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The Green: Bestiary

 
 
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Default The Green: Bestiary

BESTIARY

Around a flowering tree, one finds many insects.
- Proverb from Guinea




AGROGS

Along came a spider
Who sat down beside her
And frightened Miss Muffet away.
-Song for the Nursery


One of the most feared and horrifying creatures of the green are the agrogs. Agrogs are vile cross-breeds of man and arachnid that are said to have been created by the chilling kaecheed magic and powers of the un-man rune. The agrog mothers are thought to be the original created race but they have learned to pro-create and birth foul spawn of their own.
The mothers take that shape of hulking bulbous spiders which sometimes have manlike arms or torsos. They are incredibly intelligent and wield all manner of hateful magics dealing with webs and poisons . They are particularly proficient in necromancy.
Agrog.JPG spiderm.JPG
The mothers lord over a lesser race of Agrogs that some think to be a male version of agrog, and others, the great spider’s children. These are man-sized, more humanoid in appearance, but are still horrible to behold, often mutated, and obviously marked by their heritage. They are known as shadow children, or web-runners and are used as agents and slaves by their mothers who are also their gods.

Agrogs are almost always accompanied by broods of various gigantic spider types. Many are slightly malformed. It is not known whether the Mothers actually give birth to these spiders or somehow mutate normal spiders into these monstrosities and keep them as pets. Quite possibly, both are true.

Perhaps the most chilling aspect of the Agrog mothers are their ability to tap or slowly drain the spiritual essence of a creature while they drink its blood, adding the magic power of their victim to their own. Furthermore, a victim drained in such a fashion is usually brought back to un-life by the Agrogs necromancy as a husk zombie.
Husk zombies are then used as slaves by the agrogs. Often they are used to guard the agrog territory, but at times they are used as cannon fodder or to drive prey into agrog webs.

Their voracious hunger is often the agrogs downfall. As people start to noticeably disappear others become aware that something is wrong. Even the suspicion of a Agrog infestation with cause people who are otherwise enemies to band together to eliminate the possible threat. Agrogs, particularly the mothers, need a decent amount of fresh blood to stay alive and generally do not kill their victims outright. Often their victims will be poisoned and kept alive for long periods of time while the Agrogs slowly feed.

Stats:
Agrog:
Mother:
Shadow Children:
Giant spiders:
Husk Zombie(Human):


MAMPRUSI

The mamprusi are an intelligent apes that live in the green. They are not only very agile in the trees, but also excellent swimmers. They can hold their breath for long periods of time and have vestigial webbing between their fingers and toes. They spend much of their time close to rivers and pools where they can fish or easily dive from large predators. Of course they are also excellent climbers and are as at home in the canopies as they are in the rivers. Where traveling through the marshy rootworld or tangled treetops of the Green is difficult for most races, the mamprusi excel at it.
They generally travel in small troops from about five to forty individuals and range up and down the rivers or bough roads fishing, hunting, or scavenging. For years they have been trading with the rivermen bringing goods from deep in the green. More recently they have been hiring on as mercenaries or companions to exploring expeditions.

Mamprusi are traditional enemies of the Trogod for as long as either race can remember. Both peoples share similar habitat and hunt the same types of animals. They also have strong religious quarrels that date to the dawn of time. Mamprusi normally avoid known goblin areas and try to avoid Trogod whenever they can. But when aroused the mamprusi can be ferocious and unrelenting enemies and have been known to tear goblins limb from limb.

Although mamprusi can walk on two limbs, they are much faster and more agile when they run on all fours or at least three limbs. They often use spears or clubs in combat but this limits their mobility and they rarely use weapons in both hands. Instead they often wrap their oversized forearms with tough leather vambraces. These armbands are often covered in bone or tooth fragments that makes their forearm punches particularly deadly and protects their limbs from damage. They also often carry their weapons, short spears and javelins, on a makeshift quiver or sheath which they strap to their backs.

The mamprusi often have among them small troops of lemurs who act as companions, pet, and familiars. One or two of these lemurs are often “awakened” by drinking the sap of the godwood tree. After the awakening ceremony they become fully intelligent and can speak with both the mamprusi and the lemurs. These “awakened” lemurs are very powerful spell weavers and not only count as full members of the Mamprusi tribe, but also are respected as spiritual advisors. When traveling distances or when going into combat leaders or great warriors of the mamprusi often wear harnesses for the lemurs to ride on.
Mamprusi:
Lemur:




TROGOD (Goblins)

One of the people that makes its home under the canopy of the Green is the goblin or Trogod race. Some say that they were created as animal warders for the greater powers, others say that they are a strange, unnatural cross of man and beast. They are unarguably tied to the beast runes or totems and have an uncanny empathy with animals and an natural affinity for bestial or totemistic magic. Most Goblin tribes will take on a particular totem animal that they make empathetic and integral ties with.
The goblin races very a great deal from tribe to tribe and race to race due to their ability to adapt or evolve to their environment as well as to their particular totem animal. Many goblin indeed tend to develop features similar to their animal companions which generally help them adapt to their environment.


Karee( Long-haired goblin, Tree goblin):
The Karee are a race of goblin that has taken to the trees. The Karee are noted for their thin elfin features and great manes or bundles of hair that they braid and pull back; some older Karee are even known to sport thin scraggly beards as a sign of their wisdom and age. The Karee have pointed ears which are somewhat larger than most other Trogod and have a keen sense of hearing as well as smell. Some Karee who practice the rights of Peruth, the cat totem, develop noticeable cat-like pupils and can see well in the dark. Those who have taken to the trees have developed long finger and toe nails that aid greatly with their climbing abilities. Many of the Karee of the Green indeed practice the rights of Peruth and form bonds with the fierce tree leopards and make them their pets.

Karee2.JPG

Karee:
CharRollAverage 
STR2D6+4 11 Move: 9
CON2d6+613HPs: 11
SIZ2D6+29Dmg Bon: -
INT3d610-11Armor:
POW3d610-11Sft leather 1pt
DEX2D6+613
APP3D610-11
Loc APHP
19-20Head14
16-18R. Arm13
13-15L. Arm13
12Chest15
09-11Abdomen14
05-08R. Leg14
01-04L. Leg14
WeaponsSRA/P%DamageENCAP
Short Spear 40D6+1 
Warclub 45d8 
Bow, Composite 40D8+1 
Sheild 35  
  

Skills
Skills: Climb 45% Dodge 40%, Hide 35%, Jump 40%, Language (Wortounge) 50% Language Treetongue 20%, Listen 35% Sense 40%,Spot 40%, Stealth 40%, Track 30%.

Magic
Powers: Karee often use Totemist magic, usually of the totem of Peruth the Leopard.










Kweeg (mud-Goblin, River Goblin, Swamp Goblin):
The Kweeg dwell in the swamps and along the rivers of the Green. Although basically the same race, they vary greatly in appearance, temperament an culture. The Kweeg are more squat of face than the Karee, grow much less hair and are generally bald. Their hearing is considerably less than that of the Karee, but their sense of smell is just as acute. Most Kweeg are accomplished swimmers and some have partially webbed fingers and toes. They can hold their breath for long periods of time as well. There are many tribes of Kweeg in the green and many follow the swamp-rat version of Skeirfing as well as the Gartooth totem.
The Gartooth clans dwell along the river where they make their living by fishing. These have made Trogod animal pacts with the Gar pike that live in the river. Through their totemistic, empathic powers, the Kweeg use these gar like watery hunting dogs to fish for them.

The most feared mud-goblin follow the rites of Wazzaka the Gator. These generally dwell in the deep swamps, under the trees, in the root-world. They are quite warlike and fiercely territorial even when dealing with other Trogod, who dislike treating with their moody cousins. Many of these Kweeg carry horrible scars. It is believed that the Scaring process is part of the brutal rites of Wazzaka. It is not known whether the scars come from self-mutilation or from getting in spats with their moody pets.

fish goblin.JPG

Kweeg:

CharRollAverage 
STR2D6+512 Move: 8
CON2d6+613HPs: 11
SIZ2D6+29Dmg Bon: -
INT3d610-11Armor:
POW3d610-11Hrd leather 2pt
DEX2D6+512
APP3D610-11
Loc APHP
19-20Head24
16-18R. Arm23
13-15L. Arm23
12Chest25
09-11Abdomen24
05-08R. Leg24
01-04L. Leg24
WeaponsSRA/P%DamageENCAP
     
Warclub 45d8 
Short Spear 40D6+1 
Bow, Composite 40D8+1 
Sheild 35  
  

Skills
Skills: Skills: Boating 40%, Dodge 35%, Hide 35%, Language (Wortounge) 50% Language (Rivertongue) 15%, Listen 35% Sense 40%,Spot 40%, Stealth 35%, Swim 75%,Track 30%.

Magic
Powers: Kweeg Commonly use the Totemist magic of Wazzaka, the Gator.






Rat Tooth Goblin:
The smallest of goblin-kind are the rat tooth goblins. They are possibly the most numerous and breed very rapidly. Many of them have rodent like buck teeth giving them their name. In civilized society they usually dwell on the outskirts of cities and looked upon with derision. In the Green they have made alliances and pacts with different varieties of tree and swamp rats that roam the forests. Most dwell along the coastal swamps and around the rivers and settlements, but those who have bonded with a particular variety of tree rat have moved to the branches. Those that practice magic ally themselves with the totemist tradition of Skierfing the Rat. Due to their size and social standing rat tooth goblins are commonly captured used as slaves by other trogod and sometimes even human kind.

Rat Tooth Goblin:

CharRollAverage 
STR2D6+29 Move: 9
CON2d6+613HPs: 10
SIZ2D67Dmg Bon: -d4
INT3d610-11Armor:
POW3d610-11Sft leather 1pt
DEX2D6+815
APP3D610-11
Loc APHP
19-20Head14
16-18R. Arm13
13-15L. Arm13
12Chest14
09-11Abdomen14
05-08R. Leg14
01-04L. Leg14
WeaponsSRA/P%DamageENCAP
Warclub 45D6-d4 
Short Spear 40D6+1-d4 
Sling 40D8+1-d2 
  

Skills
Skills: Climb 45%, Dodge 45%, Hide 40%, Jump 50%, Language (Wortounge) 40% Language Rivertongue 15%, Listen 40% Sense 45%, Spot 40%, Stealth 45%, Swim 65%

Magic
Powers: Rat Tooth common use the magic of Skierfing the Rat





Grulk( Hobgoblin):
The Grulk are a race of Trogod that are foreigners to the Green. They have shorter arms, are much thicker of build and more muscular than other Trogod. They are not as agile or athletic as other goblins and tend to move more slowly as their legs are shorter. They are better warriors though and their fighting skills are legendary.

Grulk do not follow the Totemistic tendencies of their cousins. There is much speculation as to what Animal totem the Grulk originally practiced, perhaps a pig or bear totem, but no-one is sure. They now follow the rites of the warhiajoo, which embodies the Trogod warrior’s rage. The Grulk are indeed fearsome warriors and their martial skills are feared throughout the known lands. Grulk fight equally well both in disciplined ranks or as one on-one- fighters. Generally the Grulks are lazy, quarrelsome, and often fight and bully one another, but when they hear the war-horns, they immediately change character and fall into disciplined ranks. Grulks who are about to cave in each others heads will immediately pick up spear and shield and form into rank beside one another with no question or bickering. Once they are called to order Grulks are able to follow strict and complicated orders and the effectiveness of their heavy infantry units is to be feared. Once enemy units are broken, the horn is blown again the Grulks tend to fall out of ranks, trade their spears for axes or maces, let out a great warcry, and fall into berserk killing rages. This Grulk dichotomy is almost comical to those who do not need to fight against the brutal efficiency of a Grulk charge.
Grulk do not like missile weapons or magic which they regard as cowardly, but are occasionally known to use bows or crossbows non-the-less. While in disciplined formation Grulk seem to have an odd resistance to magic and they count on their enormous shields protect them while they close with their enemy.

Grulk came to the Green on the boats of the corsairs who have made their headquarters among the coastal ruins. Corsairs use small units of Grulk as mercenaries when they raid coastal towns. This relationship between Grulk and Corsair is somewhat tenuous but both sides are served well. The corsairs gain an incredibly compact, effective, heavy infanty units. The Grulk in turn gain the mobility of the ships of the corsairs. As long as there is promise for wealth and slaves this relationship is likely to continue.
Grulks are not at home in the swamps or trees of the Green. There short, squat, powerful legs do not make them particularly fond of sloshing through swamps or leaping from tree to tree. Their Trogod cousins as well humans often find their waddling gaits humorous. They have occasionally been hired by the river people as guards though and they have seen deep in the green on occasion. Occasionally they seek to raid other Trogod to steal their woman and indeed several half-breed Trogod have begun to crop up among the grulk portions of the coastal settlements.

The Gulk are great believers in slavery and much of their culture is based on slaves of different races and peoples. Grulk count their wealth in number and quality of slaves. Amongst grulk society intelligence and artistic ability is counted not in the Grulks own skills, but in that of his slaves. Hence Grulks greatly desire to own great musicians, artists and particularly weapon smiths.

Grulk:
CharRollAverage 
STR4d614 Move: 6
CON3d610-11HPs: 12
SIZ2D6+613Dmg Bon: d4
INT2d6+310Armor:
POW3d610-11thick leather 2pt
DEX3D610-11
APP3D610-11
Loc APHP
19-20Head24
16-18R. Arm23
13-15L. Arm23
12Chest25
09-11Abdomen24
05-08R. Leg24
01-04L. Leg24
WeaponsSRA/P%DamageENCAP
Warclub/axe 55D8+2+d4 
Spear 45d10+1+d4 
Crossbow 352d4 
Sheild 60d4 
  

Skills
Skills: Dodge 35%, Language (Wortounge) 40% Language Other 15%, Listen 35% Sense 35%, Spot 40%, Stealth 30%, Track 25% War Screem 30%

 
Powers:War Scream (Through the rites of Warhiajoo the grulk war scream counts as Fury under the sorcery section they may utilize this ablity if they roll under their war screem skill)


Feral Goblins:
When goblins give birth to large litters there is often one among them that is particularly lean, mean and bestial. They tend to take on exaggerated features of the beast totem of their parents. These feral goblins are sometimes exposed by their parents, but at other times they are tied up and trained by their kin as a type of pet. They tend to sport very long sharp teeth and bony claws. Their sense of smell is much greater than even that of a normal goblin and are often, when they are grown, used as hunting dogs or blood hounds.
They generally cannot speak and then only a few guttural words. They can understand simple commands though but are often defiant, mean, and must be trained by other goblins to be of much use.

Feral Goblin: These are average stats. Skills and Characteristics very based on the originating race.


Feral Goblin:

CharRollAverage 
STR3d6+515-16 Move: 9
CON2d6+613HPs: 11
SIZ2D6+310Dmg Bon: d4
INTd6+14-5Armor:
POW3d610-11skin 1pt
DEX2D6+815
APP2D67
Loc APHP
19-20Head14
16-18R. Arm13
13-15L. Arm13
12Chest14
09-11Abdomen14
05-08R. Leg14
01-04L. Leg14
WeaponsSRA/P%DamageENCAP
Claw 45D8+d4 
Bite 40D8+1+d4 
     
  

Skills
Skills: Swim 55% Dodge 40%, Hide 35%, Language(Wortounge) 05%, Listen 35% Sense 70%, Spot 40%, Stealth 35%, Track 60%.

Magic
Powers: Biped(Quadruped) Mutation









WYVERNS
Contrary to popular belief wyverns are natural creatures and not true dragons. Wyverns are a bird-like reptile with wings rather than arms and are equipped with raptor like talons. Wyvern tails sport a nasty stinger, which is often poisonous. There are two types of wyverns that are common to the Green.

Tailed wyvern (Dragon hawks): These diminutive wyverns are about the size of a large bird of prey. They often travel and hunt in small packs. On their own they sometimes hunt rodents and insects and even other birds but when they hunt in packs they can take down much larger prey. They swoop down and hairy their victims and try to inject them with a venom from their stinger. Once their prey has been injected they often leave it, flying to the high perches to watch their venom take effect. As their prey weakens, they will begin to swoop back down and begin to brutally sting it again as well as claw and bite the unfortunate until it finally succumbs and the wyverns may eat at their leisure.

Tailed wyverns are greatly desired as pets or familiars in the Green and people will pay high prices for their eggs. Unfortunately Dragon hawks generally build their nests in the heights and in hard to reach places. Beast masters who train wyverns usually are forced to amputate the tails to avoid nasty stings during the training process. Tailed wyvern venom is often used on weapons and also used by resineers and refiners to produce anti-venom. It demands a relatively high price.

Tailed Wyvern:

CharRollAverage 
STRd63-4 Move:2/12
CON2d67HPs: 11
SIZD610Dmg Bon: -d6
INT33Armor: 1
POW2d67skin 1pt
DEX3d6+1222-23
APP2D67
Loc APHP
   
01-03L. Leg11
04-06R. Leg11
07-08Abdomen11
9-11Chest11
12-13Tail11
14-15L. Wing11
16-17R. Wing11
18-20Head11
WeaponsSRA/P%Damage
Claw 45D4-d6 
Bite 40D4-d3 
Sting 60D4-D3+poison. 
  

Skills
Dodge 60%, Fly 100%, Hide 40%, Sense 50%, Spot 70%.
Wyverns may attack with two claws simultaneously and bites or stings 5 strike ranks later.

Powers
Flying, Poison Tail (Pot 13, 10 min, Causes Loss of Dex, Blindness).







King Wyverns
King wyverns are often seen sailing the wind currents high above the rivers. They are a much larger variety than the tailed wyvern and sport wing spans up to twenty feet. They are generally more solitary than the tailed wyvern and usually hunt alone. King wyverns count more on their jaws and talons and their stings are much less venomous than that of the tailed wyvern. King wyverns often dwell in the boughs of trees along the banks of lakes and rivers where they can swoop down and catch fish or creatures coming to the water for a drink. Other times they will scavange food from other smaller creatures. Their wing size makes it hard for them to flap around in the canopies, but they are sometimes found resting in the forking limbs or gliding between the canopy and the forest floor.

CharRollAverage 
STR4d6+6 19 Move:10/30
CON 2d6+1219HP21SIZ
INT66Armor:
POW3d610-11skin 5pt
DEX2d6+6 13
APP2D67
Loc APHP
   
01-03L. Leg57
04-06R. Leg57
07-08Abdomen57
9-11Chest58
12-13Tail57
14-15L. Wing55
16-17R. Wing55
18-20Head57
WeaponsSRA/P%Damage
Claw 45D6+2d6 
Bite 40D8+2d6 
Sting 60D6+d6+poison. 
  

Skills
Dodge 50%, Fly 40%, Hide 35%, Sense 50%, Spot 70%.
Wyverns may attack with two claws simultaneously and bites or stings 5 strike ranks later.

Powers
Flying, Poison Tail (Pot 10, 15 min, Causes Loss of Dex, Blindness).









SLOTHS
Many species of Sloths make their home in the treetops of Efirvia. Three of the most notable are the bearing sloth, the tusked sloth, and the Tree shakers (megatherium). Sloths are often hunted in the green and their tuff hide is often tanned and used for clothing and armor. Several species of sloth have dermal ossicles, or small nodules of bone, formed in the skin, under the fur and their hide is legendarily difficult to pierce. The varieties of soth living in the green are a good deal quicker and less sloth-ful than their terrestial counterparts (pun intended).

Bearing Sloth
The bearing sloths are a variety of sloth that have been domesticated by the Treelings and Nifara. They are quit intelligent and are often seen rummaging around the trunks and boughs of tree-bound settlements. They are immune to many of the bites and sting of poisonous insects and snakes. What is more the sloth often makes lunch of the dangerous vermin in and around their masters trees. Bearing sloths also are sometimes fitted with backpacks and can be used as a sort of tree mule for their owners.

Tusked Sloth
Tusked sloths are one of the foulest tempered creatures of the green. They are particularly aggressive and dangerous and feared for their ferociousness. They are one of the larger species of sloth, about the size and weight of a bear. They have particularly long and protruding teeth or tusks which protrude from their lower jaws. These tusks are a particularly valued treasure. Warriors and hunters who have killed these monsters often mount the tusks on their helmets to portray their prowess.

Tree Shakers(Megatherium)
The enormous Megatherium is quite rare in the green but some do exist. They are about the size of an elephant and can be quite nasty when threatened or attacked. Their bulk makes it harder for them to climb trees than other sloths but the lower boughs of the forkings will support their weight and from there their height allows them to feed in the lower branchings. To kill one of these monsters in the hunt is a great boon as they provide untold meat bones and hide to a tribe or settlement. There has been great speculation amongst the beastmasters about capturing a young megatherium and training it to carry burdens up and down the bough roads.





Bark/Swamp Rat
The bark rats and Swamp rats of the Green are closely related but slightly different species that are about the size of a dog. Their builds are longer and more sinuous than normal rats. Lone rats do not pose much of a threat, but they often hunt in large packs and can often proof quite dangerous Bark rats are excellent climbers and are very quick and weasel-like. They travel in small packs along the boughs and in the foragings.

Swamp rats are quite abundant in the Green where they make their homes between the roots and along the river banks. Swamp rat pelts can be made into water-proof hats or garments and they are in very high demand.

Swamp/Bark Rat:

CharRollAverage 
STR2d6 7 Move: 11
CON3d610-11HPs: 5-6
SIZ1d6+14-5Dmg Bon: -d4
INTd6+14-5Armor:
POW2d67skin 1pt
DEX2d6+1219
Loc APHP
1-2Lhind leg12
3-4Rhind-leg12
5-7Hindquarters13
8-10Forquarters13
11-13Rfore-leg12
14--16Lfore-leg12
17-20Head13
WeaponsSRA/P%DamageENCAP
Bite 40%D6-1/2 Db 
     

Skills
Skills:
(Bark Rat): Climb 80%, Dodge 70%, Listen 60%, Hide 65%, Sense 70%, Stealth 55%.
(Swamp Rat): Swim 90%, Dodge 50%, Listen 60%, Hide 65%, Sense 70%, Stealth 55%








Added some pictures. The Agrogs pictures are a little weak. I am not a very good artist but hopefully they kind of give a rough idea of what they may look like.


Contributors:
Created by Puck, February 10th, 2008 at 20:33
Last edited by Puck, 1 Day Ago at 00:34
0 Comments , 452 Views
 



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