A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Dwarf in the Playground
     
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    Default Fatacor at large

    After realizing that Epimicyia didn't exist in a vacuum I decided to share all my draft on Fatacor, in the hopes that someone with geological and geographical knowledge would read it and willingly help me make it more sense.

    An island in Promiciyia's adjacent archipielago of 600 islands is the centre of government from which Promiciyia is governed all the way to Promiciyia's other shoreline, which leads into a vast ocean without any islands of note, from this island the archipielago itself is also governed, the offshore islands. Promiciyia has Oathham's Ski Lodge, Oathham Woods, Oathham Bay, mangrove swamps, hot springs and, most importatly "Oathham's Bayside Military Remand for Promising Girls", its considered remote and backwater by "the civilized nations of the world" but "Oathham's Bayside Military Remand for Promising Girls" is a boarding school/prison for troubling female youths learning discipline, magic, ninjitsu, espionage and assassination and honing their natural gifts (there's a monster mash involved to some extent). There is debate whether Promiciyia is the largest island in its archipielago or a small continent.

    We know that it has an area of 2678148 km2 (Promiciyia that is), the central continent's antipodes. Its archipielago of 600 islands (588 islands with an area of 144519 km2, each, its rumored that they are fossilified organic spaceships from a foreign fleet that has been caught in place set 47 km apart from each other, all other islands are set 66.69 km apart from each other)

    Somewhere in Fatacor you find Luciandar, the sunless kingdom, a stygian subterranean land of Venice-styled waterways, probably beneath Epicimiyia, lonely sites of power scattered across a maze of corridors, these shrines may need to be visited to prevent horrible events from occuring or to gather power to unset tyrants… Some parts of Luciandar are ruins of fantastic danger, magic and wealth.... The subterranean kingdom is also known by its personification, Father Luciandar or Pere Luciandar, a god that walks among mortals, and his underlings, the dragons... And the ores, slimes and gelatinous cubes that shine bright inside which earnt it the name Luciandar, and last but not least, the aboleths, illithids and kuo toa that multiplied when the catastrophe took place. Subterranean beings consider that the world was shaken by a cataclysm of unimaginable power recently and only the smallest shreds remain, survivors need to put things back together, many have moved to the surface, all because of a combo of the onslaught of evil and a climatic event.

    There is also Metaustra, 62.7% is tundra, a large igneous province, where lakes and glaciers cover 14.3% of its surface; only 23% is vegetated, a subarctic place rich in volcanism, the place has an area of 390154 kilometers square. A southern polar land inspired in the mythical hyperborea (not on Conan's hyperborea).

    with 14200000 km2 there is Grafartne, a tropical continent of rainforest and tropical grassland.

    3045885 km2 Ifitiglia: Cold forest on the friendliest, northernmost end, to low-lying boggy terrain that does not completely thaw each year leaving a layer of permafrost several meters below the surface on the other end. Natives are marine merchants.

    Pentagon shaped, area of 1550000 km square, 950 km side, Pandashaeyz: Lush grassland, hills and valleys (irish style)

    14706125 km2 is the surface area of Gromplastnia: Arid desert (a floating sandblock, a cube with 245 km on anyside, and a volume of 14706125 cubic kilometers) which orbits the planet at 350 meters above sea level, there is another arid desert, a wasteland, which is similar but lacks sentient inhabitants besides an inordinate number of beholder ghosts and some still living beholders)

    The distance between insular regions is 66.69 km between each of them and the closest adjacent other such place.
    Last edited by gnomish dwelf; 2021-12-21 at 03:02 PM.
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  2. - Top - End - #2
    Dwarf in the Playground
     
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    Default Re: Fatacor at large

    Epimiciyia is the main continent and it has no powerful empire that has ever united the central culture leaving a world littered with hundreds of counties, baronies, estates, principalities, and city-states. There is strife between rivals and neighbours and shifting alliances
    Part of Epimiciyia is the homeland of the barbarians. The main parts has an area of 42044000 km2. It has 3344000 km2 of Temperate forests and plains (main setting), the tropics, 30960000 km2 of hot arid desert (main setting), place known as great thirsty place, this is the northern desert, longer from east to west than from north to south, then there is 5040000 km2 of hot arid desert, known as the little devil, this one is a southern desert, longer from north to south than from east to west, at one of its ends, either north or south, it has 2700000 km2 or more of warm, dry semi-arid grassland savannah of extensive low-lying shrubs, dwarf trees and brambles and thickets, experience desert-like condition on a seasonal basis with craters that have temperate, humid grasslands permanently... In the great thirsty place and/or the little devil we get we get efreeti, necropolises, a floating chunk of a magma and athasian beasts

    The land's main "continental raceme" is a supercontinent that has Ifitiglia, Pandashaeyz and, on opposite directions, Epimiciyia and Promiciyia, all branching out from a common base, each of these 4 as peninsulas (think scandinavia). Tuigghia is the name of the transcontinental mountainous region from which the four continents spring forth.
    There also three great islands:
    Miciyea, Khirkhekhz/Jirjejz and Kallithzayre. Each island's area (Miciyea, Khirkhekhz/Jirjejz and Kallithzayre) is 1374881 km2.

    Pandashaeyz has great tracts of the world are unknown, civilization stops at certain point after which vast stretches of monster infested wilderness follow, settlers and fortune seekers flood into the region while the native creatures/societies which are threatened by the growth of civilization may strike back

    Promiciyia contains one of the first projects in international cooperation, Oathham's Bayside Military Remand for Promising Girls

    Of note:
    Epimiciyia has
    Triple landlocked kingdom:
    No major bodies of water exist in the kingdom, although minor lakes (1 hex or less) and rivers may still be common.
    Doubly landlocked kingdoms:
    The kingdom has no exterior seacoasts but includes a major body of water, either completely surrounding it or sharing it with another nation. The borders are probably formed by mountains, rivers, or other prominent terrain features. The kingdom features 1d4 major lakes, each 4d6 hexes in size.
    Landlocked kingdoms:
    The kingdom has no exterior seacoasts but includes a major body of water, either completely surrounding it or sharing it with another nation. The borders are probably formed by mountains, rivers, or other prominent terrain features. The inland sea is 6d8 hexes in extent on the kingdom map.

    Triple landlocked kingdom:
    The kingdom has no exterior seacoasts but includes a major body of water, either completely surrounding it or sharing it with another nation. The borders are probably formed by mountains, rivers, or other prominent terrain features. The inland sea is 6d8 hexes in extent on the kingdom map.
    Doubly landlocked kingdoms:
    The kingdom has no exterior seacoasts but includes a major body of water, either completely surrounding it or sharing it with another nation. The borders are probably formed by mountains, rivers, or other prominent terrain features. The kingdom features 1d4 major lakes, each 4d6 hexes in size.
    Landlocked kingdoms:
    No major bodies of water exist in the kingdom, although minor lakes (1 hex or less) and rivers may still be common.

    The Flying ocean or Cloud Sea has 20 faces and is an extradimensional pocket of the Water elemental plane caught in the prime, in Fatacor. 262 km on each side, 39237190 cubic kilometers in total... 592800 km2 or km something are relevant to it just because.

    Then there is Firestone which has 12 Faces and is an extradimensional pocket of the Magma paraelemental plane caught in the prime, in Fatacor. 262 km on each side, 39237190 cubic kilometers in total... 592800 km2 or km something are relevant to it just because. 2219728 km2 or km something are relevant to it just because.

    Last yet not least there is the purity bubble which has 8 faces. Ab extradimensional pocket of 66283250 cubic kilometers (520 km on side). 934785 km 2 or km are related to it somehow.
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  3. - Top - End - #3
    Dwarf in the Playground
     
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    Default Re: Fatacor at large

    for some reason i noted:

    Geyserite, or siliceous sinter, is a form of opaline silica that is often found as crusts or layers around hot springs and geysers. Botryoidal geyserite is known as fiorite. Geyserite is porous due to the silica enclosing many small cavities. In May 2017, evidence of the earliest known life on land may have been found in 3.48-billion-year-old geyserite uncovered in the Pilbara Craton of Western Australia.
    icosoku
    Surtsey, one of the youngest islands in the world, is part of Iceland. Named after Surtr, it rose above the ocean in a series of volcanic eruptions between 8 November 1963 and 5 June 1968. Only scientists researching the growth of new life are allowed to visit the island.


    The sea is threatened by merrows, sahuagin and scrags, but merfolk, sea elves and tritons oppose them
    kapoacinths with stone golem powers and their leaders with medusa powers and the leaders of their leaders with vampire powers rule the inland seas and lakes, koalinths are found in rivers

    the people here are aware of planewalking and spelljamming, communication, trade and travel is maintained with civilizations from other planets and other planes, just certain levels/groups within the society have the power for this, and extraplanar foes appear in the kingdom to cause mischief and reek havoc, likewise hostile spelljammers are occassional threats.

    Fatacor's demographics:

    high elves, ebony elves (wood elves and gray elves), sea elves (fire elementalists), drow (gray skinned, venerate snakes, not spiders) and other elves form 25.23% of the sapient non-evil population. In Fatacor there are 52 478 400 000 elves, in its great moon there are 48 189 300 000 and 199 317 000 000 inhabit the rings of Fatacor (like saturn's rings but with air bubbles like spelljammer)
    Then high half-elves, ash elves (ebony elves and sea elves and humans), half-drow (gray skinned, venerate anurans, not snakes), half-avariel and other humelves form 21.46% of the sapient non-evil population. Fatacor has 44 636 800 000 humelves, the great moon has 40 988 600 000 and the asteroid belt has 169 534 000 000.
    Forest dwarves, sullen dwarves and mountain dwarves as well as other dwarves add up to 20% or 41 600 000 000 fatacorians, 38 200 000 000 inhabitants in its moon and well an amount of 158 000 000 000 dwarves for the asteroid belt or ring around Fatacor.

    Humans can be psionic or not, orange to red skinned, red skinned to white skinned, white skinned to black skinned, black skinned to blue skinned or blue skinned to purple skinned, but they have three cultures; stout humans, sylvan humans and psionic humans (which sometimes have polyoculy, meaning they have three to six eyes and are pentachromats or hexachromats), these expanded human breeds make 15.3% of the sapient non-evil population. Humans number 31 824 000 000 individuals in the planet (about a third are stout, a third sylvan and a third psionic), 29 223 000 000 in the moon (about a third are stout, a third sylvan and a third psionic) and 120 870 000 000 in the ring (about a third are stout, a third sylvan and a third psionic).

    High mountain dwelves and underhill dwelves, both which dwell in forested territories as well as other dwelves make 6% of the sapient non-evil population. 12 480 000 000 dwelves for Fatacor, 11 460 000 000 dwelves for its great moon and 47 400 000 000 for its rings.

    Tinker, spriggan and rock gnomes as well as other gnomes also make up 6%, they are 12 480 000 000 gnomes for Fatacor, 11 460 000 000 gnomes for its great moon and 47 400 000 000 for its rings.

    All these have culture and technology from the late middle ages with exceptions, they hace muscle-powered weapons and heavy armor at its height, merchant class grows in importance breaking the system of lord and vassal. Craftsmen and trade guilds start to form, moving power to towns instead of noble estates. More land is cultivated. Handgunne and arquebus may be available, long bow is.
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  4. - Top - End - #4
    Dwarf in the Playground
     
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    Default Re: Fatacor at large

    By contrast other groups suffered a step backwards from the advanced military engineering and siegecraft of their past, balkanization lead to tribal loyalty and fealty to warlords, intensive agriculture is limited with animal husbandry being used more, study of tactics and maneauvers fade as crude warbands become the standard military unit. This is true of the therianthropes which make up 6% of the sapient non-evil lifeforms, you get 12 480 000 000 therianthropes for Fatacor, 11 460 000 000 therianthropes for its great moon and 47 400 000 000 for its rings... All kind of therianthropes exist but these are unified in culture and disposition (natural therianthropes are not necessarily evil, cursed ones or infected turn true neutral and are dangerous in animal form, hengeyokai are considered therianthropes). Unlike alien therianthropes these therianthropes dwell in lonely woodlands far from humanoid communities, favoring remote hollows, misty valleys and bubbling bogs. They are found in any warm, temperate environment. These therianthropes do not favor the wilderness lairs that some alien therianthropes prefer, even though they live apart from humanity. Instead, their lairs are typical country shanties or hidden cottages that rural humans build, with sagging porches and tilting smokestacks, but they are not against inserting these constructions into comfortably furnished cave complexes; in either case their homes are filled with typical human comforts. Bachelors and bachelorettes are solitary in regard to their own kind. They are hedonistic, playful and thrill seeking.
    Female therianthropes may serve their vanity by mesmerizing humanoid males. Those males become doting companions but are treated with all the hospitality that the therianthrope can muster, dwarves, gnomes, or halflings are never given that privilege, unless they accidentally contract this unusual strain of therianthropy they will be pushed back to wherever they came from and abandoned there. Regardless of sex, these therianthropes think little of demihumans and humanity, except as an incidental amusement when they find a lone victim to their pranks. Anyone traveling through backwoods should keep in mind that these therianthropes will waylay the lost or nosy travelers who stumble through their territory and make them return from where they came, unaware of how they ended back there. Creative pranks are usually enjoyed before the poor victim is abandoned to its own luck. Non-elven women and non-human men who are afflicted with this strain of therianthropy undergo a slow transformation that alters their normal form. Over a period of one to two years, the females will become elves and the males will become humans; only their faces and odd marks (tattoos, birthmarks) provide faint proof of their old identities. The animal they manifest as well as the ill curse itself improves the appearance and comeliness of the victim, getting it to much superior standards. Men become handsome by human standards, women become extremely beautiful by elven standards and in this way the therianthropes avoid inbreeding, as they cross with people from any demihuman or human race.
    Therianthropes are give birth to litters of one to four, reach maturity in only a few years. They usually move far away from their parents as they become bachelors or bachelorettes, but as soon as they turn someone else into a therianthrope that serves as perfect mate or as soon as they meet the perfect mate in a traveling therianthrope, they move back close to their parents' home for the remainder of their lives, raising families of their own. As a result, their society becomes close-knit and makes them insular and dangerous social misfits. When two therianthropes form a couple and their parents live far away from each other they try to have them move close to each other, if that fails both sides work hard to make sure they move close to their parents and not close to the parents of their partner, the result of this struggle is as likely to benefit the male as it is to benefit the female. Bachelorette therianthropes are often accompanied by 1d4+1 charmed males. At least one of the males is a fighter (70%) or ranger (30%) of level 1d4+1. There is a 50% chance that any one of the other males is also a fighter of level 1d4. There is a 10% chance that one of the remaining males is a priest other than a druid (10%), a druid (45%), a wizard (10%), a thief (25%), or some other class (10%) of level 1d4. Of her elven or half-elven companions, 25% are multi-class characters. All males who do not fit into any of the above categories are 0-level fighters and elves or half-elves of 1 Hit Die. The males may use such magical items as they possessed prior to being charmed into the therianthrope's service.
    These werebeasts fit easily into a remote stretch of forest. The staples of their diet are fish and wild fruit and they have no major goals or desires aside from pampering themselves and feeding their vanity. Unlike alien therianthropes they are not parasitic monsters lurking among humanity or among demihumans. They are, however, shadowy and particularly naughty forest denizens. These therianthropes are generally content to keep to themselves, but they never tolerate strangers. They have little contact with other similar therianthropes (whom they see as rivals), mundane specimens of the animal they manifest (irrelevant beasts), or alien therianthropes (crude, unattractive, wicked and uncharmable).

    A recently developed culture is the unified dragon culture, the dragons who make 0.002146% of the sapient non-evil population, although many are evil (all chromatics for instance) not all of them are (metallic are good for instance and gems are neutral), there are 4 463 680 dragons in Fatacor, 4 098 860 in the great moon and further 16 953 400 in the flying archipielago, as the river is sometimes called.

    Other groups which suffered a step backwards from the advanced military engineering and siegecraft of their past are the muls (they make 0.002523% of the sapient non-evil population) which can be athasian or polar (polar muls are a mix of humans and either derro or duergar if not both; 5 247 840 muls in Fatacor and 4 818 930 in the great moon and 19 931 700 in the asteroid ring. So is true of the second class citizens, the beast folk. Satyrs, centaurs, lamia, sphynxes, broken ones, mongrelmen, minotaurs, and other similar beings that vary by kind but which share one culture and are only split into clans make 0.002% of the relevant population, there is 4 160 000 beast men in Fatacor, in the great moon its 3 820 000 beast men and finally 1 5800 000 beast men in the flying island ring. The diverse kinds of giants form 0.00153% of it, and they are split between lawful ones and chaotic ones. 3 182 400 giants in Fatacor, 2 922 300 in its great moon and 12 087 000 in the rings of Fatacor.
    Making up 0.0006% you've got the sahuagin who are neither late medieval nor balaknized. Some are neutral evil red skinned sahuagin in open seas, others are lawful evil albino sahuagin in the underground, the former have many chaotic neutral defectors, the later have some true neutral defectors. 1 248 000 sahuagin in Fatacor's water bodies, 1 146 000 in Fatacor's great moon's water bodies and 4 740 000 on those on the rings.

    Illithid also make up 0.0006% and are divided into arcane spellcasters with thieving class to boot, or religious psionicists priests. 1 248 000 in Fatacor, 1 146 000 in Luna (Luna is the great moon and it moves to the astral plane and back over cycles, other natural satellites are the lesser moon or simply, moon, and Lung or ethereal moon, known like that because it turns ethereal and back again) and 4 740 000 in the rings (the rings are lcated between Luna and the other two natural satellites)

    Trolls make up 0.0006% and are split into two factions, one is lawful or neutral evil culture the other is chaotic evil or chaotic neutral culture, 1 248 000 trolls in Fatacor then in Luna 1 146 000 and 4 740 000 in the rings. Kuo-toa make 0.0000005% and can be lawful evil versus chaotic evil... 1040 kuo toa in the waters of Fatacor, 955 in those of Luna and 3950 in the rings, others (including aboleth) are also 0.0000005% in total which makes for 1040 sapient fatacorians, 955 in Luna and 3950 in the rings are also diverse.

    A player character, Har, comes from Ifitiglia near Fatacor's southpole, near the antarctic circle. Ifitiglia has a cold forest on the friendliest, northernmost end, to low-lying boggy terrain that does not completely thaw each year leaving a layer of permafrost several meters below the surface on the other end that touches the south pole... Ifitiglia has an area of 3045885 square kilometers. Any native whose head is like that of a human or demihuman has epicanthal folds in their eyes (they have slanted eyes), these have far eastern names and language, but the minotaurs and other beastmen speak norse and all get norse and celtic classes as available (including those beastmen, like satyrs and sphynxes whose human heads have slanted eyes). Unless I need to write down Har's followers, this is irrelevant to Har at the moment as Har is a fighter, not a berserker, bard, druid, runecaster or the like.
    nonetheless they are basically asian, in appearance and language.
    Military leaders run the land under martial law, elite soldiers and priests of diverse races as well as elven war wizards govern the land... Beastmen are recluded in ghettos, not concentration camps, more like reservations. But some rebellious beastmen, like Har's own, are nomadic, practicing guerrilla fighting against the dictators and working as hired arms to fund their fight for freedom.
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  5. - Top - End - #5
    Dwarf in the Playground
     
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    Default Re: Fatacor at large





    dominant marine race: Sea elf
    major marine race: merfolk
    minor marine race: tritons

    dominant desert races:
    doppleganger
    mongrelmen
    broken ones
    major desert races:
    mul
    halflings
    thri kreen
    desert giants
    minor races:
    shadow giants
    ogres
    trolls
    dragons
    pech
    dominant subterranean races:
    dwarves
    major subterranean race:
    drows
    trolls
    6 minor subterranean races:
    goblins
    sahuagin
    kuo-toa
    dragons
    beholders
    illithid
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  6. - Top - End - #6
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    Default Re: Fatacor at large

    Phyascomoid
    Subterranean
    Very rare
    Multicellular
    Any
    Scavenger
    1d12+12
    Neutral evil
    1
    4
    5+5 (d10 or d12)
    11
    6 (2 per target)
    3-6/3-6
    3.5 to 6 feet tall
    Champion (15)

    Phyascomoid tyrant
    Subterranean
    Very rare
    Multicellular
    Any
    Scavenger
    25
    Neutral evil
    1
    2
    5+5 (d20)
    6
    6 (2 per target)
    3-6/3-6
    5 to 9 feet tall
    16

    Phyascomoids look like palette swaps of 3.5 to 6 foot tall but stout non-sessile fly agarics, with six tendrils growing from below their caps, from the top of their stipe, grouped into three pairs that are about 60° apart. Their caps have purple spots set against a dark green background the same colour as their slimy tendrils, but their bodies are light brown. These neutral evil semifiendish offshoot of myconids come from hellvalley and are mostly scavengers, but will also feed off from any anger, fear, grief, horror and pain they can inflict through torture (using an imprecisely understood psionic power all their own). They hunt in packs of 1 to 3 members, with an intelligence score of 1d12+12 (clan chieftains, also known as phyascomoid tyrants, have 25 intelligence) and a wisdom of 6+1d6 (clan chieftains have 13 wisdom), have AC 4, at first, an phyascomoid’s movement is slow, 6 for the first round, 9 the next, then 12, then finally 15 – and they can keep it up for hours without tiring, they reach these great speeds because they side upon alkalious tetrodotoxin-rich slime built up in their pseudopods and it takes them time to discharge enough slime, this slime is alkaline and caustic (1d4+2 hp dm), 5+5 hit dice (d10 or d12), thac0 11, 6 attacks (2 per corner, 1d4+2 each), spore jets and infection. Despite their great speed their gait shambles sideways. The tip of their tendrils have sensory organs for heat, sound, light, colour and vibrations. Their dexterously prehensile tendrils are elastic and have a range of 1d6+6 feet. In addition to alkaline damage, the touch of the tip of their tendrils might also cause victims to serve as hosts for new phyascomoid growth. If a victim fails a saving throw vs. poison, the individual begins to sprout mushroom-like growths in the infected area. This occurs in 1d4+4 rounds and inflicts 1d4+4 points of damage. The growths then spread throughout the host body, killing it in 1d4+4 turns, and turning it into a new phyascomoid. A cure disease spell will stop the spread through the host. The phyascomoid has some of the episodic, procedural and semantic knowledge of the host. Alternatively, rather than piercing damage with the tip they deliver bludgeoning damage with the side, this knocks down small- and medium-sized opponents who must rise during the next round or remain prone.
    The fungal monster’s tendrils do not only serve as sensory organs, prehensile tools and basic weapons. Each tendril can also emit a jet of spores out of its stinger-like tip to attack dangerous enemies. Large opponents or those who have inflicted damage upon the phyascomoids are always attacked by spore jets. The stream of spores is about one foot in diameter and 30 feet long. Upon striking, the stream puffs into a cloud of variable diameter (five to 20 feet). The creatures under attack must roll a successful saving throw vs. poison or die from infection in their internal systems in 1d4 rounds. Even those who save are blinded and choked to such an extent that they require 1d4 rounds to recover and rejoin melee. Meanwhile, they are nearly helpless, and all attacks upon them gain a +4 bonus to attack rolls with no shield or Dexterity bonuses allowed.
    Different types of weapons affect the phyascomoid differently. Piercing weapons, such as spears, score double damage. Shorter stabbing weapons do damage as if against a small-sized opponent. Blunt weapons do not harm phyascomoids; slashes and cuts from edged weapons cause only 1 point of damage. A phyascomoid saves against magical attacks, such as magic missiles, fireballs, and lightning, with a +4 bonus to the saving throw; damage is only 50% of normal. (Cold-based attacks are at normal probabilities and damage.) Such is their psionic resistance that all spells affecting the brain (charm, ESP, etc.), they possess all psionic defenses and a large pool of PSPs to use them.
    Phyascomoids are edible and tasty once their tetrodotoxin is removed. The detoxifying protein-making and digestion helping components of its makeup as well as the spore bag, the visual organs, and the cuticle of its stipe and pileus, all have tetrodotoxin, however the tetrodotoxin is easily removed (unlike the tetrodotoxin in pufferfish) and the result is said to taste like gray truffles. If their tendrils are cut they regenerate them at the speed of 5 hp/round.
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  7. - Top - End - #7
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    ALLIANCE OF THE NINE ARMIES:
    People’s Lordship of Stonewyrm Halls;
    Shortened name: Stonewyrm Halls
    Demonym: Stonewings
    Classes:
    Dwarves: Berserkers, fighters, priests
    Unfinished
    Democratic Republic of the Treetop Pillow Woods & Cushion Clears;
    Shortened name: Pillow Woods / Cushion Clears
    Demonym: Pillowers / Clearines / Sleepers
    Classes:
    Elves: Barbarians, bards, rangers, shamans, spellfilchers, warlocks, witches.
    Half-elves: Barbarians, bards, rangers, shamans, spellfilchers, warlocks, witches.
    Unfinished
    Gnomish Protectorate of the Forbidden Apple Mines;
    Shortened name: Apple Mines / Forbidden Apple Mines
    Demonym: Apple Guards
    Classes:
    Gnomes: Abjurers, diviners, illusionists, thieves. Buffoon (T/I), Imagemaker (I), Rocktender (druid), Stalker (F/T), Treetender (druid) and Vanisher (I)
    “We mine golden-fleeced apples which contain wisdom-giving youth-giving flesh beneath their golden skin and whose golden skin is magical and tough”
    Unfinished
    Bourough of the Bedleg Pullfolk;
    Shortened name: The Bedlegs
    Demonym: Pullers, Pullfolk
    Classes:
    Goblins/Hobgoblins: Fighter/Thieves
    Unfinished
    Bourough of the Nightstand Meadows;
    Shortened name: Nightstand Meadows
    Demonym: Insomniacs
    Classes:
    Homeblins: Abjurers, Conjurer/summoners, Diviners, thieves
    Unfinished
    Umbrarine Federal Republic;
    Shortened name: UFR, Shadowcoast
    Demonym: Umbrarians
    Classes:
    Half-elves (half human):Bard, Shadow Mages, Transmogrifiers.
    Humans: Assassin/Druid/Necrotheurge/Paladin, Bard, Paladin, Shadow Mages, Transmogrifiers
    History: Originally a forsaken land that scared off all good-aligned beings of the world the shadow coast was both a no-man’s land and a no-go zone for all until a fateful day when a hero arose in the human ghetto of Faria, inside Hynea, an ancient now extinct evil dwelven empire, he earnt a living as a jongleur on the streets of the district of Faria but he couldn’t stomach the abuse he saw the stench dwelves gave his fellow humans and, ocassionally, other demihumans and humanoids or even animals. His strict sense of justice caused him to interfere when a high ranking general tried to punish a woman for accidentally staining his clothes, when it was actually his own fault, this was made worse because the general was trying to punish her with rape, the insulted jongleur attacked the general, killed him and fled, when he was found only the king spared his life, the jongleur was entertaining he thought, If he could kill his general, a powerful priest, warrior and wizard, then eh would also provide good entertaintment as a gladiator, which he did, until he found his match that only failed to kill him because a heart attack intervened and the king’s sorcerers determined that a curse too strong for them to defeat was responsible, no longer interested in this human but thinking he was still worth something and desiring revenge on the servant that had cursed his would-be newest champion, the king searched for this “traitor” and offered the “traitor” redemption, he had to get the jongleur to the best bidder and return with the money, but a series of magical items would ensure he did as instructed, whoever bought the jongleur would earn a bonus if they did as the letter carried by this stench dwelf ordered to, however the letter could only be read by the buyer and it ordered its reader to kill the messenger. Having heard of the great riches of the spider dragons from shadowcoast this “traitor”, a powerful invoker, priest and thief,the “traitor” chose venturing into those land thinking he could both get some wealth from the place and make a good sell if he found a spider dragon smart enough to enjoy the jongleur’s talents. He was not exactly wrong, a spider dragon did found the jongleur entertaining and worthy of a good payment, then, the spider dragon told the messenger that he could retire his offer and still get the jongleur, all he had to do was kill him, the messenger had recognized the symbols in the chest of holding he had been given as an enchantment that makes matter teleport so he had reasoned both him and the chest would teleport to Hynea’s Royal Palace, along with the jongleur, if betrayed by the client, he told so to the spider dragon, but the spider dragon was not a creature of tales and instead of a hypothesis he preferred an experiment and a conclusion, the messenger barely made it out of the spider dragon’s adhesive and toxic exhalation, whereupon he remembered the letter and told the dragon about it, unaware that it would only make things worse, the spider dragon smiled, then he pretended he would leap on the messenger and exhale on him again, but instead he swiped his tail and hitting him from the back knocked him into a wall next to a stalagmite, it is hard to tell what killed the dwelf, whether the strong hit his skull had against the wall, crushing his brain, or the stalagmite that pierced through his heart and above. In any case the jongleur was now the spider dragon’s new toy. The jongleur used that time to study all the lore in the dragon’s hoard and between what he read and what the dragon told him he found out about the powerful warrior priests unique to humans that brought light upon the darkness and he dreamt with the day one would rescue him, and it happened, his dreams had not been mere longing but true prophecy because although he never saw a clear image in his dreams, a paladin did rescue him, but to his surprise the paladin was a woman, a paladin who had gone there to track down the spider dragon that had killed her family and destroyed her hometown, but paladins, she told him, are not meant to act on revenge, she was allowed there only because she was told the tool to save the shadowcoast was in the dragon’s possession, the jongleur was dumbfounded, he was sure he knew everything there was to be known about the dragon’s hoard and thought none of its treasures was powerful enough to sanctify such a cursed place. Nonetheless he agreed to help carry the treasure to her superiors, yet this proved an impossible task and they had to settle with hiding it where no other spider dragon could get hands on it, where enchantments would guard the treasure until the paladin returned with priests and paladins willing to take the necessary risks, since the denizens of the shadowcoast back then were wicked beyond redemption or too scared to help anyone that fought the status quo. They didn’t left empty handed however, the best weaponry and armour in the dragon’s hoard was in their possession. Once back with the paladin’s church the still young jongleur told his story to the priests of Unralgka, the land and goddess that the priest venerated. Unralgka’s priests took the jongleur under their protection and accepted his request of teaching him how to be a paladin under the condition that he showed loyalty to Unralgka (both land and goddess), Unralgka’s ethos, Unralgka’s people and Unralgka’s priesthood, and also her knights. The jongleur proved to be a fast learner, he mounted an an expeditionto rescue the humans from Hynea but failed and him and some of his men barely made it back alive. Those that did decided to check advice from an oracle, the oracle told them that until light came to the shadows there would be no peace for Hynea’s humans. A sage well aware of the treasures that had been rescued from the spider dragon and now kept by Unralgka’s clergy interpreted this to mean that they had to carry the Orb of Light into the Spider Dragons’ Nest, a city unique among all cities in that it is inhabited by Spider Dragons, despite Spider Dragons being, for the most part, solitary creatures. No one knew where it laid and many believed it did not even exist. But the jongleur (Peasant hero)/Paladin (Gladiator) and his mentor, the female paladin that had saved him (a paladin/noble warrior) thought that if they had the means to save the shadowcoast by bringing light upon it and if they could also save Faria in the process it was worth trying. Undaunted by the task at hand they set forth with other paladins, priests and allies. The sage had been told them that in the nest laid an egg made of pure shadow from which all spider dragons were born, the inhabitants of the nest were hatchlings and mothers, when a spider shadow wanted to mate the female would court the male, but after fertilization they would kill the mal and feed him to that egg after regurgitating him into it, along with the corpse the zygote would come and the shadow would nourish him, however the shadow egg would also cause the whole shadowcoast to be caught in darkness and evil. Unless the orb of light were thrown into it and thus both where destroyed by each other’s interference, in a powerful explosion that made the mission suicidal. The paladin was willing to go to any length to do it, so was his mentor. They went on their mission and faced several perils. Love grew and as it was becoming a may-december romance the mature woman stopped the young man; female paladins of Unralgka had to be celibate because Unralgka herself had not yet found love or anyone to lust for. Eventually they found the Spider Dragons’ nest but before they could throw the orb of light into it a spider dragon ensnared it inside her toxic adhesive saliva and proceeded to impale the elder paladin with his elastic spearheaded tongue. Knowing that the orb of light was also a healing device the desperate rookie took the first opportunity he had to throw it into the shadow egg to throw it into his mentor, he did it instinctively and it worked, she was alive once more, she asked him why he didn’t throw it where it had to go, they still have a goal to achieve and she will die anyway, he answered that even if they lost their status as paladins he couldn’t let her die without them sharing a final kiss. She complied and as they kissed a bright light shone on the place and the egg was made invisible for a moment. In the light both paladins saw each other and she spoke with a divine voice, Unralgka lives in the body of all her people, she says, and it was that side of her the one that fell in love with him because her, Unralgka, realized he had more in him that it was made obvious, he hid the most beautiful darkness, and now she understood, it was him the one who would save the shadowcoast, the oracle and the sage had gotten it wrong, as well as her former human incarnation, it was him the treasure meant to save the shadowcoast, his love for her and his pity over the suffering of others was what would purify that land. Only him could purify the shadow egg of all the evil the spider dragons brought upon it. The paladin was not sure if the goddess was right but he agreed to throw himself into it for sake of his love for the goddess and for the mortal she possessed. Yet he still had to try using the orb of light, so he hold it against his chest and run into it barely avoiding the attacks of the spider dragons, spider dragons of all ages attacked him now, even the youngest and weakest hatchlings who had survived only because they had kept themselves at bay up to then, it was a desperate battle of self preservation. And he threw himself into it. A bright light shone, the shadow egg had actually destroyed the orb of life but it had been unable to harm the paladin who had merged with the shadow egg and also absorbed the orb of light’s energy. The nest was destroyed and the surviving spider dragons prayed for him to save them from extinction, no longer Unralgka’s paladin but now a god himself the ascended man offered purification if they followed his ethos and also if they saved Faria’s humans. Ever since then Spider Dragons have been lawful neutral servants of Unralgka and protectors of the shadowcoast’s humans. But the paladin became one with the shadowcoast, it retained the darkness it had, but it got purified of all evil thanks to his love for Unralgka. But as a god of an specific land he could no longer go to his lover, only through his priests and paladins and from then on the female paladins and the female priests of Unralgka were allowed to marry, but only if they married a male priest or male paladin of Lord Umbraire. However every lunar eclipse and every solar eclipse a land bridge emerges uniting both lands, it is considered the most holy place to priests of both faiths and marriages celebrated there are the most sought after since they are blessed by those deities, a child of such a union is blessed and so are those that married there, and so are those lucky enough to see Unralgka and Lord Umbraire kiss in the horizon (because no one has ever been able to see them up close, as you approach them they are pushed away from you, like the horizon itself, until they vanish if you moved too close into the sea, but if you turn your back, you see them again, and you can follow them back and forth in this way, but never reach them).
    Unfinished
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  8. - Top - End - #8
    Dwarf in the Playground
     
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    Great Hunters’ Empire of the Wounded Wilds;
    Shortened name: Wounded Wilds Empire
    Demonym: Wounders
    Races: Orchen Sages, orcs, ogres
    Classes:
    Orchen Sages: Amazons, Assassins, Barbarians, Bards, Berserkers, Clerics, Demipaladinoids (Samurais), Druids, Monks, Ninjas, War Wizards.
    Orcs (Orogs): Barbarians, Berserkers
    Ogre mages: Amazon Sorceress, Assassins, Clerics,Demipaladinoids (Samurais), Druids, Myrmidonian, Mystic, Ninjas, Wu Jen
    History: Long ago several tribes of orcs and orogs inhabited the Wounded Wilds and constantly raided adjacent lands, one day a band of them conquered a port city and drove the elves that lived there into the seas, the tribe settled on the port for a short time and considered leaving it to go back to their land and then attack other lands, but their chieftain’s shaman foretold of the fold of the tribe and fearing it would come from the hands of the escaped elves they repaired the remains of the elven fleet, upgraded minor vessels available and made their own, they sailed to search for the elves they had frightened away from home and sought their extermination so the orcs may prevail, however they stumbled upon an island inhabited by ogre mages that were on a verge of collapse due to overpopulation. Seeing the event as a gift from the gods the ogre mages slaughtered the orcs leaving only the orogs alive and force the orogs to guide them to their lands, the orogs returned to the Wounded Wilds as harbingers of doom to all that lived there, the ogre mages soon conquered that land and over the generations the hybrids of ogre mages and orogs outnumbered the conquerors and the conquered, as for the elves that were driven away, they settled as refugees among the umbrarines, over the generations only their humelven descendants remained.
    Unfinished
    Resting Necropolis Von Grimoriaburg;
    Shortened name: Von Grimoriaburg
    Demonym: Transmogrifaires (Transmogrifairian)
    Races: (Living and undead); Centaurs, Dwarves (deep, gray and mountain), elves, gnomes (Forest gnomes, Minoi, Rock gnomes, Spriggan and Svirfneblin), half dragons (half dwarves), half dragons (half dwelves), half dragons (half elves), half dragons (half goblins), half dragons (half homeblins), half-dragons (half humans), half-dwelves (half gnomes), half-dwelves (half homeblin), half-dwelves (half human), half-gnomes (half dwarves), half-gnomes (half dwelves), half-gnomes (half elves) , half-gnomes (half goblin), half-gnomes (half homeblins), half-gnomes (half human), half-gnomes (half humelf), half-gnomes (half orcs), half-goblins (half humans), half-hobgoblins (half humans), half-homeblins (half humans), half-ogres (half humans), half-orcs (half humans), half-trolls (half humans), half-tritons (half dwelves), half-tritons (half elves), half-tritons (half humans), homeblins, homonculi, humans, humelves (half elf half human), imps, Umber hulks, Satyrs, Therianthropes, Tritons and weredragons.
    Classes:
    Dual classed Transmogrifier: Assassin/Druid/Paladin, Bard/Druid/Paladin
    Multi-classed Transmogrifier:Assassin /Demipaladin/Druid, Assassin/Monk, Assassin/Monk/Pirate, Assassin/Monk/Ranger, Bard /Demipaladin/Druid, Bard/Monk/Ranger, Beast Riders, Gladiators, Myrmidons, Pirate, Psionicist, Ranger Ninjas, Samurai, Thief (with kit)
    Single classed Transmogrifier
    TransmogrifierLiches (Archliches).
    A nation where every adult is a transmogrifier is only possible because they have a strict policy of forbidding residence and nationality to those that either do not come there as transmogrifiers or else do not become transmogrifiers when they come, while those born there are taught to be transmogrifiers from birth and if they reach adulthood and haven’t learnt that trade they are exiled to try luck in other lands, however transmogrifaires have good relationships with several nations where transmogrifier guilds and wizard collegs that teach transmogrification, they will never send their exiled on their own and at their own peril, instead these will be escorted by the most powerful transmogrifaires that can be spared and left to live wherever they were escorted to, using connections with influential local people to help them fit in, what they do there is up to them and they may choose leaving that host city, and if they learn the trade they will be allowed back with funfare and a festival in their honour. Most often than not the failure of a transmogrifairian to become a transmogrifier is a disappointing disgrace to the next of kin, those that raised the being at hand, whether parents or grandparents, besides having the same negative effect on the feeling of self worth in the elder siblings and sometimes in elder cousins too, but deeply loyal to their ancestors and families they will neither kill the offspring that brings such dishonor to the family nor leave them alone, they see as honourable to share the burden and accompany the exiled person to wherever that person goes and never return to Von Grimoraburg until that person either dies or becomes a transmogrifier, in either case they stay loyal to the necropolis and serve as their heralds, representatives and spies, from their humbled down position they try to recover the lost prestige because transmogrifaires are a proud people. Their loyalty to their family and nation transcends death, many attain the means to lichdom on their own, although it being a good-aligned land, they are archliches, not true liches, otherwise they settle for lesser forms of undeath or else are made into undead by their families, or even resurrected. It is this high input of undead what makes a civilization that originally developed around a small university for transmogrifiers and its surrounding town evolve into a full fledged necropolis where the dead and the living share their existence in cooperation.
    Unfinished
    Constitutional Dark March of the Moonbathed Mangroves;
    Shortened name: Moonbathed Marsh
    Demonym: Dark Moonfey
    Races: Giants, Trolls (Giolgionks).
    Classes:
    Trolls: Cleric/Thief, Fighter/Shaman*, Priest (10th level limit, multiclassed troll Priests reach 7th level maximum), Priest/Wizard, Rogue (15th level limit, multiclassed troll rogues reach 12th level mostly), , Rogue/Warrior, Rogue/Wizard, Shaman/Rogue/Warrior*, Shaman/Thief* (*Choose one, either Shaman or Witch Doctor), Warrior (12 level, multiclassed troll warriors reach 10th level at most), Wizard (10th level limit, multiclassed troll Wizards reach 7th level maximum)
    Unfinished

    VS
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  9. - Top - End - #9
    Dwarf in the Playground
     
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    CHIEF EXECUTIVE OATHBOUNDERS:
    Fungal Mazes;
    Races: Beholders
    Classes:
    ¿Mages?¿Priests?¿Psionicists?¿Undead?
    Unfinished
    Burried Lakes of Nara;
    Races:Illithid.
    Classes:
    Illithid: ¿Mages? ¿Priests?¿Psionicists?
    Unfinished
    Restless Necropolis of the Unholy Salt;
    Shortened name: Unholy Saltflats
    Demonym: Pyramid Sharks
    Races: Sahuagin, Undead Sahuagin
    Classes:
    Sahuagin: Enchanter, Enchanter/Druid, Invoker, Necrotheurge,Priest, Thief
    Undead Sahuagin: Death Knight, Ghost, Greater Mummy, Lich, Mummy, Vampire(The ghosts and vampires can be necrotheurges, the liches are always necrotheurgesor former necrotheurges, in the later case upon becoming undead either they became invokers, but at the cost of 2 levels of experiences, or they became enchanters, with necrotheurgy still in their scope but sacrificing their capacity to cast spells from the invocation/evocation school of magic without gaining access to the spells of conjuration/summoning and illusion/phantasm, besides losing 3 levels in the process).
    Unfinished
    An assortment of recruited dracoliches and dragons, mercenaries.
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  10. - Top - End - #10
    Dwarf in the Playground
     
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    Default Re: Fatacor at large

    The Neutral (lawful good) Aee'shtaayrn elves (Ee'aar), they can be Pillowers (Clearines / Sleepers) or Transmogrifaires (Transmogrifairians)
    Lawful neutral Alien red goblins (cerilians) which are always Pullers, Pullfolk
    Neutral good Alien hill dwarves (neidar) which are Stonewings
    True neutral Alien mountain dwarves (zakhar) which are Transmogrifaires (Transmogrifairian)
    Lawful neutral Arctic dwarves which are Stonewings
    True neutral B'rohg giants (Athas, four armed giant) are Dark Moonfey
    Chaotic good Bakemono goblins are Pullers, Pullfolk
    Chaotic good Basic giolgonks (troll variant, closer in appearance to the troll dolls by Thomas Dam) are Dark Moonfey
    True neutral Beasthead giants (Athas) are Dark Moonfey
    Chaotic good Black giolgonks are Dark Moonfey
    Lawful neutral Black neo orogs are Wounders
    Lawful good Blood giolgonks are Dark Moonfey
    Chaotic good Blood mist imps are Transmogrifaires (Transmogrifairian)
    Chaotic good Bog imps are Transmogrifaires (Transmogrifairian)
    Lawful or neutral good Brawling elves (Qualinesti) are Pillowers / Clearines / Sleepers, or Transmogrifaires (Transmogrifairian)
    Lawful good Brownies are Insomniacs, Pillowers / Clearines / Sleepers
    True neutral Buckawns are Insomniacs, Pillowers / Clearines / Sleepers
    Chaotic good Bugbears are Pullers, Pullfolk
    Neutral or chaotic goodCentaurs are Insomniacs, Transmogrifaires (Transmogrifairian)
    Chaotic neutral Chaos imps are Transmogrifaires (Transmogrifairian)
    Neutral good Cloud giants are Dark Moonfey
    Chaotic good Crag giants (Athas) are Dark Moonfey
    Chaotic good (neutral) cyclops (one round eyed giants) are Dark Moonfey
    Chaotic good Cyclopskin (round eyed giant) are Dark Moonfey
    True Neutral Deep dwarves are Transmogrifaires (Transmogrifairian)
    Chaotic or lawful good Deep elves (Dargonesti) are Pillowers (Clearines / Sleepers) or Transmogrifaires (Transmogrifairian)
    Neutral (good) Deep gnomes (Svirfneblin) are Apple guards, Transmogrifaires (Transmogrifairian)
    True neutral Deformed giants (Formorian) are Dark Moonfey
    Neutral or chaotic goodDesert centaurs are Insomniacs, Transmogrifaires (Transmogrifairian)
    Lawful neutral Desert dwarves (athasian) are Stonewings
    Chaotic good Desert elves (athasian) are Pillowers (Clearines / Sleepers) or Transmogrifaires (Transmogrifairian)
    True neutral Desert giants (Athas) are Dark Moonfey
    True neutral Desert giants (Zakhara) are Dark Moonfey
    Chaotic good Desert giolgonks are Dark Moonfey
    Neutral good Dobies are Insomniacs or Pillowaeecers / Clearines / Sleepers
    True neutral Dorvesh are Insomniacs or Transmogrifaires (Transmogrifairian)
    Lawful good Draconsare Insomniacs or Transmogrifaires (Transmogrifairian)
    Dwelves (Half dwarf, half elf, often raised by gnomes) are Apple Guards, Pillowers / Clearines / Sleepers, Stonewings or Umbrarians
    Chaotic or neutral goodElder elves (Silvanesti) are Pillowers / Clearines / Sleepers or Transmogrifaires (Transmogrifairian)
    Chaotic good Ettins or two headed giants are Dark Moonfey
    Chaotic good (Neutral good) Fensiroids (based on the Fensir or Ysgardian troll) are Dark Moonfey
    Chaotic good (neutral) Firbolgs areDark Moonfey
    Lawful neutral Fire giants are Dark Moonfey
    Chaotic good Fire giolgonks are Dark Moonfey
    Neutral good Fog giants are Dark Moonfey
    Lawful neutral Forest dwarves (sundered) are Stonewings
    Neutral good Forest giants (Cerilia) are Dark Moonfey
    Neutral good Forest gnomes are Apple Guards, Insomniacs or Transmogrifaires (Transmogrifairian)
    Chaotic good Forest goblins (Gurikutangs, known in AD&D as Gurik Cha’al) known as Pullers, Pullfolk
    Chaotic good Freshwater scrags are Dark Moonfey
    Chaotic good Frost giants are Dark Moonfey
    Chaotic neutral Garden imps are Transmogrifaires (Transmogrifairian)
    Chaotic good Gargantuan giolgonks (Mystara) are Dark Moonfey
    Chaotic good Giant giolgonks are Dark Moonfey
    Chaotic goo dGiant Gnomes (Spriggan) are Apple guards, Stonewings or Transmogrifaires (Transmogrifairian)
    Chaotic good Giant plasms are Dark Moonfey
    True neutral Giant Skeletons are Dark Moonfey or Transmogrifaires (Transmogrifairian)
    Chaotic good Giolgonk mutates are Dark Moonfey
    Lawful neutral Goblins (standard) are Pullers, Pullfolk
    True neutral Goblyns are Pullers, Pullfolk
    True neutral Gnoats are Insomniacs or Transmogrifaires (Transmogrifairian)
    Lawful neutral Goblin Rats are Pullers, Pullfolk
    Lawful neutral Gray dwarves (Duergar) are Transmogrifaires (Transmogrifairian)
    Lawful good (neutral) Gray elves (Faerie elves) are Pillowers / Clearines / Sleepers, Transmogrifaires (Transmogrifairian)
    Chaotic good Gray giolgonks are Dark Moonfey
    True neutral Hæmogoblins are Pullers, Pullfolk
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  11. - Top - End - #11
    Dwarf in the Playground
     
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    Neutral good Half-adamantite dragons are Transmogrifaires (Transmogrifairian)
    Chaotic good Half-brass dragons are Transmogrifaires (Transmogrifairian)
    Lawful good Half-bronze dragons are Transmogrifaires (Transmogrifairian)
    Chaotic good Half-chromium dragons are Transmogrifaires (Transmogrifairian)
    Lawful good Half-cobalt dragons are Transmogrifaires (Transmogrifairian)
    Chaotic good Half-copper dragons are Transmogrifaires (Transmogrifairian)
    Chaotic good Half-crow's nest dragons are Transmogrifaires (Transmogrifairian)
    Neutral good Half-electrum dragons are Transmogrifaires (Transmogrifairian)
    Lawful or neutral good Half-elves (humelves) are Pillowers / Clearines / Sleepers, Transmogrifaires (Transmogrifairian), or Umbrarians
    Chaotic good Half-faerie dragons are Transmogrifaires (Transmogrifairian)
    Half giants (Athas) are Dark Moonfey and of any non-evil alignment
    Lawful good Half-gold dragons are Transmogrifaires (Transmogrifairian)
    Lawful good (neutral) Half-iron dragons are Transmogrifaires (Transmogrifairian)
    Neutral good Half-kodragons are Transmogrifaires (Transmogrifairian)
    Chaotic good Half-mercury dragons areTransmogrifaires (Transmogrifairian)
    Half-moon dragons areTransmogrifaires (Transmogrifairian) and of any good alignment
    Chaotic good (neutral) Half-nickel dragons are Transmogrifaires (Transmogrifairian)
    Chaotic good Half-Ogres are Wounders
    True neutral to Lawful neutral Half-orcs are Wounders
    Chaotic good Half-paper dragons are Transmogrifaires (Transmogrifairian)
    Neutral good Half-pseudodragons areTransmogrifaires (Transmogrifairian)
    Lawful good (neutral) Half-river dragons are Transmogrifaires (Transmogrifairian)
    Lawful good Half-silver dragons are Transmogrifaires (Transmogrifairian)
    Lawful good (neutral) Half-steel dragons are Transmogrifaires (Transmogrifairian)
    Neutral good Half-tungsten dragons are Transmogrifaires (Transmogrifairian)
    Neutral good Ha’ponies are Insomniacs orTransmogrifaires (Transmogrifairian)
    Hengeyokais (Carp, Cat, Crane, Dog, Drake, Fox, Hare, Monkey, Rat, Sparrow or Tanooki) are Insomniacs or Transmogrifaires (Transmogrifairian)
    True neutral Hephæsian rock giants (Hepheston) are Dark Moonfey
    Chaotic good High elves Pillowers / Clearines / Sleepers or Transmogrifaires (Transmogrifairian)
    Chaotic good Hill giants are Dark Moonfey
    Lawful neutral Hobgoblins are Pullers, Pullfolk
    Lawful neutral (lawful good) Homeblins (home goblins; alaghi, furchin, kender and shaggies; renegades are chaotic good with chaotic neutral inclination) are Insomniacs, Transmogrifaires (Transmogrifairian) or Umbrarians
    Homonculi/Homunculi are Transmogrifaires (Transmogrifairian)
    Lawful neutral lHylars are Stonewings
    Lawful neutral Ice giants (Cerilia) are Dark Moonfey
    Chaotic good Ice giolgonks are Dark Moonfey
    Lawful neutral Ice gnomes are Insomniacs or Stonewings
    Lawful neutral Imps (Standard) are Transmogrifaires (Transmogrifairian)
    True neutral Jungle giants (Zakhara) are Dark Moonfey
    Neutral (chaotic good) Kilmoulis are Insomniacs or Pillowers / Clearines / Sleepers
    Lawful neutral Kobolds are Pullers, Pullfolk
    True neutral Land Elves (Rockseer) are Pillowers / Clearines / Sleepers or Transmogrifaires (Transmogrifairian)
    True neutral lMarsh giants (Cerilian Fhoimorien) are Dark Moonfey
    Chaotic good Merrows are Wounders
    Neutral or chaotic good Messenger elves (avariel) are Pillowers / Clearines / Sleepers, Transmogrifaires (Transmogrifairian)
    Neutral or Lawful good Minoi (Tinker gnomes) are Apple guards, Stonewings, Transmogrifaires (Transmogrifairian)
    Mixed dwarves, namely, half-dwarves (half human), half-dwelves (half gnomes), half-dwelves (half humans) are Stonewings
    Mixed kin, namey, half-dwelves (half gnomes), half-dwelves (half homeblin), half-dwelves (half human), half-gnomes (half dwarves), half-gnomes (half dwelves), half-gnomes (half elves), half-gnomes (half goblin), half-gnomes (half homeblins), half-gnomes (half human), half-gnomes (half humelf), half-gnomes (half orcs), half-goblins (half humans), half-hobgoblins (half humans), half-homeblins (half humans), half-ogres (half humans), half-orcs (half humans), half-trolls (half humans), half-tritons (half dwelves), half-tritons (half elves), half-tritons (half humans) are Transmogrifaires (Transmogrifairian)
    Mixed kin, namely half-dwelves (half gnomes), half-dwelves (half homeblins, homeblins = home goblins)), half-dwelves (half humans) are Pillowers / Clearines / Sleepers
    Mixed kin, namely, half-dwelves (half gnomes), half-dwelves (half human), half gnomes (half human), half goblins (half humans), half hobgoblins (half humans), half homeblins (half humans), half orcs (half humans), half ogres (half humans), half trolls (half humans) are Umbrarians
    Mixed kin, namely half-homeblins (half brownies), half-homeblins (half dwelves), half-home blins (half elves), half-homeblins (half gnomes) half-homeblins (half humans) half-homeblins (half humelves) half-homeblins (half kilmounjis) half-homeblins and (half tritons) half-homeblins (half ) are Insomniacs
    Chaotic good Mountain giants are Dark Moonfey
    Chaotic good Mutant giants (Athachs) are Dark Moonfey
    Lawful good Native hill dwarves are Apple Guards, stonewings
    Neutral or Lawful Neutral Nomadic centaurs are Insomniacs or Transmogrifaires (Transmogrifairian)
    Chaotic good Norkers are Pullers, Pullfolk
    Chaotic good Ogres are Wounders
    Lawful neutral Ogre Mages are Wounders
    Chaotic good Ogrillons are Wounders
    Lawful neutral with true neutral inclinations Orchen sages are Wounders
    Lawful neutral Orcs are Wounders
    Lawful neutral Orogs are Wounders
    Chaotic good Orughis are Wounders
    Lawful neutral Otnodnis (Orc subrace) are Wounders
    Chaotic good Phaze giolgionks are Dark Moonfey
    Chaotic good Plains Giants (Athas) are Dark Moonfey
    Psionic humans are Pullers/Pullfolk, Transmogrifaires (Transmogrifairian) or Umbrarians and most are of any non-chaotic, non-evil alignment
    Chaotic good Quasits are Transmogrifaires (Transmogrifairian)
    Chaotic good (neutral) Quicklings are Insomniacs or Pillowers / Clearines / Sleepers
    Chaotic or neutral good Rainforest elves (Kagonesti) are Insomniacs, Pillowers / Clearines / Sleepers or Transmogrifaires (Transmogrifairian)
    Lawful neutral Red neo orogs are Wounders
    Neutral good Reef giants are Dark Moonfey
    Neutral good Rock gnomes are Apple guards, Stonewings, Transmogrifaires (Transmogrifairian)
    Neutral good Rover giants (Spacesea giants) are Dark Moonfey
    Chaotic neutral Sadhuins are Insomniacs or Transmogrifaires (Transmogrifairian)“
    Chaotic good Saltwater scrags are Dark Moonfey
    Chaotic good Sand imps (wishing imps) are Transmogrifaires (Transmogrifairian)
    True neutral Satyrs are Insomniacs or Transmogrifaires (Transmogrifairian)
    Chaotic good Savage elves (Grugachs) are Pillowers / Clearines / Sleepers or Transmogrifaires (Transmogrifairian)
    Chaotic good Shadow giants are Dark Moonfey
    Chaotic or neutral good Shoal elves (Dimernesti) are Transmogrifaires (Transmogrifairian)
    Chaotic good Snow dwarves (based on derros) are Stonewings
    Chaotic good Snow giolgonks are Dark Moonfey
    Chaotic good Spectral giolgonks are Dark Moonfey
    Chaotic good Spirit giolgonks are Dark Moonfey
    Lawful good Standard mountain dwarves are Stonewings or Transmogrifaires (Transmogrifairian)
    True neutral Stonefriend dwarves are Stonewings
    True neutral Stone giants are Dark Moonfey
    Chaotic good Stone giolgonks are Dark Moonfey
    Chaotic good Storm giants are Dark Moonfey
    Stout humans are Dark Moonfey, Transmogrifaires (Transmogrifairian) or Umbrarians of any non-neutral alignment most often than not.
    Chaotic good Sullen dwarves (Aghar or gully) are Stonewings
    Sylvan humans are Insomniacs, Transmogrifaires (Transmogrifairian) or Umbrarians of any non-lawful alignment most often than not
    Chaotic good Therianthropes like Werealligators are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werebaboons are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werebadgers are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werebats are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werebears are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Wereboars are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werecheetahs are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werecrocodiles are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werefoxes are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werehyenas are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werejackals (ravenloft and standard) are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werejaguars (Mystara, ravenloft and standard) are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Wereleopards are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werelions are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Weremustelas (ermines, minks, polecats, and weasels) are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werepanthers are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werepossums are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Wereraccoons are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Wererats (Lords and standard) are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Wereravens are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Wererays are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Weresharks (Ravenloft and standard) are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werespiders are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Wereswines are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Weretigers are Transmogrifaires (Transmogrifairian)
    Chaotic good Therianthropes like Werewolves (Lythari and standard) are Transmogrifaires (Transmogrifairian)
    Titans are Dark Moonfey of any good alignment.
    Neutral (good) Tritons are Transmogrifaires (Transmogrifairian)
    Chaotic good Two-headed giolgonks are Dark Moonfey
    Chaotic good Umber hulks are Transmogrifaires (Transmogrifairian)
    True neutral Urds are Pullers, Pullfolk
    Chaotic good Valeyard Elves, Garden Elves (Valley Elves) are Pillowers / Clearines / Sleepers or Transmogrifaires (Transmogrifairian)
    Chaotic good Vampiroid Goblins are Pullers, Pullfolk
    True Neutral (chaotic neutral) Verbeegs are Dark Moonfey
    Chaotic good Vodyanois are Transmogrifaires (Transmogrifairian)
    Lawful neutral Warrior imps (based on the assassin imps) are Transmogrifaires (Transmogrifairian)
    True neutral Wemics are Insomniacs or Transmogrifaires (Transmogrifairian)
    Weredragons (same variants as the half dragons) are Transmogrifaires (Transmogrifairian)
    Lawful neutral Wild dwarves are Stonewings
    Chaotic good Wood giants or voadkyns are Dark Moonfey
    Chaotic good Wood imps are Transmogrifaires (Transmogrifairian)
    True neutral Wood elves (Sylvan elves) are Pillowers / Clearines / Sleepers or Transmogrifaires (Transmogrifairian)
    True neutral Zebranaurs (upper body of a half elf) are Transmogrifaires (Transmogrifairian)

    The half dragons listed above can be: half dragons (half dwarves), half dragons (half dwelves), half dragons (half elves), half dragons (half goblins), half dragons (half homeblins), half-dragons (half humans)

    Chaotic good Alicorns serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    Neutral good Autognomes serve the Insomniacs and Stonewings
    True neutral Bay pyrocorns serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    True neutral Brown Roanicorns serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    Lawful good Ch’i-lins serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings, and Umbrarians
    Neutral good Cooshees serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    True neutral Craighes serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings, andUmbrarians
    Lawful good Cunnequines serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    Lawful good Durus serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    True neutral Elven cats serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    True neutral Feliquines serve the Insomniacs
    True neutral Feycorns (Faerie unicorns) serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    True neutral Gray Grazecorns (Gray unicorns) serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    True neutral Guttars serve the Stonewings
    True neutral Heraldic Unicorn Servants V are in the service of Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    Neutral good Hollyphants are brought from the savannah of slumber
    Chaotic good Horned nightmares (Black unicorns) serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    Lawful neutralPalomino psychrocorns serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    Neutral Good Pinto chromacorns serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    Lawful neutral Sea unicorns serve theApple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and, Umbrarians
    True neutral Shadecorns (Shadow unicorns) serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    Chaotic goodSylvan UnicornsApple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings, Umbrarians
    Chaotic good Torilean nightmares (Black unicorns from Toril) serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewingss and Umbrarians
    True neutral Trollhounds serve the Dark Moonfey
    Chaotic good Unisi (Unisus) serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians
    True neutral Zebracorns serve the Apple Guards, Insomniacs, Pillowers / Clearines / Sleepers, Stonewings and Umbrarians

    vs
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  12. - Top - End - #12
    Dwarf in the Playground
     
    gnomish dwelf's Avatar

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    Default Re: Fatacor at large

    Neutral evil Albino wyrms who came as Mercenaries
    Neutral evil Albino wyrm dracoliches who came as Mercenaries
    Neutral evil Alhoons who came from the Burried Lakes of Nara;
    Neutral evil Amphidracoliches who came as Mercenaries
    Neutral evil Amphidragons who came as Mercenaries
    Lawful evil Astereaters who came from the Fungal mazes
    Any evil Athasian dracoliches who came as Mercenaries
    Any evil Athasian dragons who came as Mercenaries
    Lawful evil Black dracoliches who came as Mercenaries
    Lawful evil Black dragons who came as Mercenaries
    Lawful evil Blue dracoliches who came as Mercenaries
    Lawful evil Blue dragons who came as Mercenaries
    Lawful evil Brain golems who came the Burried Lakes of Nara;
    Lawful evil Brain Spiders who came from the Burried Lakes of Nara;
    True neutral (neutral evil) Brown dracoliches who came as Mercenaries
    True neutral (neutral evil) Brown dragons who came as Mercenaries
    Lawful evil Chewing dracoliches (tlalocoatl) who came as Mercenaries
    Lawful evil Chewing dragons (tlalocoatl) who came as Mercenaries
    Neutral evil Corpse tearer dracolich who came as Mercenaries
    Neutral evil Corpse tearer who came as Mercenaries
    Neutral evil Death kisses who came from the Fungal Mazes;
    Lawful evil Death tyrants who came from the Fungal Mazes;
    Lawful evil Directors from the Fungal Mazes
    Lawful evil Dominant beholders from the Fungal Mazes;
    True neutral (neutral evil) Dragonnels who came as Mercenaries
    True neutral (neutral evil) Dragonneliches who came as Mercenaries
    Lawful evil Elder brains who came from the Burried Lakes of Nara;
    Lawful evil Elder orbs who came from Fungal mazes
    Lawful neutral Examiners who came from Fungal mazes
    Lawful evil Eyes of the deep who came from Fungal mazes
    Neutral evil Fire dracoliches (Athas) who came as Mercenaries
    Neutral evil Fire drakes (Athas) who came as Mercenaries
    Neutral evil Flame linnorms who came as Mercenaries
    Neutral evil Flame linnorm dracoliches who came as Mercenaries
    Neutral evil Frost linnorms who came as Mercenaries
    Neutral evil Frost linnorm dracoliches who came as Mercenaries
    Neutral evil Gauths who came from the Fungal mazes
    Lawful evil Green dracoliches who came as Mercenaries
    Lawful evil Green dragons who came as Mercenaries
    Lawful evil Hive mothers who came from the Fungal mazes
    Lawful evil Illithids who came from the Burried Lakes of Nara;
    True neutral llithocytes who came from the Burried Lakes of Nara;
    Neutral evil Kasharins who came from the Fungal mazes
    Neutral evil Lensmen who came from the Fungal mazes
    Lawful evil Malentis who came as Mercenaries
    Neutral evil Manscorpions who came as Mercenaries (enmity with desert heroes)
    Lawful evil Midgard linnorms who came as Mercenaries
    Lawful evil Midgard linnorm dracoliches who came as Mercenaries
    Neutral evil Mole dracoliches who came as Mercenaries
    Neutral evil Mole dragons who came as Mercenaries
    Lawful evil Neothelids came from the Burried Lakes of Nara;
    Lawful evil Observers came from the Fungal mazes
    Neutral evil Orange Sodium dracoliches who came as Mercenaries
    Neutral evil Orange Sodium dragons who came as Mercenaries
    True neutral Orbuses who came from the Fungal mazes
    Lawful neutral (evil) Overseers came from the Fungal mazes
    Neutral evil Purple Energy dracoliches who came as Mercenaries
    Neutral evil Purple Energy dragons who came as Mercenaries
    Lawful neutral (evil) Rust dracoliches who came as Mercenaries
    Lawful neutral (evil) Rust dragons who came as Mercenaries
    Neutral evil Sea dracoliches who came as Mercenaries
    Neutral evil Sea dragonvsv who came as Mercenaries
    Lawful evil Sea Linnorms who came as Mercenaries
    Lawful evil Sea Linnorm dracoliches who came as Mercenaries
    Neutral evil Shadowdracoliches who came as Mercenaries
    Neutral evil shadowdrakes who came as Mercenaries
    Any evil Sun dracoliches who came as Mercenaries
    Any evil Sun dragons who came as Mercenaries
    Neutral evil Sun drakes (Athas) who came as Mercenaries
    Neutral evil Typhoon dracoliches who came as Mercenaries
    Neutral evil Typhoon dragons who came as Mercenaries
    Lawful evil Ulitharids who came from the Burried Lakes of Nara;
    Lawful evil Urophions who came from the Burried Lakes of Nara;
    Lawful evil Sahuagins who came from the small but ambitious “Restless necropolis of the unholy salt”
    Lawful evil Salt wiggles who came from the Restless necropolis of the unholy salt
    Lawful evil Spectators who came from the Fungal mazes
    Neutral evil Vishaps who came as Mercenaries
    Neutral evil Vishap dracoliches who came as Mercenaries
    True neutral Watchers who came from the Fungal mazes
    Lawful evil Yaggols who came from the Burried Lakes of Nara;
    Lawful evil Yellow salt dracoliches who came as Mercenaries
    Lawful evil Yellow salt dragones who came as Mercenaries

    Other threats:
    Neutral evil (with chaotic tendencies) Kuo-toa
    Chaotic evil Ice dwarves (derro)
    Chaotic evil Theiwar
    Neutral evil Fogwarden
    Neutral evil Ivy gnomes (Crimbil)
    Lawful evilDaergar
    Lawful evil Savage dwarves (utuchukulu)

    Chaotic evilDrider
    Chaotic evilDrow
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  13. - Top - End - #13
    Dwarf in the Playground
     
    gnomish dwelf's Avatar

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    Default Re: Fatacor at large

    A player did this map, i am still picturing how to overlay hexes to it, territory and make some adjustments:

    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  14. - Top - End - #14
    Dwarf in the Playground
     
    gnomish dwelf's Avatar

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    Default Re: Fatacor at large

    my own attempts at rendering it:



    Last edited by gnomish dwelf; 2021-12-22 at 03:48 PM.
    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

  15. - Top - End - #15
    Dwarf in the Playground
     
    gnomish dwelf's Avatar

    Join Date
    Dec 2021
    Location
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    Default Re: Fatacor at large

    You are reading a group of ten completely false words...

    ____
    May the force protect you from the ill will of the nightmarish combat wombat.
    May you never feel prey to the urges of being a culture vulture...
    May you, above all and most importantly, have the luck to pat a nat cat.

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