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| The Bestarium; For A Renaissance Fair | |
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| Tweet Topic Started: Jan 31 2009, 04:00 PM (4,064 Views) | |
| Immortalblade | Jan 31 2009, 04:00 PM Post #1 |
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Why so serious?
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The Bestarium Due to the nature of A Renaissance Fair there would of course be problems that would develop on how to handle monsters, creatures and new species for new players and new GMs. So in order to help both players come up with charecters and GMs come up for creatures and monsters, I came up with the idea for a Bestarium; A compendium of player submitted (and approved by me) creatures, monsters and species for use in the RPG. The Creatures that follow will all be submitted by you, the players and may be used in the RPG (Depending on both the GM and the scenario). If you have any questions, comments or criticism please post it in the RPG Discussion Thread. Rules: -Everything must be approved by me before it is submitted here. -Try to have any thing you submit well written and well detailed. -Creatures do not have to be player submitted. If you have no intrest in the RPG but have an intresting creature you wish to share please, feel free to submit it. This main post will be updated and changed as issues arise. Sample Creatures: The Balrog ![]()
Appearance: (Watch the Lord of the rings for the best example.) A creature said to come from the very depths of hell, the Balrog is an ancient creature made entirely of flames and shadow. Its very presence scorchs the land and its size and unholy fire is said to rival that of Dragons. In truth no one knows where the first Balrogs came from or what there purpose is. Much of the information on the Balrog is based on old legends made by bards and even this is incredibly lacking in info as no one has ever seen a Balrog (and lived). What is believed is that Balrogs are powerful demons who dwell in the deepest and darkest of holes, far beyond the sight of mortal and immortal eyes. They are said to wield power strong enough to level cities and smash mountains. As they are beings of shadow and flame they are said to be almost impossible to harm, with only the blades of angles said to harm them (keep in mind there is no information confirming this). If some unlucky soul where to encounter a Balrog suicide is the only option open to those who do not wish to die a very slow and painful death. Edited by Immortalblade, Feb 24 2009, 07:46 PM.
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| Kranford T. Butcher | Feb 15 2009, 03:16 PM Post #2 |
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The Count
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Howlers![]() Howlers are rather unpleasant beasts, along the lines of demonic pack hunters. Alone they are not that big of a threat, but when in packs they show their true dangers, as they flank their prey and attempt to attack from multiple directions. There are several sizes and colorations, but most tend to be around four feet tall when hunched over, while the bigger ones are usually around four-foot six or even five feet while they are crouched and ready to pounce. When they strike, they rear up on their hind legs and swipe at their victim's face with their scythe-like claws. The beasts get their name from the unearthly howls they use to both communicate and frighten their prey. Despite being very strong for their size, one gunshot is usually enough to take one down, except in the case of the bigger and more durable pack leaders. The beast is able to leap massive distances, usually swinging with its claws as it does so. They are also somewhat cunning on a small scale, sometimes planning ambushes by dropping down from a ceiling (their claws also enable them to cling to certain surfaces). Another thing to note is that if the howler is bigger, then it's skin is darker and it's going to be much tougher and stronger (Howler alphas are dark blue all over, while the betas are slightly smaller than the alphas with a dark green skin tone. They never hunt alone, and always hunt in pairs at the very least. Alphas only appear when there are more than four howlers around, with betas usually appearing only when when there's a larger pack of at leas five other howlers. Edited by Kranford T. Butcher, Feb 15 2009, 03:48 PM.
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| Immortalblade | Feb 15 2009, 08:19 PM Post #3 |
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Why so serious?
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Wolf Spiders![]() Look into its eyes... History: Originally members of the family Salticidae (Salticidae), these spiders where infused through magic with wolf DNA. This was originally done by a very bored and insane mage over a hundred years ago. However he could never have predicted the results. The spiders grew to over a metre in length and gained many new abilities. Their intelligence was greatly expanded and they took on a similar pack mentality to the wolves they had been combined with. Taking up around a single leader they escaped from the mage and quickly spread across the world, now posing a threat to anyone who gets caught in the path of there packs. Abilities: Originally the spiders could jump over 75-80 times there body length and unfortunaly they mantain this ability, using this to great effect against unsuspecting travelars. They have powerful pincers which they use to crush prey and stun prey. After stunning there prey they envelope it in a special coating of webbing and then inject an acid into this cocoon. The acid quickly dissolves the prey and then the spiders take turns slurping up the resulting goo. Though not sentient they are incredibly intelligant, traveling in packs and ambushing prey. The spiders also have gained an odd resistance to cold and heat (as well as tainted magic). Behavior: Incredibly aggressive and nomadic, Constanly on the move, they are primarily motivated by incredible hunger and attack and consume any creature larger then a cat, including rival wolf spider packs. They typically hunt in packs of about thirty individuals, entirly made up of male spiders and one Alpha female. The Alpha serves as the primary breeder, leaving large and almost invincible egg sacks wherever the pack roams, creating even more packs to harass anything nearby. The only good thing about there behavoir is the fact they are incredibly aggressive to any rival packs, making it incredibly unlikely to find more then one pack in one area. |
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| Kranford T. Butcher | Feb 15 2009, 08:43 PM Post #4 |
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The Count
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Xixecal![]() The xixecal is the offspring of a divine mistake on the part of a deity of cold and ice. They are usually imprisoned under glaciers of the blackest ice, only finding freedom when a cataclysmic earthquake occurs nearby. The average xixecal is well over 200 feet tall, and is so huge in fact that several large dragons of the purest white roost on its shoulders. The real danger from this beast though is the winter storm that constantly surrounds it for 1000 feet in all directions. If the storm is dispelled, it will return shortly. The xixecal is also able to breathe a blast of frozen air, ice, and snow, usually freezing its opponents solid. Along with the old white dragons perched on its shoulders, the beast's massive size is its greatest weapon next to its dire winter aura. With each opponent it kills in close combat, the bigger it gets. Unless it is damaged by a weapon imbued with fire or the energy of order, the beast's wounds will simply regenerate almost on the spot. For obvious reasons, if you are crazy enough to fight one, it would be wise to bring the most powerful fire magic at your disposal, or be one incredibly badass monk. The monster known as the Dri'nen (AKA Tiki warrior) from Clive Barker's Undying Dri'nen (summoned and bound outsider) ![]() An inhabitant of the plane known as Eternal Autumn, the Dri'nen are an aggressive race of tall, wiry humanoids. They are rarely ever encountered anywhere except on their home plane, unless they've been summoned by someone who has a degree of power in Eternal Autumn (like one of their former masters, the undead witch Bethany). They are usually encountered alone, but even one is a dangerous opponent. Despite their thin frame and seeming lack of muscle structure, they are capable of inflicting powerful and painful strikes with their staffs. What makes them so dangerous though is their ability to temporarily phase out, making them insubstantial and immune to harm. Whenever they do this, they usually run through their victim and phase back in behind them to deliver a strike on the victim's rear (they do this tactic more than anything else). They will also do their phase jumping to dodge magic blasts and projectiles. When encountered in groups (there are never more than three encountered in a group at any one time), range and surprise are your best friends, unless you have impressive reflexes, as someone that is quick on their feet might be able to spin around before the Dri'nen is done phasing and land a blow just as he phases back into the real world. They are slightly tougher than howlers, but a good sword strike or well-placed shot should take them down as well. Sil Lith (planar inhabitants) ![]() The bird-like Sil Lith are a somewhat reclusive species that reside in the ancient (and crumbling) city-plane known as Oneiros. They only appear in our world near gateways to theirs, and are rarely encountered alone (usually groups of 3 or 4). They, like the Dri'nen, are usually controlled by someone who has a degree of power in their plane (one such master was the late Otto Keisinger). In combat, the Sil Lith employ an incredibly disorienting spell known as Mind Shatter. This spell basically puts the victim of the spell on a visual roller-coaster as if he were a hippie that had a bad trip (and basically making it impossible to aim weapons. Anyone with a melee weapon usually flails around wildly after being affected by this.) After mind shattering their target, the Sil Lith will then close in and try to rip him apart with their claws and beaks. Despite all this however, the Sil Lith are capable of expressing gratitude, especially if an interloper into their plane killed an especially abusive master (such as when Keisinger was killed by his rival Patrick Galloway), usually rewarding the subject of their gratitude with an object that grants increased arcane power (such as a spell amplifier, a mana well to increase the user's mana reserves, or an arcane whorl to allow them to channel their mana more efficiently) Helmed Horror (construct) ![]() The helmed horror is a very good reason to be somewhat skittish of lone figures in full plate armor. They are constructs created by evil mages and priests, through a secret process (and the price of knowing is said to be hard to swallow, even for evil casters). The creator retains complete and total control over the construct, and should it's creator die before it does, then it will carry out its last orders to the best of its ability. If it cannot follow orders anymore (due to some condition in the world around them) then they start to wander around aimlessly, usually killing those that they find. Rogue horrors like this however are exceedingly rare (which means no players will be able to construct it, no ifs ands or buts). In battle a Helmed Horror displays a degree of martial skill with it's two handed sword. If anyone wants to have any hope of killing one, then they had better have a magic weapon (or enchanted ammo). Otherwise it will either simply pang harmlessly off the armor (or pass right through in the case of a bullet). If someone tries to escape from them by flying or hopping across a chasm, the thing will then use it's air walk ability to simply either float after its prey or shoot the target with its crossbow. It's two-handed sword is always slightly magical, and in many cases, also has a special enhancement, such as fire, cold, or shock damage, excessively bleeding wounds, an ultra-sharp edge, or in some (fortunately) rare occurances, a vorpal enchantment. Since this power comes from the Helmed Horror, the sword loses this property if separated from it's weilder (the effect will resume though if reunited with the helmed horror. In addition to this, the construct is immune to three spells that are picked out at the time of the helmed horror's creation (typical ones include fireballs, lightning bolts, and cones of cold. It's already immune to magic missiles). When a helmed horror is vanquished, it's armor dissolves into a puddle of slag, leaving only the sword. Edited by Kranford T. Butcher, Feb 17 2009, 11:03 AM.
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| Immortalblade | Feb 19 2009, 08:44 PM Post #5 |
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Why so serious?
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Giant Scorpian![]() Living primarily in deserts (though smaller variants have been seen living in other enviroments) these solitary creatures wait beneath the sand, ready to ambush any prey thats unfortunate to stumble across them. With the most comman variants about the size of a horse and the biggest around the size of a school bus (if they existed in this RPG), with the occasional adnormally huge one that would make an elephant look like a newborn kitten in terms of size ratio, these creatures are a threat to any creature, big or small. These scorpians naturally have large bone crushing pincers and a lightning fast tail that can deliver a potent poison (so potant in fact, even getting scratched by the pincer will mean certain death to any man sized creature). They also have a thick exoskeleton that is not only incredibly hard to peirce but also provides a resistance to magic. They also can spit a potent acid at foes when things become to tough for the Giant scorpian. This acid is belived to be primarily used for nest building but proves to be an incredibly effective offensive capability. It is however only used as a last resort, mostly because prey becomes inedible after they've been dissolved. Giant scorpians, in all the many variants, are solitary creatures. They prefer to ambush prey. This, combined with the fact they are essentialy a living tank unfortunly makes them one of the most dangerous creatures one can encounter. |
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| Kranford T. Butcher | Feb 19 2009, 09:13 PM Post #6 |
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The Count
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Skarrow![]() Skarrows are rather unpleasant and aggressive beasts that live in the plane of Oneiros. They love to hop through planar gates from Oneiros to other planes, usually infesting the area near the gate. (a gateway to Oneiros can be identified by the purple light emanating from it.) In combat, one skarrow is a terrible foe, and in groups they can be worse. At range the beasts shoot out a blob of acid that not only burns like hell, but it also clouds up the vision of those it hits, disorienting them long enough for the skarrow to dive through the ground and reemerge next to the victim with its claws ready. In close combat, it is even more vicious than howlers, easily capable of tearing a fully armored mercenary to ribbons in a matter of seconds. To make matters worse, they are not even scratched by unenchanted weapons of any kind. Only magic weapons, silver bullets, and the like will have any hope of harming it. Skarrows either move by slithering across the ground (which is rather slow) but they are also capable of "diving" through the ground, seemingly becoming insubstantial as they disappear into the floor, only to reappear nearer to their prey (they can never appear directly under their prey). They sometimes hunt in pairs or packs of three or four. Verago ![]() Reclusive inhabitants of Oneiros, these supernatural wizards cover their true appearance beneath hooded robes, with only their tentacled arms showing through the sleeves and a blue nexus of energy where their head should be. A single Verago can usually be driven away with a few shots, but they become quite dangerous in groups. These floating demons cast strong skull storm spells, and will explode when killed. Three Verago together can perform an invocation that summons powerful lightning bolts, and even more verago in a group can create constructs such as golems. They are sometimes encountered alone (usually they'll run to find others when they are attacked when alone). They usually fight in pairs or sometimes in threes, even fours or fives. Each one is a fairly powerful caster in its own right, but they are all very susceptible to even the most basic of magics. Banedead ![]() A rather unpleasant new form of zombie, the banedead is easily identified thanks to the humongous clawed hand on its right arm and the glowing red eyes. They are usually created by evil wizards and priests (necromancers especially love to make these). They are actually faster than most zombies, which can lead to fatal miscalculations on the part of their prey when these corpses come charging up and claw their victim's face off. Their claw seems to drain those it strikes of their coordination and reflexes, making them even easier targets. They are immune to blows from unenchanted weapons, usually instantly regenerating (or something to that effect) the damage that was done. Dread warrior ![]() Dread warriors are freshly reanimated warriors that were recently killed (remains have to be less than a day old). They are relatively skilled and strong combatants in melee, but lack the dexterity and reflexes to use ranged weapons aside from thrown spears and javelins. For all of this however, dread warriors are no tougher than your average zombie, and are often taken down rather easily once their defenses are bypassed. Hellfire Wyrm ![]() Hellfire wyrms are gigantic demonic dragons that reside in the depths of Hell. They are elaborate schemers, often weaving together complex plots to further their own agendas or just for a lark. Whenever they go out and about, they will always be in another form, although it's almost impossible for them to get rid of a slight stench of brimstone around them. They are loathe to enter combat, usually having its minions do the work for it. A hellfire wyrm will not sully it's hands with combat unless it has run out of any other options that would put things in their favor. Even so, a hellfire wyrm is a vicious opponent that would make even the mightiest of heroes go running away to change their soiled armor. Aside from it's claws and teeth, the wyrm also releases a huge gout of infernal flames (which is partly infernal power and partly fire, which means resistances won't help much). In addition, they can also surround themselves with an aura of flames and heat, causing most of the opponents next to it to burst into flames, and they can also be mighty spell casters. When working out their schemes on another plane, they take extra special care to make sure their true identity is never found out, and if someone does, that the fool will not live long enough to reveal the secret. Edited by Kranford T. Butcher, Feb 19 2009, 09:31 PM.
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| Immortalblade | Feb 20 2009, 06:51 PM Post #7 |
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Why so serious?
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Knights of the Order, Knights of the Church, Sacred Knights, White Knights, Holy Knights etc etc...![]() When a knight in service to the church is mortally wounded and brought to the church his soul may be transferred into one of these holy suits of armour and continue to serve his church for eternity and bring holy judgement down on any who deify it. Holy Knights are in themselves empty suits of power with a soul bound through holy magic to it. Without the sins of the flesh to hold them down these knights can be given powers they never had when they where alive. Without any major organs or really any weak points and without the ability to feel pain these knights can take incredible amounts of damage and still keep fighting. The insides of their armour are filled with a strange crystalline structure that is easily repaired and easily replaced; this structure is used as the base to the armour. Even without the fact they are almost impossible to stop many advancements have been made to them. Holy knights can cast a large number of holy spells (not as many as some members of the church) and have a permanent magical disruption aura around them. Despite their size (almost 7 feet tall!) they are incredibly fast and capable of a short burst in speed making them able to dodge arrows (and sometimes bullets) and then strike enemies with ease. However like most bursts of speed it is very hard to change direction when using this burst of speed ability. They can also attach their shields to their backs and cause the winged part of their shields to become angelic wings, allowing them to fly. Without the need for sleep these knights can fly and travel for days without stopping, heading to fulfil the churches wishes. ![]() Holy Knights, though souls imprinted into armour seem to lack individuality that does not match with the doctrine of the church. They seem to exist only to serve the church, despite the fact they were once living breathing people. However as Holy knights perform duties they seem to be granted more of their former selves. Of course these personality traits seem to be built around benefiting the church. Holy knights like normal soldiers are given ranks. The best way to tell the rank of a holy knight is to check at how ornate the armour is. Holy knights can use any numbers of weapons. Though their most common weapon is the holy lance they have also been observed using holy swords, holy spears etc. Their weapons are infused with holy power and are capable of piercing even the toughest armour, even magical infused armour. Despite the power of the Holy Knight they are very rarely used. There primary purpose seems to be used in defence of Holy sites and people. This may be because the church has tried to deny the existence of these Knights for as long as possible, despite their obvious and noticeable appearance. This may be because the church fears that the existence of these knights may upset the peasants. Or it could be because of another, much darker reason…. Edited by Immortalblade, Feb 20 2009, 11:54 PM.
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| Kranford T. Butcher | Feb 22 2009, 10:07 PM Post #8 |
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The Count
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Monto'Shonnoi (summoned and bound creature) Lesser Monto'Shonnoi ![]() Greater Monto'Shonnoi ![]() Unpleasant, floating, and usually summoned demons, the Monto'Shonnoi are usually used by their summoners like someone would use attack dogs. Both are somewhat tough to kill right off the bat, with the lesser one capable of taking several gunshots before falling to the ground dead. The lesser Monto'Shonnoi are no bigger than the torso of an average human, but are fully capable of tearing a fully-armored man to pieces with its claws. They usually appear in a flash of lightning, startling their victims and disorienting them to prevent retaliation as the demon moves in for the kill. As if that weren't bad enough, lesser Monto'Shonnoi are also very fast and agile, and are easily capable of chasing down most creatures. The Greater Monto'Shonnoi are at least twice the size of a normal human, and are capable of biting one in half. While slower and somewhat more ponderous than their lesser brethren, the greater Monto'Shonnoi exhibit more dangerous abilities. If the demon is having difficulty getting its prey over to its claws and teeth, it may use a charge of magic to suck everything in front of it towards its mouth, sort of like a vacuum cleaner. If the prey is especially difficult to close with, then the greater Monto'Shonnoi may release multiple bolts of lightning at its foe. A greater Monto'Shonnoi, due to it's greater size, takes many times more punishment than it's lesser cousins as well, sometimes even shrugging off ballista bolts or cannonballs. Lesser Monto'Shonnoi are usually encountered alone, but sometimes attack in pairs, or even threes, often accompanied by their summoner. Greater Monto'Shonnoi on the other hand, are almost always encountered alone (which is bad enough), but there are never more than two encountered at once. |
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| Immortalblade | Apr 21 2009, 09:07 PM Post #9 |
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Why so serious?
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Jelly![]() Creatures that live in caves, sewars and other damp and dark places that are mostly blind, oozing their way along floors, walls and ceiling in search of prey. When they sense the vibrations of nearby victims they will either lunge (or drop if on a ceiling) onto their unsuspecting victem and quickly dissolve any organic material (unorganic material is much harder to dissolve) for nourishment. As they are incredibly acidic it is quite often easy to track them by just finding their dissolving trail. Also, being amorpheus blobs they can stretch or fold their body into any crack they find and if severed in half will either reform or split off in differnt directions. Though seemingly unkillable by traditional means they seem to have a incedible weakness to extreme heat (IE: they burn like napalm ). It is believed they live in such damp areas to prevent any chance of them being set alight.Giant Parasitic Wasp ![]()
Charles Darwins greatest nightmares come to light, the Giant Parasitic Wasp is a loathesome creature who's very nature brings horror too even the most sadistic of creatures. About the size of a Donkey the wasp lives in small hives deep in ancient and forbidden jungles, preying on anything larger then a dog. They eat how many insects eat, by grinding up their prey in massive jaws, small amounts of acid in their salvia dissolving bones or other hard substances they consume. However their sting is much worse then their bite. The sting it self delivers a powerful toxin that instanly paralyzes the victem but leaves the victem still conscious. It then lays a single egg into the victems body then seals the victem inside one of the cells inside their hive. The victem, kept alive by some unknown magic, can only watch as the egg hatchs and the larvae starts eating them from the inside out. In almost unbelievable pain and terror the victem tries to scream, run or do anything to end their suffering but can not as the paralyzing toxin leaves them mute and imobile. After about a week the victem watchs his body start to swell to several times its former size and then watch as a full grown giant parasitic wasp eats its way out of the victem. Only then does the victems suffering end, as the wasp then eats the remains of the poor creature, but until then the victem is very much alive.
Because of the Wasps size and an oddly high resistance to magical attacks it is believed these creatures where created by something or someone. However it is hard to imagine what creature would create such evil and sadistic creatures. |
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). It is believed they live in such damp areas to prevent any chance of them being set alight.
7:13 PM Jul 10