Wednesday, April 14, 2010

Musing: Species Part V: Give the Bad Guys Some Love

The good guys weren't the only ones we went over when we set about looking over the intelligent species, our minds started coming up with all sorts of fun we could have with some of the less friendly species as well.

Below are a small smattering of some of the "monster species" found in Deminar, these are not necessarily going to show up in our first sandbox, nor are they the only ones we discussed, just a preview:

Ogres: Ogres don't usually amass in large numbers (if they do, something big is about to happen), instead sticking to smaller family groups to try to cut back on power struggles, inter-species assassinations, and running out of food in their settled area (Ogres eat a lot). Unlike Halflings, who, while similarly living in smaller tight knit communities, send members of their tribe out into the world to both settle new lands and spread out genetically, Ogres are content to stay in their family groups forever. The result is a degenerate group of incestuous inbreeders, spawning no shortage of physical deformities and keeping the species mentally stunted. Ogres are content to take what they want from lesser species (in their minds, everyone else) and killing them is much like us killing a spider we see on the wall in our home, we wouldn't think twice about it and feel no remorse afterwards, the only difference is, while only some of us take perverted delight in squashing a spider, nearly all ogres take the same delight in killing other intelligents.

Goblins: Goblins were, at one time, on the list of playable species, but as they developed they fell off the list due to their highly regimented and caste built society. Also, they're ruthless and don't play well with others. Goblins live underground, much like the dwarves and the two are constantly fighting. Goblin society is very rigid, with every goblin born into a specific caste and there that goblin will stay its whole life. While there is no hope for movement out of one's caste, there is a ruthless desire to move to the top of a specific caste and goblins will stop at nothing to reach that top. Death is all too frequent to goblins, from enemy hands and from within, but luckily they breed quickly and plentifully, meaning the species is never in dwindling numbers. While many species develop as separate races depending on the environment they exist in, goblins have species developed based on their caste. Hobgoblins, Bugbears, and other goblinoid creatures are not separate species on Deminar, but instead, caste specific racial offshoots, built from generations of breeding certain traits (Bugbears, for example, are bred within the assassination caste of the goblins). Sean has grown particularly attached to this species and could probably fill you in on all kinds of details.

Gnolls: Gnolls are parasites among the intelligent races, they have developed no technology of their own, they do not manufacture goods, nor work in any way to provide for their people. Instead, gnolls scavenge, raid, and take from others (including each other) never settling in one place for too long. They often arrive on stole airships at night, raiding a community, cackling madly as they do and running off before a sizable defense can be mounted. They are cowardly and feel no shame in running if it means they'll live to fight again. They have no sense of fiar fights, morality, or honor like other intelligent species develop. They are a sickly, dirty, lot, barely caring for themselves and certainly not for others. They never mend wounds or equipment, they are often covered in scars and infections while the gear they use is rusted and breaking. Gnolls have quickly become my favorite monster species on Deminar, and much like Sean with his goblins, I have plenty of ideas about these mangy creatures.
They say a picture is worth a thousand words, well this picture, crafted by velinov at deviantArt sums up a lot about the look and feel of gnolls in Deminar.

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