What's Your Monster Palette?

mmadsen:
Dwarves for Neanderthals? Half-Orcs (or full Orcs) sure, but Dwarves?

Sure, the +2 CON and -2 CHA would be tres appropriate! However, I'd have to redo all of their racial abilities, change their speed up to 30 ft... they wouldn't really resemble dwarves all that much stat-wise: even if they do somewhat physically (short and stocky!)
 

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To recap:

In an older version of the Little Changes with Big Flavor thread, I recommended restricting your palette, and people came up with some great ideas:
  • Mythic Greece -- Centaurs, Minotaurs, Pegasi, Nymphs, Satyrs, Medusas, Cyclops, Titans
  • Fairy Tale -- talking animals (Awakened Dire Animals), Pixies, Gnomes, Unicorns
  • Middle Earth -- Goblins (Orcs), Hobgoblins (Uruk-Hai), Ogres (Trolls)
  • Lost World -- Dinosaurs, Dire Animals, Mammoths
  • Starship Troopers -- Xill invading from another dimension
  • Center of the Earth -- Efreet, Salamanders, Fire Elementals
  • Shadow World -- Shadows, Shadow Fiends, Shadow Mastiffs, Shades
  • Demons -- no nonhumans and no monsters except for Outsiders summoned by evil sorcerers
  • Night of the Living Dead -- Zombies rising from every grave
  • Planet of the Orcs -- after a spell gone awry, the PCs find themselves in a world ruled by Orcs (and where Elves are extinct)
  • Norse -- Fire & Frost Giants/Jotun, Dire Animals (belonging to Giants), Dwarf/Svartalf (more like D&D Gnomes), Elves/Alfr; Midgard Serpent, Fenris Wolf.
  • Polynesian -- No large land mammals (mundane or monstrous!), but lots of aquatic creatures (including aquatic mammals), reptiles, birds, giant insects, oozes and things with tentacles.
  • Conan -- degenerate subhumans, ape-men, and man-apes (all Orcs with no armor and simple weapons); Dire Apes, Snakes, Tigers, etc.; an occasional Fiend/Demon.
  • Narnia -- much like the Fairy Tale example above; Fauns (Satyrs), Dwarfs (Gnome stats), Awakened Dire Animals (all sorts), Dryads, Unicorns, Giants, etc.
  • Lovecraft -- Ghouls, decadent and hideous abominations of nature.
  • Arabian Nights -- Efreet and Djinn, evil sorcerers, monstrous Scorpions, Serpents and Spiders, and scimitar-wielding Mmariliths.
  • Gothic -- Vampires, Ghosts, Flesh Golems, and Werecreatures.
  • Post-apocolyptic: "mutant" humanoids (e.g. Orcs), "mutant" Dire Animals, Constructs (remnants of the Golden Age).
  • King Arthur -- knights at bridges, knights at tournaments, knights everywhere; fey knights (magically "buffed" knights); fey sorceresses (evil Clerics?), damsels in distress (who are really evil sorceresses); unicorns, lions, griffons; giants (ogres).
  • Pulp and Steam-Pulp -- Grimlocks (Morlocks), Derro (Dero), Dire Apes, Awakened Apes (with their own city), Mummies, Iron Golems, etc.
  • Proto-Gith -- Illithid vs. Githyanki
 

My world would probably best be described as the Natural and the Divine. Natural forces include fae, elementals, and mythic creatures such as griffons, unicorns, and pegasi. The Divine forces include celestials, demons, devils, and dragons (though the dragons have not been seen for thousands of years).

Throw it in a pot, add a healthy dose of Shadow (which creates shadowy, Lovecraftian horrors), and mix well.

The way it has played out so far is that the Natural forces simply want to exist, avoiding conflict as much as possible. In a way, they are extensions of the world and have no ulterior motives. Though potentially dangerous, they represent innocence. The Divine forces are involved in elaborate schemes for rulership of the world. They represent ambition. The essence of Shadow lurks in the dark places of the world, waiting for opportunities to taint or destroy all that it touches. It represents corruption. Caught in the middle of it all are the humanoids.

I do have a healthy selection of humanoids, including elves, dwarves, gnomes, humans, orcs, kobolds, goblins, ogres, giants, hobgoblins, and gnolls, but they all have their place. Some are more tied to one or another of the three driving forces, but all have free will.

No halflings, thankyouverymuch.
 

Fairly Limited...So Far

In my Faded Glory Campaign, I have a very limited palette that I have been using. Over 15 sessions, the PCs have encountered:
  • Dire Rats
  • Large Spiders
  • Zombies
  • Weapon-using Skeletons
  • Gnolls
  • Kobolds
  • Numerous Human Antagonists (barbarian tribesmen, bandits, a major thieve's guild)
I have no goblinoids (goblins, orcs, hobgoblins) and although they know of one dragon - THE DRAGON - they haven't seen it yet. They have heard rumors of rock trolls, Felevar and Warveds (the latter two being home-brewed races) - but haven't run into them yet.

I do have a number of other creatures, but I do ALOT of modification to most and may introduce them under different names to preserve the mystery. Seems to be working thus far!

~ Old One

PS - There are no gnomes, no elves and no dwarves in the campaign. There are Caeldyn (elf-blooded) and Khazardyn (dwarf-blooded), halflings and Saar (a felinoid race), in addition to various human cultures.
 
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It hadn't occured to me to list out the monsters that I am using on the "alternate world" that my PCs are in right now. Basically, it is a post magical holocaust world, 1000 years after a magical war ravaged the land. There is a receding ice age.

  • Vermen - The ancient biowizards used vermen as their soldiers / test subjects. There are hazardous vermen like Pernicons, Giant Wasps, Spider Easters, Monstrous Scorpions, etc.
  • Cold creatures - The ice age expanded the range of cold creatures like frost worms, white dragons, frost giants, yeti, remorhaz, and so forth.
  • Flying humanoids - Asherake (see Bastion's Minions) have become a scourge to humans, plundering for slaves in their flying ships.
  • Constructs - War machines of the ancient war remain behind in ruins, waiting to be awakened. I use classical golems as well as creatures modified with Monte's magical construct template and the Dungeon's Half machine template.
  • Demons - similar to constructs, demons were a major faction in the chaos wars, and some ruins remain infested by these creatures.
 

In my campaign world (in which we have yet to play) I have decided to omit all the Tolkien-esque races, and have the races be:
Humans

Snouts (primitive canine humanoids) not very widespread.

Giant Flying squirrels (have yet to come up with a good name) with druidic traditions, funloving, but also wise. (Hmmm...this might be more or less a replacement for halflings/gnomes... though they will obviously play differently) Only very few are found outside the forest of Sydornia.

"demons" (not actual demons, but they look a bit like demons. Humans consider them savage and primitive, but they are actually a fairly civilized, if harsh society. They are hermaphrodites. Who carries the children is determined by status. The 'mother' is able to work through the entire (fairly short) pregnancy. Children mature very quickly. Being able to procreate quckly makes for a very battle-ready race. The thing that mostly keeps them from spreading, is their choice of living conditions. They prefer mud pools, hot springs and the like.

"The Slender Ones": a strange race of tall bald humanlike people. The look a bit like the Minbhar (sp?) from Babylon 5. These people live among the humans of the empire of Qazimir, where they have a role not unlike high nobility. They care little for the humans, and have been known to disintegrate a human for failing to show the proper respect. They are very powerful inate spellcasters, with a different kind of magic. They do not have direct power over the empire, but if one of them express a feeling about something, the human rulers will very, very rarely go against it. They did not originate on this planet.

Werecreatures: becoming a were is almost always a voluntary action, requring the consumption of the fluid from the glands of a greezer, a powerful shapechanging creature. Thereafter you must drink the warm blood af the type of creature you wish to be able to change into. Hereafter you can change only in the hour, when the sun is changing from light to dark, or vice versa. (In this world the sun is always in the same place in the sky, but every twelwe hours it changes from emitting 'light energy' to emitting 'dark energy', hence my nickname:) Once you have changed, you have to stay that way for the next 12 hours. It is possible to do a 'half-change', becoming a man-beast (the typical werewolf of the movies). Most weres belong to a large cult devoted to becoming more in touch with nature. This cult controls the majority of the forest of Dysia.

Adjati: a race of gangly, translucent-skinned humanoids, that in their distant past was powerful psionics. The gods of the world, who greatly fear psionics, mindblocked the entire race, stripping them of their psionic powers, and removed the memory of the Adjati from every sentient being on the planet, including the Adjati themselves. They are now a weak and dying race. (The reason for this way of 'destroying' the Adjati involves god-level politics that I wont go into).

One the entire continent of Iridia, there is 1 (ONE!) dragon, and it's HUGE! Luckily it sleeps for about 100 years at a time, depending on the faces of the moons. Once it awakes, BEWARE!
(Hmmmm...maybe I should apply for menbership of B.A.D.D.:D

'Floating Death' Huge monsters that resemble jellyfish, of the type that has a bubble of air inside them, to be able to float on the surface. (I don't know the English name for them). The difference is, that these Floating deaths float in the air, with their tentacles hanging down, dragging along the ground, grabbing, and paralyzing any creature they come in contact with. It than pulls it up into its body, where the slow digestion begins. It has been reported that victims have been alive for hours and even days, lying paralyzed and looking out of the floater's transparent body, unable to do anything but die, ever so slowly...
The biggest ones seen had a body more than 30' long, and tentacles 100' long. In the villages across the world, the cry of "Floaters! Floaters!" is sure to strike panic into any but the most hardened individuals.
It is rumoured that certain creatures immune to the digestice acids, have used the floaters for tranport!

I havent thougth that much more about other monsters, since I plan to focus mainly on political intrigue, and interaction between people(s), but there will certainly be others...

I seem to have rambled on, sorry 'bout that, I guess some of this is more a 'worldbuilding' matter.

mmadsen, you have certainly started some very interesting threads recently, excellent!

darklight
 

I like to mix alignments up.

For example, I've thought up a tribe of lawful good kobolds that believe in honor and worship a god they call the noble exile. Having players rescued by 'evil' monsters that expect nothing in return is a nice twist.
 

In my campaign world (in which we have yet to play) I have decided to omit all the Tolkien-esque races, and have the races be:...

Very inventive, darklight.

mmadsen, you have certainly started some very interesting threads recently, excellent!

Thanks for the kind words!
 

Re: Fairly Limited...So Far

  • Dire Rats
  • Large Spiders
  • Zombies
  • Weapon-using Skeletons
  • Gnolls
  • Kobolds
  • Numerous Human Antagonists (barbarian tribesmen, bandits, a major thieve's guild)

Why Gnolls and Kobolds, Old One? (Just out of curiosity...)
 

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