Showing posts with label Creature. Show all posts
Showing posts with label Creature. Show all posts

Friday, September 12, 2014

The Kobolds of Elthos

The Kobolds of the Red Hills are hardly known by the human world, and that's a problem.  It wouldn't be a problem, except that the Kobolds are annoyed, and so they're making it a problem.  The reason they're annoyed is because they prefer to be left alone.  But as it happens, the humans just keep expanding into new territories, and building new villages and towns out where the Kobolds have been wont to live for all these many eons.  Why it's just bound to rub them the wrong way, don't you know?

Kobolds come in two varieties.  They're either Woodland creatures that emerge from the hearts of old broken trees, or they're Earthland creatures that emerge from rifts in the ground.  In fact this is why Kobolds are known so well by miners.  The name Kobold, as you may have guessed, comes actually from the word Cobalt, the element, which in its pure form is a hard, lustrous, silver-gray metal.  You might think this therefore this sort of maybe makes Kobolds a kind of Elemental. And in a way you would kind of sort of maybe be right about that.  In the World of Elthos, they're even called parum elementarium by the Alchemists.  It is even said that Kobolds can transform themselves into Cobalt when they so choose.  Well, at least those that emanate from Earthland.  It is likewise said that Kobolds that emerge from the hearts of broken trees can turn into wood, and often do so during the day, looking for all the world like old mossy tree branches with funny faces.  At night both kinds of Kobolds transform into their 'little human' forms and, well, kind of run amok, really.  

Now among Kobolds there's not only two distinct branches of the family, but there's two distinct societies as well.  And the two do not get along at all.  One branch is called the Su'unkar, and the other branch is called the Shi'inkar.  The confusing part is that the two branches are not divided by whether or not they are Woodland or Earthland creatures, but rather instead by the philosophy of their Clan Elders.  And there's a whole lot of Clans among the Kobolds   

The Su'unkar are not really the big thinkers of the Kobold world.  They're more interested in the enjoyment of their meager material pleasures.  In fact, the Su'unkar call themselves "the soup eaters", on account of their love of soups.  Yes, they really do love soup, those guys.  And this reflects their disposition and inclinations about life.  They try to enjoy what they've got.  Now you might wonder where they got the idea of making soup from to begin with.  Yes, from the humans, of course.  In fact this is also reflective of their disposition and inclinations.  They like to imitate the humans, and in fact do try, more or less, to get along with them.  They call the humans "little brothers", and love to mimic human traits and society.  So these are the kinds of Kobolds that you'll find wearing vests and shoes and little hats with feathers and such.  They can usually speak a little bit of the human language, with a rather atrocious accent, but passably understandable to most people who have a little patience and time on their hands.  But even so, most humans won't really have much truck with Kobolds of any variety.  This is because they can be pretty damn annoying.  Kobolds love to play a little game they call "Tricks & Traps".  It's not an especially nice game, but they do think it's terribly funny.  Sometimes, even, people get killed.  But this just makes the Kobolds laugh all the more.  It's not very nice, actually.  But Kobolds view humans, really, as interesting little bugs that recently showed up in the world, and they kind of enjoy playing with them the same way human kids might enjoy playing with ants, or other harmless insects.   For them, it's really just a form of amusement.  A morose and dangerous form of amusement, but still... can we really blame them entirely?

On the other side of the divide we have the Shi'inkar.  Now these are the true thinkers, the wizards, the old ones and the formidable sorcerers of the Kobold world.  And they're frankly up to no good at all.  Running into them is most often a bad thing, and quite perilous.  Fortunately, there are actually very few of them, so the risk is small that anyone will actually see them.  However, that doesn't make them any less terrible.  They're kind of like the Su'unkar in that they like to play "Tricks & Traps", but in their case the tricks and traps are rather enormous, and slow moving, and sometimes take centuries to unfold... but when they do a whole lot of people wind up dying.  They're the source of all kinds of troubles for the human race over the centuries, though in most cases the humans never found out the true causes of their demise.  And oh my how those old and wicked Kobolds can laugh, and laugh, and laugh.  In fact it's said by some that the greater storms coming off the Oceans, the ones that are truly destructive, have in them howling winds that are the laughter of the Elder Kobolds.  So, yes, friend, you really wouldn't want to meet any of the Shi'inkar.   But if you do, just remember, whatever they're doing, you should try your absolute best to derail it.  Because whatever they're cooking up is meant to do you, your family, your friends, your town, your province, and your entire race as much harm as they can think up.  

Anyway, that's a little bit about Kobolds in Elthos. 

Wednesday, March 13, 2013

Purple Dragon On A Green Skull


This is an oil painting on canvas that my dad painted this for me as a gift for my birthday.

How cool is that?

:D

Tuesday, June 05, 2012

Lion Statues In The Salt Mine

Down in the Salt Mine below the Prancing Unicorn Inn, our heroes found in the darkness two great Lion Statues and they looked something like these...





Dragon On The Edge


After the game I went to review the Experience Gains Sheet that was kept this session by Charles.  Lo!   A Dragon!   Nicely done, Charles!   Let's just hope it is a friendly dragon after all... ;)

Wednesday, August 17, 2011

Hobgoblins of Elthos

I take a traditionalist view of creatures and monsters in my world.  And so I spend a good deal of time combing through old fairytales and folklore trying to discern what our forebears thought the creatures of myth and legend were like.   As it turns out, modern views of creatures like Hobgoblins differ quite a bit from the traditional versions.   As an example I'll take Hobgoblins.

First off, the view that Hobgoblins are larger, fiercer fighting-monsters than Goblins is quite a new conception it seems.   Rather, in the old days, Hobgoblins were thought to be rather small, and in many cases simply another, and somewhat diminutive version of Goblins (which have a very wide range of types themselves, as Goblins appear to be a species with many sub-species associated to it).   Hobgoblins were about one foot, sometimes two feet tall.   They had great heaps of hair, most often brown, gray or black, though sometimes red, with huge mustachios, and large bushy eyebrows.  They wore, mostly, brown or gray rags, and often went barefoot.   They mostly lived in people's houses, and could be rather helpful, doing dishes while their patrons slept, or cobbling shoes, or sweeping or any number of other useful household tasks.   What they expected in return were small gifts of food, such as honey-cakes, to be left on the "hob", which was a rocky protrusion that would be attached to the fire place, from which they derive their names... they were Goblins of the hob, or Hob-Goblins. 

Hobgoblins were fond of pranks, especially if they felt slighted.   Failing to leave a cake on the hob would certainly cause the household to run into troubles.   One famous Hobgoblin by the name of Hob-Robbin, when angry, used to steal all of the keys in the house and hide them until a honey-cake was left on the hob for him.  Then he would throw the keys at the wall and they would all clatter to the ground in a jumble.   Other pranks would include tying the horses manes into knots, throwing pots and pans around at midnight, clogging up the well, and other nuisances.  They could be mischievous, but I have yet to hear of a single case where a hobgoblin actually physically attacked anyone, or caused a death.  The most certainly did not carry weapons or wear armor as far as I've been able to discern.

I like to use traditional folklore as a basis for my world's creatures because they feel more authentic to me, and I feel they add a more interesting and colorful flavor to my world, just as they did for our father's father's fathers.  The Fey, of which Goblins and their ilk are members, can be mischievous, helpful, friendly, rude, hostile, or deadly depending on the type and the circumstances.  One general rule, however, that seems to hold in most cases, is that being polite to the Fey makes a big difference in terms of how they will treat people. 

So, in Elthos, Hobgoblins are not the fearsome fighting-creatures of contemporary fantasy-lore (though there are plenty of other creatures which are, of course).  Hobgoblins are instead rather amusing, sometimes helpful, magical little creatures who in fact often have quite a bit of knowledge that can be coaxed out of them with the right kind of talk and gifts.  That knowledge can be extremely valuable at times.  So if you should meet a Hobgoblin in Elthos, remember that they are fond of honey-cakes, clever riddles, and interesting local gossip... perhaps you will be rewarded with a bit of news, or folklore, or other tidbit, that could be quite helpful.

To find out more about the traditional folklore creatures you might like to read Nancy Arrowsmith's book, Field Guide to the Little People.

Monday, July 18, 2011

Creature: Giant Pylori

I have just added the Giant Pylori as a creature to my World today, and then generated a character sheet for it using the Elthos RPG Web Application.  While these will be rare creatures to encounter in my World, I do look forward to the day that the Party happens upon a particularly dark and dank series of tunnels somewhere in the unexplored depths ...  :)


Giant Pylori

Habitat
Description
Notes
Dark wet places such as caves, or within bodies of water such as lakes.
Green and black spotted floating tube-like creature with 7 long tendrils at one end, and a beak-like mouth. The tendrils end in sharp points, and are used for movement, and grabbing / stabbing prey with poison barb.
These non-intelligent creatures are voracious eaters of flesh, with a preference for mammals. They usually move in groups of 4 to 20. The tips of their tendrils have a poison that causes paralysis on critical hits, and they can attack four times per melee. They are very agile in the air or water and can float up to 2000 feet in the air, and dive as deep as 1000 feet in water.

Elthos ODS Character Sheet
Adventure Group: Giant Pylori
Print Date: 7/18/2011
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Formulas
MDX = DX + DXM         | Modified Dex = (Character Dexterity + Armor Dexterity Modifier)
AL  = CL + MDB         | Attack Level = (Character Level + Modified Dexterity Bonus)
TAL = AL + ALM         | Total AL = (Character Attack Level + Weapon AL Modifier)
AC  = MDB + ACM        | Armor Class = (Modified Dexterity Bonus + Armor Class Modifier)
MAL = CL + WSB         | Mystic AL = (Character Level + Wisdom Bonus)
MAC = CL + WSB         | Mystic AC = (Character Level + Wisdom Bonus)
LP  = Base + (CL x ST) | Life Pts = (1 + (Character Level x Strength Requisite))
MP  = Base + (CL x WS) | Mystic Pts = (1 + (Character Level x Wisdom Requisite))
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Character Name.......... Gia Fig 1___________ Player: GrayFalcon__________
Race (Gender) Class..... Giant Pylori (F) Fighter___________ XP Base: __20
Character Level (CL).... __2        Bonus       Movement: 4 -> 4
Strength (ST)(STB)...... __4        (+0)        Weapon           DMB ALM TAL
Wisdom (WS)(WSB)........ __1        (-2)        *Sting 1d6______ _+0 _+0 __4
Dexterity (DX)(MDX)(DXB) __5 -> __6 (+2)      ________________ ___ ___ ___
Attack Level (AL),(MAL). __4,   __1             ________________ ___ ___ ___
Armor Class (AC),(MAC).. __4,   __1
Life Points (LP)........ __8                    Armor        MOV ACM DXM DAB
Mystic Energy (ME)...... __2                    Super-Reflex _+0 _+2 _+1 _+0
Current Experience...... ___40                  ____________ ___ ___ ___ ___
Iron Pieces............. ____0                  Armor Total: _+0 _+2 _+1 _+0
________________________________________
Equipment: None
________________________________________
Skills: Wrestling (2), First Aid Self (2)
________________________________________
Mystic Powers: None
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