Showing posts with label fey. Show all posts
Showing posts with label fey. Show all posts

Friday, November 15, 2019

Making My Own New Crobuzon

I saw that this post by The Githyanki Diaspora has come up to the surface, and thought I'd give it a go as a way to ease myself back into blog posting (been very busy this past month, hence the drop in activity and relatively low quality of this post).

The concept is straightforward: take three monstrous humanoids and three monstrous monsters. These are the residents of your New Crobuzon (based on the city within China Mieville's Bas Lag trilogy). I've decided to go with monsters found in 5th edition D&D to the surprise of none.

Styx by Circle Art

The City

A canal city, founded across a Stygian archipelago. The dead wash upon their shores and float through their canals, providing nutrients and income. Those that aren't quite dead bring with them a willingness to do anything to survive - a willingness that is fully exploited and is an essential part of the city's biome.

The city is simply known as 'the city' to many. The Styx's influence on the memory is strong, and trying to place a name on things is harder still when every bit of water within the city is tainted with the Styx's influence. Over time, all residents lose themselves, becoming a caricature of who they once were and an archetypal resident.

The Residents

Myconids: Decomposers of the bodies that wash up within the city; their mycelium stretch out across the canals and bridges. Many myconids escape within the shared spore-driven dream, clinging onto their shared memories to maintain a state of remembrance and cultural identity. Their physical forms meanwhile remain docile and drugged, used as labourers, messengers, and ferrymen.

Sprites: Sprites are the keepers of law and authority within the city. The city's law is not that of the book, but of the heart, for they can see the true colours of those they touch. They make their homes in the slumbering myconid sovereigns, where they cast judgemental looks at the fiends that they share the city with.

Succubi/Incubi: Where there are souls willing to give themselves willingly to anyone able to give them even the briefest respite from the end, there are fiends ready to be of service. Whilst this was the original reason for their settlement, succubi have grown to enjoy the lack of attention they get here; there are few unwanted lustful looks to be had from mushrooms. Their natural aptitude for charisma leads incubi and succubi to take roles in diplomacy and bartering, whilst their superior ability to defend themselves over myconids and sprites also lends many of them to take security roles.

Crokek'toeck from Baldur's Gate - Descent into Avernus

The Outsiders

Crokek'toeck: This lumbering beast is a mascot of sorts to the city, acting as transport between the city's main islands. It is unaffected by the influence of the Styx, and many theorise that, if it were only smarter, it would be an invaluable resource of information on the city's history and residents.

Intellect Devourers: A customary assassination involves providing the target with an elaborate chest, within which is an intellect devourer that has been chosen to start a new life in the city, taking the victim's place and aiming to amend or avoid the mistakes they made. Many parasitise Crokek'toeck or lurk in the undercity, waiting to ambush unsuspecting victims.

Ixitxachitl: Below the waters of the Styx, the ray-like ixitxachitl act as the city's criminal underworld. For an extortionate price, they'll help those that fall into the waters; for an even higher one, they'll give them back to their families after holding the victim for ransom and taking glee in watching their memories and minds deteriorate.

Sources:

Crokek'toeck - Baldur's Gate – Descent into Avernus, pg 230
Intellect devourer - Monster Manual, pg 191
Ixitxachitl - Out of the Abyss, pg 225-226
Myconid - Monster Manual, pg 230-232
Sprite - Monster Manual, pg 283
Succubus/Incubus - Monster Manual, pg 284-285

Monday, April 15, 2019

Consider the Fomorian

I've been a bit AWOL recently after a rather productive spurt. I shall be trying to get back into the swing of things soon! To start things off, let's have a look at one of D&D's monsters that come from Irish mythology...

No one is entirely sure where the fomorians got their curse from. Some say it was archfey that forced them to show their internal ugliness on the outside. Others believe it was the gods, for the fomorians themselves give praise to no higher or lower powers. Perhaps they were once gods themselves, cast down by other divines for their cruelty. Mages speculate their attempts at fully mastering magic backfired, or that they are the result of exposure to arcane fallout.

The fomorian curse is focused on the malice and cruelty in their hearts. The more wicked a fomorian's thoughts and intent, the more disfigured their bodies become. This results in an almost neverending spiral, as the uglier the fomorian becomes, the more spiteful and self-loathing it feels.

No two fomorians turn out entirely the same. Some are covered in warts and monstrous growths; others have vestigial twins embedded in their flesh; some look angelic but reek like cesspits and speak like scraping metal sheets.

The Fomors by John Duncan