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#Bestiary 5
dailycharacteroption · 2 months
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Roleplaying Races 15: Caligni
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(art by BryanFRosadoArt on DeviantArt)
When Earthfall came and Azlant fell, the survivors of that devastation fled in a diaspora that reached not just other human societies, but underwater, underground, and even the plane of shadow.
The act of doing so left these humans in strange places, and often at the mercy of powerful beings. All of which caused these humans to change and adapt. Respectively, these humans became the azarketi (gillmen), the morlocks and munavri, as well as fetchlings and today’s subject, the caligni.
Like fetchlings, the caligni, originally named for the settlement of Calignos in the Mindspin Mountains, are marked by the Plane of Shadow, but in a much different way. Indeed, the Azlanti humans that would become Caligni were contacted by a group of shadowy demigods known as the Forsaken, who offer succor in the Plane of Shadow while Earthfall passed in return for worship, and used powerful artifacts called the Cradles of Night to transform them into the Caligni, also known as Dark Folk. Devoid of all color and fearing the light, they were very much creatures of shadow, but the more this relationship went on, the clearer it became how much the Forsaken had twisted them. Many consistent mutations began to appear which quickly separated the dark folk as a whole into several castes. Some were born shrunken and squat, others without eyes but possessing incredibly keen senses, and so on.
This of course was the plan all along, for the Forsaken wished to use the worship of the Caligni to help them escape the Plane of Shadow. However, an unknown calamity devastated the Forsaken, forcing them to abandon those plans and retreat deeper into darkness.
But they did not abandon the Caligni entirely, their messengers, the owbs, soon appeared afterwards to act as the mouthpieces of the Forsaken, though only a rare few actually establish divine contact with those demideities, and none actually fulfill their role as go-between, granting divine power to the worshipful dark folk, proving just as treacherous as their masters. However, the owbs did continue where the Forsaken left off, ruling a broken people that were utterly dependent upon them.
However, while most Dark Folk are twisted in body and mind, there are a rare few that are born looking almost entirely human. These are the caligni we are talking about today. These genetic throwbacks are a cause for great celebration among their kind, but they are also in great danger from day one as one of the dark stalker or owb masters might decide that they are a threat to the clan, leading many to die young. Those that do survive into adulthood are not shackled in mind or body by the influence of the owb or the Forsaken the way their kinsfolk are, and may yet be the best bet for the caligni people to one day return to being a free people.
Most that do realize the danger they are in from the power structure of their society, and therefore leave, often becoming adventurers or mercenaries and plying their natural abilities in the dark to get by, perhaps to come back and free their clans, or maybe just to be free of that society.
These “pure” caligni typically stand at about 6 ft tall and resemble humans with pale, ashen skin that darkens near the extremities. Most tend to wear dark hodge-podge rags to cover their whole bodies, but they don’t have the same aversion to being unclothed as other dark folk, and typically have the cleanliness to actually wash their clothing and themselves. As such, their fashion senses can actually be quite varied, picking up from the societies they interact with.
As a people that typically abandon their kin in order to survive, caligni don’t have a society of their own for the most part. Those that dare to remain may hold the same or even greater power as dark stalkers, which only puts them in danger. Those that leave likely remain insular, but pick up cultural norms from their adopted societies, though their aversion to light and appearance means they may feel estranged there as well. Perhaps the place where caligni find the most acceptance is among fellow misfits, ranging from adventuring parties to outcast drow to planar scion communes and the like.
Caligni are agile and tough, but growing up in an insular and stagnant society blunts their curiosity and makes them less inquisitive.
As creatures of true darkness, these dark folk go beyond mere night vision to be able to see perfectly in darkness, even that created by powerful magic.
That night-sight, however, makes them vulnerable to bright light, though they are not fully blinded by it.
Like their kin, caligni explode in a blaze of light upon death. However, unlike their other kin, they are not totally obliterated, leaving behind a shriveled and shrunken body that can be used for resurrection.
Sadly there has been no significant expansion to the caligni ancestry, but I think there’s some interesting potential there.
With the dex and con bonuses, not to mention their ability to see perfectly in all darkness, caligni make excellent rogues, ninjas and slayers, as well as more tanky combat classes and builds such as barbarian, fighter, and swashbuckler. Any build or archetype that attacks from stealth is a good option here, really. What’s more, their con bonus would make being a kineticist a neat option, particularly if you void as your element as a chaokineticist. Additionally, shadow-themed builds and archetypes are very thematic for them as well. Their penalty to intelligence weakens them as certain casters and skilled builds, but not enough to be a major problem.
That does it for today, but we’ve only gotten started on this pentultimate special on 1st edition ancestries! (that’s right, this is the second to last time we’ll be doing this!)
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chimeride · 4 months
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disastertiffic · 5 months
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Pillbugs!
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doxiedreg · 5 months
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tmw you suddenly get possesed to do a butload of crosshatching like you are the manga artist of berserk on the ref of behemoth thorn as if the lineart itself wasnt tedious enough Why am I torturing myself like this
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PAIN
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thymeskip · 1 year
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GUYS GUYS IMPORTANT QUESTION RIGHT HERE-
project bestiary ask blog
ferntale ask blog
or no ask blog / other [ like a comic or smth ]
i only have the time for one sksbjs
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pobblebonked · 2 months
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You are a magnificent wizard and your Wizard Maze has a distinct lack of monsters! Fortunately a group of adventurers have wandered into the labyrinth and you are a master of Transformative Magics!
Vote Now to Choose a Spell!! $5+ patrons will get access to a NSFW alt of the final sequence!
THE BESTIARY (poll options)
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pangur-and-grim · 5 months
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memento mori
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2. relics, but with extinct animals in place of saints
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3. memorial portraits
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4. pre-historical children's drawings
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5. scientifically inaccurate bestiary art
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6. close-ups from the Tapestry of Flowers and Animals
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7. fossilized soft tissue
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8. bad taxidermy
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9. Ukiyo-e cats
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10. cave drawings
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fox-teeth · 7 months
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After it's MICE debut, Basilisk is now available in my online shop!
Basilisk is a 5-color risograph minicomic inspired by medieval bestiaries, hand-printed and assembled by the artist. Limited copies, ships worldwide.
Click here to buy a copy.
Click here to read a sample of the comic.
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sprintingowl · 24 days
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Dead Beats Crowdfunding (4/3/24 - 5/3/24)
As of right now, Dead Beats is live on kickstarter!
Dead Beats is a horror brawler ttrpg inspired by things like Devil May Cry, Jujutsu Kaisen, and DOOM. Take on the role of a down-on-your-luck loser who fights demons because no one else will.
Gameplay-wise, you pull from a deck of cards instead of rolling a die, and this allows you to do things like count cards, mark cards, and change what's in your deck.
You also take multiple actions per turn, pulling from the deck after each one, and only drop your combo when the pulled card + your stat is lower than a certain threshold.
Also there's a bunch of weapons with upgrade trees, a skill system and combat arenas that utilize it, a full bestiary and three scenarios, and an outfit mechanic where what you wear determines how you fight.
Check it out below: https://www.kickstarter.com/projects/rodreel/dead-beats-0?ref=7y4g3k
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sugareey-makes-stuff · 6 months
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Sterek Canon-Divergence: Time’s Up (aka a demon deal)
Derek has always wanted a normal life. A good and peaceful one. He has all of that now: a steady job. A home. Family and friends. Pack. And Stiles. Now that Derek finally has Stiles as his mate and anchor, Derek doesn’t need anything else. But it’s easy to forget about the deal he’d made ten years ago, just after the fire. He’d been so lost and desperate back then. The beautiful demon had been clear about her terms: anything and everything he could imagine in exchange for his soul. Nothing more. Nothing less. It’s a new day, but Derek’s time is up. The hellhounds are waiting. They’re nothing like Parrish’s kin, and they’ll keep coming after him until they can drag him to Hell. Until Derek gives in and makes the ultimate sacrifice. (As if Stiles would ever let that happen. Stiles plans on staying with Derek to the very end, for better or for worse.) ___ Oh, look! I made another moodboard! This is for @sterekweek-2023's Day 5 theme: Sacrifice. I love me some good supernatural mythology and lore. One of my favs are demon deals and hellhounds, and what people would even do to make a deal in the first place. Oh, and what they would do to break their promises (if they can even get away with that). I'd like to think that anything is possible though. Maybe Stiles finds some loopholes in Derek's demon contract. Maybe there's something in old Latin tomes or the Bestiary that can destroy the terms. Who knows! [If you do want expand on this world and make a thing, feel free! And I'd love to be tagged to see what you come up with!]
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maniculum · 4 months
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scorpion in the 'buch der natur' by konrad von megenberg, alsace, c. 1440 (Stuttgart, Landesbibl., Cod. med. et phys. 2° 14, fol. 243v). interesting detail: the german text starts with the typical description of the scorpion as a snake with a pretty woman's face. over this passage, somebody added in latin: "non est ita" = "it's not like that". lmaoo. a paradigm shift. to ME
[Image ID: an arthropod with some odd tripartite mouthparts, a sort of neck raising its head from a beetle-like body, eight legs that end in pincers, a row of nodules along its back, and a fishhook-like tail. It is shown in an outdoor scene that makes it look gigantic.]
(Sorry for the delay on this. I've had deadlines keeping me busy, but they're done now and I'm trying to catch up on various things that fell by the wayside.)
Some remarkable stuff here. I absolutely love someone writing "it's not like that" over the description, and I really have to wonder (not that an answer is likely forthcoming) about the context. On one hand, the idea that someone is just straight-up (correctly) disputing the claim that a scorpion is a serpent with a woman's face is pretty funny. On the other hand, I also like the idea that this comment is meant to be juxtaposed with the illustration: "hey, I'm not sure if you've noticed, but the giant rampaging monster you've drawn here does not have a woman's face. it's not like that."
Also, I know the scale is often not meant to be representative in these illustrations, but wow that's a big scorpion. We're back to prehistoric vibes, but this time our scorpion looks more like an actual dinosaur than any other thing I can think of. I suppose that's just my only referent for an armored creature of that size. It looks like it's a serious challenge for 4-6 mid-level adventurers.
No idea what's going on with those mouthparts, also. They need to be acknowledged, but I don't know what to say about them.
Anyway, points:
Small Scuttling Beaſtie? ½, definitely looks like it scuttles but is not small in the least
Pincers? eight on the ends of its legs rather than as a separate pair of limbs, but sure, ✓
Exoskeleton or Shell? ✓
Visible Stinger? ✓
Limbs? 8
As for vibes, I am enjoying this one. I don't want it to be near me, but it has a certain majesty when observed from a distance. Like this:
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Yeah, we're still on the dinosaur comparison. 4 / 5.
And that means that this is officially the Best Scorpion So Far, coming in at a total score of:
8.3 / 10
Our bestiary illustrator was so preoccupied with whether or not they could, they didn't stop to think if they should. (They absolutely should.)
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Roleplaying Races 15: Orang-Pendak
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(art by young920 on DeviantArt)
And so we come to the final entry of the week, and it’s a First Edition ancestry that… well, I kinda thought was lame when I first saw it.
I don’t think I can be blamed though. After all, the orang-pendak are a species of sapient primates (already done with the vanara) that are based in part on folklore of ape-people living in the forest (also vanara) that are only really set apart by their small size with surprising strength and their unique aversion to riding on mounts or in vehicles. With only that bestiary entry to go off of, it’s easy to see why they’d be another bestiary-orphan ancestry.
But is there more to them? Certainly!
In the real world, orang-pendek (so glad to have validation that spelling it with an ‘e’ is ok) are beings from Indonesian folklore, specifically Sumatran, where the people have stories of the “short people of the forest”, which were similar to the orangutan, but different, more human-like. Certain accounts from islanders claim they are smart enough to use tools and could sometimes be territorial and violent.
Now, regardless of whether these tales are true or merely folklore based on misinterpreted sightings of orangutans or insular forest-dwelling societies, but the nature of the story has naturally attracted the attention of both legitimate biologists and cryptozoologists alike.
In any case, the Pathfinder version does not list a specific nation in the bestiary entry, but it can be assumed that they are from parts of Tian Xia. Additionally, they are described as a distant relation to sasquatches, and are just as shy and insular.
The orang-pendak are small humanoid apes covered in shaggy fur that ranges from brown to a rusty red-orange. As such, it’s easy to see how they could be mistaken for orangutans or gibbons from a distance. However, their proportions are more akin to a human’s or halflings, albeit with a hunched posture.
They are also semi-nomadic gatherers that only really hunt to round out their diet with protein, and spend most of the time subsisting on the world around them before moving on in order to minimize their impact on their surroundings. Beyond this, they are a close-knit people that are shy and distrustful of outsiders.
Surprisingly strong for their size, orang-pendaks are also empathetic and wise, but their lack of formal education hampers them somewhat.
Familiar as they are with forest terrain, they are adept at climbing and hiding within the foliage.
They also possess excellent night vision.
Orang-pendaks however, become easily unnerved and motion sick when being moved by forces other than their own autonomy, making riding mounts or in vehicles difficult and outright undesirable for them.
Their kinship with the other apes they share their territory with makes it easy for them to get along with other primates.
Their surprising upper body strength also makes them shockingly adept at destroying objects as well.
It’s nice to see a small ancestry that not only doesn’t have a strength penalty, but has a strength bonus, making those small barbarian or fighter builds much more viable. Their wisdom also lends itself well to rangers and druids, or even clerics. On the other hand, however, that intelligence penalty does make arcane magic builds somewhat limited, but the real kicker is their Own Two Feet weakness, which basically makes classes and archetypes with mounts, such as cavalier or samurai, difficult to play without using archetypes that remove and replace the mount with something more useful, to say nothing of the difficulties of overland travel in adventures where mounts or vehicles would be the superior way to travel. Like all weaknesses, however, they can be surmounted.
That does it for this week, and I hope you enjoyed it. This is the second to last time we’ll be able to do this for first edition ancestries, but fret not, I already have plans to continue into 2nd Edition, not to mention continuing to look at species from Starfinder!
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monstersdownthepath · 5 months
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Monster Spotlight: Mngwa
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CR 7
Chaotic Evil Large Magical Beast
Bestiary 5, pg. 173
These terrifying man-eaters are a far cry from their original form found in folklore and fairytale, existing only to kill, torment, and punish a particular person, group, or community which has despoiled or disrespected the spirits of the primeval jungles of Golarion. They are hatred embodied, but it's not an indiscriminate hate. No, each Mngwa is born with a Focus of Hate, a creature or group of creatures (up to and including whole cities in some cases) marked for death by the spirits which crafted the shadowy cat, and its these creatures that the Mngwa focuses its wrath upon, ignoring all else unless its murderous spree is interrupted. The Mngwa always knows the exact distance and direction of the closest Focus of Hate, unerringly tracking them so long as they're not shielded by any effect which could block scrying... but a Mngwa is not a stupid, mindless beast. If its focus is shielded magically, then it will track them mundanely, following their scent and the trails they leave behind, stalking them from the shadows when they believe themselves protected, with even the prepared and paranoid often ill-equipped to spot the prowling beasts until its fangs are tearing through their throats.
When I say that Mngwa are nearly impossible to detect in the darkness, I say it completely without exaggeration. Their darkened pelts give them a +23 to Stealth checks when in forest or jungle terrain, and their Jungle Stealth allows them to utilize their full 40ft speed without compromising that intimidating number. They have a constant Feather Step effect allowing them to ignore difficult terrain entirely, and can use both Chameleon Stride and Pass Without Trace at will, the former bringing their Stealth to +27 and making them nearly invisible unless you're standing right next to them, the latter allowing them to evade any attempt to track them without magic. Not that tracking them would do much good, because these beasts are Creatures of the Night and literally stop existing when the sun rises (and are rendered temporarily powerless by Daylight and similar), reappearing near the site of their creation the next night with the benefits of a 15th-level Heal spell nursing whatever wounds they sustained and allowing them to continue their reign of terror.
But doling those wounds out in the first place is difficult, as one must survive the surprise round. As one may expect from a big cat, a Mngwa that has spotted its prey prefers to get the jump on them, which it almost always will, sometimes even allowing its prey to fall asleep first just so it drag away and dispatch the weaker and more vulnerable first like the horror movie monster it is. Once the redshirts are gone and people start staying awake every night, Mngwa charge in with Pounce, allowing them to make their Full-Attack which, predictably, is a Claw-Claw-Bite. The bite deals 2d6+7 damage, while each claw deals 1d6+7 and inflicts 1d6 bleed damage... and all three attacks can Grab onto whatever they hit, and any creature that remains grappled during the Mngwa's next turn can be freely Raked by two additional 1d6+7 + 1d6 bleed claw attacks, letting the beasts swiftly shred anything they get their mouths on. Most creatures targeted by the Pounce rarely survive failing their first Escape Artist check to break its grapple, because that's 6d6+42 damage PLUS 1d6+4 bleed, typically enough to dispatch any creature hovering around 5 Hit Dice even without critical hits.
"1d6+4?" Correct! The Murderous Claws of the Mngwa adds a flat +1 bleed damage to a bleeding target every time they hit, to a maximum of 1d6+7, so even escaping their grapple won't stop the pain, AND it allows the shadow cats to track victims much more easily if they can't staunch the flow. The only mercy offered by the Mngwa's melee is the fact it's got only 5ft of reach, rather than the 10 of a typical Large monster (it still has 10ft of space, though!), so it can only Full-Attack creatures it's standing right next to. Disengaging it repeatedly to force it to step back into melee makes its damage more manageable... provided, of course, you avoided its three grapple attempts when it first Pounced.
Unlike most big cats. Mngwa aren't glass cannons. They have 20 AC and are shielded behind DR 10/Magic, which may as well make them invincible if they're stalking a bunch of level 4 or 5 idiots who have no idea what they've done. Even managing to bypass their DR and cut them down to size does nothing but delay the horror, because so long as the Focus of Hate exists the Mngwa cannot permanently die, returning to life 1d4+1 days later once the sun sets. There are only two ways to prevent the creature's nightly hunts: every single Focus of Hate must die, or the spirits which created the creature in the first place must be appeased somehow.
In the case of the former, depending on what the crime was and how many creatures the Mngwa is focused on, the players may just help the jungle cats in their quest. Of course, ANYONE can be stuck with the jungle's curse, from a dickish thieving invader, to a group of otherwise innocent locals who made a terrible mistake, to the player characters themselves, so this is often not an option. Appeasing the spirits is usually the way to go, so a big part of the Mngwa Mystery is figuring out why it's here, which typically involves finding out precisely who among a crowd it's targeting and getting some answers out of them. Even in a higher-level campaign when the Mngwa isn't a direct threat to the PCs, its relentless inevitability make them a danger to NPCs the party may be tasked with trying to protect.
One way or another, the players have to figure out who it's trying to kill, why, and how to undo whatever they did to enrage the jungle. Mngwa cannot communicate their desires, so some intense detective work is needed! ... Just be careful not to make it TOO intense, or else you may end up with a situation like the most chilling one in it's lore: some unfortunate bloodlines have been haunted by these creatures for generations, the cats passed down from parent to child like a living curse as memories of why the thing is hunting them are gradually lost to time, leaving entire families without the knowledge of why the night itself grows claw and fang to hunt them.
You can read more about them here.
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dnd-smash-pass-vs · 2 months
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I fear we're hurtling rapidly towards "which colour of dragon is the most fuckable?"
I took one day off and came back to 5 notes in my inbox with basically this message XD Give it a moment. They've only had 1 or 2 matches, and usually against something from the loser's bracket or "a horse but it's on fire". Let them have another round to go against something else that's top-tier, we'll probably go down to like 5 dragons by the end of next round. If not, I'll rig the polls next time there's an excess of dragons, like the Pathfinder Bestiary or something :)
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allhailthegodofbugs · 10 months
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An incomplete Bestiary of Bad Customers
1. The Most Important Man In The Universe: This is almost always at least two of the following: White, male, republican, 50+ years old. They will attempt to take control of their interaction with you from the very beginning, despite not knowing how your POS works or what information you need from them. They will bark a bunch of complicated orders, and fume if anything is wrong. If you ask a question, they will repeat the complicated orders, louder, faster, and more angrily. The orders will change slightly every time they say them. They own a car dealership, or do something that is the same as owning a car dealership.
2. The Sales-Guru: They take it for granted that nothing is more important to you than the bottom line of the company. They will bring up past bad experiences they have had at your business, and warn you that you may “lose them as a customer.” They will ask you to explain your corporate policies to them and offer their own proposed adjustments and addendums. They have a “grindset,” which is something that can develop when a hernia forms in the brain. There is no hope for them.
3. The Miserable Old Person: They have had a bad life and therefore assume they deserve compensation from everyone they meet. There is nothing you can do for them. Eventually, death will take them and in the spring, the magnolias will blossom and the bees will bustle among the flowers.
4. The Paranoiac: They are distrustful of all institutions, excepting perhaps Alex Jones, Glenn Beck, or whatever Youtuber they like. Much like #3 they are aggrieved by nature and will therefore request special treatment as a form of reparation. Because they are intensely aware of the interconnectedness of all things, you will assume in their mind the role of Avatar of Everything Wrong With This Country if you are unable to accommodate them. They will likely need to speak to a manager. They do not tip.
5. The Shitty Teen: The Retail Customer variety of Shitty Teen is not noticeably different than other varieties of Shitty Teen, but no less annoying. If you can, be patient - almost 90% of Shitty Teens eventually become Normal Adults.
If you see another species in the wild, feel free to add below!
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christiansorrell · 3 days
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Tacticians of Ahm - Monthly Update #2!
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Full spread art by @helenacore depicting Early Graduation's opening field exercises!
Greetings Tacticians!
Tactician of Ahm's Monthly Update #2 is finally here! With it comes the early access version of the setting book, The Ahmian Almanac, which features its first sample region of Ahm, showcasing the style and structure of setting book I am hoping to create with the Almanac. The book will feature lore and locations, of course, but it will also feature more in-depth maps, new NPCs, unique equipment, a complete new Class, and more! I want to create a book that it as much a sourcebook chock full of new things for GMs to bring to the table as it is information about the world of Ahm and inspiration for adventures.
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Thanks you so much for the continued support of and engagement with the game! I used more of the raised funds to commission more art from Helena Santana including a new, full-spread art piece for Early Graduation (at the top of the post) and a piece of Dekkin Von Lopesbane character art (also for Early Graduation). Plus, I've worked with Jean Verne on a second preview spread (see above) of our planned look and feel for the game's final layout, this time utilizing some of Helena's awesome art from Monthly Update #1!
Because of my delay of this update (it was originally slated for last month) and the update overall being smaller than I originally was hoping, I am delaying this month's price hike on the game so if you enjoy Tacticians of Ahm now is still a great time to get on board! Tell your friends to do the same! Next update, the price will rise by $5 USD and that will continue apace (barring unforeseen delays like the one I suffered this last month, of course).
Lastly, I recently ran the opening two hours of Early Graduation over on The Weekly Scroll. Check it out if you'd like to see the game in action and see how I run it as the GM!
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PATCH NOTES - v0.8.3
Tactician’s Textbook
Clarified Conditions to apply until the end of target’s next Turn (as opposed to confusing wording regarding Rounds).
Renamed “Shield” Condition to “Ward” to avoid having the same name as a shield, the piece of equipment and updated relevant uses throughout the text.
Ward condition now explicitly blocks all damage AND any/all Conditions while in effect.
Updated Mage Ability - Barrier to include “May be cast on self (1 target maximum per use)”
Added clarifying text to Shields in Equipment section: “(does not block Conditions)”
Added clarifying text regarding applying multiple Conditions to a single target: “A target may suffer one or more different Conditions at the same time. If a target currently has a Condition, they may not be affected by that same Condition again (nor does it add turns of effect to the current Condition) until the current instance has ended.”
Gamemaster’s Guidebook
Added Boar (EL1) to Bestiary
EARLY GRADUATION
Added a massive new piece of art from Helena Santana to the title page, depicting the Tacticians sparring with Imperial Army soldiers during the Field Day exercises!
Added Boar (EL1) to “BATTLE: Wolves in the Woods” and adjusted combatant numbers at various party sizes to more accurately reflect typical intended difficulty.
AHMIAN ALMANAC (NEW!)
Lake Traecine region added, includes the following:
5 Major Points of Interest: New locations for your Tacticians to travel to and explore!
20 Calls for Aid: Adventure hooks and strange happenings across the region!
1 Class: New classes, accessible only to Tacticians who prove their worth!
11 Abilities: New combat skills, taught to those favored by a certain faction!
2 Enemies: New combatants, unique to the specific region or faction!
2 Relics: New guarded/lost pieces of equipment, be they mundane, magical, or corrupt3d!
2 Factions: New groups, wielding political, cultural, or magical power!
1 Shop: A New specialty establishment carrying new and rare items!
4 Characters: New NPCs for your Tacticians to meet, interact with, and fight alongside!
More detailed (placeholder) map of the region with travel paths!
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