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Author Topic: The Glyph Mythos: GlyphGryph's War on stretched, distorted, recolored humans!  (Read 2545 times)

GlyphGryph

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Inspired by Max's thread - I've long felt, myself, that fantasy races, especially playable ones, tend to be generic and uninspired (of course there are exceptions!). But that's okay, because I almost always make my own races. Now, though, I'm going to go a step beyond - I'm going to give myself a challenge similar to his. Come up with seven original races, with backgrounds and appearances (art included!), though without the time limit. Instead, I've got the following limitation: None of these races can use the basic humanoid body plan, and if some component is obviously human derived, it can be used in no more than one race. Three races will be favorites from my homebrew RPGs, while the last four will be created solely for this thread.

Advice and suggestions (and better pictures ;) ) welcome!

My first race is the Hruntar:
Image (Sections blocked by color, to make it easier to distinguish between them, this is NOT the actual color, which varies from individual to individual. I'll maybe get around to doing  a properly colored one later):


Physiology: Standing around four feet from their feet to the top of their shell, Hruntar are often described as "giant beetles". They do, at first glance, seem to be related - a hardened, split shell, six legs, and what look like antennae and mandibles. A closer look, however, will reveal that such relations are superficial - Hruntar are warm, and covered in light fur beneath their shells and on their heads and legs. They actually have eight limbs, not six - the front two limbs, their manipulator limbs, are far smaller and weaker, and are mainly used for working and manipulating small objects, though they are not amazingly dexterous. Their mandibles are closer to an elephants snout, being composed almost completely of muscle and cartilage, than they are to an insects mandibles, and their "antennae" are not sensory tools - rather, they are the famed "Hruntar Nubs", and the source of their unique telekinetic powers. Hruntar are capable of most tasks a human can accomplish, but even with the coordination of both their mandibles and  both their support arms, a Hruntar's lifting and working strength is still less than half that of a single arm of normal human. Rather, they use their nubs to generate a potent telekinetic force to support objects, allowing their mandibles and arms to manipulate them more effectively. Their telekinetic power does not come easily, however - adding more than a few pounds of force can easily take years of refinement and practice, and many Hruntar go through life using it for nothing more than a nudge here and a push there to help them along. Still, a Hruntar that has dedicated the time to developing this skill will often be able to use to to accomplish feats of strength on par with the strongest of humans, although they can not manage the consistency or sustained endurance of a race that uses physical muscles.

Hruntar give live birth, but their underdeveloped young actually shelter beneath their shells for almost four months as they grow, similiar to a kangaroo. A Hruntar can give birth to as many as twelve children at a time, though five or six is more common.

Hruntar are less durable than most other races, and have relatively short lifespans - some Hruntar live to be fifty years old, but such examples are the exception - they are considered elderly at thirty, and few live past forty. They are difficult to knock over and very stable, though their lack of both strength and endurance makes them poor climbers. They cannot swim well, but can float fairly effectively on their backs. Hruntar can not jump to save their lives, and lack the ability to look up.

Sociology: Hruntar are found around the world, and wherever they travel they are quick to make both friends and enemies. When among their own kind, they tend to form large colonies composed of a few families of Hruntar. They are known for being a lively, loyal, and extremely social species. They have a wonderful memory for names and faces, and a tradition of telling engaging stories. They are most comfortable in crowds, even crowds of strangers, as Hruntar are quick to make friends in any situation - or at least to try. They are also fairly diligent workers, but are not terribly bright and are often quite trusting, and are thus often easily taken advantage of by others more skilled in deceit and manipulation. They are not by nature cautious or selfish, nor particularly creative.

At the age of seven, most Hruntar are affected by what their race refers to as The Wanderlust - a burning desire to leave their home colony and go out and travel the world. Despite this, they never forget familial loyalties, and will often seek fortune in the world at large to send it back to support their parent colonies, and they will always be overjoyed to encounter another traveler from their old home. As a Hruntar ages, they eventually settle down, and begin to prefer the preference of their own species. Some few Hruntar will return to their original homes, while most will meet up with others of their kind and journey to found a new colony of their own.
« Last Edit: May 17, 2011, 12:05:23 am by GlyphGryph »
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Armok

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*thumbs up*
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GlyphGryph

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Don't have the time to write it up now, but here's a preview of the "Ulv". This is the first race I've created specfically for this thread,
:Img moved to ulv post:
« Last Edit: May 19, 2011, 08:56:44 pm by GlyphGryph »
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Armok

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These are great... But in many types of fantasy settings they'd be to "scifi-y" to really fit.
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GlyphGryph

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Well, when we get to their description, they are primarily arboreal magic users who good crafters, wall painters, and gardeners. I don't think they are out of place for fantasy, really - just that in a normal Fantasy game, they would be a monster, not a playable race. But maybe you'll have a better idea of them when I finish their description. I think I'm gonna do a paper drawn version of the Hruntar too.

Still, I wonder why you say that - what is it that makes them "too sci-fi"?
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Knight of Fools

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Sci-Fi: Non-Humanoid playable races - Maybe.

Fantasy: So, do you want to play a big, medium, or small humanoid?

I'm very interested in these creative projects that keep coming up, and I'm enjoying them quite a bit.
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Glowcat

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Fantasy: So, do you want to play a big, medium, or small humanoid?

This isn't necessarily a bad thing. In games especially, having everybody remain roughly humanoid allows for shared story concepts (such as weaponry, socializing, fitting through a door, etc.) that reduces the need to create resources or otherwise plan for non-human creatures. Pen & Paper games are less restrictive in this regard, and as Dungeons & Dragons shows there is a rather large audience for the stranger things to be playable. And I do mean really strange things.

One should also keep in mind that they're called Fantasy Races for a reason. Almost all of them are compatible with humans in some way without any particularly funky biological voodoo that helps make half-breeds possible. This is possibly done because all games focus on human stories, and we find romance to be a huge element in drama. Ergo, our Romeo and Juliet scenarios ought to refrain from needless squick that detracts from the drama and wanders into an abomination never meant to be seen territory.
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GlyphGryph

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Glowcat,
Spoiler (click to show/hide)

The Ulv
Spoiler: Image (click to show/hide)
The Ulv are an intelligent trisymmetric specious with a natural buoyancy from the gas pockets that fill their torso. One of the few species in the greater lands NOT to be created or modified through the ancient magics, it is believed the Ulv were forced from the sea in their ancient history, and has since adapted rather well to life on land, finding a new home in the great jungles where they build a thriving civilization before spreading to the rest of the world after some terrible disaster.

Physiology: The Ulv have six eyes and six arms, giving them a great range of vision and a quick reaction time. They are well versed in using their powerful tentacles to accomplish wildly different tasks at the same time, and suffer no penalties from taking multiple actions (up to three) with them in the same round. The Ulv are quite light, even ignoring their bouyancy, at only thirty or forty pounds - with the aid of their natural lift, they can easily way as little as ten. This low weight and large profile provides certain benefits - a remarkable jumping distance, the ability to avoid damage from any fall regardless of height, and allows them to work as amazing climbers. The grip of their tentacles are surprisingly strong, and it is difficult to dislodge an Ulv that has wrapped three or four of them around a fixed anchor. This is a good thing, as they normally have very little in the way of a stable base with which to brace themselves. They are susceptible to being knocked about and sent flying, even by something as simple as a strong breeze, unless they've used an action the turn before to prepare themselves.  They have a very low maximum landspeed on flat ground, less than a walking human, but their movement speed through difficult terrain is twice that, and they are the fastest and most able climbers on the planet. The Ulv also have difficulty dealing blows of force - they suffer a penalty to damage when using blunt and edged weapons, a lesser penalty when using thrusting weapons. They can swim, and in fact can not drown unless held underwater somehow, but they can not dive - their natural buoyancy keeps them always at the surface.

They tend to be fairly small, with the largest standing at just under 4 feet when at rest. They start life roughly the size of a basketball, and grow fairly slowly over the years. They are quite intelligent, and are reknowned for their remarkable multi-tasking and physical manipulation abilities. Though they can speak other languages, it is physically difficult for them, and they often have a very thick accent.

Sociology: The Ulv have a variety of cultures across the continent, but tend to have a few greater tendencies than other races - many are more xenophobic and distrustful of outsiders, though they are actually fairly cautious and conservative in general. They have had a history of persecution, and many are taught from a young age that the other races do not care if an Ulv dies, simply because of how different they look. They tend to have quite impressive mechanical and crafting abilities, and a few Ulv cities have made a name for themselves building high quality clocks and other, larger but still simple machines.

[Okay, I actually need to do some more work here, but this will have to be enough for now. Hope you enjoy!]
« Last Edit: May 19, 2011, 08:56:12 pm by GlyphGryph »
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Armok

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Ok, that's plain awesome. Hmm, if you want more maybe somehting related to tentacles being bad at pushing but good at pulling?
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Psyco Jelly

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Simply remember the most important part of fantasy - you will have to create a world where the characters (whichever race/species they may be) feel like real individuals. People must be able to form emotional bonds with them, which is why so many of the races in fantasy are humanoid, usually an anthropomorphization of some aspect of humanity. The more alien the race appears, the less sympathetic people are likely to be with them.

Don't fall into the pitfall where nearly every individual of that species is almost a cookie-cutter representative of the species as a whole (This is sadly one of the things even Tolkien fell into - but not always.) For example, not every Hruntar goes on such a journey in it's life, does it? Is it required by their culture? Can people form an emotional attachment to a Hruntar? Can they easily look past it's otherness to see the humanlike personality underneath? Can they distinguish between that personality and that of another Hruntar?

You need to think of all of this when designing a race, while the shape of a creature certainly isn't it's most important feature, it really helps other people understand exactly what it is. Hell, if I saw a Hruntar and we didn't share a language I would probably keep my distance.

This isn't so much criticism as a piece of advice to create interesting characters, regardless of their shape.

The only sentient non-humanoid species in my homebrew world are demons and fey. And they are very unlikely to be nice, much less playable.
« Last Edit: May 18, 2011, 03:30:44 pm by Psyco Jelly »
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GlyphGryph

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I'm well aware playing them well requires individuals. Heck, I've run sessions with JUST Hruntar, so its perfectly possible. Not all of them are struck by the wanderlust, but most of them are - one of my more interesting stories has been about being the one who wasn't when all your friends are leaving.

And yes, Hruntar have definitely spooked people unfamiliar with them in my games with their appearance, but the fact that they all tend to wear rather outlandish outfits I think quells some of the fear people might feel. Since they tend to roam so wide though, most people have a good idea of what they are.

I think races like this are useful for playing some non-normal mental state as the "norm" for a given race - or, in this case, to see how a human mental state would develop within the confines of a different form and background.

I've never actually used demons or fey in any of my games. I believe that their mental state would be more different from humans than those of of the races I've created here, and when interacting with those playing them in other games, I always found it to be treated as just a "cool reskin" rather than anything meaningful to the character. :/

The Ulv are new, so I haven't really gotten much of a feel for the variation in them yet.
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Psyco Jelly

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It's nice to hear that you've  had some success, and yes, the demons and fey have very different mindsets than humans. But one of the major recurring themes in those stories are the loss or impending loss of humanity, and they were made to be the antithesis of what humans stand for. Even a half-living revenant can be much more human than a savage fey worshipper.
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darkflagrance

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I feel more interested in the Ulv than the Hruntar, although that may just be the result of the comparative value of the concept art.

However, it does make me wonder what kind of clothing or decoration these species would use to distinguish themselves, if they use it at all - how do the Hruntar make their outfits, and out of what? What about the Ulv? The quirky styles that an Ulv would wear might make for good DM elaboration material.
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Knight of Fools

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It'd also be funny for someone to see a giant beetle and exclaim, "Ew, it's naked!"

Hanging decorations would be a lot more common on the Ulv and Hruntar, I'd imagine, since there's a lot more horizontal limbs and parts than there are vertical ones.
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Max White

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Inspired my my works? I inspired something? HURRAH!
We should make some general mythos thread, that challenges people to think of ten original races over ten days, and post their creations...

But more on topic, I like your Ulv, a race of tentacle balloons is awesome.
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