World Bestiary

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Tenebrae exists in a world saturated with magic. When viewing its creatures then, it requires something of a shift from traditional thinking. In such a world, creatures constructed of pure arcane are possible, and so it should come as no surprise that creatures may be formed from pure concept, as well.

Otyugh.jpg

Concepts such as good, evil, law, and chaos are tangible things in a realm of this type. In a world saturated, these elements take on near-living forms and influences. Magic can call upon and be influenced by the forces of chaos as equally as it may be the forces of good. And, so may living creatures may be "part law" as much as they are "part magic."

Evil, chaos, law, good are then tangible forces on their own. They influence the world around them. It follows then, that not all creatures are redeemable on the modern sense--and if they are it lies in the realm of epic taletelling.

This may appear to fly in the face of conventional ideas of "gray morality." Yet, it makes sense when we accept these concepts as actual elements within the setting. These elements are the result of "high fantasy" and are part of, and exist within, a world saturated in magic, concept, and the otherworldly.

It makes templates such as "anarchic" possible and even desired. So the lesson here is--enjoy it for what it is, and realize we are in a realm other than our own.


Bestiary

For storylines, Tenebrae makes use of the Bestiary 1 and Bestiary 2 and Bestiary 3. PrPs may make use of any of these books, with with a limited number of creatures (such as dragons and demiliches) allowed only through pre-approval (check Player Run Plots for specific guidelines). Catfolk just do not exist; they do not fit our theme at this time.

In addition, the following are available.

Creature CR Description
Drake 4 Short-tempered, flightless
Mogareg 4 Demon-touched oruch whose past lies in Alexandros' history
Trygon 8 Experiments of Charnese design
Vrorag 8 An ogre of frightening size, who stands upon the lower body of a rhinoceros
Spirits Varies Using Spirits in Tenebrae


Template Description
Anarchic Creatures touched by Chaos
Axiomatic Creatures touched by Law
Clockwork Tick-tock

Companions

Characters may choose familiars and animal companions from the list below. When statting up your animal companion, you might find this generator useful for some of the Core options.

As companions are considered part of a character's story, we do not support frequent swapping, or swapping for advantage.

When you receive a companion, please +request to staff which companion you would like, and we'll place them in your inventory. You may then track their stats in any public way, such as your character page or an ingame note or view. These stats must be available to any DM or PDM promptly on request.

Animal Companions
Companion Description Companion Description
Ape Elephant Only installed because when Lolth asked for more memory, Whirlpool ordered these
Bear Replaces the bear in the PRD Griffon
Bird Hippogriff
Boar Horse
Camel Moose, Elk (Megaloceros) A moose bit my sister
Cat, Large Lions and tigers oh my Pony
Cat, Small Small is relative, here. Cheetahs and leopards. Shark
Crocodile, Alligator Snake (Constrictor)
Deinonychus, Velociraptor Snake (Viper)
Digger Khazadi-bred landsharks Toad, Giant Great horny toads, I say, son, great horny toads!
Dog Swiftclaw Raptor mounts of the sith-makar
Rhinoceros Because 300. Wolf
Badger Mushroom.
Plants: Carnivorous Flower, Crawling Vine, Sapling Treant* Treehuggin


Plant Animal Companions

Plant companions are plant creatures. This means they possess the plant type. Use the normal animal companion rules and progression, but with the following changes:

Saves: Lose good Ref save (Fort only)
Class Skills: Perception and Stealth
BAB: Same.
HD: Same.
Special: Plant animal companions may not take armor proficiency, nor may they wear armor or use most gear (we're currently letting them use amulets if laid among their branches or wound around the vines). Instead, they possess immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

As plant companions are a new thing, we'll be watching them to see how they do, and feedback is welcome.

Environmental

Emblem of Ea allows the standard environmental hazards and flora found in Core as well as Bestiary 1 and 2 (3 available by approval). In addition, we have the following house items.

Alexandrian Roundleaf: The local name for a commonly-used tea leaf that produces tea with a mild taste. It’s found in the hills to the southwest of the city, where it grows in patches like clover. Alexandrian Roundleaf is uncommonly small for a tea-leaf, and round—the source of its name.

Glowcap: A type of small mushroom found in deep forests. Glowcaps are found most easily at night, because they glow in the absence of light (it’s bioluminescent). Used for the creation of a sweet-smelling, soothing incense when purified and processed. It can also be used raw—the stem’s cut up, the cap crushed into a sticky paste, and both are put on a heat source such as a piece of coal or firewood—but it’s much less potent that way.

Familiars

Emblem of Ea allows all of the familiars listed in the Core Rule Book, in addition to the ones below. Improved Familiars are not available. Core familiars will be listed here when Lahar has another bout of OCD.


Donkey Rat

Fox

Goat

Hedgehog

House Centipede

King Crab

Pig

Thrush

Turtle