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Southlands (or Lustria) critters and ideas


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#81 valvorik

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Posted 24 July 2014 - 01:56 PM

Ooh nice about Archaeon novel (bookstores here in Toronto say they won't have it till 2015 :o

 

Yup there would be regular apes and gorillas.  I have been leaving "white apes" as a "mystery for a GM to answer as they like" so far.

 

Good point about native races and traits.  Lizardmen are actually mentioned as being a bit sluggish in cold weather and not liking deserts a whole lots, in different places.

 

I have the most recent WFB Lizardmen book.  It scales back on Southlands info DRAMATICALLY - to point of being pretty useless on this front!  I find the earlier edition WFB books have much more fluff in them generally.  It has a lovely detailed map but only of Lustria really.



#82 valvorik

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Posted 25 July 2014 - 07:43 AM

Re "no more Ebnonian cannibals", does that mean the "Leopard" and other societies should be cut? 

 

I sort of like them, as they are "another kind of bad guy" who can appear in Jungles or Ivory Kingdoms (who knows, maybe some colonials become members of cult.....).  Since they have real world and fictional precedents there's also more grist for a GM to flesh them out if they want to (some of their practices - eeee, reality is creepier than fiction, torture porn movies could not do worse).



#83 valvorik

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Posted 25 July 2014 - 09:26 PM

I should say, Paizo has also "robbed" from Lovecraft/ D&D yuan ti and their "serpentfolk" are good visual image.  Download (if you have account) the free player guide for Serpent Skull - cover art is perfect!

 

Their paper minis for that series of adventures also have lots of jungle creatures normal and supernatural, as well as more serpentfolk ones.  I would say the Racing to Ruin one has the most variety of animals.



#84 valvorik

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Posted 27 July 2014 - 06:31 PM

BTW regarding Biloko, they are inspired by an actual African "monster" of folklore,  Paizo did their own riff on them (little cannibal fey).  The artwork for Paizo's could be used for mine though it's not really halfling and a bit too much fey.  Paizo has a variant called Eloko - which is a little funny as it's really the same - Eloko is singular of Biloko:

 

http://en.wikipedia.org/wiki/Eloko



#85 jackdays

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Posted 28 July 2014 - 03:24 AM

Ok, checked all the stuff you posted earlier (Serpent Skull, Eloko...). Good stuff - and with the picture you probably meant this one (real nice): Serpent People

 

Well, the entire idea of Biloko is so good, that normal human cannibals are just lame. But the secret society and their twisted habits is another good idea. And I started to think about those "cults".

 

In anywhere else it would be most logical, that these "blood-cults" would connect somehow to the Chaos Gods. Also Shapeshifting could have come from mutation then - Ulfwerenars of the south... But probably in the Southlands it is most unlike place for the Dark Gods, because the power of the Dark Gods just don't really reach there. Unless - Ivory Kingdoms are pretty much in the Normal-zone from the south, right?

 

But, Chaos cults are just one idea. Just plain blood-cult is good one too. These cults/societies have probably learned how to use/channel Wind of Ghur (Amber-magic) and this way do the Shapeshifting (you probably had this idea). This is well taught.

 

Another idea for the Southlands - Cults there could be connect to some "heretical" old blood religion (which would not be Dark Gods). Like for example some Nehekhara-cult (Djaf, The God of Death; Qu'aph, The God of Snakes and Subtlety; Ualatp, The God of Scavengers). Don't really know details how those would work (which one are "bad" gods and which one "good" ones), but for example Qu'aph-cult could be connected to the Serpent Folk.


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#86 valvorik

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Posted 28 July 2014 - 06:46 AM

Thanks, will mull those.  Yes that one with the collection of heads, they have a mini of it too.

 

Ivory Kingdoms are pretty much "normal zone" yes.  They haven't been invaded so less latent chaos influence than same zone in north but still could have mutants.  They have "standing stones" of Old One origins.

 

Hadn't worked out what "powers" the jungle tribes propitiate are in WFRP terms or if they have any really rather than it all being necromancy and weak sorcery using Dhar (as you say, "just plain blood cult").

 

However, partly because of some other artwork I've seen, the idea of "immense totem-like statutes of strange beings" (think herdstone x3 in ickiness) deep in the jungle comes to me - these could be prisons for daemons.  Perhaps the Slann Chicotta when he "banished daemons" ended up "petrifying/imprisoning some" - their prisons seeming now to be great monoliths with twisted leering inhuman faces full of teeth.....  These can be a little channel of Chaos influence and power, behind the cults.  But - I'm a bit more inclined to make that more a "one-off hazhard".

 

I poked around for info on Nekharan gods long time ago (running 1000 thrones), found a little (Nagash book and 2nd Expansion 1000 Thrones) but not lots and they are supposed to be "all gone".  Personally, given the Nekharans were "favourites" being raised up, I imagine their "gods" to have been projections used by the Slann as part of their "project".  They "went away" when the Slann became concerned about Nekhara's "direction" (or perhaps that devotion to them was having warp realm consequences).  This makes the Old Gods giving undead their weaknesses with their curses of sun, water etc. (1000 Thrones Expansion 2) then answer question "why did the Slann do nothing about the rise of necromancy etc." by saying "silly goose, they did lots - if they hadn't given undead those weaknesses nothing living would be left!"

 

However, I've avoided going into the Nekharan gods too much as "that's a whole other project!"  That said, anything with Egypt flavour is always tasy of course.  The reason for Hakhar.

 

Serpent people and snake gods fun idea.  How about them later masquerading as serpent gods in Hakhara (timing fits).  "Archeology" would see that in the 200 or so years before the Great Awakening, Hakhara focused more and more on the gods Asaph and Qu'aph.  When the Tomb Kings awoke they 'restored the full pantheon' and "cast out the false priests", a few wall pictures of the "Casting out of the false priests" might be fun (the Altdorph professor explains it's merely symbolism that the priests of the snake-aspected gods are represented as serpent-headed - likely a headress of some sort).

 

This could combine with the "lost mining settlement" idea and the "lost colony of Nekharan culture" could really be a "snake pit".  Ooooh, thank you for sparking that idea.  Good "conan lost city" stuff.

 

Added:

 

Have come up with what happens with most mutants.  Will be in updated document coming in few days.


Edited by valvorik, 28 July 2014 - 03:01 PM.


#87 jackdays

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Posted 01 August 2014 - 12:46 PM

Your environmental rules are interesting for the jungle. Not bad. But are your going to give for example Ebonian characters the same type of racial ability as Nordlanders have (I mean Northerness, but in this case Southerness and with bonuses against hot/warm)?

 

I ask this, because I had to think about cold environment rules for the Norsca and this is basicly doing the opposite to that.

 

I developed first Familiarity to Cold -rules, which in this case could be Familiarity to Hot/Warm -rule. This is basicly what is your familiarity to this environment (what is the native environment) and what penalties that gives, before you adapt the new environment. I divided the world roughly to four zones:

  • Cold: Those living in the most northern areas (or the southern pole, except there isn't but Beastmen) of the world. Includes Chaos Wastes, Norsca, Kislev Oblast, Eastern Steppes, Land of Chill...etc. Moderate penalties. People of the north are probably pretty much in the same line as temperate - the adaption just takes more time. In north there are number of creatures that have adapted the cold so good, that they will suffer permanent penalties if ever go to warmer climate. For example immunity to cold, which will cause weakness and death in the opposite environment.
  • Temperate: Those living in Kislev, the Empire, northern Bretonnia, Naggaroth, high mountain ranges...etc. Moderate penalties.
  • Warm: Those living in areas with very mild winters or very warm winters. Like southern Bretonnia, Estalia, Tilea, Border Princes, Badlands, Dark Lands, northern Araby, Grand Cathay, Ulthuan...etc. Minimun penalties.
  • Tropical: And people from the warm places. The Lustria, Araby, the Southlands, Ind, Khuresh...etc. No penalties. Again, some creatures that are native to this environment may suffer permanent penalties in the north - even die there.

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#88 valvorik

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Posted 01 August 2014 - 03:20 PM

The "Southlander" ability I've given to resist hot environment effects is the same as WFRP 3 gives Nordlanders to resist "cold effects" (being at the north end of Empire with the brisk winds off the Sea of Claw) - I've changed that to "Southlander" and made it common to all native creatures per your suggestion.

 

One could divide zones more etc., though I've not been inclined to get that complicated.

 

If wanting to, your Tropical is about the same as my winds Very Poor zone (the line in middle of that is the equator), Warm also Poor, Temperate and Cold would be Normal (though Cold merges into Chaos Wastes).

 

Ulthuan could also be temperate due to ocean currents' influence.



#89 valvorik

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Posted 01 August 2014 - 04:31 PM

BTW, wherever there are yellow highlights in the draft doc, that's a flag "hey folks, any suggestions?", like the name of the Ulthuan colony?

 

Pretty please :rolleyes:



#90 valvorik

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Posted 03 August 2014 - 06:05 PM

Updated version, same link

 

https://www.dropbox....lands_draft.pdf

 

A little bit more across board, worked out the Ivory Kingdoms more including what they call themselves, some history, mutants and what they think of evil etc.

 

More maps including the New Coast.

 

Some more stats for a few creatures.

 

Have not added but I think their mythology will view the greater moon as the wife of the sun, and the green moon her jealous sister.  Will think about that in terms of their belief in their creator.

 

Still hoping for help where there are yellow highlights and questions xxxx's.


Edited by valvorik, 03 August 2014 - 06:06 PM.

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#91 jackdays

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Posted 12 August 2014 - 10:01 AM

One more creature (actually Greenskin) type for the project: Jungle Kobolds.

 

I've been working on Greenskins again and I think this type could be something very suited for the Southlands. This is taken from the Thousand Islas (WFRP2 fan-sourcebook). Kobolds are mentioned in WFB6 Orcs & Goblins and in White Dwarf sources.

 

"Here dwell primitive tribes of Jungle Kobolds, misshapen ape-like Goblins, adapted to swinging through the dense tree canopy..."

 

"Identical in size to a common Goblin, a Kobold has a narrower waist and longer arms that give it a distinctive gait that is crooked and irregular. Jungle Kobolds are a subspecies that have adapted to living in the tree-tops of forested areas, swinging from vines to ambush those walking below"

 

As for the stats - probably as Goblin, but maybe with ST of 4. And some ability that gives bonuses for climbing...


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#92 valvorik

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Posted 12 August 2014 - 10:33 AM

Interesting, is that a direct quote from WFB 6 Orcs?  I have a Orc WFB book and didn't that in it, I think it is later edition though.

 

Would make a good "question" when mixed with the two arboreal great ape races helping confuse reports, make people unsure what lurks.  I have to add in that "apes of course have no tails and often stand up-right" (that's the difference between an ape and a monkey) - e.g., apes are more humanoid. 

 

I should add there may be a bit of delay before next big update, I'm focused right now on creating the immediate adventures etc. for my players.


Edited by valvorik, 12 August 2014 - 10:40 AM.

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#93 jackdays

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Posted 12 August 2014 - 11:30 AM

No, quote is from the Thousand Islas, which is partly taken from the White Dwarf 268. WFB6: Orcs & Goblins doesnt really have these "special" sub-species on it, but they are in the map found from the book (Hill Goblins, Kobolds...etc.). I dont think they are on the maps after that.

 

Just taught that Southlands, which should be troubled with savage Greenskins, serves something special from that direction too. Jungle Kobolds could be arch-enemies of the intelligent ape-races...


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