From
the Glowering
Mossy Moors, we find ourselves tramping through snowy forests of conifers
that run right against the treeless expanse that encircles the mysterious and unexplored
Deep Ice. Nights and days can be measured in short hours or long weeks, and
boiling water can freeze in an instant when taken from the flame. Summers,
while short, are wet and fecund.
The
Taiga and the Tundra are not unsettled, nor utterly hostile, but this is about
the monster part of worldbuilding.
As
usual, these are system agnostic but D&D adjacent, and the spread of
probabilities has not been balanced.
d66 |
Result |
1,1 |
The
Mother of All Bears (1). Bigger
than any bear you’ve seen; wears jewellery;
prehensile tail; telepathic; spells & magic items. Judge, benefactor and
avenging fury of this place. |
1,2 |
Waterwolf (1). Giant
carnivorous otter/seal. Haunts the marshes and rivers, but also at home in
the forests and on the deep ice. Feared and venerated. |
1,3 |
Furry
Hunters. Shaggy
carnivorous humanoids armed with long-barreled muskets; very protective of
their young. Nomadic, follow the migrating herds. Believed to come from the
deep ice, where they use kite- and sail-powered sleds. |
1,4 |
Ogres. Dual-wield
cleavers and/or butchering knives; campfire gatecrashers; can be bought off
with wine, but will track you down later.
Under-dressed for the weather. Surprisingly graceful dancers. |
1,5 |
Goblins. Blue
with cold, long red noses; skirts of hide, fur, skin, decorated with jangling
scraps; jagged stone knives & flaming torches that won’t blow out; play a
selection of instruments made of bones, toenails, tendons and skin. Complain
about the cold but will melt away if they spend too long by the fire. |
1,6 |
Elves. Naked,
so white, with all-black eyes & jagged bright red hands and mouths; you
can never see their feet; live in Frost Drake tunnels; raise human children
as shaman/sorcerers; vulnerable to iron, but not to holy. Can remain unseen
to mere mortals. |
2,1 |
Frost
Drake (1). Multiple
pairs of legs, scales, pelican jaw, shaggy mane head to tail tip, alicorn;
superheated insides; curious, not-unfriendly, intelligent animal;
excavates/melts extensive tunnel lairs. |
2,2 |
Blood
Puddings. Leathery
pods containing a meat-like ooze. Use charm to have you keep it close to your
body, keep it warm and protect it. Finds it easier to convince you to let it
take small amounts of blood, but prefers you to kill
so it can feast. Intelligent, but selfish and unimaginative. They are found
in groups initially, but one with a host will have it destroy the others. |
2,3 |
Hyperboreans. Bearded
redheads from prehistory (reskinned B/X Elf). Stone Age equipment. Invisible environment-controlled
dome cities full of wondrous and mysterious technology, hidden in the ice.
Vulnerable to vampirism. Friendly with Hairy Brutes. |
2,4 |
Abandoned
Creations. Odds/evens,
they’re frozen solid (but can be revived/thawed); undead, flesh golems,
clockwork, living statues etc. How long have they been here? Why are there so
many? |
2,5 |
Wind
Walkers. Gruesome
aerial ghouls; levitate and then drift/fly on the winds; burrow under the
earth/ice/snow during the day, but can go out just
fine in a blizzard. You can never see their feet. |
2,6 |
Squid
Heads. Low-rent,
off-brand mindflayers; hate Furry Hunters; black-powder
spear guns; levitate and fly like Wind Walkers; conquer & move into
lairs; hunt Frost Drakes. Skinny, warty and mauve. |
3,1 |
Father
of Toads (1). It’s
just a name; giant, shaggy toad; can survive freezing solid; can squash
itself down to hide in shallow water/long grass; grows as big as food allows;
long drawn out roar from throat generates confusing vibrations; swallows
whole; carries its young in its pelt. |
3,2 |
If
more than 1, it’s the mustering of a warband. Human civilization might not be
their target. Friendly with Hairy Brutes. |
3,3 |
Nomadic
Worm (1). Colossal
armoured tank of a thing; two huge feathered
mandibles; huge gem-like eye spots all along its body blink with coloured lights; blast furnace gut/jaws; emerge as
Ravenous Larvae in the taiga, survivors devour all in its path to the ice to
pupate. |
3,4 |
Phoenix
Moth (1). Adult
form of the Nomadic Worm; vast, fiery and beautiful; fertilisation
by eating the males; females then fly to the taiga to lay eggs, then die;
extinguish, discolour and liquefy in a matter of
hours; residue is highly prized. |
3,5 |
Ravenous
Larvae. Lucky
for you, they’re just as keen on eating each other; unlucky for you, they’re
eating everything anyway. As long as they don’t all
start coming after you at once, you should be able to get away. |
3,6 |
Dwarves/Trolls. You
can’t really tell the difference between them; friendly, welcoming, generous
through the long night; at daybreak, they’ve taken down their tents, put out
their fires and left you asleep in a snowdrift. Outdoors, under the moon,
they become flesh-eating killers. Can see Elves and smell Goblins. |
4,1 |
Hairy
Brutes. Don’t
speak your language; they’re definitely subhuman
cannibals that need to be wiped out. A
sophisticated, highly cultured society that hasn’t been given a decent break
since your kind started competing for space on the savannah. The
Mother of All Bears loves them like her own cubs. |
4,2 |
Mounted
Wights. (d6)
Palanquin carried by Winter Woses; Sleigh pulled by
Skeletal Giant Elk(s); Howdah on a Skeletal Mammoth; Saddled on a Skeletal Sabre-tooth; Cage carried by a Skeletal Giant Bird;
Warband on Ghoul Horses. |
4,3 |
Vampires. There’s
tension between the locals and the tourists. Tourists have cordial
relationships with Squid Heads and share their lairs. Locals don’t like
sharing the endless night, nor the disruption to infiltrated prey
communities. |
4,4 |
I-nomes. Brutal
elementals; hairless naked Dwarves of solid ice; strong as giants; vulnerable
to fire, but extinguish it; they can just about
tolerate Vampires and Winter Dryads, but all other things must bow and perish
before the snow. Have never bested the Mother of All Bears. |
4,5 |
Boreal
Bugbears. Much
shaggier than their subterrene kin; grey to white
fur; know where Black Ichor bubbles to the surface and where lie the old
Hyperborean temples to Tsathogghua. |
4,6 |
Mi
Go. Mining
rare elements either from the earth, or the ice itself; searching for
something buried in the ice from ancient days, so know where lots of other
things are; disguised as Furry Hunters, Hairy Brutes or Boreal Bugbears, they
are almost convincing. Uneasy truce with Hyperboreans. |
5,1 |
Shaggy
Beast (1). A
hill of a thing; a baggy, boneless mound of elephant hide on stumpy legs that
come and go. Draped in writhing hair, with an unanchored mouth flap that can
extend and twist into a trunk. People say it’s a rogue bear or possibly an
extant mastodon, but they’ve never seen it. Horribly strong, barely sentient. |
5,2 |
Flickering
Eidolon (1). Reskinned
Boggart (1e AD&D MM2). Believed to be spirits of the dead, but who can
say if it’s true. |
5,3 |
Children
of the Pines. Sap-infused
undead children riding white-and-red Elf Hounds (Elves transformed with a
special bridle); reskinned B/X halflings that get AC bonus vs. human-sized.
They want to drive adults off, rather than kill them – but will: the taiga is
their Neverland. |
5,4 |
Lonely
Shoggoths. Vaguely
humanoid lumps of leathery flesh. Split-off from their main mass, they want
to be reunited; miserable in a way individual intelligences
can’t understand; enjoy poetry and music; sometimes tag along with Goblins. |
5,5 |
Winter
Woses. Much
like Wood
Woses, but look more like Hairy Brutes. Hate
Vampires, especially tourists. |
5,6 |
Land
Kraken (1). A
dynamic colony of lichens and fungi with inchoate sentience and dim awareness
of the universe; animals that eat it regularly may become intelligent,
capable of speech, loyal to the colony; intelligent beings can commune with
the universe using colony as a conduit; the colony does rather like to be
nourished with blood from time to time; can extrude puffy tentacles if
needed. Are there several or does one cover thousands of square miles? |
6,1 |
Tusked
Moles. Nocturnal/subterranean
burrowing mammals; undermine and eat what falls in; killed instantly by
sunlight or enough water; not very bright; enjoy moonbathing;
at home in earth or deep snow; horrible screeching. |
6,2 |
Psychic
Eels. Hefty
freshwater eels; good eating; zap you with random psionic abilities as a defence (or enfeeble, paralyse,
charm if you’re not using psionics); unintelligent. Squid Heads can’t use
their powers while in or against those in eel waters. |
6,3 |
Fire
Cats. Roam
the taiga, gather at volcanic springs and lightning strikes; alarming blue
faces and orange-tipped pale fur; can cough up a sputtering fireball. Actually a species of ape, but felidiform. |
6,4 |
Greater
Wood Troll (1). Becoming
more like a vast and ancient tree as it survives the centuries. Rarely talks
anymore, because it’s so sad. Can pass without trace, despite its size and
spread. It is an old friend of the lightning and the wind,
and can call on them for aid. |
6,5 |
Liver
Eaters. Stride
with great padding footsteps, muffled by the carpet of needles or the snow.
Sometimes towering, other times small enough to hide in your backpack. Bright-eyed,
waxy-skinned, skeletal. Just want to eat the little bit of your liver that
means you’ll waste away and die. |
6,6 |
G-nomes. Brutal
elementals; naked, hairless Dwarves of tree trunk and creeper; strong as
giants; despise all non-plant life. Plant trees to extend the forests, watered
with blood and fed with crushed bone. |
As
well as the Moors, one can find their way back to the Great
Grim Gloomy Forest which interfaces with the Taiga at various points.
No comments:
Post a Comment