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I'll be starting on the map tonight and tomorrow, so I should have some starting drafts by the end of the week.
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I'll be starting on the map tonight and tomorrow, so I should have some starting drafts by the end of the week.
So I've been doing some thinking about the Undead and I set down to write some stuff. I'm not sure if all undead should be magicked, or if it can happen other ways like through a plague or if they're improperly buried.
Maybe some sort of combination could be possible. People take care to properly cremate their dead, or bury them in coffins, because if they do not, then they are available for rogue spirits to possess and use. Bodies that are buried without a coffin might have the chance to dig their way out of the ground, which becomes especially troublesome when Animators cause rogue malevolent spirits to escape, or during the season in which spirits are more common on the isle.
An amusing side-effect might be that every so often, a benevolent spirit or two might find an improperly buried body, and attempt to use it for a second chance at life.
Any tasks you'd like me to jump on boss?
Pretty content with everything thats been done so far. Throwing together a few more festival days / holidays probably wouldn't hurt, though I'm afraid that's a little outside of my own wheelhouse. I'm in the midst of writing my own tabletop campaign so that's not quite my mindset.
As we're on the topic of Undead, which in general, falls into the Bestiary, I could get a jump on that.
Will be on my phone until tomorrow evening, so Ill stick to brainstorming and dump some examples tomorrow evening.
(Organization could probably use some refining. Sorta threw things in as I thought of them, for the first two paragraphs. I'll restructure if the general idea is approved of.)
Gralkin:
Gralkin are, in the most technical sense, two separate entities. As the Gralkin exist in phases, they will be described according to their stages of development, which follow a linear progression. In general terms, however, a Gralkin is a beast that shares a magical symbiotic relationship with a tree. Instead of relying on typical photosynthesis, the Gralkin consumes prey during the night, and binds to its host during the day to pass on nutrients. In return for being fed, the tree provides shelter to the Gralkin during the day, when their highly photosensitive eyes render them nearly blind. When stressed or fighting, they make a noise not unlike the shrieking of bats. As hunters, the Gralkin are known for their ambush-like behaviors, particularly attacking from thick brush or underground tunnels. As Gralkin are highly territorial, hunting almost exclusively within a five mile ring around their tree, it is rare to see them near settlements.
Gralkin typically come in dark shades of red, brown, and occasionally black. They are scaled and cold-blooded, with extremely honed senses of smell and night-vision. They are highly predatory and isolationist creatures, though clever farmers have learned to use them as rodent hunters. By allowing a Gralkin to hunt near a farm, rats and other rodents can be eliminated. However, this requires great caution - if a Gralkin progresses beyond the Sapling stage, it may begin targeting humans or livestock. To prevent this from happening, one can simply assault the tree - destroying tree limbs and gashing the bark is often enough to force the tree to demand additional nutrients from the Gralkin, which suffers stunted growth from being forced to pass on more of its take.
1. Sapling: As a Sapling, the tree itself is young and only beginning to grow. During this stage, the Gralkin is roughly infant sized. Its body consists of four legs attached to a central thorax. Each leg terminates with a set of talons which allow the beast to climb or kill its prey. The Gralkin's body is also its head, with its sensory organs positioned on the front side at about mid-level, with four eyes and a pair of slits which act as a hyper-sensitive nose. The underside of the body is a nightmarish ring of teeth, which are used by lowering the body down onto the slain prey and "flexing" of the core muscles which perform a chewing-like activity. At this stage of growth, it is capable of killing rodents, birds, and the infants of some other species, but a swift kick from a boot is often enough to severely wound the beast.
2. Adolescent: As the Gralkin reaches adolescence, its tree has likely grown to a respectable size, blending in with the rest of its surroundings. During this stage, the Gralkin typically grows another two legs to help support itself, as it has grown to be about 600 pounds, 3 feet high, 4 feet wide, and 6 feet long. Its legs extend another four feet in every direction, and its claws grow to near-dagger like lengths. Throughout this stage, the Gralkin preys primarily on whatever fauna it comes across, and any human unfortunate enough to enter its territory.
3. Elder: By this stage, the tree has grown to truly absurd heights, dwarfing the forest around it. This makes the beasts home fairly easy to identify, whereas other stages require some greater ability to discern regular trees from the host. However, daring to approach the tree is a fool's errand. As an Elder, which usually takes nearly 100 years of unchecked growth, the Gralkin has essentially doubled in size from adolescence. No longer a stealthy beast, the Gralkin is a monster of brute force and rage, its thick hide nearly impervious to common weaponry and its talons capable of piercing plate armor, and entire villages have fallen to the rampaging of a hungry Elder. Fortunately, Gralkin rarely reach this stage. Periodic wildfires often kill them off before they mature fully, and it is not the blade, but the torch, which is most likely to slay an Elder. Even this is a dangerous quest - the Gralkin's sense of smell is often enough to warn them of danger, even in the midst of their sunlit hibernation.
Thoughts? Can add more, or edit in general, or scrap it.
Looks good so far. I'm interested to see what we do with the detached island.
Part of me considered making that some sort of single, gigantic mountain, yet considering that the island is somewhat based off of the British Isles, some sort of highland setup could also work for that.
Back to the bestiary.
Bubblers / Water-Wights
Water-wights, more commonly known as "bubblers" due to the small stream of bubbles that float to the surface of the water they emit, are the animated corpses of the drowned dead. Resurrected most often by the machinations of the Warp, these creatures are the bane of a fisherman's existence. They hunt sometimes by wandering the shorelines of rivers and the seas, simply chasing down nearby prey and bludgeoning them to death with their bare hands. However, it is far more likely one will encounter a Bubbler while on a riverboat, where it will attempt to overturn the boat or simply pull you out of it while you aren't looking out for it. Once under the water, it simply holds you until you drown and drags you to the riverbed. Once it has insured you are dead, often by slashing the victim's throat with its salt-hardened nails, it buries the lower half of the corpse beneath the river bottom's mud. This keeps the body in place until it eventually reanimates, frees itself, and begins hunting alongside its killer. This way, Bubblers often form small hordes in rivers, often numbering between three and a dozen.
Fortunately for mankind, Water-wights are remarkably fragile as far as beasts go. Water exposure weakens their flesh, and sufficient trauma of any sort is often enough to slay one permanently.
I'll probably just compose the rest in a word document and share it when it's readyish.
Oh, another thing --
You mentioned "100 silver" starting for items, which seems like you're intent on having something regarding a formalized character creation process. As a long-time tabletop RPG player, I could formulate a pretty malleable system which would allow you to create a variety of characters within a framework. On the subject of currency, for example, it wouldn't make much sense for a peasant character to have the same starting wealth as a noble. This also applies to general life skills and other particular talents characters may have.
Given a bit of time, I could create something that gives structure without being too terribly restrictive.