
Goth Guru |

Goth Guru wrote:Im sorry, I dont follow you. What do you mean?Monkey Goblin Witch Doctors can use animate and create undead, right?
You have one race that is on the edge of vanishing into darkness. Any that come back will be advanced shadows.
Oops, looking back on the topic, I think the race that is part shadow is on another topic. Sorry.

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Here is the link to the unfinished encounter tables
Working out potential monsters for the World of Jingara.
Only finished up through Duppy in Bestiary 5, so more is to come.
Figured Id post what I have and discuss it a bit.currently almost no fey or undead creatures are picked out. so many of them play off of human forms or human fears. I just dont feel like most of them would work out too well. This is not to say their won't be some, but it will be a small list.
Undead can be of any race, if you really want to include them. I can see most of your races having similar fears. Fey are really very much up to you - they aren't human at all, and you can always play with any variants you like by simply changing the fluff.

XLordxErebusX |

XLordxErebusX wrote:Undead can be of any race, if you really want to include them. I can see most of your races having similar fears. Fey are really very much up to you - they aren't human at all, and you can always play with any variants you like by simply changing the fluff.Here is the link to the unfinished encounter tables
Working out potential monsters for the World of Jingara.
Only finished up through Duppy in Bestiary 5, so more is to come.
Figured Id post what I have and discuss it a bit.currently almost no fey or undead creatures are picked out. so many of them play off of human forms or human fears. I just dont feel like most of them would work out too well. This is not to say their won't be some, but it will be a small list.
I understand. When I went through the bestiaries, it was to get the bulk of things that felt right in the world. Undead are definitely planned, especially something to do with the Tzitzimitl, but they need to be gone through with a fine comb looking for the right ones.

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EldonG wrote:I understand. When I went through the bestiaries, it was to get the bulk of things that felt right in the world. Undead are definitely planned, especially something to do with the Tzitzimitl, but they need to be gone through with a fine comb looking for the right ones.XLordxErebusX wrote:Undead can be of any race, if you really want to include them. I can see most of your races having similar fears. Fey are really very much up to you - they aren't human at all, and you can always play with any variants you like by simply changing the fluff.Here is the link to the unfinished encounter tables
Working out potential monsters for the World of Jingara.
Only finished up through Duppy in Bestiary 5, so more is to come.
Figured Id post what I have and discuss it a bit.currently almost no fey or undead creatures are picked out. so many of them play off of human forms or human fears. I just dont feel like most of them would work out too well. This is not to say their won't be some, but it will be a small list.
Excellent. That sort of planning can give a game world its own distinct flavor. :)

XLordxErebusX |

Here is the first draft for Strix. They have a sort of gypsy feel to me, always travelling. it also plays into the whole 'wacky electromagnetic field' thing that Jingara has. Much like birds, they feel the urge to migrate, but struggle to orient themselves due to the shifting fields. they end up with a wanderlust they cant quite overcome. I originally wanted them to be shy and elusive, but this changed as I started writing it.
Strix === +2 Dexterity, +2 Intelligence, –2 Charisma
The Strix are a nomadic race of humanoids that seems to be always on the move. They are tireless explorers, seeking out new adventures whenever and wherever possible. Intelligent and agile, the Strix apply themselves equally well to both the athletic and the academic pursuits, so long as they don’t wander off on some great adventure elsewhere. The Strix are seemingly stricken with a deep and insatiable wanderlust; so much so that they describe it as a nagging or irritating sensation that always presses against their minds the longer they remain in the same place.
They refer to this restlessness and irritation as ‘The Calling’, seeing it begrudgingly as both a duty, but also a potential opportunity. Further amplified by this apparent wanderlust, they have a deep seeded fear of being trapped or otherwise confined. If imprisoned or trapped, they break down quickly into panic, for freedom is everything to these people. Those who are confined for longer durations tend to go mad quickly from it all, often ending in their tragic deaths at their own hands or by means self-starvation.
Physical Description:
Dark-skinned humanoids with an odd combination of physical features found in both avians and mammals. They have great feathered wings and powerful nocturnal vision; all reminiscent of avians. They have long dexterous hands that end in clawed fingers. They have large clawed feet, with a digitigrade stance (walking on their toes). Their eyes are typically a piercing white color, without any visible pupil or iris. They have long, almost bat-like ears, which are often pierced or gauged. They have pronounced outer incisors and canines, which have a slight serration. Their hair is uniformly course and shaggy, coming in lighter shades of grey and white, but they often color it with dyes or decorate it with ornaments. Their skin is always dark in color and is known for having spots or freckles in a slightly different skin shade covering a good portion of their bodies.
Society:
The Strix are a restless people, always ready to leave at a moment’s notice. Their homes are highly portable and lightweight, capable of being taken apart quickly (and carried if necessary) for easy transport. They live in close proximity to each other in a communal way, living in extended families of a few dozen adults and a handful of children.
No other species on Jingara has come closer to exploring the world than the Strix has, nor as any other species come closer to mapping the world and the heavens above. They have perhaps the best guides and map makers of any species, for their wings grant them the added benefit of being able to survey the land from high above.
They tend to favor higher attitudes with open skies for travel, keeping well away from any subterranean passages or caverns.
Relations:
While they are generally well thought of by other non-Strix, they are not as sociable as others would often like. They tend to see relationships with non-Strix as temporary things, for such relationships rarely last longer than a few weeks at most before the Strix plans on leaving the area. While it is not intended, other non-strix tend to think of them as a bit indifferent and fleeting at best, to frustratingly rude or insulting at worst.
Catfolk, Reptoid, Orang-Pendak, Monkey-Goblin, Grippli, Ghoran, and Dromite.
Alignment and Religion:
It is rare to find a truly evil Strix. They have a strong love of their communities and their personal freedoms, but never at the direct cost of others. They tend to favor more chaotic alignments, while falling somewhere between good and neutral.
They have a variety of faiths, no doubt from their constant explorations of the land. Much of their history and legends are taught around their campfires or hastily constructed hearths. Most believe that the greatest members of their race eventually become one with the constellations in the night sky when they die; a destiny usually reserved for their most praised discoverers, teachers, or explorers.
An odd tradition has begun to catch on among some of their communities, where they make pilgrimages to specific locations they have uncovered, spread out around the world. They believe that these strange ruins of some ancient civilization or people in these locations hold great secrets and power, but they lack the direct knowledge of unlocking them.
Adventurers:
N/A...

XLordxErebusX |

Im not happy with all of this, but its a start. A lot of it needs to be rewritten from scratch, since maybe half of it is copied from the various lizardfolk posts online.
Lizardfolk +2 Strength, +2 Constitution, –2 Intelligence
Overview
Physical Description:
Lizardfolk resemble bipedal reptilian humanoids, standing between 6 and 7 feet tall and weight 200 to 250 pounds. Their powerful muscles are covered in scales of gray, green, or brown. Their heavy 4-foot-long tail drags on the ground behind them, allowing them remarkable stability on land. Lizardfolk are natural born swimmers, moving swiftly through the water with flicks of their powerful tails. While completely at home in the water, they still breathe air.
Lizardfolk are actually a combination of three closely-related species of lizardfolk, which have interbred into a wide variety of different subspecies. There are three main subspecies of lizardfolk, which can be usually identified by casual observation:
1) Crested: The most populous (and youngest) subspecies. Brightly colored crests and dorsal frills.
2) Spiked: The second subspecies. Short dorsal spikes on head, back, and tail. Blunted tail covered with long spikes.
3) Finned: The oldest subspecies, nearly extinct. Longer and thinner snout with a small dull crest and finned tail.
Society:
Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. They are fiercely territorial over their claimed hunting grounds and homes, and show a deep reverence for nature. Most lizardfolk hunt and work during the day, as their reptilian blood makes them sluggish in the cold. At night, they retreat to their homes at night to curl up with other tribesmen in the shared warmth of large peat fires. They mate seasonally, laying several clutches of eggs, sometimes with different partners. The young are raised communally, without knowledge of who their direct parentage is.
They have no real cultural laws, besides the unnecessary killing or eating of their own people. They use tribal markers to denote their tribe’s hunting grounds. Most disputes or challenges are solved physically with wrestling matches to decide the outcome of the dispute. These matches are generally fought in front of the whole community to gain or restore honor. While these matches almost never fatal, it’s been known to happen in some rare cases. Regardless of the outcome though, the matter is generally considered settled upon the end of the fight, despite bruised egos and bloodied bodies.
Relations:
Lizardfolk are a bit of a challenge for most people. Lizardfolk are physically the largest race, known for their aggressive and standoffish demeanor. They are quick to react to challenges or insults with violence. They are equally feared for their mastery of the terrain they are found in and for the overwhelming fury in which they fight with. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard in the swamp, and nothing should go to waste.
Their excessive pride is easy enough to satisfy by those who are experienced enough to know how. One good compliment can go a long way, so it’s good to occasionally compliment them on their strengths and deeds, without resorting to any gifts (which are seen as bribery and trickery) or excessive compliments.
Strix, Orang-Pendak, Monkey-Goblin, Grippli, Ghoran, Dromite, Catfolk
Alignment and Religion:
Although generally neutral aligned, most tend to be aggressive and standoffish. They are typically short-tempered, seeming to only barely keep their anger under control around others. When angered, they often react without thinking, which lends towards them favoring chaotic alignments.
Adventurers:
N/A...

XLordxErebusX |

Tried to change the base premise of the creation story. The whole 'alternative food source for humans, until they evolved bodies to mimic humanoids, in attempt to stop them from being eaten' was sort of silly in my opinion. I always liked their appearances, but Id hate for them to be so static and unchanging. On earth, we have seasonal changes effecting the appearance of certain plants, why not here? I wanted them to reflect this by being a very alien race, so they have the ability to alter their appearance.
Im a big fan of Trills from star trek, so I felt like throwing in one of their taboos into the mix with their multi-generational relationship taboo.
I also want to show a little love for my favorite plant lady since its valentine's day. you all remember Zhaan, one of the Delvians from Farscape?
=====
Ghoran
+2 Constitution, +2 Charisma, –2 Wisdom
Ghorans arose from plant life created by the Elohim on one of the distant moons of this solar system. When Ghorus was abandoned, tens of thousands of Ghorus Seeds were saved from destruction and brought to Jingara. Ghorans only produce a handful of Ghorus Seeds once every few centuries, so it’s a rare and cherished event. Ghorans are fanatically protective of these Ghoran seeds and consider destroying them the worst of crimes.
Physical Description:
Their bodies are somewhat morphic, they can effectively cultivate various types of living plant or fungi into their appearance with a few hours of meditation. Under intense stress or emotion, they also can change their appearance suddenly, usually in the form of a color change. For example, one Ghoran might create for themselves hair from vines, while another might grow a mushroom cap on its head. Another one might decide to grow little branches which can even bud flowers and fruit if they want to spend the effort. Another one could grow an intimidating crown of thorns. With the right living materials and some creative thinking, the Ghoran can do almost anything like this. Despite this ability to very effectively change their appearance, each Ghoran tends to have a specific trait, quirk, flaw, or blemish about their varying forms that makes them somewhat recognizable to those familiar with them.
Society:
Ghoran are not the most technologically advanced of cultures, but they make up for it in other ways. Their domain is perhaps the most peaceful regions of the world, due to their tireless work at protecting and patrolling it. Widely considered a boundless paradise, they have an unimaginable selection of Fruits, grains, insects, and vegetables in their markets, which are grown in hanging gardens or raised in captivity. They also have numerous small pets, such as climbing rodents, birds, bats, flying squirrels, and finger monkeys. Weapons, tools, and even shelters are made by hand from natural materials found around them.
Most Ghorans bond with one partner for a single given lifetime, but do not carry on these relationships beyond that one lifetime should they die and still pass on their seed, despite the passed on memories of their previous lives being retained by that seed. It’s a cultural taboo to carry on a romantic relationship with the same Ghoran after you passed on your seed to the next generation and died. They believe that it was a different life, which different experiences and that they must be living in this new one, not in the previous ones.
Relations:
They have this wild hedonistic side to them, which seems reckless at times to others. They love experimenting with new things, often against better judgement.
Strix, Lizardfolk, Orang-Pendak, Monkey-Goblin, Grippli, Dromite, Catfolk
Alignment and Religion:
Ghorans tend to favor neutral alignments.
While not all of them are religious, there are several traditions within their own culture. Ghoran are deeply in tune with nature, it’s only natural for them to take up the druidic ways. Some still worship the Elohim, pausing to pray to the Annulus each time it passes overhead. Some have no religion, but have sworn vows to nurture Jingara and protect it from destruction to the best of their abilities.
Adventurers:
N/A...

Goth Guru |

Here is the first draft for Strix. They have a sort of gypsy feel to me, always travelling. it also plays into the whole 'wacky electromagnetic field' thing that Jingara has. Much like birds, they feel the urge to migrate, but struggle to orient themselves due to the shifting fields. they end up with a wanderlust they cant quite overcome. I originally wanted them to be shy and elusive, but this changed as I started writing it.
Strix === +2 Dexterity, +2 Intelligence, –2 Charisma
The Strix are a nomadic race of humanoids that seems to be always on the move. They are tireless explorers, seeking out new adventures whenever and wherever possible. Intelligent and agile, the Strix apply themselves equally well to both the athletic and the academic pursuits, so long as they don’t wander off on some great adventure elsewhere. The Strix are seemingly stricken with a deep and insatiable wanderlust; so much so that they describe it as a nagging or irritating sensation that always presses against their minds the longer they remain in the same place.They refer to this restlessness and irritation as ‘The Calling’, seeing it begrudgingly as both a duty, but also a potential opportunity. Further amplified by this apparent wanderlust, they have a deep seeded fear of being trapped or otherwise confined. If imprisoned or trapped, they break down quickly into panic, for freedom is everything to these people. Those who are confined for longer durations tend to go mad quickly from it all, often ending in their tragic deaths at their own hands or by means self-starvation.
Physical Description:
Dark-skinned humanoids with an odd combination of physical features found in both avians and mammals. They have great feathered wings and powerful nocturnal vision; all reminiscent of avians. They have long dexterous hands that end in clawed fingers. They have large clawed feet, with a digitigrade stance (walking on their toes). Their eyes are typically a piercing white color, without any visible pupil or iris....
How about as NPCs in an adventure. They find a trapdoor in a ruin, but it's not locked or anything. One hires the adventurers to explore it so they can make a story about it. I'll assume they don't have books yet. You don't have to worry about your horses and camp followers because they will guard them.

Goth Guru |

Im not happy with all of this, but its a start. A lot of it needs to be rewritten from scratch, since maybe half of it is copied from the various lizardfolk posts online.
Lizardfolk +2 Strength, +2 Constitution, –2 Intelligence
OverviewPhysical Description:
Lizardfolk resemble bipedal reptilian humanoids, standing between 6 and 7 feet tall and weight 200 to 250 pounds. Their powerful muscles are covered in scales of gray, green, or brown. Their heavy 4-foot-long tail drags on the ground behind them, allowing them remarkable stability on land. Lizardfolk are natural born swimmers, moving swiftly through the water with flicks of their powerful tails. While completely at home in the water, they still breathe air.Lizardfolk are actually a combination of three closely-related species of lizardfolk, which have interbred into a wide variety of different subspecies. There are three main subspecies of lizardfolk, which can be usually identified by casual observation:
1) Crested: The most populous (and youngest) subspecies. Brightly colored crests and dorsal frills.
2) Spiked: The second subspecies. Short dorsal spikes on head, back, and tail. Blunted tail covered with long spikes.
3) Finned: The oldest subspecies, nearly extinct. Longer and thinner snout with a small dull crest and finned tail.Society:
Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. They are fiercely territorial over their claimed hunting grounds and homes, and show a deep reverence for nature. Most lizardfolk hunt and work during the day, as their reptilian blood makes them sluggish in the cold. At night, they retreat to their homes at night to curl up with other tribesmen in the shared warmth of large peat fires. They mate seasonally, laying several clutches of eggs, sometimes with different partners. The young are raised communally,...
It seems ok. To expand upon it. Some arguments revolve around whether some should join other races in adventuring. The plusses would be access to other hunting grounds, allies who would deal with poachers that Lizardmen can't deal with, and future battle buddies if the aboleths return.
If there is an adventure in Lizardfolk territory, the member of the party will fight with the top traditionalist. Without a Lizardfolk in the party, there is almost no way to access the crashed spaceship at the bottom of the swamp.

Einherjar of Pickles |
So far you seem to have a very intriguing world, though I am a sucker for anything with the word Lovecraft associated with it (or Lovecraftian). I have homebrewed a lot of worlds and one thing I will say is that the devil is in the details. For example, if inventing a town for your world, don't get overwhelmed trying to list out every faction and the family tree of every shopkeeper there - three unique and memorable things will normally be enough to make it feel real for players.
The same holds true for settings. One thing I and most professional world builders do (Pathfinder's Golarian is no different) is draw from real life places to build the setting. You say your planet is heavy, dense jungle so study architecture and culture in Equatorial regions of IRL Earth (the Aztecs, North to Middlish Africa, and so on) to determine what sort of details, cultures, and so on exist there. If something deviates from that, be prepared with an interesting factoid as to why.

Goth Guru |

So far you seem to have a very intriguing world, though I am a sucker for anything with the word Lovecraft associated with it (or Lovecraftian). I have homebrewed a lot of worlds and one thing I will say is that the devil is in the details. For example, if inventing a town for your world, don't get overwhelmed trying to list out every faction and the family tree of every shopkeeper there - three unique and memorable things will normally be enough to make it feel real for players.
The same holds true for settings. One thing I and most professional world builders do (Pathfinder's Golarian is no different) is draw from real life places to build the setting. You say your planet is heavy, dense jungle so study architecture and culture in Equatorial regions of IRL Earth (the Aztecs, North to Middlish Africa, and so on) to determine what sort of details, cultures, and so on exist there. If something deviates from that, be prepared with an interesting factoid as to why.
This.
Perhaps the pyramids and lost temples were built by the worshippers of the old ones. Some snake people and Deep One like frog-fish people still exist in the underdark.
XLordxErebusX |

I want the lizardfolk to have a very mesoamerican feel (more specifically aztec) feel to them, with a paranoid religion based around sacrifice to stop the Annulus from spinning. Some of their tribes could wear feathers (strix?) or pelts (catfolk?) taken from their prey, perhaps even calling themselves the eagle warriors or jaguar warriors like some earth cultures did?
They could build temples rising out the water like the Aztecs did for prayer and sacrifice.

XLordxErebusX |

I need to come up with a strange energy source or fuel that is useful to Aliens in the region. Something to lure them in to stay, besides cults and hunting parties.
Also, I need to come up with some sort of guardian (guardian dragon, maybe?) to protect the Annulus or even automatons that maintain and operate the Annulus (or both). I like to think of the Annulus as a staging area for cargo brought from the surface, as well as maintaining the world's orbit and protecting it from annihilation.

XLordxErebusX |

It's a new solar system. Maybe there is a big, clear, disk that absorbs the solar flares and beams the energy to a receiver on the ring.
That's one possibility, but I'm not entirely sure about it. I'm having trouble imagining how it would work. Where would this disk be located? how is the energy transferred?

Goth Guru |

Goth Guru wrote:It's a new solar system. Maybe there is a big, clear, disk that absorbs the solar flares and beams the energy to a receiver on the ring.That's one possibility, but I'm not entirely sure about it. I'm having trouble imagining how it would work. Where would this disk be located? how is the energy transferred?
It would always orbit between the planet and the sun. It would have a narrow beam microwave projector that beams power to a receiver on the ring. Any chunk of space rock that crosses the beam explodes, melts, and or evaporates into space.

Goth Guru |

I found the stats for Monkey Goblin.
Like in the Bestiary, their behavior is campaign influenced. In other words, they don't have to fear the written word. Maybe some do, but some have learned to operate tech as a ritual.