Worldbuilding 101 - Part 24: Things that go Bump in the Night
In the last post, we left our
possible monsters in a pretty abstract state. That was fairly deliberate, but
to integrate monsters into the setting and make them easy to use, it would be
better if we gave them some more specific details, perhaps naming them according
to traditional terminology, or applying the Spanish and Maori equivalents. In
fact, since we’re looking at a new world that is a bit of a pseudo-Caribbean
blend with the South Pacific, it might be fun to pull in a few traditional
mythical beings from the legends of these lands.
For the moment, I’ll start coming
up with specific ideas for monsters in the setting by working out which
sources, locations and agendas go together in a way that makes sense. I’ll combine
each source (7 options) with a possible location (5 options, we’ll add a new
location of “other”, and make every creature source type unlikely to be found
in one of the locations), that makes a total of 35 different creature types.
But since a typical monster manual or bestiary has a hundred or more creatures
in it, it might be an idea to create an extra creature for each combination,
one of low power and one of high power.
Here we go…
Undead
Underground/Ruins – Skeleton (low
power) and Mummy (high power)
Urban – Vampire (low power) and Blood
Elder (high power)
Jungle – Places of vibrant life
aren’t very hospitable to the undead.
Aquatic – Drowned (low power) and Blood
Navy (high power)
Mystic Locations (Graveyards) – Shambler
(low power) and Lich (high power)
Other – Zombies work some of the
plantations and more sinister ships
Lycanthropes
Underground/Ruins – (werebats) and
(werespiders - ananasi)
Urban – (wererats) and (werebulls
- minotaur)
Jungle – (werejaguars) and (wereserpents)
Aquatic – (wereseals - selkie) and
(weresharks)
Mystic Locations– No particular lycanthrope
is predominantly found at a mystic location, they are all drawn equally.
Other – Rare Werewolves from the
old world on ships
Despite the variety of Lycanthropes, these are quite rare (only
a few of each). Each is considered to have a high power level.
Faeries
Underground/Ruins – Dwarves and Shadows
Urban – Fae don’t particularly
like the confinement and banality of urban areas
Jungle – Elves and Dryads
Aquatic – Merfolk and Sirens
Mystic Locations – No particular
faerie is predominantly found at a mystic location, they are all drawn equally.
Other– Will-o-the-Wisp (swamp) and
Gnome (farmland)
Most faeries would be considered low power, but there would
be a couple of high powered members in each group.
Elementals
Underground/Ruins - Earth and Darkness
Urban – Fire and Metal
Jungle – Wood and Totems (which aren’t elementals per se, but are spiritual beings aligned to concepts)
Aquatic – Water and Air
Mystic Locations (Xxx) – Light and
Totems
Other – There are dozens of other
lesser elemental types scattered across the islands.
For each flavour of elemental, there would be a few levels: imps
(low level), ifrit (high level) and djinn (extreme level)…maybe.
Elementals exist in a natural spiritual
continuum, orbiting the sentient races of the world, some closer to the
characters, others completely alien (but still tenuously linked to the physical
realm). Those most capable of dealing with the characters are closets to them
in terms of appearance and thought patterns, those further away tend to be
incredibly powerful forces of nature. Elementals who deal regularly with the
mortal world may infuse their essence with hosts, if a mortal engages in
physical intercourse while the infusion is active, the offspring are always “Incarnates”.
Angels
Angelic beings tend to appear
where the faith in them in strong. This applies to beings worshipped, as well
as those who are feared. There seems to be little rhyme or reason to their
appearances beyond this. Despite the name “angels” this group encompasses all
sorts of demigods and semi-divine beings; most angels would be considered high or
extreme level creatures.
The angelic beings of this setting are more like the
flying wheels covered in eyes, the multi-headed monstrosities enshrouded in
wings of flame and other unfathomable monstrous entities halfway between the
book of Revelation and the Cthulhu mythos. Angels may choose to take on a humanoid
form; in the process gaining free will, but breaking their connection with the
celestial order (and reducing their power). These angels have a short half-life
before fading away into oblivion, and often spread a longer lasting legacy in
the mortal world by mating with the character races of the setting, the
offspring of such pairings are “Avatars” (who are basically nephilim/half-blood
angels).
Awakened Beasts
Awakened beasts would probably
follow much the same distribution as lycanthropes, but in this category we
might include things like “dire animals” enchanted in some way by mystical
effects, and even regular animals that might simply prove dangerous to people.
Depending on your interpretation of the “Kraken” this might be a dire giant
squid, or some other kind of awakened undersea mutated beast.
Golems
Underground/Ruins – Ancient Defenders
and Stone Golems
Urban – Clockwork Golems and Flesh
Golems
Jungle – Wood Golems and Mutant
Monstrosities
Aquatic – Golems don’t naturally
occur in aquatic environments, except for a few who work on ships.
Mystic Locations (Wizard Towers) –
Crystalline Golems
Levels of golem power are generally determined by their size,
small ones (homunculi) would have low power, human sized (automaton) would have
high power, and large ones (juggernaut) would have extreme power levels.
Since this whole game environment is
more about the people than the monsters, I’d be looking at only one or two low
powered creatures per story (at most), they might appear as a part of short
term story events. A high powered creature would only appear every few games
(as a part of a medium term story event), such creatures would easily be a
match for a few starting characters or a good level of opposition for an experienced
character. Extreme creatures would only appear as a part of long term story
events, a single creature of this power would make a solid opponent to several
experienced characters (and that’s not counting the followers and lesser
creatures they often gather to their side).
I think we’ve got plenty of
potential in the options described here. Getting into further detail would
certainly require attachment to one system of game mechanisms or another.
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