, may serve as environmental hazard, may attract largest predators.

90-91    Giant Ground Bees - giant bumblebees.

92    Gorefex - a colossal "seasonal" monster, emerging to feed once every few decades.  Spoken of in rumors, always the thing caravan leaders worry about, the ever-present plains boogey-monster.  Encountered most often in a hibernation phase. 

93-94    Giant Tiger Beetle - rapid-moving, scissor mandibled, giant predatory beetle.

95-96    Weird Plants (1d6)
  1.  Razorgrass Field - 5'+ serrated grass in direction of party movement, causes bleeding wounds if moved through, difficult to cut or burn.
  2.  Krangee Seeds - sticky burr-like seeds the party may pass through.  The seeds need to be digested by a predatory animal to germinate.  They release an odor after being separated from the main plant for 10 minutes which attracts predatory animals.
  3.  Jemmies - red-orange fist-size blossoms with thick petals.  Their citrus sour scent compels creatures to spread the yellow pollen to other, distant fields of the flowers.
  4.  Lo Plum Grove - trees bearing delicious intoxicating plums.  Highly potent, no ill effects beside impairment and a light hangover.  25% chance of drunken animal encounter.

97-98    Kyanbolo ("Bird Dragons") - 20' tall, grey furred/feathered wyvern-shaped creature.  Feathered wings, great toothed jaws.  They have incredibly large and powerful talons, which they wear pieces of armor, magic rings, and bracelets on.  They make nothing and seek out magical items, both to use and to elevate themselves socially.  They eat many races, but they despise the Chrichoral and merely murder them violently and brutally.

99-00    Special

Thursday, March 9, 2017

Wildlife of the Furthest Lands


    The wildlife of the Furthest Lands is diverse to the extreme.  The continent itself is quite large, but it could never account alone for the tremendous variety of animal and plant species.  The natural life here can be divided into three groups:  "common" current earth animals, "prehistoric" earth animals, and "strange" animals of my invention.  Within each group there may be normal and magical individual species (ex. hadrosaurs of several types exist, but one type can create a small sonic boom by inflating its elaborate fluted crest and honking), knowledge is important.

    Common Animals

This is just a short list of some common animals of the Furthest Lands that are identical to those native to our own planet. 

Wombat, Possum, Arboreal Wallaby, Glider Squirrel, Fruit Bat, Nectar Bat, Macaque, Orangutan, Common Mouse, Mouse Wallaby, Commerson’s Dolphin, Right Whale, Civet, Sea Lion, Dugong, Tapir, Babirusa, Markhor, Emu, Kiwi, Grebe, Sparkfoot Booby, Black Swan, Wedge-tailed Eagle, Pigeon, Cockatiel – Cockatoo, Budgerigar, Kakapo, Morpork, Bee Hummingbird, Kingfisher, Honeyguide, Iguana, Ground Bee, Tree Python, Death Adder, Frilled Lizard, Skink, Goanna, Lungfish, Grouper, Remora, Angelfish, Marlin, Barracuda, Tuna, Puffer Fish, Box Jelly

    Prehistoric Animals

Glyptodon (Hoplophorus) - found in deserts and scrubland, larger fantastic varieties exist as well. 
"Let's make the size comparison figure look like he has a death wish."

Diprotodon - herds of these van-sized wombats are found all across the continent in the plains and scrubland.  Commonly domesticated as beasts of burden, rarely as mounts.

Andrewsarchus -large mammalian predators of the plains.

Diatryma - and a variety of flightless raptor species, some are domesticated and used as mounts.  Types are found in the plains, jungles, deserts, and wastes.

Archaeotherium - huge boar-like opportunists, found in the plains, deserts, and wastes.

Dimetrodon - generally not a problem, but territorial.  The variety called the Solar Dimetrodon is found in deserts, storing sunlight in its shining sail.  It can use this power to give itself a kind of energy boost, or blast an opponent with stored sunlight.

Giganotosaurus - bigger than a tyrannosaur, 'nuff said.

Gorgonopsid - replaces wolves as medium-size plains/scrub pack hunters.  Never thought anyone else would bother with these until I played FF13.  God damnit Square.

Hyaenadon - pack hunters of the deserts and wastes. 

Indricotherium - you get these and the rarer herds of Dromiceioseismos (heheh) instead of elephants.

Koolasuchus - a really giant salamander capable of swallowing a man whole.  When I was a lad I was obsessed/terrified with a similar animal called Eryops, but my old buddy just isn't big enough for my purposes here (swallowing people).

Megalania - 20' long komodo dragons, with equally filthy mouths.  Found in the plains, scrubland, and jungle edges.

Megatherium - giant ground sloths of the plains, scrubland, and forests.

Moa - giant flightless jungle birds.

Sauropods (various) - large varieties in the plains, smaller varieties in the less dense jungles.

Thylacoleo carnifex (Marsupial Lion) - forest and jungle ambush predator.

Hadrosaurs - many varieties of hadrosaur are found in marshes, forests, and plains.

Marine Life - hey, don't go swimming.
Look at this!  This is totally awesome!  Go check out some prehistoric animal artists on DeviantArt or something!

   Strange Animals

There are many, many species of antelope, apes, monkeys, marsupials, birds (3,000 species), smaller therapods, pterosaurs, insects (50,000 species of beetles), etc. that are purely of my imagination but not worth individual description unless they come up in game. 


All images in this post are NOT my work, if that wasn't obvious.  I needed to drop too much visual information here to make myself and it was readily available (plus sickness, so sick, so long, unngh).  My motto/mission statement/rules/whatever is "Only use your own art.  No text only posts." but I feel this is a reasonable exception to part one.  I hope you enjoyed it, we'll be back to normal next time.  Till then, Cool Rain Welcomes You Home.

Sunday, February 26, 2017

Races: Shem

The Shem are the single non-playable sentient race.  They are a shared problem among the surface races, a rallying point and a communal enemy.  Just some sketches this time.  I like the configuration of the Shem's bodies in this one, I'll spare you the hideous original concept of years ago.  Three races remain undefined: the Umash, the Crichoral, and the Mororca saurians.


Shem - The thrumming terror from beyond the mountains, the Shem are a species of flying insectoid slavers that use their natural poisons and strange magics to abduct other races across the continent and return them to Shemna Island.  Trapped on Shemna Island, the captives of the Shem are forced into slave labor, bearing heavy loads, waiting on their masters, excavating in mines and ruins, and constructing great monuments.  They are feared by every surface race, and only the largest, most heavily guarded cities are completely safe from their aerial raids.  Those who have suffered the effects of the Shem's venom and escaped capture will never wish to engage the creatures again, and no one has escaped enslavement on Shemna Island.

The Shem have a wasp-like body, longer than a man’s, covered in gray and blue patterned skin, with a ten-foot prehensile tail tipped with venom injecting stinger.  Though they have the look of a giant insect, the Shem have no carapace or chitin, they are supported internally by lattices of cartilage. The psychoactive venom in the tail stinger inspires fear, respect, and passivity towards the Shem in those stung.  There are four veined, iridescent wings at the back of the thorax, the longest of which is ten feet.  Four child sized multi-jointed arms are arrayed at the front of the thorax, too small and fine to wield any weapon, but capable of using wands, rings, and other small magical items.  The Shem have V-shaped heads at the end of a jointed neck, seemingly featureless but for two huge, many-layered eyes at each end.  They seem to consume nothing, but are said to drink up reflected sunlight monthly at their Crystal Colony in Kao Shem, their bizarre slave made city-structure, far away on Shemna Island.

These creatures speak by vibrating their four tiny, non-flight wings on their upper back against vibrations from the flight wings.  The Shem’s whispering, buzzing "voices" twist and dopple, instilling fear and confusion in intelligent beings, regardless of which language they choose to communicate in.  This effect adds to the potency of their psychoactive venom and vice versa.  The Shem are highly intelligent, and highly cooperative, they rely on ambushes and surprise to attack, assist and protect their wounded, and utilize multiple formations in different situations.

Two Shem can comfortably carry an grown man with their prehensile tails, but will leave themselves defenseless.  They prefer to employ other creatures that they have enslaved to do their bearing.  Raiding groups will often be accompanied by one or more floating Bloat Cages, their stretchy mouth bags collared off at the back to keep them from swallowing their cargo.  The Bloat Cages are suspended by bags of buoyant gas, they are found naturally near the Cnacol Peninsula.  At other times the Shem will be in contact with a ground troop of ruined slave creatures, poisoned and abused into depraved monsters, or supported by other, more actively dangerous aerial slaves.

The Shem, like all cultures in the Furthest Lands, have their own disciplines of magic, unique to them and difficult (but never impossible) for others to adopt.  They are said to *still* possess one part of the Seven Sign First Magic, but it is unclear what its use is.  They are known to venerate an aspect of Tyrant  they call the Crystal Sovereign, who bestows incredible powers of domination upon their priestesses, the Shem Icons. 

Friday, February 17, 2017

Races: Goboda

Goboda - The Goboda lizard men are nomadic tortoise-like desert dwellers.    They have a heavy, rigid carapace which gives them a great bonus to armor, but reduced mobility.  They have proportionately small heads on a flexible neck, large thick limbs, and a heavy, dragging tail.  They stand between 5.5' and 7' tall, and are at least 2.5 times as weighty as an equivalent-sized man.  Males and females are superficially identical.

The majority of the Goboda live in the great arid expanse that is the Tomada Yoma, the largest desert in the Furthest Lands.  There they keep mostly to themselves, following the old ways and keeping their ancient histories.  Wise and endurant, many are priests, monks, teachers, and craftspeople.  Generally herbivorous, they subsist on succulents, root vegetables, flowers, gourds, melons, and lichen, but occasionally eat insects and small vertebrates.  Like the Fasinaa and the Mororca, the Goboda are not true "lizard" men, their metabolism is bird-like.

Do YOU want to argue philosophy with this guy?
The Goboda can be perceived by other races as foolishly personable, maybe somewhat slow-witted, and naive.  Others meet the nomadic holy people the Walkers of the Great Wheel (the Eternal Pilgrims) who feel their faith will protect them in any situation, with the most frequency, and incorrectly color their views.  The Walkers spend their lives completing circles of the continent, a seemingly impossible journey of many thousands of miles and through impassable obstacles.  There are plenty of Goboda thugs, slavers, mercenaries, death cultists, and warlords, and they can be as amoral and self-serving as any other race.

Though they are found in cities and as a part of their religious migration all across the continent, nowhere outside the Tomada Yoma are the Goboda encountered in any great numbers.  Even the general population is low, they breed slowly and their egg-born children have a very high mortality rate.  Goboda warriors favor both obvious crushing weapons like stone clubs and maces, and ones with a long reach like whips and polearms.  Goboda wizards communicate with elemental spirits of stones and sand and sun fire, create time-warping mandalas, and wield powers of sound and light.  The Orobolus (the Circle) is their primary divine force, though they worship Naudde, Immacula and Se'vensaera as well.


In the case the of the Fasinaa and Mororca saurians, I had drawn their forms before and been successful, but nailing down the design on the Goboda had eluded me up until this point. Good work blog!
So 2/3 saurians down, 3/7 races in total down.  Back soon.

Tuesday, February 14, 2017

Races: Iele

Iele (humans)

Essentially a catch-all term for the most human-like of the mammalian bipeds.  Pronounce the word as "eel" the fish.  There are dozens of distinct iele tribes with their own cultures and distinguishing features, as well as countless interbred families and individuals.  Most other races cannot tell the different tribes apart, thus the name.  Iele means "mongrel", it is slightly offensive, but a widely accepted term.  To human outlanders many of the iele would seem quite alien, while iele would assume a human to be a fellow iele.  The appearances of individual iele are widely variable.  Some have strange skin or hair coloration/patterns, some tails/horns/feathers, some minor natural magical abilities, some have subtler peculiarities.  They have the height and weight range of humans.

Iele of a specific tribe with specific traits who breed with others of that tribe produce children of like traits.  In other instances the children are generally born with random traits.

Iele Tables

To generate a random basic iele, roll once on the iele abilities table, and roll 1d4 times on the iele appearance table, re-roll duplicate or conflicting rolls.

Iele Abilities

01-03  know alignment 1/day
04-06  infravision, 60'
07-09  immune to normal poison
10-12  light 1/day
13-15  darkness 1/day
16-18  speak with animals 1/day
19-21  faerie fire 1/day
22-24  hunter's mark 1/day
25-27  longstrider 1/day
28-30  detect magic 1/day
31-33  +2 to saves vs. fire
34-36  +2 to saves vs. cold
37-39  +2 to saves vs. electricity
40-42  +2 to saves vs. acid
43-45  sense direction 1/day
46-48  beautiful, +1 charisma
49-51  stone augury 1/week
52-54  breath augury 1/week
55-57  water augury 1/week
58-60  flame augury 1/week
61-63  fast, +5' base movement
64-66  strong, +1 strength
67-69  near odorless, lower chance to attract scent-based predators, +2 to sneak vs. same, etc.
70-72  +2 to saves vs. spell
73-75  nimble, +1 dexterity
76-78  hardy, +1 constitution
79-81  curious, +1 wisdom
82-84  clever, +1 intelligence
85-90  ---
91-95  roll twice, reroll 85-00
96-00  roll three times, reroll 85-00

Iele Appearance

01-02  Small antlers
03-04  Sharp teeth
05-06  Red skin
07-08  Blue skin
09-10  Green skin
11-12  Flower patterned skin
13-14  Feathers for hair
15-16  Feathers mixed in hair
17-19  Light patches of fur
20-22  Fur
23-25  Very short
26-28  Very tall
29-30  Striped skin
31-32  Short tail
33-34  Long tail
35-36  Digitigrade
37-38  Extra finger
39-40  Long fingers
41-42  Extra thumb
43-45  Claws
46-47  Gold eyes
48-49  Red eyes
50-51  Silver eyes
52-53  Spice eyes
54-55  Black eyes
56-57  Blue hair
58-59  Green hair
60-61  Patterned hair
62-64  Lithe, thin body
65-67  Stout, thick body
68-69  Glittering skin
70-71  Cat eyes
72-73  Goat eyes
74-75  Flaking skin
76-77  Greasy skin
78-79  Bone spurs at joints
80-81  Completely hairless
82-83  Bioluminescent spots
84-86  Long ears
87-89  Very small ears
90-91  Split lip
92-93  Spinal ridge
94-95  Elongated face
96-00  Roll twice.

The iele, while not unified among themselves, are the most prevalent race.  They breed faster and more successfully than other races and quickly adapt, developing new traits when introduced to new environments.  They form the majority population in most of the cities on the continent and are found in all the others as the largest minority. 


The iele serve several purposes for me.  They replace humans in a setting that I wanted to free of the standard humanoids and demihumans, which I love but exist in another part of the world.  Their lack of cultural unity makes them the most accepting race, they become the glue that holds the peoples in cooperation.  They give players who just want to play a character with unique characteristics of their choosing a way to do so that doesn't make them instantly the craziest looking person in any town.

On track with races unless I think of something else that must be urgently expressed.  C'mon Goboda!