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Post by joatmoniac on Dec 20, 2018 20:21:06 GMT
This week’s exercise is inspired by DMB 167: Creature Conversations, where Brian Carnell from the Talking Beasts podcast exposed us to his thoughts on Narnia’s talking animals. It left rorrik and I with an urge to work talking animal NPCs into our campaigns! Now is the time to focus our mental muscles on that particular range of motion. 1. What animal is the NPC? 2. What personality traits conform to the animal’s behavior? 3. What personality traits deviate from the animal’s behavior? 4. What kind of voice would you use for the NPC? 5. What kind of quirks would affect the player’s interaction with the NPC? 6. Anything else? Bonus question: What might be the source of talking beasts in the world of Dayiembe? What might they be like?
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Post by 00dlez on Dec 21, 2018 17:10:45 GMT
6. Oba is an orangutan that is highly intelligent, can speak several languages including common and elven, and has achieved unique and remarkable size. Along with a huge number of subserviant primates (who are only only of animal intelligence and unable to speak) control an expansive area of ancient jungle ruins. Somewhere in the ruins, Oba suspects is the root cause of his transformation and abilities, but he has limited help from his primate allies to explore the ruins himself.
1. Oba, as he is called, is a massive (huge sized) orangutan.
2. The social structure of orangutans (and most monkeys/apes) is derived from size, and Oba's massive frame has made him a thing of reverence for not just his fellow orangutans, but other species of monkeys and apes throughout his territory. To achieve such a massive size, Oba has a high calorie diet of fruits from local plants, and relies on offerings by subservient primates. Orangutans communicate over long distances using what is called a "long-call" which can be heard for kilometers. Oba's long call is so loud and terrifying that locals nearby often hear the calls coming from the ruins and think they are inhabited by terrible monsters. Oba's intelligence has vastly accelerated his species natural use of primitive tools, and as such, has been able to impart some of this knowledge to his primate kin in the area. The local primate soldier types are known to use crude spears, bone weapons, and primitive armors - even some iron/steel equipment when they can acquire it from without.
3. Oba's size prevents him from mating with willing females, so he permits a number of other males to roam the ruins of his territory - each with their distinct sub-territory. Orangutans are not often socially organized and prefer much more solitary life-styles, but the core group that inhabits the ruins with Oba have shirked this norm and remain sedentary and social.
4. Low and slow. Maybe something like Treebeard (LotR movies) with more of an west-African accent.
5. Though highly intelligent and very wise, Oba is still, at his core, an ape and often struggles with concepts and ideas that are "civilized". He interacts with other primates 99.99% of the time and does not have the refined social skills and queues that one might anticipate from a being of his intelligence.
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will
Commoner
Posts: 24
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Post by will on Dec 26, 2018 2:40:10 GMT
1. What animal is the NPC? Pangolin! Her name is Patricia Pebblesby.2. What personality traits conform to the animal’s behavior? Extremely shy. Curls up into a ball when threatened to protect herself with her keratin faux-scales. 3. What personality traits deviate from the animal’s behavior? Extremely mobile and nomadic. Employed as a travelling merchant. 4. What kind of voice would you use for the NPC? Extremely nervous and faltering, simple speech, naive, a bit childlike. This conceals a genuine savviness for negotiation. 5. What kind of quirks would affect the player’s interaction with the NPC? Extremely anti slave trade. Gets very agitated at even the mention of slavery. When faced with it directly, probably won't be able to contain her composure and might lash out with her great claws. 6. Anything else? Carries her kid on her tail even in the midst of commercial negotiations. The kid sometimes will launch off, curled into a ball, and act as a projectile weapon. The kid loves doing this. It's a fun game. Bonus question: What might be the source of talking beasts in the world of Dayiembe? What might they be like? There is no "source" for them in the same way that there is no "source" for human beings. They are a natural part of a world that is saturated with magic.
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Post by DMdanielsan on Jan 2, 2019 4:24:12 GMT
This is an npc I've used in my game, but he can make an appearance in Daiyambe because he's so fun to play.
Ser Gerald the Braveheart
1. What animal is the NPC? Ser Gerald is a white mouse.
2. What personality traits conform to the animal’s behavior? Ser Gerald can is very loving and playful with those who don't treat him as food. However, as a mouse, almost everything treats him as food.
3. What personality traits deviate from the animal’s behavior? He isn't called the Braveheart for nothing. Ser Gerald backs down from no challenge, running from no opposition.
4. What kind of voice would you use for the NPC? The most regal British knight accent possible. Have at thee!
5. What kind of quirks would affect the player’s interaction with the NPC? Gerald refuses to run from any challenge or threat to the queen, and may cause troubles for a rogue's plans.
6. Anything else?
Ser Gerald the Braveheart is knight to the Queen Celeste (a dryad who lives in a tree and looks over the animals of her area of the forest). He is in plate armor and has a shield all shaped from coins that travelers had dropped, a thimble for a helmet, and a physicor's needle that inflicts poisonous injuries swiftly to foes and would be difficult to detect if Gerald would sneak attack, but this is not honorable. He fights all comers with honor and chivalry, for the Queen!
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venari
Commoner
Posts: 4
Favorite D&D Class: Ranger
Favorite D&D Race: Dragonborn
Gender: Male
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Post by venari on Jan 24, 2019 16:25:06 GMT
1. What animal is the NPC? Nysa is a Grey Wolf 2. What personality traits conform to the animal’s behavior? Nysa is a wolf at her core, her pack, her territory, her things, are not to be touched or even looked at by others. Her human is most definitely not to be touched, looked at, as he brings her the best of things, things Nysa doesn't even know to look for. 3. What personality traits deviate from the animal’s behavior? Nysa no longer sees the appeal of the woods, or hunting for that matter. Her human brings her the best of goodies, but seems to act strange when Nysa leaves to hunt, or simply walk anywhere. Besides that fact there was once Nysa came back to find her human fighting. Nysa no longer leaves to hunt now. 4. What kind of voice would you use for the NPC? Nysa speaks in a broken common never using I, always referring to herself in the third person. She has a haughty arrogance prevelant in her voice. 5. What kind of quirks would affect the player’s interaction with the NPC? Nysa feels the need to state her and her humans superiority at any chance she gets. While Nysa is explaining this to the lesser beasts and lesser humans she likes to lay comfortably in the sun. 6. Anything else? Nysa is pleased that the questions are finished and she can get to her story. Nysa has grown in the Eloran woods where all manner of creatures grow in strange ways, her pack included. She watched as her packmates grew to be different, some growing large, others slender and quick,mother and father seemed to grow a sense for danger beyond that of what Nysa knew possible. Nysa however stayed the way a proper wolf should, not deforming herself like her packmates. Instead she followed her parents, and learned of the threats that only they saw, the humans that invaded her land. She began stalking these humans, learning how they acted. Nysa found it most strange that they made so many noises with their mouths, but in time she learned that they did this thing to hunt better. This she understood, however for some reason her pack did not. She spent many moons trying to get her pack to use the human noises, but the more she learned the less her pack felt like home. Nysa decided that it was time to leave, she needed her own pack, ones that she could teach. Nysa however was soon shown the dangers of traveling alone. Nysa's human found her after she had learned the value of running from the lesser creatures. He brought her many things, that after Nysa decided he was not of the lesser creatures, she allowed him to give her. Nysa did not see the use for these things, but in time found that her human knew far more than his lesser kin and that these things were good to have. Nysa even learned that her human could bring her things where ever he went. Now Nysa follows her human, protecting her things and her humans pack, she still has to spend much time educating others of how lesser they are, but in time she hopes to see the world understands how much greater they could be. Bonus question: What might be the source of talking beasts in the world of Dayiembe? What might they be like? So my idea here has been that Nysa lives in the Eloran woods, in my world of Bellum magic accumulates slowly in areas condensing into crystals in concentrated areas. This is not to say that all creatures who speak, or have the capacity to, live here. However it is a place where magic has gathered. Often times these crystals are gathered to supplement spell slots, however if left alone they continue to grow changing into soul stones and eventually even dungeon cores. They also have effects on the creatures around them, such as Nysa. What she is describing is how she gained intellect while her pack took on different traits. So the short of my idea is that areas of concentrated Mana can cause wild unpredictable changes to the creature living there.h
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Post by Mariok Soresal Hillick on Jan 25, 2019 0:32:41 GMT
6. Oba is an orangutan that is highly intelligent, can speak several languages including common and elven, and has achieved unique and remarkable size. Along with a huge number of subserviant primates (who are only only of animal intelligence and unable to speak) control an expansive area of ancient jungle ruins. Somewhere in the ruins, Oba suspects is the root cause of his transformation and abilities, but he has limited help from his primate allies to explore the ruins himself.
1. Oba, as he is called, is a massive (huge sized) orangutan.
2. The social structure of orangutans (and most monkeys/apes) is derived from size, and Oba's massive frame has made him a thing of reverence for not just his fellow orangutans, but other species of monkeys and apes throughout his territory. To achieve such a massive size, Oba has a high calorie diet of fruits from local plants, and relies on offerings by subservient primates. Orangutans communicate over long distances using what is called a "long-call" which can be heard for kilometers. Oba's long call is so loud and terrifying that locals nearby often hear the calls coming from the ruins and think they are inhabited by terrible monsters. Oba's intelligence has vastly accelerated his species natural use of primitive tools, and as such, has been able to impart some of this knowledge to his primate kin in the area. The local primate soldier types are known to use crude spears, bone weapons, and primitive armors - even some iron/steel equipment when they can acquire it from without.
3. Oba's size prevents him from mating with willing females, so he permits a number of other males to roam the ruins of his territory - each with their distinct sub-territory. Orangutans are not often socially organized and prefer much more solitary life-styles, but the core group that inhabits the ruins with Oba have shirked this norm and remain sedentary and social.
4. Low and slow. Maybe something like Treebeard (LotR movies) with more of an west-African accent.
5. Though highly intelligent and very wise, Oba is still, at his core, an ape and often struggles with concepts and ideas that are "civilized". He interacts with other primates 99.99% of the time and does not have the refined social skills and queues that one might anticipate from a being of his intelligence.
Love this! Could totally be used in some Indian, Mesoamerican, or African jungle (or a mix of all those cultures!) campaign setting or adventure/campaign!
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Post by rorrik on Feb 15, 2019 1:51:22 GMT
1. What animal is the NPC? Tavish Darkwing is a Crow 2. What personality traits conform to the animal’s behavior? Tavish is as mischievous as you'd expect a crow to be, perhaps doubly so. He also loves whatever shiny and colorful baubles he can collect. His interest in others is primary to play pranks on them and see their consternation while obtaining from them beautiful things for his collection. 3. What personality traits deviate from the animal’s behavior? Unlike a normal crow, Tavish has a lovely singing voice. He befriends his marks through beautiful song and story. Tavish is also a solitary creature, having no friends and few ongoing acquaintances. 4. What kind of voice would you use for the NPC? Bruce Campbell's Jack Stiles from Jack of All Trades, or maybe is King of Thieves from the Hercules series: Suave and self-confident. 5. What kind of quirks would affect the player’s interaction with the NPC? Often, when Tavish first meets a mark, his reflex is to be genuinely desperate for friendship and approval, but it doesn't take long for his greed and wanderlust to get the better of him. It is then that he takes whatever shinies he can carry and vanishes. 6. Anything else? Tavish is one of a kind, or so he believes. Any knowledge of other talking creatures, especially birds, would drive him to learn more. Bonus question: What might be the source of talking beasts in the world of Dayiembe? What might they be like? Combining @will 's and venari 's ideas, the speaking beasts spontaneously occur throughout Dayeimbe where their dumb animal varieties have habitats that correspond with concentrations of magical energy, whether this is god created shrines that radiate divine power, intersections of lay lines, or areas purposefully manipulated by a mortal mage (though these would often correspond with existing concetrations). How the magical concentration came to be sometimes dictates the intelligent animal's powers and abilities. Tavish, for example, came to be because he hatched in a nest on a forgotten shrine of Yithalin, god of shadow and silence.
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Post by dmdraxil on Mar 18, 2019 0:03:57 GMT
1. What animal is the NPC? Fizzle-sticks is a Corgi who happens to be the mount for a fairy knight. After serving honorably for years Fizzle-sticks was blessed with intelligence and long life. 2. What personality traits conform to the animal’s behavior? Fizzle-sticks is loyal and protective, almost to fault, towards his friends. He is also brave in the face of danger, saving his knight several times. 3. What personality traits deviate from the animal’s behavior? Fizzle-sticks love gossip, he is more than willing to spread rumors he has heard. He also is always in search of secrets to spread and this makes him a snoop. 4. What kind of voice would you use for the NPC? Fizzle-stick speaks quickly in a high pitched voice. 5. What kind of quirks would affect the player’s interaction with the NPC? Fizzle-stick is always interrupting others, unless they are spreading rumor, he wants people to be quick and to the point. 6. Anything else? Fizzle-stick can be found anywhere in the world, after missions are completed his knight will let him explore on his own. He is also always found in his special magical barding, it can turn him invisible at will.
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DM Annabelle
Commoner
I write D&D music!! Would love to collaborate with anyone for their campaign settings!!!
Posts: 7
Favorite D&D Class: Druid
Favorite D&D Race: Dwarf
Gender: Female
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Post by DM Annabelle on Mar 19, 2019 17:19:07 GMT
View Attachment1. What animal is the NPC? Fizzle-sticks is a Corgi who happens to be the mount for a fairy knight. After serving honorably for years Fizzle-sticks was blessed with intelligence and long life. 2. What personality traits conform to the animal’s behavior? Fizzle-sticks is loyal and protective, almost to fault, towards his friends. He is also brave in the face of danger, saving his knight several times. 3. What personality traits deviate from the animal’s behavior? Fizzle-sticks love gossip, he is more than willing to spread rumors he has heard. He also is always in search of secrets to spread and this makes him a snoop. 4. What kind of voice would you use for the NPC? Fizzle-stick speaks quickly in a high pitched voice. 5. What kind of quirks would affect the player’s interaction with the NPC? Fizzle-stick is always interrupting others, unless they are spreading rumor, he wants people to be quick and to the point. 6. Anything else? Fizzle-stick can be found anywhere in the world, after missions are completed his knight will let him explore on his own. He is also always found in his special magical barding, it can turn him invisible at will. I LOVE him!! He is the goodest boy, 17/10.
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Post by shellbackbeau on Mar 27, 2019 9:39:51 GMT
1. What animal is the NPC? A fun loving Siberian husky, can be found in any of the towns and villages in the tundras and taigas. 2. What personality traits conform to the animal’s behavior? Friendly, willing to help anyone of good alignment, and most of the neutral alignment. Squirrel! 3. What personality traits deviate from the animal’s behavior? Never a serious moment from this one! Always has a pun or dad joke for any and every occasion! 4. What kind of voice would you use for the NPC? A low raspy yet excited voice, that turns into an almost Scooby-Doo howling type of voice, always trying to get the party's full attention. 5. What kind of quirks would affect the player’s interaction with the NPC? He'll help you with your daily tasks, and gladly, but usually gets under your feet and spends more time distracting you with dad jokes than actually getting the work done. When granting aid, instead of giving advantage, (although doesn't stack with another's advantage) it instead grants a static +1 to the roll. (if you have disadvantage, you roll at disadvantage still, but gain the +1.) 6. Anything else? Make sure you have many many dad Jokes and bad puns available. Npc can cast hideous laughter 3x per long rest, (dc13) and knows the Cantrip Vicious Mockery
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DM Annabelle
Commoner
I write D&D music!! Would love to collaborate with anyone for their campaign settings!!!
Posts: 7
Favorite D&D Class: Druid
Favorite D&D Race: Dwarf
Gender: Female
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Post by DM Annabelle on Mar 29, 2019 22:28:02 GMT
What animal is the NPC?A Gasp of Koi Fish (plural) What personality traits conform to the animal’s behavior?The leader of the gasp is called Elder Cyprin, he is known for his keen eye and wise advise. He's typically very helpful, sometimes cryptic. Your classic wise elder figure. What personality traits deviate from the animal’s behavior?Most of the other koi are actually really rude and mouthy. They tend to use crass language. Ever think you hear someone talking smack about you? Yeah, that's the Koi Gasp Gang. While they have been known to be helpful, they also enjoy sending people straight into humiliating situations. Somehow they are still endearing, and have some redeeming qualities. What kind of voice would you use for the NPC?The Koi Gasp Gang sound like a group of young Chicagonian or an Italian New Yorker hooligans. They sound like little con men. Elder Cyprin would probably sound more restrained, trustworthy, and gentle. Significantly different compared to the rest of the Koi. What kind of quirks would affect the player’s interaction with the NPC?I would throw in a lot of limb jokes and snide comments like: "What? Just 'cause you got limbs you think you're so smart?" "I got one word for ya: fugly. Furry and ugly." "Fine, I'll let you in on a little secret, just cause I feel bad for you. You're very unfortunate looking."Anything else?The Koi are trapped in a small pond in the middle of a town. They despise children, and say horrible insulting things tso just children, and when the children drag their parents over to see, they koi pretend to be regular koi, and the minute the parent's back is turned, they wink at the children. Bonus Question: WIP
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Post by letterlost on May 27, 2019 4:26:51 GMT
1. What animal is the NPC? Snowflake is a house cat 2. What personality traits conform to the animal’s behavior? curious, cuddly, lacks any awareness of personal space, never around when you need her, always right in front of you when you are in a hurry, naps a lot, vague, mysterious, mischievous, disobedient, keeps secrets well, un-honorable (not honorable- doesn't play by the rules, won't hesitate to cheat and shows no remorse for doing it). 3. What personality traits deviate from the animal’s behavior? loyal: (only) if you show her trust, she will trust (only)you while not very reliable keeps her promises, but only if she promise or she swears on it. 4. What kind of voice would you use for the NPC? ASMR 5. What kind of quirks would affect the player’s interaction with the NPC? has an annoying habit of showing up when it's not helpful. if in the the area is always right in front of you when you are in a hurry. always willing to hitch a free ride. 6. Anything else? Snowflake is the 7th (cat) child of a 7th (cat) child, born with wild magic. she has very high charisma and above average intelligence (for a cat); she speaks common (leaned it on the farm) and sylvan (leaned it in the woods) chaotic evil: selfish, mischievous, but not malicious She grew up in the basement of a farm, slowly gaining experience one field mouse at a time; catching them and cooking them with firebolt before eating them. S he loves playing with fire, finds herself mesmerized by the dancing flames. Always a disobedient child, she would frequently sneak out of the basement and spend her nights frolicking through the woods with wild pixies and the local forest gnome. One day she lost control of her magic and burnt down the farm. So it was that snowflake took up the mantle of traveler as a sorcerer. Bonus question: What might be the source of talking beasts in the world of Dayiembe? What might they be like? The source of magic originated from the wild fey. the fey frequently hand out boons to the animals who please them or help them. the fey have magical wines, numerous trinkets, and sacred groves; any of which can grant intelligence and speech. intelligence and speech is then passed down from parent to child, sometimes it is not inherited, sometimes it is repressed and disappeared; but it has a way of showing up later. Each speaking animal is as different as normal animals ... animals are like a box of chocolates, you never know what you're going to get.
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Post by DM Onesie Knight on Jun 4, 2019 3:13:07 GMT
1. What animal is the NPC? Azozol the Giant Spider of the Dark Forest. She lives deep in the old growth woods where the sunlight never touches the forest floor. In a hollow formed under decaying leaves the size of noble's tents and the gigantic gnarled base of an ancient fallen tree, she lives in a territory spanning miles of treacherous web snares. 2. What personality traits conform to the animal’s behavior? Azazol is patient, stealthy, and cold. She feels the vibrations through the strands of her webs and observes movement through her territory for hours, sometimes days, biding her time and studying the path of intruders, prey, or opportunities. When she catches prey, they often fail to see her until her fangs sink their poison or her web begins to wrap them. 3. What personality traits deviate from the animal’s behavior? Despite the terror she inspires and her complete indifference to the death and suffering of others, she is keenly aware of her role in the natural order, and feels a spiritual connection with her duty keeping the pests and vermin of the forest in check. Most of her diet includes poisonous wasps who threaten many beasts, rotfly spawns which spread disease, giant rats who gnaw on the roots of the ancient trees, and despoiling hunters out for big game rather than subsistence. In fact, Azazol is a druid, but rather one who started as an animal. She can "wild shape" into a very thin elf woman with sickly pale skin and jet-black hair. Her eyes in this form are, likewise, completely black like chunks of obsidian. 4. What kind of voice would you use for the NPC? Deep but soft, spoken very quietly, almost hard to hear. 5. What kind of quirks would affect the player’s interaction with the NPC? She finds loudness, bravado, and individualism distasteful. She respects humility, restraint, and understanding of the interconnected web of life. That said, she has no qualms about killing anyone who disrespects nature, threatens her, or doesn't give a good reason not to when they walk into the wrong web trap and she hasn't eaten in a while. 6. Anything else? If someone wants something from her, she might offer a way to win her favor; her webs tell her of many spots of corruption in the forest that must be attended to. A desperate adventurer might find himself asked to deal with a necromancer in hiding, a lurking green hag, or a troll on a rampage. Bonus: this deep in the ancient dark forest, the walls between the material realm and the feywild get a little... thin. Maybe a simple spider built its web over a fairy ring. Maybe when the giant tree under which she lives fell, the life-energy draining out of it passed through her. Maybe a great druid awakened her. Maybe she is herself a creature of the feywild and she crossed over through a small rip in reality.
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