Showing posts with label chaotic. Show all posts
Showing posts with label chaotic. Show all posts

Monday, September 6, 2021

Orc (Brute, Warchief, Warrior)

Ah, yes, the good old Orc. Popularized by Tolkien who—by his own admission—took the name from Beowulf. This particular monster has become a staple of the fantasy genre, especially when it comes to gaming. Despite the departure from Tolkien's idea (a race of corrupted elves), the core of this species remains the same—violent, evil, and disorganized. From a race of barbaric brutes in a certain game that involves underground ruins and big flying lizards, to even more barbaric brutes that are also fungi in a certain game that has "war" and the number "40,000" in its name.

So, as long as it is big, mean, and green, it might be considered an orc. And this is reflected in orcs' statblocks in the bestiary—they don't have a whole lot going for them compared to other monsters that could be considered the standard low-level fare. Goblins have their Scuttle to move around the battlefield, Gnolls use Pack Attack to accumulate ludicrous amounts of damage, Kobolds have Hurried Retreat plus Sneak Attack to best emulate their hit and run tactics. Orcs, unfortunately, get the short end of the stick here and have to resort to brute strength, which comparatively doesn't make for an interesting enemy. And that may very well be why I, personally, see them scarcely used in games.

Now, since we know the orc's shortcomings, let us think of ways to spice the bugger up without taking away its core identity. They operate in warbands, so who's to say they shouldn't be using guerilla warfare as well? They believe in the rule of the strongest. Their chieftains are bound to be boasting some impressive items taken from the rivals they have defeated over the years. Small changes, but I think you see where I am going with this.

So next time you scoff at the good old Orc and his quite bland abilities, try to think of ways to use its straightforwardness to your advantage.

Hook 1 (Max) - THE GREEN WAR

The GREEN KNIGHTS believe in one thing and one thing only, and that thing is the GREEN WAR. They all dedicate themselves to the WAR, for the GREEN KNIGHTS know only WAR. For them, might makes right and the GREAT GREEN KNIGHT is decided by combat that takes place annually. Or monthly, if they feel like it. Sometimes weekly.

They roam the lands in search of good fights. If they can't find any, they fight themselves, for the flames of GREEN WAR must never be quenched. The current GREAT GREEN KNIGHT, Kharath Skulltaker is an undisputed champion, having held the title for three years straight. And he claims to know the purpose of the GREEN WAR. The GREEN KNIGHTS have been traveling far and wide, finding tribes of their brethren and beating the ever-living shit out of them accepting them into their order. Now, a mighty army under the thrall of Skulltaker marches forth to lay siege to the so-called civilized world, for the GREEN WAR has finally commenced in earnest.

Hook 2 (Nemanja) - Copius Competition

The orcs of Velurian's Vale are often misinterpreted as violent, brutal, and competitive to a fault in the written sources of the so-called Civilized South.

While the brutality and violence are often overstated, the competitiveness is both understated and heavily misunderstood. Indeed, the one elven scholar that spent four centuries living with the orcs finally managed to describe their social order as "Radically anarchistic dynamically hierarchical meritocracy" though no sane (or otherwise) orc has ever uttered those words.

What does this mean in practice? It means that orcs will follow the best warrior in matters of war, the best diplomat in matters of diplomacy, the best shaman in matters of spirit...

And how do these best among the best get chosen? Easily, by continuously competing with their peers. An orc might hear that another orc is claiming to be a better cook than him, and he will go up to him, slam a bowl and some ingredients in his face, and challenge him to a cook-off. Refusing a challenge is the absolute biggest taboo in orc society, and often ends up with the refusing party being completely shunned.

Now, two big factors paint the southerners' picture of the orcs.

The first one is that almost no communication across the Gallawallahara desert dividing the two civilizations exists in peacetime. Any and all orcs met by the dwarven and human legions are warriors, children of war who have known nothing but the struggle for martial dominance for the entireties of their short lives.

The second, somewhat tragic factor, is that those few orcs skilled and dominant enough to unite the tribes under their banner even for a short while, are also always the only ones with the breadth of knowledge to realize that the Orcs' ancestral home has a scarcity of resources, and cannot support the dying civilization. Hence, they launch invasions against the fertile, rich lands to the south becoming the harbingers of a self-fulfilling prophecy.

Hook 3 (Reece) - The Last Chieftan

Segu-r'not was very tired. Tired and old. Being the last orc in the world was rather exhausting. Having already set the firewood for the evening, he knelt down in front of the heart and crossed his arms in the traditional Nak.

"Forgotten father. So too I am lost. In your light, I may rest warm, but never safe." He stoked the coals and kindled the flames into a roaring cookfire. While seventy years were for others of his kin, he felt much older than he should—running from the empire's kill squads was beginning to wear on him after forty years of running. His voice felt raw from lack of use, save for his occasional reverence

The clan, once mightier than any other of The Deepland, was in ashes. His father, the last chief, had been executed near two decades previous. The small hovel he had discovered in the deepest part of the mountains had been a welcome respite. By the time Segu-r'not stumbled upon it, it looked as though it had already been abandoned for several years. The unbroken quiet of the last five years was pleasant in a morbid sort of way. The silence felt the final cruelty due to the last of the Ornu'ch.

That is what made the knock on the door so shocking. Someone. After so long alone. Segu-r'not took up his axe and ran to the door, tackling it open to knock the intruder off balance. Upon raising his axe, he finally caught sight of the one he thought would kill him—a child. An elven child who couldn't be more than fifteen harvests old.

"H- Help me." The shivering boy stammered, reaching his shaking hands towards Segu-r'not.

Segu-r'not had a choice to make.

Saturday, September 4, 2021

Ogre (Warrior, Glutton, Boss)

The description given in the bestiary for the Ogre is decidedly unflattering. Brutish, violent, incestuous, and filthy, they are perhaps the most damningly painted sentient creatures in the book that aren't evil planar outsiders. That's not to say there is nothing to be said for ogres, as they have been a staple of fantasy gaming and literature for a long time; one could argue that ogre-like beings can be traced back well before the origin of the word (from Wikipedia, derived from the French spelling of Orcus).

I think then that the three ogres present in the first bestiary are quite representative of the primal fears that we associate with the creature: large, violent, prone to trying to eat you. Definitely appropriate for sharing a name with the Etruscan God of the Underworld—we'll definitely be coming back to that soon.

The Warrior, Glutton, and Boss are all very simple with a few things to differentiate them beyond the basics such as the level difference—something that is definitely indicative of their relative lack of subtlety or tactics. The glutton, which can attempt to both bite and swallow its enemies, is definitely the most evocative and unsettling. I can't really think of many more gruesome images than trying to cut your way out after being Swallowed Whole by one. The boss can use Bellowing Command to quicken ogre allies, making the weaker ogre warrior more of a threat. On the part of tactics, I think that it's entirely reasonable to say that the ogres won't have much in the way of them. Should you find a combat that you set up to be too difficult, it's not entirely unreasonable to say that without the strong leadership of a Boss, the other less powerful ogres will fall into troublesome quarrels, allowing for a more attainable win.

However you use the ogre, consider also how you might both play into and subvert tropes of the brutish ogre. A cunning but reasonable adversary, a gentle but frightening countenance, or a largely peaceful but defensive ogre clan can all serve up some interesting narrative opportunity in lieu of outright to-the-death combat.

- Reece

Hook 1 (Max) - Off the Hook

The Meathook is a well-known butchery; the chow is of the best quality and people come from far and wide to get even the smallest taste of it. A local noble—now advanced in age—wishes for one final meal procured from The Meathook's owner: a wyvern steak he ate many years ago. The man is willing to compensate anyone willing to deliver the goods or, better yet, convince the butcher to come to his keep and cook this very special dish for him.

The shop is set up in a peculiar place deep within a dark wood far off any well-trodden track. The sight it represents would not bring to mind a world-famous craftsman either, as it is more reminiscent of a falling apart shack than a high-demand culinary eatery.

All of this, however, pales in comparison to the butcher himself, who is definitely not what people might expect.

Hook 2 (Reece) - Caught Between Two Worlds

Normally, the Woodstrider Giant Clan and the Hukari Ogre Warband stay far from each other as past clashes have resulted in devastating losses for both groups. This usually would not be a problem, as the Nagandi Run—a vast and untamed wilderness in the newly colonized continent of Ukandar—is an enormous expanse of ancient forests, hilly grasslands, and forgotten swamps. When the High Elven Kingdom of Sheila'nagari and the human Republic of Kith both settled on opposite sides of The Run, territory became both more important and more scarce. For their part, the Kithians tried to enforce their laws upon the Hukari, namely the preventing of bloodsport and dueling. For their part, the High Elves thought the nomadic lifestyle the Woodstriders led to be uncivil. Their solution was to attempt to forcibly settle the clan, something they were more than resistant to.

As the Woodstriders and the Hukari are each pressed into the ever-shrinking inner wilds of The Run, they are put at odds with each other and the colonial powers that are much larger than they. Other peoples that call The Run home look to both giants and ogres alike, hoping that they might overcome their differences and push the invaders back. The much smaller population of wood elves, hillock halflings, and the human Deekma nation all wonder, can it be done?

Hook 3 (Liam) - The Unsatiable

Gluttony, habitual greed, the desire to consume all that surrounds, the docks of Tarrae embody the very essence of this ravenous nature. Petty boardwalk gangs clash, devouring each other, ownership of the port never settling as individuals instinctively consume and be consumed. Such is the life of Tarrae, for its appetite is never satisfied.

However, this perpetual feeding frenzy has been thrown into disarray, an invasive species into the delicate ecosystem, its hunger more ravenous, more ferocious, more gluttonous. It seeks to devour all that inhabit Tarrae be it money, power, courtesans, or flesh itself. A title spoken only in whispers. An individual that encapsulates the essence of Tarrae itself. The Ogre.

Friday, September 3, 2021

Ofalth

Today, we speak about something offal. Awful offal. Despite the terrible wordplay, I do quite love the concept of the Ofalth. A giant literal shit-trash monster to almost kill/disgust your players with? Sign me up.

There's a lot of ways to use an ofalth in your game, though you do have to bear in mind that it is a very powerful creature! At level 10, the ofalth remains a threat through level 12, when PCs become truly greek-myth-level powerful.

One may find an ofalth in the refuse room of a long-abandoned-now-resettled dungeon, as well as in major urban areas as a vital part of the fantasy ecology therein. Wherever you decide to use it, the Ofalth comes with some evocative abilities that tie to its central theme—being a living dumpster pile.

The ofalth can appear as a pile of garbage/refuse, its presence is physically sickening, and getting struck by the thing can cause you to just... bleed to death. Slowly. Fun!

When considering its use, try to think of how the ofalth fits into the world itself. As an aberration, they could be summoned by a particularly foul practitioner of magic, created for some purpose related to their environment, or drawn to sources of filth. All are perfectly valid options, just remember to consider how disgusting your description to your players is, don't want someone to lose their lunch onto your GM screen (or keyboard)

- Reece

Hook 1 (Max) - Down the Drain

The city of Netters is looking for mercenaries willing to get their hands dirty. Figuratively and literally. The rulers of the metropolis have a little bit of a problem with their sewers; they are getting clogged more and more often. Someone offered up a solution, but carrying it out requires highly skilled warriors.

In the grand capital of the kingdom, it's said the sewers are never clogged. Officials in Netters only know that some sort of cleaning organisms have been deployed in the capital. And so, the job is quite simple, if a tad unsavory.

Get into the sewers and bring one or two of these critters to Netters. Nice and easy, right?

Hook 2 (Reece) - Foul Play

Uvringin Palefinger liked collecting magical artifacts but did not like the work required to obtain them. When the skeevy little man stumbled upon a long-abandoned castle with a sprawling undercroft, a dastardly idea occurred to him: Why go and get the treasure himself when he can make the treasure come to him?

While loathe to travel, Palefinger has a keen mind for magical, alchemical, and mechanical arts. He constructed a lab within the depths of the castle, creating all sorts of terrible monstrosities that he could use in his devious ploy. Once his many traps were laid, he spread rumors through surrounding cities that a powerful staff was hidden within the castle.

Should one make it into the bowels of the place, they would find a beautiful length of wood that appears to be a Greater Staff of Healing, mounted on the wall behind an enormous pile of trash. In actuality the staff is a fake and the room is actually where Palefinger has been throwing the refuse from his failed experiments, feeding it to his pet Ofalth. Anyone foolish enough to mistake the pile for a simple dump will be quite shocked to find otherwise... And Uvringin will be quite happy to add to his collection should the unfortunate adventurer fail in their quest for the false staff.

Hook 3 (Max) - Secret Ingredient

The secret to the world-famous fermented wyvern egg is a well-guarded secret of the Jakus family. For generations, they have sold this very special dish to the rich and adventurous, building a fortune from the delicacy.

There are those who would love to unveil the secret and steal it for themselves—perfectly understandable. There is a good reason, other than protecting their wealth, for the Jakus to protect it.

The fermentation process is conducted in the vast caverns beneath their grand mansion by most unsavory beings.

Wednesday, August 18, 2021

Naunet

ANOTHER OUTSIDER YOU SAY? Well, I'm not necessarily one to beef with creatures literally spawned from the entropic forces of chaos, and the Naunet is perhaps a quintessential example of what a force entropy can be. The bestiary notes that this mean mugged malefactor of the Maelstrom can often be found as a scout or a rank-and-file soldier in the armies of the Proteans—though I am somewhat dubious of how exactly such an army would operate.

I would say that the contradictory nature of being a soldier—a traditionally structured existence—in addition to being the spawn of pure chaos is baked into the substantial statblock of the naunet. There are three things particularly of note related to this theme:

  • Protean Anatomy - An extremely versatile passive ability that gives shifting resistances to acid, electricity, and sonic damage in addition to the more unsettling ability to grow new sensory organs in order to overcome the blinded and deafened conditions
  • At will Change Shape that allows for melding into all sorts of environments, both natural and urban
  • Adaptive Strike, something that is certainly not going to come up very often unless you're like me and inflict your players with lycanthropy

The intricacies of the entire set of abilities and stats are too much to get into here, though I think the relative complexity of the naunet tells us a couple things—Proteans are NOT messing around and, beyond that, their base level soldiers could be a boss level threat to a lower level party. As a level seven creature, it's got an impressive set of abilities—access to narrative options like Change Shape in addition to a solid suite of spellcasting can really make the Naunet both compelling to use as well as dangerous.

Whatever the occasion, it may be worth considering how you want to utilize Proteans and Monitors in your setting, assuming you aren't running in Golarion—these dastardly delinquents can pack a punch and rain chaos on unsuspecting players, only to jump away with a 5th-level dimensional door in order to continue harassing away as needed.

- Reece

Hook 1 (Max) - Big Fish to Fry

Ships and crews have been disappearing on the Grey Ocean without a trace. A single vessel made its way to port—a galleon by the name of Fair Wind. Its deck was the sight of a massacre no doubt, though there were no bodies left in the destruction. A single survivor hid in the cargo hold, clinging tenuously to life, their eyes burnt away. The army took them in to learn what became of the rest of the crew.

"Maidens fair stranded on a vessel dead, they were," they mutter, "hoisted them up we did, 'help them we must', we said." Empty eye sockets stare into the distance. "Weren't no maidens. Sea devils they were, I tell you. Giant sea serpents, the lot of them. They roared and bit and gnawed and spit, and their putrid breath turned men to ash and bone. Good men of the sea all dead and gone. They be heralds, they bring their words and the depths speak through their forked tounges. The sea is theirs, and theirs alone—soon our land shall be forlorn."

The official statement notes the sailor was later found dead in his cell by his own hand.

Hook 2 (Nemanja) - Unravelling Unguent

A retired ranger brings his old team back for one last job together.

A long time ago, they slighted a lowly cleric in service of the gods of Order—said cleric has since risen high in the clergy and he is not one for forgiveness. When the ranger welcomed his firstborn daughter, the cleric appeared from nowhere and put a Curse of Ticking Time on her. This meant that one day—one that will presumably come far too soon—she will pass into the realm of the dead with no warning whatsoever.

The only power that can counter the magic of Order is that of the chaos-delvers, and the party now must seek aid from one of the Chaoswyrms, the Undoers, the foot-soldiers of The Unravelling that they once fought so valiantly against. Of course, enlisting the aid of such a power is never free, but the price might not be obvious from the start...

Hook 3 (Reece) - Chaos Confluence

During the season of Storms many dangers are present along the southern coasts. While the lightning, wind, and rain are all as dangerous as they always would be during any storm, the tide of chaos that accompanies the Greatstorms is more dangerous still. Should you not have access to a Stormcaller or a device with which you can rebuff the storms, the creatures of chaos will scour you and yours from the land.

A strange economy has risen from this longstanding season of chaos—populated areas that are affected by the worst of the tides employ seasonal Chaoswardens to defend their homes. Chaoswardens are highly trained in fighting all manner of Protean nightmares in defense of mankind. The homesteaders have grown used to the assistance of other more stable areas, perhaps to their detriment. This year, when the first Greatstorm arrives much earlier than expected, the Chaoswardens are cut off from their yearly migrations to the outershores. Now, each town and village along the Shifting Coast must fend for itself...

Tuesday, August 17, 2021

Naiad (Naiad Queen)

Naiads are nymphs bonded to bodies of water with the caveat that, unlike other nymphs, they can travel away from their bond, though they will wither away, being unable to regain hitpoints or remove the drained condition.

As nymphs, you can always utilize naiads as the tragic victims of greater powers' sick games, as is the case in the classic greek myth—but you can also put an empowering twist on that and have nymphs get out unscathed for once.

Naiads specifically are absolutely ready to take arms when nature is threatened; as fey, their tactics might feel alien to players since they deal in eons, not years. Their queens supplement their natural abilities with high-powered spellcasting that will have nature's enemies running away and allies reminded that they tread upon thin lines.

- Nemanja

Hook 1 (TJ) - Empire of a Thousand Lakes

Despite holding territory that consists of more water than land, the Prescient Triumvirate does not control a navy. This is primarily because the water they control is the sum of thousands of lakes of varying sizes. regardless of what direction they are attacked from, the Prescient Triumverate is always prepared. The secret to their so-called prescience lies beneath the surface of each of the lakes. Each of these lakes is home to a naiad. Given the close proximity of each lake to the next, the naiads are able to communicate information from one corner of Triumvirate holdings to another in a matter of moments. To truly have a chance of attacking the Triumvirate directly, draining the lakes would be the best option. Unfortunately for the Triumvirate and the naiad they employ, the addition of parchmages to the Iorinaxi legions may be their undoing.

Hook 2 (Max) - The Guidance of Two

The Twin Gems of the South are a sight to behold. Both cities lay at the edge of enormous lakes divided by a small mountain range. Legend has it that the founders of both metropolises were guided in their efforts by the ancient spirits of their respective bodies of water. Word is that the rulers still council with them to this day!

Should one undertake travel to The Gems, they would, without fail, see how similar the two are. This has been a point of great argument over the generations—each city arguing that the other copied it.

The truth, however, is a little more interesting than a case of architecture theft. The spirits of both Gems are the same, as the lakes are connected by an underground canal. Why the queen of the lakes decided to guide the mortals on their way, remains a mystery. One can only hope her reasons are not more nefarious.

Hook 3 (Nemanja) - River Runs Red

The extremely high rate of crime in Sheballa city gave rise to a new profession—the magi-forensics. These mages of all kinds and flavours use magic, prophecies, and other such miracles to divine truth from dead bodies, bringing their killers to justice.

This, in turn, led to a different development in criminal activities—fixers working for the Lord of the Underworld have begun dropping bodies into the Red River which creates the Fool's Falls waterfall just on the outskirts of the city. Unfortunately, the waterfall is the resting place of a particularly short-tempered naiad named Deep Blue, who finds her rest disturbed by blood and gore.

In an effort to scare away the intruders, Deep Blue now allows no one bearing weapons to cross the nearby bridge—this wouldn't be an issue if not for the fact that it lies on a massive trade route...

Thursday, August 12, 2021

Mu Spore

A Mu Spore is one of those kinds of monsters that every fantasy RPG has to have—an apocalypse engine. The odd thing about this one, though, is that it isn't (by default, feel free to spice that up!) a creation of the evil gods, an entity prophesized to end the world, nor a malignant alien. Indeed, the mu spore is just a big, flying, hyper-intelligent mushroom. It isn't even evil, as the book puts it at CN, although I wouldn't exactly bet on it being particularly cooperative.

Its genius-level intellect and its absurd (50 ft by 50 ft—that's ten grid spaces each way for all you grid players out there) size mean it will often be revered as a deity by cultures whose homelands it uses as a feeding ground.

But the one thing that gets me going as a GM reading it is that it is a spore. What are spores, exactly? In layman's terms, they're mushroom seeds. Think about what could be born of a genius mushroom the size of a cathedral that ends civilizations before (or for) breakfast. Then make that your next big baddie.

- Nemanja

Hook 1 (Max) - Shroomhaven

Recently, the Firn Peaks became a no-go zone, as multiple big groups of people vanished there without a trace. A few came back, but different than before, acting as if their hometowns were completely alien to them.

There are some people, however, who feel a deep, almost primal urge to go into the mountains. A strange, otherworldly voice compels them to seek out a vast cavern hidden beneath the peaks. And so they all leave in the dark of the night, only to return a couple of weeks later.

Oddly enough, every single one of them was an enthusiast of mushroom hunting.

They all act differently, too. Somewhat apathetic, but at the same time taking in their surroundings very carefully. Everyone assumes they've taken part in some enlightening experience. Technically, you could say that.

For they are now emissaries of an alien intellect that has been taking refuge within the Firn Peaks, set on revenge for generations of its brethren being used as cuisine on its distant homeworld. Every person that came back from its new domain is a ticking timebomb, a fungus slowly replacing their nervous system, waiting to explode in a spore cloud infecting even more victims. Soon, it will begin.

Hook 2 (TJ) - Verdant Valor

The Knights of the Final Green have a solemn duty. These intergalactic verdant vagrants travel the cosmos in search of apocalyptic fungal growths. While the plant nature of these leshy knights protects them from the mu spores, the enormous vacuous spores will still consume these minuscule warriors. The number of planets the Final Green has found that contain floral brethren is disappointingly small, and their numbers are dwindling after millennia of hunting down their prolific, constantly propagating foe. Unfortunately, they've found the biggest infestation yet, and the chances of being wiped out entirely is nagging at the back of every knight's mind.

Hook 3 (Nemanja) - The Bloated God

Fifty years ago, what appeared to be a meteor landed in Blazavayka lake.

Five years later, what would later become known as The Bloated God rose to the surface, begging for food.

Ever since that fateful day, the deity has risen to the surface every five to ten years and the people of the surrounding villages have been bringing it sacrifices—mostly in the form of cattle and poultry to feed it. The godling, for its part, makes it largely worth it. It tells the villagers of how the seasons will change, the locations of hidden sources of water and fertile land, and warns them of passing bands of bandits and deserters. Something changed this year, though. The alchemist's son is rumoured to have fed another human—a young lass that rejected his advances—to the god and apparently awoke something within it.

The deity now speaks of dark magicks, tides of blood rising to sweep up the mammalian empires, and the Holy City of Leng. Now, the villagers find themselves unable to stop listening to its mad ravings.

Monday, August 9, 2021

Minotaur

Upon reading the Minotaur entry, two things stand out to me. The first one is that beyond their love for mazes and stalking prey (both of which kind of come a dime a dozen among dungeon-delving monsters), Minotaurs are almost a blank slate—that makes it a perfect opportunity for world-building. Is your minotaur a solitary, accursed being, along the lines of the classic greek myth? Maybe your minotaurs are exiles from a seven-dimensional plane, who have gone mad without access to advanced technology, but their weird knowledge manifests in their impeccable understanding of geometry? Maybe the bull of Minos was an outlier, and other minotaurs (with a bit of int-tweaking) are a race of scholars, shunned from civilization for their monstrous appearance and odd appetites?

The other thing—which may slightly contradict my first point—is that the only language that minotaurs seem to speak is jotun, a language that, in Golarion at least, seems to be associated with giants, dragons, and other primal creatures of raw power and deep magic.

- Nemanja

Hook 1 (Max) - Priests of the Golden Horn

The Golden Horn sits majestically atop a cliffside overlooking the nearby ocean. The view is, however, not its most striking and famous feature, as the whole city is devoted to the worship of the bull demigod that purportedly protects it. All manner of travelers make the arduous journey to the Horn in order to seek his guidance.

All rites are overseen by the Bull Priests, the ruling caste of the metropolis, whose word is law. To slight them and deviate from their teachings is seen as anathema, frowned upon, and is generally speaking extremely dangerous.

Little does anyone know that their stringent tendencies, along with the fact that their deity is only seen at a specific time of day, are due to the fact that The Bull God is, in fact, a farce—a captured minotaur that the priests use as a puppet for their faith.

Hook 2 (Nemanja) - Anti-aurochs architecture

When the Second Helene Republic was formed in the XIV century, the greater community of Greece and surrounding areas begrudgingly accepted the Bull-men of Minos into their midst. Despite their fiery temper, the minotaurs have proven themselves both as soldiers (serving as heavy infantry) and as civil servants, especially architects. Indeed, their chokehold on architectural industries is such that many cities have neighbourhoods purposefully designed in such a labyrinthine way that members of other species find it impossible to traverse them. The most infamous of these is the Pathfinders' Peril, the massive labyrinth in Second Sparta that stretches through almost half the city and surrounds the mysterious White Bull's Temple.

What only a few people alive know is that the labyrinth is specifically not made to keep anyone out, but to keep the White Bull in.

The White Bull, for its part, is the ancient progenitor of the Minotaur race. It has the body of a giant, and the head of an aurochs (the ancient, European wild cattle). It is a hungry and bloodthirsty deity, but its power over the minotaurs has waned alongside its influence. Should it feed again, however, its influence will burn bright again, and with it, the rage of its children will awake too.

All of this should have been critical information for an invading army. Too bad that you, the human handler assigned to the Third Ottoman Kallikantzaros division, weren't briefed...

Hook 3 (TJ) - Grain of Satisfaction

Entimira never really understood the draw of an unending labyrinth. Isn't the point of a maze to eventually have the satisfaction of getting out? Why would he be interested in trapping people in unending twists and turns? Besides, once people gave up, where was the fun in killing them? It isn't like he was killing for food, and killing for sport never seemed quite right. No, his method was much better. This way, he got to see the joy people experienced at finally figuring it out. And this was far more efficient for food. He could actually eat this. Yes, as he stood over his meticulously arranged corn seedlings, he knew. This year's corn maze was going to be his best yet.

Tuesday, August 3, 2021

Marilith

The Marilith stands out from most demons in the game in several ways.

First of all, the aesthetic—while most demons in the books tend to borrow from tolkienean and Christian (with the latter totally not being a subset of the former) sources, the marilith is decidedly Hindu in origin.

Secondly, while other high-level demons such as balors might also serve as generals in demonic armies, they are implied to do so through brute force and power, whereas the Mariliths are explicitly tacticians and strategists of their kind, said to understand the flow of chaos in a way very few other beings of the multiverse can.

In combat, a marilith is a true powerhouse. Able to deliver a staggering six attacks of opportunity per round, or decide to instead use any of those sword-wielding hands for incrementally better defense, all the while under the constant effect of fly? This monster will absolutely hurt you. It's demonic weakness fits the theme pretty well, though I fear it will very rarely come into actual play—should the demon try hurting someone on their turn, and fail at it (mind you, it would have to fail every single attack and/or spell in that turn) they take mental damage, as their massive ego is hurt by their perceived incompetence.

- Nemanja 

Hook 1 (Max) - For I Am The Light

Duma was a devout priest of the Sungod. For many years, he fought in his deity's name, felling countless opponents while remaining undefeated through his life. When one is heralded as the "God of Fighters", hubris is sure to follow.

That was the case with Duma. He eventually fought for the sport of it, not for the cause of his god. And as years went on, the inevitable happened, and he was slain. Alas, by that time he was no longer chosen of the Sungod and his soul was forfeit.

The forces of chaos took him in, feeding his ego over hundreds of years, convincing him that it was he, Duma, who was the real Sungod. After all this time, he is ready to claim his divinity and regain the title of the greatest fighter to walk the world.

Hook 2 (Nemanja) - Bristewald The Blade

As a young lad, Bristewald of Balhemia witnessed a battle that was over in seconds—a flash of light, and then blood and gore over the entire field. Despite being on the winning side, Bristewald was chilled to his bone, though he also saw something tragic yet romantic in how his enemies fell.

This inspired him to take up the fiddle when he returned home from the war; his songs, always tragic and melancholic, launched his career as a minstrel.

Despite his success, having seen what he had seen, Bristewald never stopped practicing with his sword either. Eventually, his exploits as a mercenary with a heart of gold also brought him fame and gold. And yet, a part of him never felt complete, as whenever he thought of that fateful battle, he felt dread. He knew not what it was that slaughtered his enemies, and feared that it could take him out one day just as easily. He would spend fortunes and do wild things just to get him closer to any small lead or bit of information about that day.

After twenty long years, found it he has—the shadow over his life is the Marilith Avasarala, a dread tactician of the underworld's armies. Fearing he can not be truly happy as long as the demon looms over the world, he now rides out with his companions to meet her on the battlefield. The Fates watch, as beating a marilith is a sure way to set one on the path to becoming one of Heaven's own enforcers...

Hook 3 (Reece) - The Vile Veil

Far to the northeast lies Utvash Veil, what many consider to be the most dangerous place in the world. When one first lands upon The Veil, the striking black-red beaches of its shores are both stunning and dangerous, as they are ridden with all manner of venomous creatures and corrupted elementals.

Should one be foolish enough to venture inland, The Cult of Many Blades has built a semblance of a society. While not overtly hostile, as they must trade with outsiders to sustain their living upon the island, the cult does very little to protect visitors to The Red Temple. This city of worship is entirely dedicated to worshipping The Great Mother, though one would have to be greatly dedicated to the cult to know exactly WHO The Great Mother is and why they worship her.

Though there are rumors about it, it is said that deep within the volcano, the cult's terrible goddess resides, birthing forth every manner of monster and demon upon the world. Should one choose to pursue answers or seek a boon from the Mother of Monsters, the trials to seek her out are incredibly difficult. The volcano from which the isle gets its name, Utvash, is adorned with a great obsidian tower that reaches far out of sight into the dark, swirling clouds above. While many horrors reside within, Degara Sindrinker—the Chosen Champion of The Mother—is perhaps the worst. As queen of the tower and a powerful pride demon, she will try the will of any parishioner, demanding total supplication of one's pride to The Great Mother...

Wednesday, July 28, 2021

Lyrakien (Wanderer Azata)

Another azata—one similar both in name and presentation to the Lillend—the Lyrakien, AKA the Wanderer Azata. We've previously lamented about outsiders, as sometimes it can feel like they are boxed into a particular story archetype that can make them somewhat uninteresting. Max once noted that, to your average medieval peasant, anything that isn't human would probably just be called some variation of demon, devil, or angel, that sort of thing. There's probably some design space there to play with, perhaps someone who is or is not educated in the nuances of planar creatures and the misunderstandings that can result from that understanding.

For our purposes, the wandering themed celestial can be used a few different ways. Consider how prevalent celestials are in your setting and game, and try to determine what circumstances may draw the attention of one such as a Lyrakien. The chaotic meddling of a celestial can shake things up, particularly when that celestial is themed around traveling and could be encountered anywhere.

As a low-level creature, the lyrakien can be a help or a hindrance to players as well as a powerful ally. A burst damage ability alongside some celestial-themed spells (most importantly heal!) can be used a number of different ways when needed. Should you use one (or modify one for an encounter), consider pairing with larger, hitpoint-heavy creatures that can protect the lyrakien while it heals them.

And that's the wanderer azata, patron of the open road. Perhaps when your players decide they need to restrict someone's freedom of movement, you'll know just what creature to present as a foil.

- Reece

Hook 1 (Max) - Gods Save the Queen

Mercenaries needed! A group known as the Free Spirits roam the realm and incite rebellion against its ruler, singing about revolution and bringing the tyranny down. The aforementioned tyranny does not take kindly to it.

Several towns are in a state of open revolt, refusing taxes, arming themselves in preparation for battle, and withholding information on the whereabouts of the musician troupe. The situation is starting to look somewhat dire.

The job is simple. Bring the queen the heads of all of the Free Spirits, and get your weight in gold, in addition to land, titles, and privileges.

Hook 2 (Nemanja) - The Spice of Life

A dwarven mining town seems to have gone dark—neither messenger nor traveler has come back from it in almost two weeks.

If anyone dares the treacherous mountain pass separating the town from civilization, they will not find it overrun with the forces of evil, but rather, under a spell by misguided though well-meaning azata. Indeed, to break the town's bleak, industrial and everyday reality, the wily outsiders put the workers of the city under a mass sleep charm. They are refusing to lift it up until a loud, cheerful, and colorful feast is thrown to cheer up the many laborers of the city. Of course, not they won't allow anyone who offers to headline the event, those who would take such an honor upon themselves must be tested against the finest of the lyrakiens' own musicians, dancers, and other performers.

Hook 3 (Reece) - Wanderer's Lament

From town to town my horse does ride
With water and food the world provides
There's one thing though, I cannot find
Dear Lyra, dear Lyra, that voice divine

While riding south, that winter cold
They called me fool, 'You're too old!'
And they were right, they told me true
Though I'd lost my wits, I did find you

When fallen from old Swiftstep's seat
I heard your voice, so kind, so sweet
You'd given me warmth and saved my life
Dear Lyra, Dear Lyra, don't cause me strife

From the grave, you brought my heart
There you sat, your smile? Art
In the morn', the cold did wane
I wish to see you once again

When the storm had settled down
and you'd brought my life around
You gave me help and asked for none
and now I wish to call ya hun

Dear Lyra, my Lyra, you've caught my soul
when you left, my gut did roll
though my passion burns like coal
in my heart, you left a hole

So I search these lonely trails
for that smile, this old heart ails
Now in this storm, I will take rest
and in its passing, I'll surely be blessed 

Friday, July 23, 2021

Lillend (Muse Azata)

When we camp too long on celestials, non-evil outsiders, and planar creatures, I tend to get... sort of bored with them? You may find, as I do, that it's harder to use a creature that's inherently good-aligned for something interesting. I can't think of the last time I used a statblock for a good-aligned creature when it hadn't been summoned by a PC. That's entirely on me, I need to get more creative. Thankfully, my good friends here at Beastfinder push me to do so.

When we talk about the lillend, we finally have an example of a creature that uses music for good, rather than using it to debilitate your party. A lillend has a lot of great spells for aiding allies, so it's probably not the best to deploy as a solitary creature. A lillend supporting a large number of other planar creatures serving as the "bard" of an encounter alongside its kin is probably the ideal way to use it. Additionally, as previously mentioned, it makes a good candidate for a summon given its access to the bard's inspire competence and inspire courage.

The lillend definitely has potential! If one were to be following your party for an extended period of time, helping them out in a pinch, you've just given a story reason to use some GM fiat now and again. Give it a try! While you may not use them against the party—unless you run for evil-aligned PCs, in which case, godspeed—they do make for good narrative creatures, not to mention that having a lillend ally would turn any battle a bit more in the players' favor.

- TJ

Hook 1 (Nemanja) - Virtue Vandal

In the city of Virtue, known for the Church's firm hold on the culture, there's a new breed of vandal. For several weeks now, at the grandest and most frequented of social gatherings, people's clothes have begun disappearing right off their backs and buttocks, leaving them stark naked.

Indeed, a Lilend with a peculiar definition of art has recently made the city their home—one who considers bodies a work of art, thereby making clothes offensive.

The Church's elders fume and froth at their mouths, offering obscene amounts of money if this vandal is caught, though more anarchistically inclined individuals might also be able to use the scandals to shake up the city's power structures...

Hook 2 (TJ) - The Harmonics of the Soul

The Planar Armistice over the souls of the Tharodrosi people causes all manners of strife for the aligned creatures. The lillends in particular have voiced their displeasure at the inability to visit and record the chronicles of those on the Impure Plane. Other than the stagnation of their existing tales, the lillends argue that their influence could change the public opinion of bards and troubadors, which is largely untrusting.

As it stands, the two major groups that provide inspiration for the lyricists and balladeers that call Tharodros home are the sirens and the harpies. The ability for music and magic to merge and influence the harmonics of the soul, one's own natural resonance, is viewed with suspicion, even without the influence of these monsters. The manipulation of the natural harmonics of the soul can be more beautiful, the lillends argue, if only the Tharodrosi peoples could be shown. The sirens and harpies are a perversion of what it means for music to be captivating. The lillends are chafing at the restrictions of the armistice. Given their aptitude to remain hidden, they may begin breaking the terms of the armistice. That is, of course, if they haven't already.

Hook 3 - I Hate Moondays

"The circumstances that brought you here are quite strange. You must understand that." This was the start of Poli's second week in the Mirrorguard. Last week, the docks were bombarded. She thought the cleanup from that mess was the worst it could get, but this! This was somehow both more confusing and more frustrating!

"I do." The woman—if that was indeed what she could be called, as she was definitely not human—was coiled about the stool she had been given to "sit" on. The half-woman-half-snake laughed quite heartily when Poli had asked for something to make her comfortable, only for one of the new recruits to bring a stool.

"And you know why you're in there." Poli gestured broadly at the cell in which the woman, who called herself Yaranaya, was resting.

"Of course."

"So," Poli began, hoping she could get something more from her obstinant "prisoner", if she could even be called that. "You came here because you lost your cat, a being of pure, distilled chaos."

"Dram is technically a Dweomercat, but yes, that is correct."

Poli sighed, it had been a long first week. "That doesn't explain why you attempted to destroy the market in the eastern district."

"I didn't destroy anything—" Poli attempted to interrupt, but Yaranaya was having none of it. "I played Dram's favorite song. It just so happens that that song... Enflames the passions of mortal kind."

"You started at least four brawls, at least fifteen citizens began to bathe in the drinking water, and we arrested twenty-five others for..." Poli blushed and cleared her throat, "Acts of public indecency."

"It's not my fault you all are so pent up with your feelings." Yaranaya smiled and winked at Poli, whose blush continued to deepen.

Before she could properly respond, one of the other guards opened the door to the holding room with a panicked look on his face. Outside there was a terrible racket; people screaming and what sounded like carts crashing into one another.

"Problem," said Stool Guy.

The idiot could've brought literally anything else. Poli scowled. "What?"

Just then, a purple blur rushed by the door outside the guardhouse. The food cart down the street smashed into the shop opposite of the door. One of the cart wheels smashed against the doorframe. Something was yowling outside.

Poli put her face into her hands and proceeded to groan. Loudly. It was going to be another long week.

Wednesday, July 14, 2021

Lamia

Lamias are an interesting monster. Half-beast they may be, they still retain a humanoid intellect and have a nice little mystery baked into them. What cursed them? Why do they despise gods so much? Why the lion of all animals? Why the matriarchs? Just by asking those questions, you lay solid groundwork for a narrative centered around them, small or big.

They don't have that much going for them in terms of unique abilities, save for their Caress, but possess a good range of spells that makes them viable for social encounters, where the party might be completely unaware they are talking with a Lamia at all.

Or, you know, they could use their magic to wreck everyone's day. That's an option too, given how they are usually pretty angry at... everything.

- Max

Hook 1 (Max) - The Promise

The Gilded Spire was once regarded as the most stunning city in the world, ruled over by a wise queen and overflowing with riches. The tales of its grandeur spread far and wide, inevitably drawing the attention of those that would take it for themselves. Once The Spire was known 'cross the world, it did not take long for it to become a place of constant war and death.

As the queen grew desperate, she pleaded with the gods to aid her and save her people. They promised her the power to defeat her enemies and that they did. Alas, gods are capricious beings and envy is not beyond them, The Gilded Spire threatened their majesty, at least in their own eyes.

So both the queen and all of her loyal subjects were turned into bestial monstrosities. This indeed granted them the power needed to defeat the attackers, but in turn, also made them feared and rejected by all of their former allies. Soon after, the Spire fell into ruin.

Now the Consort of Beasts—the queen's new title—is leading her people into a new age, one where she promises to be free of the gods and their schemes. Amassing wealth, knowledge, and armies, she bides her time atop the ashes of her city, preparing for the right time to strike and eradicate any sign of the deities from the face of the earth, lest they decide to right the wrongs done to her and her people.

This is the queen's sole goal and motivation—the Promise made the day she was betrayed.

Hook 2 (Nemanja) - Order and Change

On the Twice Forgotten, Thrice Forsaken continent, two peoples are locked in an eternal war.

On one side, the centaurian Archivists, all of them male, all with the lower bodies of herbivores, consider themselves the guardians of order and keepers of ancient knowledge. On the other, the all-female Speakers, consider themselves both the voices and instruments of radical change and unfettered progress.

One unforeseen event will bring this endless struggle to its first ceasefire in a hundred years, though; a group of strangers has landed on the shores, and within a day, their bodies have morphed into bodies of Minotaurs and Satyrs, which both groups worship as progenitor gods...

Hook 3 (TJ) - The Price of Freedom

The Sisterhood of True Freedom offers an escape; a life with no responsibilities and no rules. This cult, lead by a lamia matriarch, selectively pursues and recruits from the disillusioned, overworked masses of the booming textile industry. Those that take the Sisterhood up on this offer are never seen again, but rather find themselves reduced to bestial instincts and baser ideas, "free" in the ignorance of an animal-level intelligence, subject only to the lamia matriarch.

Wednesday, July 7, 2021

Keketar

As the ruling caste of the Proteans, Keketars embody the virtues of chaos. These serpentine, dragon-like beasts adjudicate quarrels and disputes among their kin, not without a degree of volatility, a trait greatly respected in Protean society.

Okay, this is nice. But what do they do? Turns out, quite a lot.

To start with its passives, Protean Anatomy grants them a neat resistance to damage along with immunity to being polymorphed (which I find ironic). Spatial Riptide is a good way to give the creature some innate crowd control (highly situational, though. Stick with the benefits of Reshape Reality.) The keketar boasts considerable speed in almost all departments, which—combined with constant freedom of movement—makes it a very mobile contender. 

Its melee attacks deal ample damage, all of them having reach ranging from 10 to 15 ft. (which is important when you consider that the Keketar also has the coveted Attack of Opportunity reaction). Its Strikes also apply either grab or warpwave strike, which adds a dash of unpredictability to this creature of chaos. It also has a plethora of spells at its disposal. Its spells generally work well to change either the status of the combatants or the battlefield itself. One to take a special note of is hallucinatory terrain. This meshes with its Reshape Reality ability, making the illusion have actual substance. Lastly, its Change Shape action allows to take on the appearance of any Huge or smaller creature, allowing for Keketar to potentially pose as another being, should it find it necessary.

-Max

Hook 1 (Max) - The Guardian of Greyfjord

The desperate soul often seeks refuge in deference to a higher power. And just as often the higher power is willing and ready to exploit it.

Greyfjord had seen better days, as the crops and stock died out over the last couple seasons, nearly bringing the town to utter ruin. As it is, it remains a shadow of its former self.

Dragons are seldom seen in these parts.  These majestic reptile are associated with good fortune in their tradition, and as such the locals were overjoyed to have heard of recent sightings. The beast, quite intelligent and cunning, quickly took to its role as Greyfjord's protector and patron deity, giving advice and favors in exchange for... extravagant tributes, ranging from fair maidens to hand-made jewelry.

The fact that it is not a dragon at all seems to be of little importance to everyone involved.

Hook 2 (Nemanja) - The Voice of Change

A keketar, one of the High Priests of Chaos known as the Voice of Change, has decided that time has been moving in one direction for far too long. It has started a multi-planar rebellion in order to change that.

Both Heaven and Hell are on a desperate recruitment spree, and an experienced group of heroes find themselves working alongside their longtime rivals. Of course, should they help the keketar, the rivalry—born of a misguided arrow and a painful death—might be erased in time...

Hook 3 (TJ) - The Coming Chaos

The oligarchy of Centerpointe is meticulously organized. Every building is properly in its row, not a stone is out of place. The lives of the inhabitants are monitored just as closely. Every motion, interaction, and event is recorded. As long as it is within allowable parameters, residents are left relatively unbothered. Any deviation from the prescribed order, however, is met with swift retribution.

Those that are cast out are quickly contacted by an entity known only as The Coming Chaos. Speaking in half-rhymes and scrambled thoughts, The Coming Chaos, a large, serpentine, constantly shifting beast, has begun laying out a plan to undo the chokehold of order that the governing powers of Centerpointe have over their citizens and it is anything but predictable.


Tuesday, July 6, 2021

Jinkin

Of all evil fey, the Jinkin is perhaps the most steeped in classical fey themes. Jinkins don't do much damage, have very little general combat strength, and almost are required to work in groups to be effective in combat against even the lowest level groups. 

Before I delve in properly, I recommend this video by Dael Kingsmill. It's within the context of 5th edition D&D but the advice is applicable in any fantasy tabletop game. Even if your game is not taking place in a classical medieval setting, fey creatures can be utilized in almost any game to great effect—particularly to shake up the pace of the game. This is particularly relevant to today's gremlin of choice.

Where the jinkin is strongest is in its mechanically relevant narrative abilities. For the uninitiated, the fey of the classical English, Slavic, and Celtic traditions are often not outright evil and are instead quite alien. When the fey of old are evil, it's often in the most convoluted and inconvenient way. The Jinkin is an embodiment of that theme.

Even though the jinkin is narrowly useful in combat, you may find ample room to utilize its tinker ability. This is, effectively, a free pass to mess with your players. Should they find themselves someplace particularly close to the fey, where the veil is "thin" or even in the domain of the fey itself, you might find a reason to utilize these petty curses. 

When slighted, the jinkin can be a particularly spiteful creature. Consider what small thing one of your players has done that could've set a jinkin on a path to revenge, and then design something around that behavior. A jinkin could even spurn your players to take on some greater threat, or drive them towards making a decision they would have otherwise spent a lot of time mulling over.

Is it mean? Yes. And you can be too, at least every once in a while...

- Reece

Hook 1 (TJ) - Always Trust Your Tinker

Whenever a tool malfunctions in the town of Yewbough, the townsfolk bring it to Elias the Tinker, a portly, friendly man on the outskirts of town, well out of the way. His expertise is well worth it, and he always provides advice to avoid similar malfunctions in the future. The townsfolk laugh behind his back at his offerings of charms and precautions to ward against gremlins. When he forgets to check the wards on his workshop one evening, a group of jinkin take advantage of it. The next day, his workshop is an unsurpassed labyrinth of traps and tricks, which he falls victim to. With the Tinker out of the way, the jinkin begin systematically cursing the tools of every townsperson they come across, which undoubtedly leads the hapless individual directly into the tinker's workshop, where they fall directly into the waiting traps of the jinkin.

Hook 2 (Max) - Hex for Hire

The Unseen Hexers are a mercenary group who provide a very specific service to their employers—point them to a magical item and they'll curse it, rendering it either useless or too much of a hassle to use.

Despite being gremlins, they always fulfill their contracts, which are only made by spoken agreements. As is usually the case with fae creatures, the payment for their services is never as easy as simply paying in coin. Should one have need of their service, often the one who hires their services is more at risk than the affected target...

Hook 3 (Nemanja) - Ragtime Ridge

The dwarves of Ragged Ridge Reach are a very suspicious lot, though they are highly sought after for their brutal efficiency in battle.

They refuse to use any technology nor enchantments, citing ancient customs and rules. In truth, the inner circle of their leadership are time travelers who've gone back in time to prevent the clan from starting a massive and bloody series of wars against jinkins, bloodthirsty technoparasites that the dwarves accidentally create in the far future. The only way they knew how to do that, however, was to stop the dwarves' innate ability for innovation and thirst for knowledge. The morality of such a temporal maneuver might be a bit iffy...

Tuesday, June 29, 2021

Ice Linnorm

Linnorms occupy an interesting niche, being considered dragons, but at the same time being a distinct set of creatures of their own. With a breadth of folk stories regarding them, there is no shortage of inspiration to draw from. The Bestiary takes note of this—just look at the sidebars regarding kings slaying linnorms to claim their birthright or the great beasts laying a curse with their dying breath.

Not as intelligent as traditional dragons, these two-legged slithering monstrosities represent a more primordial threat—not one that should be taken lightly. They occupy the hostile areas of northern regions of the world where they reign supreme.

Let us look at the Ice Linnorm for today's example. It can crawl (35 ft.), fly (100 ft.), and swim (40 ft.). This alone is quite impressive, though when you consider that the linnorm is always under the effects of freedom of movement, it becomes even more so. An unstoppable force. Access to true sight means that it is considerably harder to get a jump on the bugger. When it comes to offensive capabilities, it's no pushover either. It has 3 melee attacks, all with a reach ranging from 20 to 25 ft., all of which deal considerable damage. Its attack of opportunity has an incredible range with its tail strike, alongside raw power from its jaws that can inflict Ice Linnorm Venom—a nasty thing in its own right. Of course, being a dragon, it also has access to Breath Weapon—a 60 ft. cone of freezing ooze that not only does a lot of damage, but can also immobilize targets (and, while immobilized, the target takes even more cold damage!). One would be inclined to think that the problems end with killing the damn thing; that couldn't be further from the truth. Once slain, an ice linnorm's parting gift comes in the form of Curse of Frost.

All in all, a pretty solid contender for a legendary creature the roaming frozen wastes of the far north, wouldn't you agree?

- Max

Hook 1 (Max) - Scourge of the Golden Hall

The Grand Golden Hall of King Arnhast is said to be one of the greatest wonders of this world, its ruler allegedly being the richest man in the world. He built his keep far to the north, carving a great hall in the mountains and has it guarded night and day.

Just as legendary as his treasury is the king's greed, for there are many stories of his unwillingness to part with even a single coin that he considers his—a vice that has made him many enemies over the years and continues to do so to this very day.

Something is amiss in the Golden Hall, though. No one has heard from it in a long time and none of the emissaries sent there have returned. It won't take long before some vagabonds are either hired to see what's happening or take interest themselves.

Stepping into The Hall through a long and vast bridge—its first line of defense—one will easily spot dozens of frozen corpses scattered about. The gate is found hanging on its hinges, seemingly busted open from the inside. An unnatural cold permeates the air, regardless of the time of year, and the inside of the keep is a scene of ravenous and indiscriminate slaughter. It looks like some enormous beast has wreaked havoc upon this place. Should you look for the body of the ruler of The Hall, you couldn't find it, as he is, in fact, the one responsible. The king's love of gold has finally turned him into a monster whose love of gold rivals his own.

The fortress goes deep, deep underground, interconnected by a network of spacious tunnels that are unfortunately big enough to accommodate Arnhast's new, monstrous form. He now spends most of his days sleeping on top of his majestic treasury, guarding it with his very life, only occasionally stalking the corridors of his once-proud domain.

Hook 2 (TJ) - Shivering Simon

The creaking of a rocking chair punctuates the crackling of the hearth at the Last Oasis. Despite the fact that this tavern is in the middle of a desert, the innkeeper keeps the fire crackling day in and day out, creating a swelteringly hot common room. Sitting in the chair next to this affront on homeostasis is Shivering Simon, a wrinkled human well into his seventies. 

As if the fire wasn't enough, Simon—dripping sweat—peers out from beneath a layer of blankets and a homespun sweater. For a mug of (hot) cider, Simon will tell you stories of his life as an adventurer. At the end of a long night of libations, Simon will finally be willing to tell the story of how he got to where he is. With a distant look, he relates the tale of his fateful night slaying a gruesome, icy, draconic beast. The last one standing in his adventuring party, Simon dealt the death blow after what felt like hours of brutal combat. The curse he received still haunts him to this day. All of his wealth gained from adventuring has been spent on trying to avoid the bone-chilling cold that he's never been able to shake, but it's starting to run out...

Hook 3 (Nemanja) - Old Boombreath

Old Boombreath, a volcano in the Mixotixican archipelago, is a place where three planes converge—the plane of fire, the plane of earth, and the mortal plane.

For the immortal denizens of the elemental planes, this makes it a battlefront, where they clash in violent combat time and time again.

For the islanders, this makes it the biggest source of their income—the fallen elementals leave heaps of riches behind, and the archipelago has become a popular trading hub where adventurers from afar come to seek scavenged goods.

Unfortunately for both the elementals and the islanders, the crater has recently become the nesting ground of an ancient wyrm. Oddly enough, the old wyrm seems to be a creature of elemental frost. Even more oddly, when actually exposed to frost magic—even that of its own making—it seems to back away.

A deeper investigation might uncover the fact that the ice linnorm has in fact slain another of its kind. It now suffers the effects of a curse of frost, making its own existence a constant and everpresent agony.

Friday, June 18, 2021

Hill Giant

The Hill Giant. Another, uh. Another big person. Hill Giants are probably what most of us think of regarding giants; big people who regularly perform raids against smaller people, so this should be pretty run-of-the-mill.

The quintessential giant, hill giants have a basic stat block. Like the Frost Giant, everything they can do is a single action. However, given a below-average intelligence modifier and canon implications that they have no trouble betraying their own kind, hill giants should probably not be presented the organized manner other giants might be. This might mean that your hill giants are easier to trick or mollify with treasure and promises than others of their kin.

Outside of the implications of raiding your settlements, what else changes about society due to the existence of giants? The hill giant is the lowest level giant other than the cave and wood giants and is probably the most likely to encounter, depending on your setting. Do they have their own settlement, as they do in The Silver Chair? Is it more Jack and the Beanstalk style? Maybe there's something that entraps each type of giant to their respective biome. Here again, you have my permission to take time to indulge in worldbuilding a bit to figure out how this (very large) piece of the puzzle fits into your world.

- TJ

Hook 1 (Max) - Run to the Hills

While traversing the area of Greyhills, take special heed, for the road is fit for travel—unless you like rocks being thrown your way.

A group of hill giants has found its way here and they are enjoying the spoils of their labor. That labor is actually quite complex for their kind; there is a certain spot along the road where the left side rises to a small cliff, while the right is a steep incline. When a group of unaware travelers finds themselves there, three giants upon the ridge start lobbing rocks and stones their way, obstructing the road both ahead and behind.

The first instinct of many people is to run down the incline—this is exactly what the giants want—there are several big pit traps there, concealed by sticks and turf. Even if anyone makes it past them, the bottom of the incline holds their final trap—a cave where a fourth giant lies in wait.

The coordination is unusual for the short-sighted hill giants. Could it be, perhaps, that some other party is coordinating—and profiting—from these attacks?

Hook 2 (Nemanja) - Leaving The Business

Himbaud is a hill giant, known as some of the best muscle money can buy in the magi-mob-controlled city of Orksbreath. He is also, apparently, looking to get out of the business; he is in too deep, owes too much, and is repeatedly given more dubious and questionable missions to carry out.

To that end, he has reached out to a group of private investigators with a substantial sum of money and enough accumulated evidence to bring down down the city's entire ruling class down, should they manage to sneak him out of the city. It goes without saying that getting to the safety of the Outer Land while trying to hide a 12-foot tall brute that has a nasty habit of getting very, very drunk all while the city's top assassins prowl the streets looking for him is anything but a simple task...

Hook 3 (TJ) - A Small Problem

Efforts have been made to integrate the giants of the High Hills into Renthra society. Between the armistice and settlement accords, it would seem negotiations are going well. The trade agreements, however, have ground to a halt. The giants have major issues with what the Renthra government has proposed.

The giants insist they need the right to mint their own coins. Not only do they control a good number of mines within the High Hills, they also complain that the Renthra currency is "too damned small." The Renthra guilds are up in arms about the giant's coinage proposal. While there are many political conversations about the governmental control of the minting process—how it provides security in trade, how those employed in the minting process are at risk, devaluation of already existing currency, and many other economic implications about this portion of the agreement—one practical question is of utmost importance to the merchants. 

How do you trade with coins that are the size of dinner plates?

Wednesday, June 16, 2021

Harpy

Editor's Note: Many of the titles you see in the Beastfinder articles are my doing. The more you groan at them, the more powerful I become.

Every time I consider using the Harpy, I'm reminded of how repulsive they are. Depending on the RPG, their lore usually involves gore, generally untidy behavior, and occasionally terrifying reproductive behavior. Perhaps I spent too much time as a child watching TV shows about children's card games to really understand what fantasy RPGs want harpies to be, but that won't stop me from trying.

The harpy can speak but is not overly intelligent, so it may be easily tricked. Mechanically, it is not overly impressive; it follows the same flying creature niche, having a high fly speed as well as some average attacks. Unfortunately, it doesn't gain any of the action economy manipulation that other notable flying creatures might, like the Griffon.

The focal point of the harpy statblock is Captivating Song. Drawing creatures in and giving the harpy's allies time to soften them up (depending on how you rule the fascinated condition in the failure entry) is really what the harpy is designed for. Keep in mind, though, that Captivating Song has the incapacitation trait, as well as rules text that specifies a creature is immune to any and every Captivating Song provided it succeeds a save against any of the. In short, multiple harpies won't bog down your players too much.

The harpy is a generally gross and crude creature, though it doesn't have to be. The harpy statblock is permissive enough to allow easy tweaks for variants, so don't be afraid to make your harpies slightly more sophisticated. But don't take it too far! The shock factor of their natural grotesque state will take the beauty and wonder of flight and bring it crashing down upon your players.

-TJ

Hook 1 (Max) - Spread Your Wings

The princess has not been seen in public in a couple of months, speculations and theories are beginning to take root. Some speak of an illness overtaking her, others of an attempted coup, but none are certain.

You are enjoying your drinks in the tavern in the capital, when a hooded figure approaches you, offering an extremely lucrative job—one that requires utmost secrecy. Upon acceptance of the contract, the details are disclosed.

The princess is indeed unwell, though it isn't a disease that ails her, but a curse—one that turned her into a monster. So far, the guard managed to keep her locked in her chambers, with occasional food being slipped her way. The king has already tried many avenues among them wandering wizards, wayward warlocks, and proselytizing priests. All have failed.

How did the princess become this way? This part of the account is somewhat unclear. The king insists that it was done by a sorceress whose services he refused. As such, the king wants you to kill her, thereby lifting the curse.

There are two important things the agent wasn't told. First, killing the sorceress won't relieve the bane, as the spell is far more intricate and requires cooperation. Second, the sorceress put the magic on the princess by the king's orders.

Hook 2 (TJ) - No Bones to Pick

It has long been thought that the reason for the harpy's light weight was due to hollow bones that reduced weight and allowed flight. While it is true that many of their bones are hollow, much like birds, these hollow bones serve a different purpose than most understand. Some have discovered that harpy bones contain pockets of air that assist in adding additional oxygen to their blood during flight.

This affinity for air has proven useful in other ways, as harpy bones are highly receptive to air (and blood) magic. Beyond the receptivity, the inner matrices of these hollows amplify any air-related magic placed within them. Harpy bone charms, wands, and staves are highly sought after by any and every aeromancer that wants to enhance their power.

This has had the predictable and not entirely unfortunate side effect of driving the harpy nearly to extinction. Harpy poachers scour every forest, mountain, and hamlet for harpy sightings, hoping to make their money before there's no more to be had. Black markets selling live harpies or charlatans trying to pawn off the bones of any and all avian species as harpy bones have become rampant as well. While many rural communities are ultimately safer for it, the shortage of harpy bones is driving up the costs of these enchantments. This isn't to mention, given the harpy's level of intelligence, the practice is ethically questionable at best.

Advocates against this hunting-harvesting practice have become more prominent as the harpy population dwindles, though whether or not their intentions are for moral reasons, or for personal gain is difficult to discern.

Hook 3 (Nemanja) - A Shitty Deal

For a while, an arrangement between Tysypha's Roost and the dwarven engineers of Darakh had been working out well for both parties. Dwarves would trade their duergar and drow prisoners of war for large quantities of guano, used to fuel the emerging and revolutionary firearm industry. 

However barbaric Tysypha may seem, she is no fool. The last two trade delegations have failed to return, and now the mountains echo with the thunder of revolvers descending from the clouds...

Monday, June 14, 2021

Gug

Of the many varied aberrations in the first Bestiary, the Gug is one of the most unsettling, I think. While this creature bears a striking resemblance to a certain antagonist monster of Netflix fame, I think it does have some other interesting narrative options to offer.

Firstly, the gug is scared of ghouls but not ghasts. Given its ability to quickly squeeze through spaces and its darkvision, the gug can make a very interesting part of a subterranean ecosystem ranging from long-forgotten ruins to thriving cities of undead.

The gug's statblock is quite straightforward and is somewhat flexible given its high AC to remain a threat against parties of up to level 12-14. As stated in its descriptive text, granting a higher-level gug otherworldly powers for it to deploy against its prey is a good way to subvert the expectations your players may have for its behavior and tactics. A witch-like gug empowered by its aberrant patron that is worshipped by lowly gugs? That could serve as a perfect opportunity for a simple, yet varied, dungeon crawl.

- Reece

Hook 1 (Max) - A Chug from the Gug Jug

Worship takes many forms. Even amongst man-eating horrors from the deep. A community of gugs performs an... unconventional ritual. They are looking for a worthy champion for their dark god, bringing many people from above to test them.

What is this great trial?

The leader of the beasts found a black chalice etched with ancient runes. Alongside his brethren, he has filled the curio with a plethora of foul things scavenged from their intermittent surface raids. The monstrosities believe that the one to survive a single chug from the jug will lead them to glory, victory, and a great many meals.

So far no one managed to do so, mind you.

Hook 2 (Nemanja) - Star Folly

In the faraway land of Starfall, there's an ancient order of magi with a sacred purpose. Known as the White Necromancers to some, or Death's Druids to others, these reclusive mages have been tasked with keeping Those That Spew Forth From Fallen Stars at bay for centuries, maybe even millennia.

Unfortunately, as Goldhorn's crusade rages on, history is lost as anything dubbed "black magic" is put to the sword or torch.

As necromancy becomes a dying art and ghouls are executed on sight, the beings that arrived from outer space might have an opening...

Hook 3 (TJ) - Anatomical Anomaly

Anatomists have long clamored for a chance to study the gug. A large creature capable of squeezing itself through tight spaces, bony protrusions to protect its eyes from its prey, arms that split at the elbow to grant extra hands, all of these features make this aberration of particular interest. Luckily for the sciences department at the University of An'zar, a gug skeleton has recently been donated for study.

While it does lack its original musculature, the skeleton is still an impressive addition for study. Some days ago, the staff began to notice the specimen was being repositioned each morning when they arrived in the building. Strangely, this morning it was found as if it was roaring in triumph over some invisible foe. The blood dripping from its skeletal maw and claws, however, is anything but invisible.

Monday, June 7, 2021

Grig

Generally, The Fey are well suited to serve as a reminder that the world the players occupy is one of extremes. Pathfinder 2e is, after all, a ruleset of extremes. Super powerful heroes of mythic proportions, beasts of abject evil, and avatars of total obedience to the laws of nature or man are all present within the game. Fey creatures exemplify these extremist tendencies in numerous ways, and the grig is no different.

The Grig is willing to confront that which it may know it cannot defeat. Be ye ally or enemy, a grig is more than willing to put itself in harm's way regardless of the difficulty or danger in the task. This is a great way to emphasize that some things are beyond reasoning with, particularly the ever-changing yet staunchly stubborn fey.

The Grig's signature ability Fiddle is a touch silly, though it is emblematic of what makes the fey truly alien. They do not abide by the normal behaviors attributed to mortals. Should you be one that a grig deems a threat, they can prove more a threat than one might guess as they are one of the few level one creatures with both a ranged attack and a fly speed. For this reason, the grig is quite the harrying force against ill-prepared foes, as they can blast dissonant notes down at foes that are stuck on the ground, well out of reach of the nastiest melee adversaries. With added spells such as glitterdust and invisibility, they can be quite the annoyance even for a level 3 or 4 party.

Do not underestimate the noble grig and consider the creative ways its flaws may be used to your narrative or tactical advantage.


Hook 1 (TJ) - Prison of Amber

While wandering a local curio shop, their collection of insects trapped in amber piques your interest. A frozen gallery of scorpions, spiders, and dragonflies stares back at you, their last moments taken millennia ago as the tree sap encased them. An odd-looking cricket at the back of this anachronistic menagerie catches your eye. A closer examination reveals that this 'cricket' has a humanoid body attached to its insectoid abdomen, complete with miniature clothing and armaments. As you pick it up, the eyes of this creature turn to look at you, almost pleading. Startled, you drop the amber, shattering the prison of golden resin. The creature coughs and chirps before hopping up onto the table next to you, attempting to communicate its thanks in a tongue long forgotten by time and men.

Hook 2 (Nemanja) - The Fey Knight Company

The Locusts are a mercenary company with a nasty reputation... composed entirely of a swarm of graveknight grigs.

Several generations of grigs ago (which is perhaps... a decade, in human measurements) a small enclave of grigs made a pact with a dark entity in exchange for the power to fight the greatest threats.

The company has grown to a considerable size since then, comprised of smiths to produce new armor, dedicated bagpipe dirge players, and elite soldiers who live and die for the Cause. The Cause, of course, is to find the biggest, most evil creature to stick their toothpick-sized claymores in.

Unfortunately, their effectiveness is becoming their downfall. As evil creatures are wiped out one by one, the pool of enemies they consider worthy further dwindles. Driven by their accursed bloodlust, they are beginning to pick fights with the wrong targets.

Hook 3 (Reece) - Twisting Hearts

Candar the Eye has long watched over the village of Beidar as its fey protector. Their reverence for the Lavender King is commendable, as with each year they pay the proper respect due to the Fey King that saved their progenitors a great many centuries ago from the firestorms and floods of the last cataclysm.

An ancient enemy has long eyed the settlement as it is rife with sorcerous blood well suited for the creation of powerful fey thralls, twisted creatures of occultic and primal magics used to enact the will of their masters.

When one member of the coven that serves The Court of Dark Hearts cuts off the gateway back into The Fey, Candar finds himself facing off alone against the coven and his own enslaved brethren, corrupted grigs who seek to break the minds of men and turn them to the evils of the fey court. He knows this task is far beyond his ability and reveals himself to the locals so that he might seek their aid against the forces that have begun to corrupt the very heart of the town.

Sunday, June 6, 2021

Green Hag

I have never properly deployed hags as they are written in any game I've run, as I haven't had the story I wanted to tell with them properly centered. It is important to bear in mind that hags of all types play into the trope of the duplicitous, deceptive, or evil (sometimes old) woman, which is not often an arc or story I have an interest in telling. We've all heard the stories of the various witch hunts of colonial America and the old United kingdom from which the hags are inspired. The folklore from which these hunts were derived in many cases predates that of the hunts themselves. The archetype of the wizened woman of magic even ties to some of the old druidic traditions of modern-day Ireland, Scotland, and the old Gaelic tribes

With all this in mind, there is a great burden with which the Pathfinder 2e hags can be deployed. They occupy a unique place within the game mechanically and narratively as creatures that can be a threat to a party throughout their adventures, ranging in level from 3 through 10 as of the date of my writing. When theorizing how you might place a hag within your setting, I do recommend that you consider creating an entire coven within the area of influence for use. This serves two functions:

- The Coven ability grants spells to the entire coven that the individual hag may not have access to
- The Coven itself can be a primary or tertiary antagonistic force that can help or hinder your players whilst harassing the countryside

To these ends, I recommend the hag and accompanying coven as a way to inject a further level of mystery or fantasy horror into your chosen setting. The hag becomes far more interesting when their grievance and hatred with humanity is not entirely unwarranted. It is with this in mind that I will make recommendations for future hags.

The Green hag in question is a creature covetous of perceived beauty and purity. Given the previous recommendation, you may consider that a hag is a lover scorned long ago by a cruel and unloving partnership or that she was once a woman of good standing betrayed and attacked by someone close to her or her chosen community.

Exacting revenge against those who offend her or her sisters' sensibilities can be a great way for an antagonistic or evil presence to also seem justified, in a twisted sense, in that the curses they place are upon family lines or against villages who were the origin of their suffering and status as outcasts. The hag coven may even be a necessary evil to be leveraged for your players gain in knowledge or aid against some greater malevolence which could create a somewhat conflicted allyship ample with roleplay opportunities.

I neglected to mention the myth of changelings and stolen children, though perhaps there is a place for such conversation another day. Should combat be thrust upon the green hag, it is best served as a creature that acts in tandem with minions of some type such as twisted creatures of nature or evil adherents. Her spellcasting and abilities are all complimentary to debuffing and making otherwise strong parties vulnerable to her lesser more martial allies.

Between the above and the fact that the green hag has quite the set of spells for creating an unearthly and unsettling environment, such as ghost sound, pass without trace, and message. Don't hesitate to lean into this to foreshadow whatever doom is to befall your players, should they enrage the entire coven.


Hook 1 (Max) - I Chopped the Sheriff

Anna, the sheriff of a small town by the name of Marsh Hill, has changed, and not for the better. Ever since her expedition into the swamplands, where she defeated a hag and got an impressive scar for the effort, she has become more erratic and cruel in her behavior. Some say that the loss of her right eye is to blame, though it does seem unlike her even given the circumstances.

Not long after her return, the chief was mysteriously and brutally murdered along with his family, a matter which the sheriff had been intensely looking into. At least that's what she claims, for she is far more occupied with ruling the Hill with an iron fist, as she demands tithes to be paid to her for the "protection" she provides.

Anna can be only seen in the company of her four guards, her four most trusted men that joined her in her quest to slay the hag who, for some inexplicable reason, don't speak anymore. Alongside her imposing presence and a new tendency for violent outbursts of anger, this process has been enough to keep the townsfolk "In Line".

Most attribute the change to the trauma sustained by the sheriff and her men during their fight with the hag. Some question if the monster was truly slain, given her magics can still be seen and sensed in the area. The Sheriff dismisses those claims and forbids anyone from going into the marshland.

While that could stem from concern for the well-being of her people, the reason is far simpler. Should anyone go into the swamps and find the hag's cove, they would quickly find the ghastly remains of the actual sheriff whose face has long since been clawed into a barely recognizable mess.

Hook 2 (Reece) - The Hagsong

Beauty fond and beauty fair
Doth thou flaunt without care?
Purity, rightness, thought and grace
Thou can't flaunt without a face

Heart of iron, heart of gold
Heart of thistle, turned to mold
Strong of will and keen of mind
Flask of acid makes thee blind

Thoughts of courage and warmth in touch,
Thou cant stand without thine crutch
Bound by thorns and bound by hair
Thou wilt sate me, and bring thine heir


-From "The Hagsong" - Source unreliable. Found dead approximately 36 hours after recording. Cause of death: Strangulation. Think the brambles grew into the eye sockets post mortem.


Hook 3 (Nemanja) - Lover's Scorn

In a rare twist of fate, a gancanagh has decided to settle in one place for a few years, finding the overall energy present in the artist's colony of Vibrance exactly to his taste.

Of course, they haven't given up the passionate outlook of their kind, and under many disguises and names have reveled across town. This, unfortunately, caught the eye of a local green hag who is reusing the azata's disguises to revisit their lovers and inflict misery upon them - purely out of spite.

The townspeople, although used to occasional fey meddling, are starting to realize something is off and are looking for paranormal and occultic experts who can look into it.

Tuesday, June 1, 2021

Gogiteth

Reading the gogiteth's flavour text along with its stats feels quite incongruous. It's essentially described as a powerful pest, but it is a staggering level 12 creature, meaning it can't be treated as trivial until the PCs hit level 15.

This oddity means you can do several things with it it. You can reflavour it to fit your story, which is never a bad option honestly. You can come up with a reason to fight a solo gogiteth, and give your lower-level PCs a pretty tough fight. Or you can embrace its status as a pest and throw swarms of these at your demigod party, reminding them how far they've come when a disturbed and powerful aberration is cannon fodder to them. The last option is my personal preference here, as the creature's abilities make it feel like a nuisance rather than as an epic boss-level fight.

Hook 1 (Max) - The Hungering Fortress

The city of Blackwode has three very distinct problems at the moment.
First is the plague that struck seemingly out of nowhere and is taking heavy toll on the populace; many districts have already been isolated due to the outbreak. Nothing it couldn't manage normally, as its denizens are countless.

This is, however, where the second issue arises, taking the form of attacks made by swathes of humanoid abominations that leave heaps of dead soldiers and civilians in their wake, littering the streets and ruins. The monsters climb, jump, or fly over the walls and descend upon the city with ferocity, killing dozens and vanishing thereafter before anyone can properly react. Armed patrols were organized, but they simply aren't enough.

This is mostly due to the third problem - in the dark hours of night, clambering, spider-like monstrosities make their way into the town and take the corpses away with them. Should they stumble upon living people, the unfortunate souls are taken away screaming, off into the darkness. The beasts are covered in dark, makeshift plate, as though the force driving them forward does not want them to be damaged.

Why would that be?

That is because, unbeknownst to the people of Blackwode, there is a fourth matter at hand. Deep in the woods from which the city was given name, something sinister is taking shape. It began as a single black stone and a handful of animals turned to ravenous beasts, alongside a few of the spider-things. Alas, it has now taken the form of a towering black fortress whose armies grow stronger with every captured man, woman or child. With each corpse fed to the entity, its malevolent obsidian walls rise higher, driven by some unspeakable hunger.

Hook 2 (TJ) - Chasms of Consequence

The duergar of the Deep Chasms are growing bolder. There have been many earthquakes as of late, and it seems that with each shockwave they grow increasingly desperate. Their slaving parties have come to the surface well equipped to capture the best fighters the elven nation of Sel'filas can field. The duergar slavers are almost apologetic. Each party of slavers explains in broken elven that the svirfneblin earthcatchers have grown heedless of the repercussions of their excavation efforts. The tectonic shift releases a new hive of shambling, creaking, spider-like monstrosities upon duergar lands with each quake. The elven warriors are promised their freedom in exchange for helping with the menace, but nations neighboring Sel'filas on the surface are beginning to sense their weakness...

Hook 3 (Nemanja) - Chasin' Charon

Charon, the dreaded boatman, has abandoned his post for an unknown reason. The hunting party sent after him must trek through a multitude of deadly regions of the underworld. One of these terrible places is known only as the Swallower Swamp.

The damp wetland is not only riddled with sulfurous geysers that erupt at random intervals, it is also home to a massive colony of striders; lithe-bodied mutates of gogiteths who have evolved the nasty ability to walk on the surface of water...