Showing posts with label level 0. Show all posts
Showing posts with label level 0. Show all posts

Thursday, June 24, 2021

Horse

Horses. Yep. Nestled between pages and pages of fanciful creatures, we have the horse. Not just one horse, either. There are four different kinds of horses in Bestiary 1. No fire breathing, no flying speed, no bonus damage versus evil creatures—just a horse. We here at Beastfinder have a lot to say about the horse, much to the chagrin of our beloved editor. And why shouldn't we? We thought it was really funny. Chances are horses are much more ubiquitous in your setting than many other creatures.

So what do you use the horse for? They're a staple of travel. Sure, you could say "this is a horse-drawn carriage," or "this is what the stablemaster has available for travel rates." Pretty boring. Take the horse as an opportunity to explore your worldbuilding, but focus on nomenclature this time. Find a list of horse breeds and count how many are named based on the geographical region they're from. Go ahead. I'll wait.

There were a lot, weren't there? Maybe you see where I'm going with this. What do you call a Galacian pony when Galacia doesn't exist? A Russian Heavy Draft horse? A Clydesdale? Feel free to just go through and slap different names on these horses, but think about what that means about where they're from.

What about horses specific to your setting? Look at the Ryshadium from the Stormlight Archive. They are prized not only for their intelligence but also because of their ability to carry riders wearing Shardplate (fantasy power armor), the Rhyshadium is integral to the warfare presented in the early parts of the series because regular horses are just too weak. There are tons of different fantasy horse breeds in the Powder Mage series. One of the characters in the Gods of Blood and Powder trilogy knows every horse breed there is, given his career as a lancer. What sort of needs does your setting have for specialized beasts of burden?

You could go ahead and pass the horse by, only looking at it when one of your players comes up with a hare-brained scheme involving the horses they rented (you know the type). Will you need the statblock very often? Probably not. But take the chance to use it as a building block of your world. Do a little digging! The horse may be as integral to the foundation of your world as it was in ours.

-TJ

Hook 1 (Max) - Hooves the Horse

How the legendary troubadour wound up in the body of a horse remains a mystery to this day, though most speculate that he angered one too many powerful people. As it turns out, an artist can make do with what they got, no matter their appearance.

Hooves the Horse is extraordinarily well known, his name preceding him wherever he goes. He can dance and, with each stomp of his hooves, create highly enchanting tunes. He can also sing beautiful songs, recite epic poems and do a great many other things.

Despite enjoying a certain degree of notoriety, Hooves is searching for a way to return to his former body—even though he does not recall what it was or how he became a horse in the first place. Despite his lack of memory of his former life, he is quite certain that he must have been some great bard once upon a time.

But maybe, just maybe, he is merely a singing, dancing horse?

Hook 2 (TJ) - Caught Red Hooved

The owners at Cavront's Carriages are under investigation. Carriages owned by this company have been found destroyed on the roadside on numerous occasions. In each case, the passengers and coachmen have been massacred in what looks like an isolated stampede. The only other commonality is the bloody hoofprints leaving the scene, leading directly to the horse or horses attached to that evening's vehicle. Consistently, these animals seem unbothered by the blood rimming their hooves and whatever else happened that evening. 

Investigators are grasping at straws, suggesting everything from a horse-borne disease to a renegade druid mind-controlling these otherwise docile creatures. If they don't figure it out soon, Cavront's Carriages will be forced to close permanently and transportation options will suffer for it. As it is, the townspeople are already growing wary of any and all equine creatures within the town limits.

Hook 3 (Max) - Hard to Destroy Steed

The local barony is having an unusual issue. A single horse is wreaking immense havoc on both buildings and crops, showing no intention of stopping.

Not long ago, it was a regular stallion living its best life on the plains. That was, at least, until a group of mercenaries accidentally released some ancient spell from a nearby ruin. This led to the aforementioned incantation attaching itself to the poor animal.

Through it, it has gained two interesting abilities. Firstly, it can run at ludicrous speeds, reaching velocities so high that it can easily punch through stone walls. But how does it do it without turning into a bloody pulp? Well, the second part of the charm has made it impervious to all damage—both conventional weapons and magic. If anyone attempts to approach the beast, upon seeing them it simply gallops away, leaving behind a cloud of dust and ruin in its wake.

Hook 4 (TJ) - The Origin of Species

"Wh-what is that?"

"I'm glad you asked. Gaze upon it and tell me what you think."

"It seems to be... Like half of a centaur. No. Part of a hippogriff? The front half is clearly a partial hippocampus. Did you capture the steed of a gillman? It has the same structure to it... But only four limbs, unlike a centaur. No wings either, like a hippogriff would have. It's also lacking the gills of a hippocampus. It appears to be strong and sturdy. Impressive musculature. No fins or wings, so neither avian nor piscine in nature. It appears to be mammalian. You've made a... large, terrestrial mammal?"

"I'm very impressed. You've isolated many of the components that went into this creature. Strong, as you've said. Quick on its legs, just like a centaur. A mammal capable of grazing, easier to feed than the hippogriff, and no risk of a fall from a dangerous height. Terrestrial, unlike the hippocampus, with a little bit of training to ride, we could finally have an edge. Imagine a brigade of our brethren, all astride magnificent beasts just like this one, riding down our enemies. We could rule every square mile of inhabitable land, chase the gillmen back to the depths."

"This could be it. We... we could be kings! What will we call it?"

"I think I will call it... The Horse."

"...Really? That's it?"

Hook 5 (Nemanja) - Sons of Horse

Just when the Four Chieftains' Wars were becoming less bloody and intense, they appeared from the Vast, the endless plains beyond the Lands of Man.

They changed how wars were fought forever—every man, woman, and child in the Lands of Man knew how to ride, and battles were fought with endless variations of the mounted warrior.

This new enemy of ours though? Not a horse in sight. All of them are equipped with heavy armour and long, heavy pikes. They slaughtered us like pigs, though they tried to never hurt a single horse. Apparently, their leaders were twins who were cast out into the wilderness as children and a friggin mare raised them. A mare, I say.

Funnily enough, as they built a nation of castaways in that faraway hole of theirs, they also built a cult around their "mother". She's still around, by the way. Still kicking, some would say. Anyway, those religious freak soldiers of theirs? They believe that the old horse is connected to all of them and that she gives them strength beyond that of mortal men. It sure feels like they ain't wrong about that either.

So, if anyone could sneak back to the stable they call a palace and strike that old mare down, we just might stand a chance still...

Hook 6 (Nemanja) - Horse d'oeuvre

A group of Taiga Giants has kidnapped the mayor's daughter. They have promised to return her unharmed if the townsmen can deliver them at least two dozen highlands ponies. The tiny horses are, apparently, a favoured snack in giant culture, not meant to be consumed alive. Unfortunately for the giants, they are too large and not nearly dextrous enough to be able to catch them without harming them, at which point they are considered inedible.

Editor's Note: Oh you thought that just because we already had six hooks that the editor wasn't also going to write more completely unnecessary horse hooks? Well you're wrong, pal.

Hook 7 (Reece) - Breaking Badland

Old Man Trikar has a problem. He has been breeding horses for over 50 years and is known in the surrounding villages as the foremost expert on training the creatures. The Fey King of Horses is not overly pleased by Trikar's skill in subduing the majestic creatures, so he has decided to put the old man to the test. 

The Fey King has unleashed a Yunda Badlands Stallion into his paddock, and the damnable thing is beating on the other stallions and terrorizing the mares. They are foul-tempered and not easily broken, but Trikar thinks he can do it. He could, at least, if he could catch the sodden thing.

Yunda's are known to be twice as fast as any normal southlander horse and are near ten hands taller than even the strongest breeds. In his younger years he might've caught the beast, but with his old age—not to mention his missing leg—it's impossible for him to do alone.

He could really use the help, so long as you don't mind catching an oversized hoof.

And maybe the odd fire breath—they do that sometimes.

Hook 8 (Reece) - The Cube Rebellion

"You're kidding."

"No sir."

"They rebelled?"

"Yes sir."

"Pray tell, captain, how do horses rebel?"

"A mad druid has systemically awakened hundreds of them in the dead of night while most of the stablehands were asleep, sir."

"What exactly do rebelling horses want, captain? Are they joining the enemy or something?" 

"Ehm- No sir. They... Want soldier's pay, sir."

"What do they plan on buying?! They don't even have thumbs or coin purses!"

"They-" Captain Cadrus cleared his throat, looking visibly uncomfortable. "They want their pay in sugar cubes... Sir."

Tuesday, June 22, 2021

Homunculus

A Homunclus is an impish construct created from their creators' blood, along with classical alchemical junk treasures. They serve as lab assistants, scouts, or whatever job their scholarly masters deem them fit for.

In most campaigns, these are going to be NPC's helpers, even mouthpieces. But if you're running a campaign where magic is an integral part of all the PC's stories, or maybe a solo campaign, homunculi could easily come up as regular NPCs.

Their basic stat block really doesn't give them much to work with at base, other than their notable mind link to their master, but the fact that they are each a uniquely crafted creature means you're practically obliged to go nuts customizing them with unique abilities.

- Nemanja

Hook 1 (Max) - Living off Borrowed Time

While striding through the woods, you might stumble upon a spiteful little creature by the name of Spark. It resembles an impoverished goblinoid with meek stature and sickly white skin. As it comes across your path, it will likely start throwing insults your way and try to chase you into a nearby cavern, where the remains of its master lie.

Spark is aware that with its creator's passing whatever time it might have will soon prove to be short, so it tries to find someone to replace them. The homunculus' bargaining chip is the laboratory and study left by its late owner. The thing is, the old wizard set up a myriad of traps to defend it and Spark needs help disarming them.

Not like Spark knows how.

Hook 2 (Nemanja) - Paleblood Plea

Pakworth Paleblood is a fully autonomous homunculus, serving as the Chair of Necromancy at the Wygreth Wizardly Univesity. Other than his unusually complex persona—he is known to be deeply cynical while also being empathetic and warm—two more things stand out about professor Paleblood. Firstly, much unlike other documented masterless homunculi, he outright refuses to utter a single word about his former master. Secondly, he has chosen to specialize in the study of vampires, a rare, near-extinct phenomenon that is supposed to only exist on the outskirts of civilization.

In truth, the construct is not autonomous at all. He is in fact a vessel through which his master, an ancient Nosferatu vampire know as Gorge, interacts with the world.

Gorge has been living in the catacombs beneath the university for ages and has been trying to find a cure for his curse all the while. Should anyone follow professor Paleblood after dark, they might stumble upon his master, in which case they better hope his need for help is greater than his hunger...

Hook 3 (Reece) - Examination: The Sepulchre

"The Sepulchre is a place from which one does not return. It is a place of blood and fire, ruled by a cruel mage who has extended his life far beyond what is natural. Should you die within his domain, he will make a point to personally retrieve your body and stuff your soul back in it using blood magic of his own devising, a cruel joke that he plays to amuse himself between his studies and his machinations to conquer the southern continent."

- Excerpt of a conversation from a tavern goer in the city of Darath Sabar. 

After buying the patron several more drinks, he seems to have passed out on the bar top. A brief examination of his exposed neck and covered forearms has revealed sutures and general tampering with his biological structures, as expected. Alcohol tolerance above average for a human of his height. Corroborates other accounts, though this is the first "live" one I have encountered. Further investigation needed to ascertain if he has indeed escaped this "Sepulchre". Subject would indeed be the largest homunculus on record, should his origin indeed be as I suspect.

Tuesday, September 29, 2020

Duergar

 The dwarves' own drow, the duergar remain a bit more flexible in how you can utilize them in your campaign. In Golarion, they remain enslaved by an evil, slaver deity - but your take on them can always give them a different niche.

A particularly ambitious ashen dwarf oracle has decided that the world needs more duergars. To that end, he has enlisted the aid of several dero scientists - who are happy to work for him as long as there is a steady supply of fresh daywalker meat, which they experiment on with glee. This has resulted in an increase of disappearings in the dwarf-ruled settlement of Prestroyka, and an investigation is called for.

On the barren world of Druzga, all civilized life resides underground. For the past few decades, among the Dvergar, babies with mutations such as light skin, and resistance to the Sun's deadly rays have appeared at an alarming rate. What the public doesn't know, is that these so called "dvarfs" have united into a loose alliance, along with lightskin drow and fey-blessed svirfneblin. While the alliance has grown over the years, the only path to the surface leads through the lair of a massive crimson worm.

The Duergar of Antyss Abyss are said to worship the devil himself. True enough, as lords of the neighbouring lands dread duergar priests like no other enemy. Each fall, those priests come to the most downtrodden of villages, the dirtiest of slums, the bloodiest of the arenas. There, they find the poorest, the weakest and the most desperate. Each of them is offered a fulfilment of a single wish, supposedly coming from a god whose name must not be said out loud. The price is always the same: the recipient of the gift must place a single brick into the massive foundations of an unknown structure at the bottom of the Abyss. And yet, many who do so choose to remain underground, working menial jobs under cruel duergar masters. Each year, more and more good men flock to the depths, and the Lords' coffers and armies are begginig to thin.