Friday, March 23, 2012
Isomular: Monstrosities
Introducing new Creatures to Isomular
When deciding to include a new creature in Isomular, consider the following: fey creatures, most outsiders, and many magical beasts and aberrations with non-psionic magic effects should be excluded. Any beast which has an effect that can be psionically duplicated, as well as any beast which is sufficiently exotic and alien (reptilian, insectoid, or just weirdly alien) will probably work. Humanoids should be excluded, as the only hominids on Isomular are those who arrived on the Coral Ark (the true humans, transgenics, and mutations). If a humanoid does look like it could be a previously undiscovered or forgotten mutation or transgenic species, then feel free to work it in. The key idea here is to preserve the sense of the alien an exotic about Isomular, and to stay as far away as possible from elves, dwarves, orcs and other classic trappings of fantasy. Some beings can have names derived from fantastic elements, but also bear in mind that much of the ancient lore of earth was lost to the men of the Coral Ark even before they left Earth. Notions of medieval magic did not exist for the founders of the modern Isomular cultures, and so they have never been prone to identifying such notions of fanaticism with their strange world and psionic powers.
One good trick you can always use to borrow a monster for Isomular is simple: make it insectoid or reptilian. The planet’s native flora and fauna are dominated by these two types of life, and making almost any species one or the other will allow it to “fit in.” Ogres, for example, could be revised as Great Lizard Men, hulking two-legged brutes that are giant kin to the Kamodons.
Creature Types of Isomular
Alien: The creature is of alien origin, not native to Isomular, but not necessarily an Astral visitor. Such beings may also have traveled to Isomular from space.
Annunaki: The creature is or has been known to work for the enigmatic Annunaki. It is eminently hostile to humanity and all other beings.
Architect: The creature is a disciple and creation of the Architect and appears at his behest.
Construct: The creature is created through the old clockwork technology of the Isomulii, the animating forces of a psionicist, or is a remnant of the ancient apocalyptic civilizations of a million years ago. Some undead (skeletons) are really psychic constructs.
Exotic: The creature is exotic, and does not seem to fit the normal ecosystem, but is also not obviously a visitor from another realm. Such beings may be remnants of older ecosystems destroyed, or products of genetic or psionic experimentation.
Insectoid: The being is part of the insectoid kingdom of animals on Isomular, and is usually a native animal.
Mechanoid: The creature is mechanical, or robotic. It is usually a relic of a forgotten age, or a product of the Architect (a survivor of the Coral Ark).
Native: The creature is a native of Isomular.
Reptilian: The creature belongs to the animal kingdom of the reptilians, and is likely a native to Isomular.
Subterranean: The creature belongs to the strange ecosystem of the subterranean realms of Isomular.
Terran: The creature is part of the transplanted life created by the Architect when man was brought to Isomular. Many creatures from Terra were recreated, though there are many more that did not survive the times during which the native and imported ecosystems fought for cohabitation. Animals which were most useful to man, or most self-subsistent and quick-breeding did best (dogs, rabbits, etc.)
Undead: The disembodied spirits of psychic energy which linger in the astral or return to animate their corpses. These are psionic undead, and all magic traits are changed to psionic traits.
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