Showing posts with label creatures. Show all posts
Showing posts with label creatures. Show all posts

Wednesday, February 6, 2019

Monstrous and ordinary

Let's talk about how to make a new type of monster out of an ordinary creature.

Monster is a fuzzy concept, but for now, we could do worse than assuming a monster is:
  • an animal — A virus or an earthquake might be scary, but they don't feel like monsters.
  • somewhat intelligent — If you can ascribe malice to a creature's actions, its deeds become villainous, not merely dangerous.
  • feared for a reason — It has to actually be harmful to people for it to be a monster, something that's dangerous and hard to defeat.
I like starting with a creature people are already familiar with; not something fantastical, but something completely mundane, something you might have experience with yourself.  Instead of starting with an orc or a dragon, let's start with something simple: a crow.  (I'm assuming you have crows where you live.)

(Sue Coleman)
(You might also enjoy an earlier post on generating random creatures.)

Theme


What are crows associated with?  What do they feel like?  What kinds of stories do people tell about them?

Monstrous versions of regular creatures should probably stick to the same theme, amplifying and extending what those creatures feel like.  Using theme from the real world lets you build on your audience's preconceptions, on stories they've heard and ideas in the culture around them.

So what theme do crows go with?  Night, death, and trickery come to mind.  If you know stories about a creature, use them when you make a monstrous version of it.


crow from Resident Evil concept art

Characteristics


Crows have two out of the three monstrous characteristics already: they're fairly intelligent animals, but they aren't really feared by anyone.  Let's take a look at characteristics of crows and see what we find:
  • intelligent, good at solving problems and making simple tools
  • raucous, noisy, calling out to each other
  • collect trinkets and shiny things
  • daring, stealing tail feathers from eagles just to show off
  • skittish, quick to flee from unexpected danger
  • feed on just about everything, from carrion to small animals to grain
 
Haida raven (Bill Reid)
For each one of these bullet points, let's dial it up until we get something scary.
  • The monstrous crow is intelligent, more so than any other animal.  They know how to make tools, pick locks, get into doors and closed rooms.
Not too scary by itself, but if these crow-like creatures are dangerous, you certainly wouldn't want them picking locks.
  • They make noise to call for their friends and coordinate their actions.  They call for other dangerous creatures to arrive.  Things that gnaw bone and sip blood show up when monstrous crows cry out.
  • They collect...how is collecting things supposed to be scary?  Maybe it's what they collect: skulls of creatures they've killed, deadly poisons, sharp blades.  Maybe it's how they collect them: taken from their living victims, mementos of people they've killed.  Maybe it's what they do with their trinkets: bait to lure in children, valuables to trade for...murderous stuff?
Using trinkets as bait fits well with their theme of trickery.
  • They're not afraid of anyone.  Make some noise and throw things, and they'll fly off for a while.  But they're only tempted and angered when you chase them away.  Throw rocks at them and they'll come back for you one day.  Monstrous crows live for the daring assault on a prideful victim.
  • They're always watchful.  It's very hard to sneak up on them, as they're always looking over their shoulders and stopping to listen for sounds.  At the first sign of danger, they flee to watch from a safe distance.  (This isn't scary yet, so let's dial it up a bit further.)  They listen for every sound, knowing when your heart is beating a bit faster, when you've cocked the hammer back on your gun.  They pay attention to everything around and are constantly thinking about plans for escaping danger.
  • They eat everything, but most importantly they eat people.  Individual crows are pretty small and weak to take down a person, but we know these ones work as a team and use tools, so if they're hungry, they can certainly take down a human.
It sounds like we're getting to something scary here.  Glossy black birds that watch from the trees at night, watching for lone people to kill.  They call out for their cohort when they find a target, and by the time you know they're around, they've already been watching you, observing every move you make.  And when they decide to strike, they'll come at you from all around, eat your flesh, then each take a little trinket of you as they fly away.

Signs


The best monsters don't just pop up out of nowhere.  Tension and fear build up as protagonists stumble across signs of the monster's presence, signs that they too could become its prey.

Some signs of these monstrous crows: trinkets of the dead used to lure people in, cawing to call for the others once you're already alone and deep in the woods, footprints of scavengers that take the bones from crow kills, leftovers from previous prey (bones cracked open, possessions with all the shiny pieces stripped off).

Consider signs of a monster from its footprints, voice, remnants of its food, things it plays with.

Monsters also end up with rumors about them.  The local people tell stories that are mostly true, or at least based on a kernel of truth, but with exaggerations and shortcomings.  Rumors about a monster should probably stick to the themes of the creature.

Inaccurate rumors about monstrous crows: that they can see in the dark, that they're afraid of light, that the sound of creaking branches is actually them, that any small discarded item you find is bait by the crows.


Vulnerability


Every monster is vulnerable in some way.  It could be a single spot, like Smaug's missing scale (or Achilles' heel, I guess), or it could be something less substantial, like greed or self-loathing.

My favorite method is to draw the monster's vulnerability from the same characteristics that make it scary.  Considering attributes of the crow, let's pick one or two as vulnerabilities:
  • collect trinkets
  • daring
These crows are intelligent and cautious, but they can be lured into making mistakes if the trinket is alluring enough.  So what do they like enough to risk their lives for?  I'm guessing shiny, round objects, tools that help them get food, unobtainable mementos of dangerous creatures. 

More monsters!


Here are a few more monstrous versions of ordinary creatures you might enjoy:
  • RaccoonsThey grab their prey with their dexterous hands, then drown their prey in streams.  They're much larger than ordinary raccoons, strong enough to grab a person and hold them under the water.  They ought to be more concerned by the presence of other creatures, but they're not.
  • Skunks — They spray a terrible noxious fluid that causes sickness and death, and also stains your skin.  They seem like they'd be cute and friendly, but they'll spray you, wait for you to die, then nibble on your corpse.  They're overly reliant on their spray for defense, so any creature that's immune to it has a major advantage.
  • Porcupines — They can shoot their barbed quills quite some distance.  They can climb just about anywhere, waiting patiently to strike when people come too close.  Their bellies are soft and vulnerable.
  • Buffalo — Thundering giants of muscle and horn, they get together as a group and run through buildings and fields, trampling people to death and destroying their livelihood.  They flatten whole villages that encroach on their territory.  They're prone to panic, though, if too many buffalo in the group become frightened.
 
raccoon washing cell phone

Thursday, November 15, 2018

The Dead-Faces; or, how legendary Creatures drive adventure

Tall, shadowy figures that peer out of the woods at night, snatch up children, and stamp out fires.  Just a local legend or a real danger of the North?

(Michael Morris, Watcher of the Forest)


Dead-Faces (or yagira-skot) are one of the many rumored creatures of the Northern Lands.  In any given campaign, they might exist or they might not.  Spread rumors, but keep the truth lurking just out of sight.

Semi-legendary creatures like these are good for a number of reasons.
  • journey
  • discovery
  • danger
  • superstition

Journey

Signs in the Wilderness is about a great wilderness to explore, a poorly-charted land to travel through.  But to make travel feel meaningful, different lands have to actually feel different.  Local legends like the Loch Ness monster or the Jersey devil are particular to their own regions.  If this country here is said to be safe for travel, yet that country there has eyes in the woods, here and there are two very different places.

The Dead-Faces are only said to exist in the oak forests in the country west of the Flint Hills.  It's a region of winding creeks and plenty of deer, a good place for hunting and traveling.  The humans and goblins of the region believe in Dead-Faces and are careful not to cross them.

Down by the coast, the elves have recorded hundreds of rumors from the people indigenous to the North, but they don't believe most of them.  The elves are sure that these creatures are just a story made up to frighten children and foolish travelers.

(Romi Volentino, Forest Ghost)


Discovery


Legendary creatures can also lead to the thrill of discovery, if you manage to find them.  The moment the party first finds proof that these creatures exist, they've been granted entry into a sanctum of secret knowledge, becoming more accomplished explorers, more knowledgable of the world they dwell in.  Discovery is one of the many kinds of fun roleplaying games can provide.

They say the Dead-Faces are tall beings that sway in the wind, like robes draped over branches.  They might be twenty feet tall, or they might be fifty (6-15 m).  Their faces are blank and uniform, save for their sparkling eyes.  Everyone agrees that you never see one of the Faces at a time, but that they huddle in groups, peering out of the trees.  Then again, you never seem to find anyone who's actually seen them, but everybody seems to know someone who knows someone who has.

Dead-Faces leave footprints that are perfectly round and quite small, like the end of a staff pressed into the soil.  They never speak to people, but they can sometimes be heard whispering to each other in the night.


(Lautrec Winifred, Enoch)


Danger


The threat of danger, of course, is great at driving adventure.  To make these legendary creatures truly matter, they're going to need to affect the party, and threatening their safety is a direct way to do that.

Dead-Faces don't like noise and light, so if you think they're nearby, you should quietly put out your fire and head the other way.  People stay away from places they believe to be inhabited by them, leaving out gifts of pine nuts and acorn flour to appease them.

When people talk about how dangerous the Dead-Faces are, they don't talk of immediate danger.  Fire at the Dead-Faces and they quickly slink away into the night, vanishing somewhere in the shadows.  But their vengeance is certain (or so they say), coming when you're not watching to poison your food and watch quietly from the woods as your village starves to death.  Children and livestock alike disappear into the woods when the Dead-Faces' anger has been aroused.

(Reddit u/Carlen67)


Superstition


In many fantasy games, the players can look up all the monsters in the book and find out exactly what they're like.  And there's no question as to whether they exist — when you hear about orcs causing trouble in the hills, you don't ask yourself if orcs are even real.

That's a fine way to play, but sometimes I'm looking for a bit more mystery in the world.  Semi-legendary creatures might exist, but they might not.  Rumors and legends certainly abound, just like in our own world, of creatures that probably aren't real.  But if these creatures might actually be real, it's prudent to listen to the warnings and protect yourself the way the locals do.

The result is a bunch of superstitious PCs, tossing salt over their shoulder and closing umbrellas indoors, because even though the players know each rumor has a good chance of being false, it's better to be safe than sorry.

If the people around here tell stories of the Dead-Faces, roll for two rumors on the table below.  The first is the truth.  The second is a grave misunderstanding that's only partly true.

Rumors (d20)
1Their appearance is a sign of hungry days ahead. They're mostly seen after the last harvest in the fall and before the snow melts in the spring.
2They're creatures of shadow, without real bodies like yours and mine. They emerge from shadow at night and dissipate in the morning.
3They're dead, made from the spirits of those who died alone in the woods. They can't be harmed, but they always stay near their old bones, hoping for proper funeral rites.
4Before daylight comes they go down and fold up into holes in the ground. You do not want to wake them.
5They won't cross human boundaries, like walls and fences, but you'd better not cross their boundaries in the woods.
6They eat birds and bats that they pluck out of the air, crunching up their bones, but they never eat creatures from the ground.
7They only come out on dark nights: during the new moon or under cloudy skies.
8Their touch will leave you blind for days.
9They leave food behind as a gift: nuts and broken birds.
10Their eyes are glittering gems that the elves will pay handsomely for.
11-20Dead-Faces aren't real, just misunderstood sightings of something benign.

rumors
true
grave misunderstanding

Thursday, August 30, 2018

Make sure they stay dead

It's a familiar tale: live, die, get buried, crawl back out of your grave.  Just about every culture has stories of malevolent undead.



In a world where the undead are real, people will eventually find a way to stop the dead from rising (if it can be done at all).  Choose one or two methods that work:

How to prevent the undead (d10)
1Burn the body so no part remains.
2Remove an essential part of the body (eyes, heart, teeth, head) so the undead can't act.
3Stab/cut the body to release the spirit.
4Feed the body to carrion beasts (or eat it yourselves) so its potency is divided up.
5Have a ceremony to make sure the dead person has no reason to come back (releasing them from debts/obligations, banishing them from the community, promising to make grave offerings).
6Bury the body under a large stone or deep in the ground to make sure it stays buried.
7Dispose of dead bodies far from the settlement on the far side of some obstacle (river, mountains, cliff, lake) so they won't walk back.
8Give their spirit somewhere more suitable to live (graveyard shrine, temple, offerings, carved wooden body).
9Make a false village (or just a model, a picture, trinkets from the village) to confuse the undead and keep them away from the real one.
10Sacrifice animals/servants at the funeral so the person who died isn't alone and angry in the afterlife.



There's a certain amount of Darwinism at play.  Like species, cultures evolve over time.  After tens of thousands of years, cultures that couldn't deal with the undead are outcompeted by cultures that found a solution.  But that's assuming the undead are actually a threat.

How correct their methods are (d8)
1The undead are a major threat and always have been.  Correct procedure for dead bodies is part of their religion.
2The undead haven't been a problem for many centuries.  They keep using their method for the sake of tradition, but they've made it simpler/easier.
3-4The undead are a sporadic threat that comes and goes, based on something people haven't figured out (planetary alignment, 11-year locusts, humidity).  They use several methods at once, with more complexity than necessary.  Methods vary from culture to culture, but the correct method is included in all of them.
5-6The undead are a new threat (a recent plague, new arrivals to the area, new planetary era) and people are still figuring out how to deal with them.  Different groups are trying different methods, prone to switching rapidly and falling for scams.
7-8The undead are just rumors and myths.  Some cultures have a method, some don't.


The threat of undead could be the entire explanation for why a culture handles dead bodies the way they do.  Try rolling up some death culture for yourself:

death culture
How to prevent the undead
How correct their methods are

Monday, July 23, 2018

They can't both be vampires, can they?

(Max Schreck in Nosferatu)
In the process of researching folklore about death, I got a bit sidetracked by vampires.  They occupy a strange place in fiction, gaining and losing characteristics from one adaptation to another.  Nosferatu (1922) and Interview with the Vampire (1994) are both movies about vampires, but their monsters have hardly anything in common.

In RPGs, I like introducing creatures without naming them, showing signs of their activity and letting the players try to figure out what they're dealing with.  Sometimes the creature is something new that they've never heard of.  Sometimes they're already familiar with it.

So imagine if you ran across a creature that:
  • is a person who died, returning to their coffin periodically to sleep
  • is repelled by garlic
  • does not have a reflection or cast a shadow 
  • has powers of mind control 
  • can fly, but cannot cross running water
  • can make others into the same type of creature by biting them
  • can be killed only by decapitation
You'd probably call that a vampire, right?  It certainly feels like one, though it doesn't drink blood and can act in daylight.

Let's say you and your fellow protagonists dispatch a few of these "vampires" and move on.  Then a year or two later, you run into one of these:
  • a beautiful or charming person who only comes out at night
  • has fangs, biting people to drink their blood
  • is harmed by sunlight
  • can be killed by fire or a wooden stake through the heart
  • can climb on walls and ceilings
  • is repelled by crucifixes
  • cannot enter a house without being invited
That's...obviously a vampire too, right?  Except it isn't even undead.

(Jonathan Brugh in What We Do in the Shadows)


For a vampire species of your own, pick ten features from the list below.  If you'd prefer random results, roll a d6 and a d4 to choose, rerolling any results you've already gotten:

d6d4feature
11has no reflection/shadow
2sleeps in a coffin with soil from their home / burial place
3turns to dust when killed
4cannot enter a house without being invited
21is beautiful/charming
2can fly/hover
3is dead, but their bodies do not decay
4repelled by garlic
31bites people and drinks their blood
2cannot cross running water
3can turn into a bat
4has superhuman senses
41can make others into the same kind of creature by biting them
2fangs or long teeth
3feels compelled to count things like fallen grains
4can be killed by a wooden stake through the heart
51is harmed by sunlight
2can be killed by decapitation
3can climb on walls and ceilings
4has powers of mind control / hypnotism
61does not age, healing from most injuries
2can be killed by fire
3repelled by crosses/crucifixes
4is hideous

So what's your kind of vampire like?

Friday, July 20, 2018

Random wild creature

The vast wilderness of the North is home to many strange creatures, some of which haven't even been described in print yet.  Here are some tables to help you roll up an unusual creature of your own.

Jackalopes are real, I tell you.  (cryptidz.wikia.com)


Start with a Base, a real-world creature to base this strange one on.  It should be something from this climate's wildlife list (a topic for a future post), but the table also has a few suggestions.  (If you roll up a plant, be ready to get really creative.)

Base (d20)examples
1-4large land animalwolf, alligator, mountain lion, moose, bear, caribou
5-8small land mammaljackrabbit, skunk, otter, raccoon, beaver, porcupine
9-11flying creaturevulture, heron, bat, crow, chickadee, parrot
12-13bug / crawly thingleech, ant, bee, lightning bug, scorpion, tarantula
14-16reptile/amphibianbullfrog, snapping turtle, rattlesnake, salamander, lizard, poison dart frog
17-19water creatureorca, catfish, eel, crawdad, jellyfish, sea turtle
20plantpoison ivy, venus flytrap, redwood tree, sunflower, spanish moss, coconut palm

Let's roll up a new creature for a rugged mountain range (oaks and chestnuts in the lower parts, aspen higher up): 7, so it's a small land mammal.  A jackrabbit sounds good.

Roll twice for its Physical Features:

Physical Features (d20)
1-3unusual size(d8) 1-3: half the usual size, 4-7: larger than usual, 8: far larger
4-5drawing attention(d8) 1-2: brightly colored, 3-4: patterned appearance, 5-6: dance, movement, threatening display, 7-8: loud call
6-8camouflage(d8) 1-3: color/pattern matches background, 4-5: silent/stealthy movement, 6-7: changing color seasonally, 8: changing color quickly
9-10poison(d8) 1-2: venomous bite, 3-4: venomous stinger/claw, 5-6: poisonous to eat, 7: toxic/dangerous to touch, 8: tends to live/nest among poisonous/dangerous plants
11-13unusual features(d8) 1-2: porcupine quills, 3: glow like lightning bugs, 4: rattlesnake rattles, 5-6: antlers, 7: horns, 8: skunk spray
14-16movement(d8) 1: very fast-moving, 2-3: better swimmer/diver, 4-5: can leap high/far, 6-7: good at climbing, 8: can glide/fly
17-19senses(d8) 1-2: heat vision, 3-4: echolocation, 5-6: excellent sense of smell, 7-8: excellent hearing
20useful(d8) 1-3: excellent fur/hide, 4-5: made of tasty meat/food, 6-7: good for medicine, 8: can be tamed

The first roll is a 19 followed by a 1: this jackrabbit-like creature has heat vision, allowing it to see predators in the dark.  Next we have a 3 and a 2: it's tiny, half the usual size.  Sounds like they'll be hard to catch.

Roll at least twice for its Behavior:

Behavior (d20)
1impressive lairbuilds structures, dams, nests, mounds, tunnels that are especially large, complex, deep
2collects thingslong-term food storage, valuable local resource, stealing parts, decorations/toys, tools
3unexpected reachgo unexpected places: get into containers, climb trees, sneak into settlements, squeeze through tight spaces
4understandingrecognize labels to know where food is stored, knows enough words to get some idea what people are up to
5learninghas learned how to avoid traps, take cover from gunfire, avoid food that might be poisoned
6deceptionfalse lairs to confuse attackers, luring into a trap or away from their young, deceptive call
7tool usebait to attract prey, tools to reach food, making use of existing machinery
8coordinationact as a team/pack, communicate information about threats to each other
9defensive attitudepatiently waits for opportunity, pursues over long distances, holds a grudge
10charmcute, good at begging, can herd livestock, act like pets
11aggressiveeager to attack, more violent than necessary, kills people for fun
12kidnappersteals/lures away children, carries off small livestock
13playfultoys with its victims, steals things to play with, teases creatures for fun
14kindtends to the needs of lost/injured people as best it can, especially children
15unusual fooddrinks blood, chews on trees and wooden buildings, hunts/eats some even rarer special creature
16symbioticpoints out prey for predators to get some of the reward, immune to some plant's poison so it can eat the fruit, obtains food that it can't open for a large creature that can't reach it
17fearfulafraid of people, attacks and then runs away quickly, afraid of something particular without a clear reason
18territorialclaims a territory as its own, attacking anyone threatening who enters it
19mimicry (despite earlier rolls)looks/sounds almost exactly like some other Base creature, unusual footprints look like they're leading the other way
20strangehas a strange power, if such things exist in this world (a topic for a future post)

The first roll is an 8: these tiny rabbits coordinate their actions in some way.  Communicating information about threats sounds useful, especially for such tiny creatures.

Next is a 15: they eat some unusual food.  Blood sounds nice and creepy.  They're interesting, but let's make them a little more so and roll again.

It's a 6: they're good at deception.  They've evolved or learned some behavior that helps them deceive creatures around them.  Let's say they've learned to put shiny objects in the entrances of their lairs, or in hollows of trees, or sticking out from under rocks with hiding places.  People reach down to pick up the shiny thing, and a dozen little bloodsucking rabbits spring out to get a taste.

Blood-hares sounds like a perfect name.  Nasty little creatures.

That's no ordinary jackrabbit.  (Morag Gunson)

They're not a major threat (unless acting in large numbers) but they're definitely not friendly.  If you find little jackrabbit footprints or see a shiny coin tucked somewhere suspicious, this is a very bad place to sleep.


random creature
base
physical features
behavior


Rolling up a few more random creatures:
  • Jar-rattlers are a type of rattlesnake that shed their skins a few times a year, changing color to match the season.  They're good at biting, slithering, and squeezing their way into containers you wouldn't expect.  And they've even learned how to recognize the label on a popular elven brand of food.  They say that jar-rattlers never bite children, so the local people always have kids check the pantry first.
  • Water panthers are a fearsome predator.  With very little fur, you can see their skin, but the skin changes color quickly to match their surroundings.  Water panthers are very good swimmers and divers, sleeping up on high outcroppings or tree branches over water for a quick getaway.  They've been known to drag away small livestock and possibly even children.
  • Five-toed turkeys thrive in these woods.  They're bright orange in color, with feathers that are greatly desired by the goblins a few valleys over.  Their call sounds nothing like a regular turkey, making a haunting, plaintive sound.  Turkeys like to eat snails, but some snails are too big and tough for them to get at the tasty meat inside.  Five-toed turkeys have learned to toss tough snails into the workings of elven machinery to crack them open.  (The elves are not amused.)  When flushed out by dogs, these turkeys have learned to scatter for cover and fly through the trees, avoiding the open sky where a hunter can get a clean shot.
(Bob Zeller)

And just for fun, let's roll up a plant, making more creative use of the results.  I'll choose a mountain fern as a starting point.  Rolling it up, these ferns: change color over the long term, are poisonous to eat, have some kind of understanding, and are in a symbiotic relationship.  Let's see...
  • Copper ferns grow in shady places in mountain gullies.  They're normally a sort of coppery color, making them easy to identify.  That's good, because they're also quite poisonous.  But if their growing conditions ever become poor (usually too sunny or too dry) they use the last of their energy to turn the same green shade as the edible ferns around them, losing their poison in the process.  Creatures eat the ferns when they're green, helping propagate the species through their droppings, hopefully in shadier or wetter places.
Apparently there's already a plant called a copper fern.  (Stauden Wichmann)

Try out the tables and see what you think.  Let me know if you roll up something interesting.