Showing posts with label Great North. Show all posts
Showing posts with label Great North. Show all posts
Tuesday, January 3, 2017
Tattooed Old Whale totem
You can look for the Tattooed Old Whale to add a tattoo to the world memory or to get initiated.
To get initiated the Old Whale have to eat you up, then it will throw you up in the spirit world. If you survive, the whale will transfer one of it tattoo to you. Each tattoo give you a ancestral memory and power. The old whale can walk on the land on two feet or swim in the water as a whale. It is possible to hunt and to kill the old whale to eat it flesh to gain dangerous magical power. This is a hard feat since the whale is powerful and it can summon it tattoo against it foes. But this evil deed happened in the past and brought a time of no memories on the world until someone started to tattoo a whale stranded on a beach. The stranded whale remember to walk on two legs and became the new tattooed whale. To prevent the world from falling again into no memory time, this old whale started to distribute it tattoos to worthy men and woman.
You can write a random table of ancestral memories and powers if a player character want to get initiated.
EDIT: some ancestral memories written by Benjamin B.:
1. A memory of biting hunger, felt in the belly, felt in the itchy skin, of scurvy and whispering in the dark, seductive madness, and then the gift of meat, the hot liver of one you loved, given freely, their marrow to sustain you, the kin killing taboo washed away clean by the sacrifice of the one who's love for you eclipsed fear. You can taste them on your tongue, their blood. While marked, you never grow physically hungry, and if your share it willingly, your blood can heal those who drink it, hit point for hit point
2. A memory of pain, the gnawing cold of a walrus tusk in your thigh, broken off. Pull it free, and bleed. Leave it, and death will come, maybe slower. No moss to stuff the wound, no fire to seal it, no bitter Spring herbs to chew to stop the pain, no chewed green pulp to stop the fester. And yet, it is the memory of pain, is it not? A memory within a memory, as you walk, limping, your heavy hand held tight by the tiny child's beside you. While marked, you walk with a limb and -5 speed, but your hit points are doubled
Wednesday, May 4, 2016
Great North adventurers preparing for a expedition
(A remix of some of my drawings)
Narwhal priestess, puffin paladin and two skinned moon daughters (from The Undercroft)
Narwhal priestess, puffin paladin and two skinned moon daughters (from The Undercroft)
Monday, May 2, 2016
The Undercroft #9
I made the cover of The Undercroft #9 and I also illustrated the Skinned Moon Daughter, a new character class written by Benjamin B, inspired from my Great North illustrations!
You can get the zine on the Undercroft shop or on RPGNOW.
You can get the zine on the Undercroft shop or on RPGNOW.
Labels:
character class,
collaboration,
Great North,
illustration,
zine
Thursday, March 31, 2016
Piercer Pixies
Piercer Pixies are bad spirits that travel with great beasts. They are very nasty with they gather in swarms. Killing them is often a good way to get the attention of those great beasts.
Moose Ogre
Moose Ogres happen when you bury the remains of a moose with those of a ogre. They are angry spirits, they hate mooses and ogres and eat human flesh. Don't do this. Mooses don't like this and even ogres will tell you to be careful with this. Only a vengeful and desperate ogre will deliberately create a Moose Ogre. The only way to appease the cursed moose spirit that animate the Moose Ogre is to kill it to separate the mooses bones from the ogres ones and to bury them separately. Ogres are even willing to team up with humans to hunt down Moose Ogres (but they wont care about appeasing the moose spirit).
Monday, March 28, 2016
Whale childs
Friday, February 12, 2016
Labradorite werewolf
- Shimmering bite: infect you with iridescent lycanthropic labradorescence.
- Totemic homonculi: can spend 1d8 hp to spawn a 1HD+1 animal homonculi that look like small totem sculptures (hare, fox, bear cubs, raven, etc).
- Dazzle: dazzle effect when exposed to sunlight or a bright light. (save or get -2 to hit)
- Tectosilicate body: the wolf and it homunculi can only be hurt by magic or magical weapons. But non magical maces, picks and hammer still do minimal damages. Regen 1d6 hit point by turn when exposed to aurora borealis light.
- Vibration howl: if it HP are reduced under 10, the wolf can emit a metal shattering howl. All weapon and humonculi must save vs paralysis or they will shatter. Living creature are shaken for d6 rounds and attack at -2.
Iridescent lycanthropic labradorescence: your wound start to shimmer (save vs paralysis)
Other symptoms:
- Iridescent aura at night
- Aurora borealis obsession (heal 1 hp by hour when exposed to auroras)
- Infravision replace your normal vision.
- Spontanenous labradorite homonculi spawning (you take 1d8 dmg)
- Labradorite lycanthropy triggered by powerful aurora borealis
- Or body fragmenting into 1d4+1 labradorite homunculi (after 3 failed saves during transformation)
Totemic homonculi: each animal homonculi represent a negative emotions locked inside the cursed labradorite stone. The homonculi try to follow and to satisfy the desires of the labradorite wolf, but they are very curious and emotive. They only become agressive after a bad reaction test. Showing positive emotions toward the homonculi grant 1 or 2 point bonus to the reaction tests (making them laugh or caring about them, etc...) On a very good reaction test result, the homonculi shatter and inflict d8+ it own HP in damages to the labradorite wolf. Homonculi spawned by infected wolfs are more primal and wild thant the ones spawned by infected humans.
Each encountered labradorite wolf already spawned d4-1 homonculi.
Some nuns have been infected by the lycanthropic labradorescence in the Glass Dungeon.
Some nuns have been infected by the lycanthropic labradorescence in the Glass Dungeon.
Labels:
aurora borealis,
elemental,
Great North,
lycanthropy,
minerals,
monsters,
werewolf
Monday, September 7, 2015
Rhino-Yeti
Wednesday, July 29, 2015
Puffin's Paladin
Labels:
birds,
character class,
fishes,
Great North,
paladin,
puffins
Monday, July 20, 2015
Narwhal woman turning a orc.
Sunday, July 5, 2015
Wednesday, January 7, 2015
Young Snow Ranger
Labels:
beast,
Great North,
illustration,
mount,
player characters,
rider
Wednesday, January 29, 2014
Yeti variants
(Inspired by the incoming Hack & Slash's ecology of the yeti)
When a shaman dream in the mountains, they can dream they are a wild beast and walk the land as a yeti.
If you look in the eye of the yeti you can see who is dreaming (this is scary). But if you do, the dreamer can see their dream-self reflection in your eyes and risk loosing their mind and waking up as a mad man.
Snow elf Sorcerers can create and project themself (or others) into yeti homonculus (or golems).
A yeti with a face twisted by the frozen winds of the mountains.
Maybe a frostbite victim that turned into a yeti or a maybe a very very old yeti.
Labels:
ecology of,
Great North,
illustration,
monsters,
yeti
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