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shepscapades · 2 months
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Souls in the Sand: Concept Art
As I’ve mentioned here and there, I’ve spent the last two years developing an original story inspired by a small Origins+Empires server a few friends and I started planning. The more I developed plans for my empire to be a sprawling overgrown cityscape of ruins and stone framework inspired by the nether, the more I built up this backstory for the character I wanted to play, a small deerfolk boy named Esra. From there, and over months of working and reworking the story and its characters, I’m proud to say I’m coming up on a 100 piece gallery for my Masters Exhibition to display this story in the form of a song-inspired comic, titled: Souls in the Sand.
Over the next month and beyond the date of my exhibition in April, I wanted to start sharing my work here! I thought it would be fitting to first share all of the concept work I did for the characters last semester as I took each character from their old lineup and reworked them from scratch to see if there were any designs I could make more unique or appropriate for the story. This process consisted of four stages: silhouettes, full-body mock-ups, face and head shapes/designs, and experimenting with the final characters’ designs with a set of unique expressions that best fit their personalities and narrative role.
Since each character was reworked separately, the “new” concept lineup is a little disjointed (and some of the characters’ faces actually ended up different from their full-body designs), but I thought it would be fun to line them up to compare the overall cast to their old designs. With each character(s) I post the concept process for, I may share little bits of the work I’m doing or talk a little about their narrative roles as I go, but for now, have Esra!
I know I don’t post original work here often, but I wanted to share parts of this journey with you guys because it’s been very meaningful to me! And I hope all of the work I’ve been doing may at the very least serve as a bit of inspiration or encouragement for us to keep making silly minecraft stories, to keep drawing the characters we love, and to keep being creative in whatever way is meaningful! <3
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THEME: Space and Stars
This week's themes are all loosely categorized under space, from space-westerns, to space-fantasy, to some games entirely within their own genre.
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Boar Beasts on A Barbarous Planet, by Z.W. Garth.
Boar Beasts on a Barbarous Planet is a 2-page Push Powered roleplaying game of boarfolk warriors surviving on a planet of swords-and-lasers, covered in hostile biomes and littered with the sci-fi tech of planetary invaders who couldn't cut it in this harsh world. 
Players take on the role of warriors dedicated to protecting their sounder from the many threats that plague them, in this harsh, psychedelic world. 
Push games use an interesting 'push-your-luck' mechanic, in which your can choose to re-roll and add to your roll in order to make a "weak" success stronger - but roll too high, and you meet disaster. In my opinion, it's an SRD that feels a little over-looked in the indie scene.
This game is meant to be brutal and violent, on a world that is difficult to survive. Your characters enter the story battle-scarred, and will leave the story worse, possibly even dead. This looks to be a game that’s full of prompts and roll-tables, so if you like random generation, I recommend checking this one out.
From Out of the Boundless Deep, by Scyllaycs. 
From Out the Boundless Deep is a two-player game about a mech pilot and an engineer working on the starship the Boundless. The game follows the pilot’s dangerous missions off the ship, the engineer’s meaningful repairs onboard the ship, and the brief moments the two meet between missions.
This game has two players, and no set GM. If you want to be a character who’s interacting with a dynamic set of stats and risky endeavours, you can pick up the Pilot. If you like building and modding things to set up the two of you for future challenges, then the Engineer might be more your style. The Game itself is split into two phases: Ship Phase and Mission Phase, with each phase giving the player a chance to shine. A Tarot Deck will be used to provide benefits and drawbacks throughout the course of play.
This is a game where you can really explore the conflict and community between two characters, in a situation where they can’t always communicate in a way they’d like. It doesn't demand an epic storyline but definitely has the space for it. This is also a great game for two people who have different and complimentary styles of play. 
Dead Belt, by A Couple of Drakes. 
Dead Belt is played by building a Belter and taking them out into the Belt to scavenge randomly-generated starships, using things you already have laying around: a six-sided die, a deck of common playing cards, and a few tokens of whatever sort happen to be close at hand.
With a dozen unique ship deck plans, over 100 flavorful prompts, and plenty of character stats to help you avert certain death, no two ships will ever feel the same. You’ll board these derelict starships, navigate barriers, dodge threats, monitor your air-supply, and salvage as you go.
You’ll deal with all the dangers lurking onboard these starships, push your luck, and finally return to spend your hard-won booty to secure better equipment, improve your skills, pay down your crippling debt, and hopefully, maybe, eventually set yourself up to live out your dreams far from the Belt.
There are three ways to play this game: Solo, Co-Op and Rivalry. This means that in a two-player game, you can choose to either work together or attempt to sabotage each-other in a race for pay. This game is an homage to Cowboy Bebop and similar Space Westerns, with a lot of tantalizing options designed for duet play.
Vaults of Vaarn, by graculusdroog.
Vaults of Vaarn is a 48-page, black and white tabletop RPG zine, which presents setting information, a full game system, and character creation procedure for adventures in Vaarn, a vast blue desert that lies at the very end of time. The game is built on the chassis of Knaveby Ben Milton, with lightweight rules, speedy character generation, and gameplay that emphasizes creativity and problem-solving on the part of players and referee. 
This game setting feels like a space opera smashed together with acid fantasy, with bright colourful descriptions of strange monsters, NPC’s and locations. It is a dangerous setting that is designed to work with OSR games, primarily Knave but I have a feeling it would be pretty easy to steal ideas from this for other OSR systems as well. If you’re a fan of big space epics like Dune or weird futures like Numenera or Gamma World, this game is probably worth checking out.
If you want to see what the community has created for this setting, I recommend checking out the submissions to the Vaarn Summer Jam of 2022!
Nibiru, by Araukana Media.
Nibiru is a science fiction tabletop roleplaying game, set in a massive space station in a neighbouring solar system. Players take on the role of Vagabonds; people who woke up in the space station with no memories of their past.
Nibiru tackles themes of memory, nature and artificiality through simple mechanics, evocative art and immersive worldbuilding.
This is a game in which you create your character’s backstory as you play, filling in pieces of memory as you explore a space station filled with strange inhabitants and abandoned or deteriorating locations. The way you write about yourself will also fuel your character progression, with rewards for creativity and turning some of your memories into tools that you can use as you play. The setting is unique, evocative, and has a lot of potential to tell a compelling and heart-wrenching story. 
If you want to see a bit of the game in action before buying it, there is a Quickstart Guide available on DriveThruRPG!
Other Space Recommendation Posts
Star Trek (and its sequel)
Space Adventures
Space Westerns
Space Fantasy
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hydralisk98 · 9 months
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“Karalis” clef / keymap between 16^12 Angora & real-life Earth (Second Edition Preview, 11496 HE eq.)
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PREFACE
Derived from the previous posts on the 16^12 constructed universe, soon to append additional content derived from books I own... (Looking especially towards Mark Rosenfelder's works but got a bunch more useful ones that aren't of his hand)
Yet to refine a bunch of specific details to emulate, to avoid / differentiate, and correlating the whole mess with a bunch of additional sources, files and documents to reach a satisfactory conclusion to this article.
Some fundamental key parameters to remember
Reason: Worldbuilding for filling in the lore behind my art and also for manifestation purposes
Motivation: Mental health, wish-fulfillment, feelings of accomplishment, historical exploration, personal improvement at the craft, nuanced political advocacy?;
Genre: Alternate history / parallel universe, adventure/mystery, far future, medium magick / psionics users, adult audience (Millenials + Zillenials + Gen Z);
Scale: Planet (focus points, smallest scale?)
Mood: Noble [Grim to Noble agency scale], Neutral-Bright [Dark to Bright lively comfort scale]
Theme: Coming of Age [cycles of constructive renewal every so often] (storytelling motifs)
Conflict: Political intrigue, ethics of knowledge, addventure exploration, data processing, progress vs preservation, internal + external conflicts;
Workflow: From blob map to detailed flat map to GIS+OSM-enabled map
Name: Try using meaningful, nuanced or at least representative names
Magic: Yes it exists, but high technology and other meta-physical matters take priority and by far.
Timescale: From ~16 billion years after the big bang to the late iron stars age of the universe (mostly focused onto the later time periods)
Civilization 5 & its planetary geography: A classical terrestrial planet (144x72 hexagonal tiles -> 288x144 hexagonal tiles? -> 2880x1440p basemap), Got Lakes? map script (to be expanded onto later), 5 Billion Years, Normal temperate, Normal rainfall, High Sea level, Abundant resources, Globe World Wrap, Tectonic Plates Mountains, 'Tectonic and chains' Extras, Small Continents Landmasses, Evergreen & Crop Ice Age & Full Ice Age, Tilted Axis Crop & Tilted Axis Full & Two Suns, enraged barbarians, random personalities, new random seed, complete kills, randomize resources & goodies, (planet with its associated divine realms heavily intertwinned with the living's physical plane?)
Mainline sapient species: Humans (Traditional humans yet with several more sub-species & ancestries, such as Otterfolk, Bearfolk, Mothfolk, Elkfolk, Selkie, Sabertoothfolk, Salukifolk, Hyenafolk, Tigerfolk, Boarfolk, Karibufolk, Glyptodonfolk, [insert up to four additional Cenozoic-inspired sub-species here]…), Automaton (constructs, robots, droids, synthetics…), Izki (butterfly folk), Evandari (rodent folk), Urzo (jellyfish-like molluscoid), Akurites (individualistic sapient anthropods), Ganlarev (sapient fungoid species), DAAR Hive Awareness (Rogue Servitor divided / disparate service grids)
Sideline sapient species: Devils, Hellhounds, Mariliths, Imps, Daemons, Valkyrie, Sphinx-folk, Angels, Cherubs, Thrones, Seraphims, Devas & Devi & Asuras, Fairy, Sprites, Dryads, Nymphs, Skinwalkers…
2D Ethos: [ Transparency - Mystery, Instrument - Agency; ] scales Threeway Ethical "Ancestral" Lineages: [ Harmony - Liberty - Progress; ] scale
Stellaris parameters: 4x Habitable worlds, 3x primitive civilizations, 4500s as contemporary present day, 4800s as Stellaris starting point, 5200 early game start, 5600 mid-game, 6000 late game, 6400 endgame / victory, all crisis types, tweaks to Stellaris' Nemesis system for extremely long-term lore (Neue Pangea Sol-3, Dying Sol-3, Undead Sol-3, Red Dwarves, Black Holes, Iron Stars, Heat Death;)…
FreeCiv parameters: [?]
SimCity 4 parameters: [?]
Life Simulation 'toybox' parameters: [?]
CRPG parameters: [?]
Computer mini-FS: [?]
Immersion and reality shifting feelies: [?]
Atlas parameters: [?]
[...]
CIVILIZATIONS
(12 majors, 32-48 minors, but it is a fairly flexible system as to leave room for many game scenarios and variations)
(Civ_1 to Civ_12) Shoshones (as the eponymous Shoshoni, also somewhat similar to the Western US of A + Cascadia + British Colombia to be frank), Maya (as the Atepec), Morocco (as the Tatari), Celts < Scotland < Gaelic Picts (as the Aberku), Brazil (as the March+Burgund+Hugues cultural co-federated group), Persia (as the Taliyan), Poland (as the Rzhev), Incas (as the Palche), Assyria (as the Syriac), Babylon (as the Ishtar), Polynesia < Samoa (as the Sama),
(Civ_13 to Civ_16) Korea (as the Hwatcha), Sweden (as the Mersuit), Japan ≈ Austria < Portugal (as the Arela), China ≈ Siam < Vietnam (as the Cao),
(Civ_17 to Civ_20) Indonesia < Inuit (as the Eqalen), Carthage (as the Eyn), Mongols < Angola (as the Temu), Netherlands (as the Treano);
(Civ_21 to Civ_36) Hungary (as the Uralic & Caucasus peoples, including Avars & Hungarians) Aremorica (as a different, more inner continental Gaulish Breton [or Turkey's Galatians], flavor of Aberku druidic Celts, from which the Angora names derives from) Sumer (some additional mesopotamian civilization into the mixture) Burgundy (as a releasable Occitan cultural state from Brazil) Lithuania (as the Chunhau cantonese seafarers) Carib (Classical Nahuatl / Nubian civilization of darkest skin cultures, integral part of a major human labor market before it got shutdown) Austria (as a releasable March cultural state from Brazil with some exiled cities) England (as a releasable Hugues cultural state from Brazil) Spain ≈ Castille ≈ Aragon (as the Medran) Nippur ≈ Nibru ≈ Elam (as another, east-ward mesopotamian state) Myceneans < Minoans (as a seafarers aggressive culture) Ethiopia < Kilwa ≈ Oman (as a Ibadi Islam outspot of trade) Venice < Tuscany (as another Treano state) Byzantium ≈ Classical Greece (as the pious religious orthodox Zapata government akin to tsarist Russia dynasty & Vatican Papal States during the late 18th century) Ottomans < Turks (as the Turchian turkic culture group) Hittites (as the Hatris / Lydians culture group)
CULTURES
(Ranges from ~36 to 48 total)
Eyn = Levantine
Ibrad = Hungarian
Zebie = Basque
Tatari = Berber
Cao = Vietnamese
Shoshoni
Turchian = Turkish
Eqalen = Inuit
Tersun = Ruthenian
Temu = Nigerian
Hugues = English
Lueur = Mongolian
March = German
Teotlan = Nahuatl
Hwatcha = Korean
Ishtar = Mesopotamian
Taliyan = Iranian
Palche = Quechua
Aberku = Celtic
Sama = Polynesian
Medran = Castillian
Burgund = French
Bantnani = Karnataka
Syriac = Mesopotamian
Atepec = Mayan
Rzhev = Ruthenian
Matwa = Swahili
Hangzhou = Chinese
Chunhau = Cantonese
Mersuit = Inuit
Treano = Italian
Arela = Portuguese
Hatris = Hittites / Lydians
Zapata = Byzantines / Mycenean Greeks
Nippir = Elam / Far-Eastern Mesopotamia
Irena = Minoan Greeks
STATES
(most likely much more than 96, and not yet decided either)
RELIGIONS
(~24 majors, 48 minors...)
Pohakantenna renamed as Utchwe (Shoshoni pantheon)
Confucianism tradition (and Shinto...)
Al-Asnam (Celtic druidic pantheon)
Ba'hai (monotheistic non-exclusive syncretism)
Arianism (iterated from the defunct Christianity dialect)
Chaldeanism (Mesopotamian pantheon)
Calvinism (derived from the Protestant Reformation's Huguenot Southern French, monotheism)
Tala-e-Fonua (Samoan pantheon)
Hussitism (central slavic dialect of monotheism)
Jainism (communal humility & individualized ki monks culture)
Buddhism tradition (inner way reincarnation & large monasteries)
Judaism
Zoroastrianism
Ibadiyya (Islam)
Shia (Islam)
Canaanism (Carthaginian belief system)
Pesedjet (Numidan Hieroglyphics belief system)
Mwari (Carib religion)
Inti pantheon
Mayan pantheon
Political Ideologies
Harmony (right-wing preservationist / "conservative" party, with very limited Wilsonism involved due to historical failings, so like a mixture of Democrats and Republicans as a Unionist Party)
Progress (think of the Theodore Roosevelt progressives party...)
Liberty (political center party)
Syndicalism (alternate development & continuation of IRL marxism, leninism, maoism, trotskyist "new-left" and the other left-wing doctrines of the socialism / communism types)
Georgism / ( "One Tax" + Ecological movement )
Classical Liberalism (aka open-choice Libertarians with brutal constructivist modular views of the world perhaps?)
Philosophies
[ Yet to be really researched and decided ]
Historical equivalences & differences
Mersuit emulating the history of Sweden.
Shoshoni as something somewhat similar to a developed amerindian old westerns' United States of America...
Widespread appeal of Asetism (Monasteries, humility and introspection, likewise to Jains and Buddhists) & Taizhou (Tala-e-Fonua equivalent) as key major worldly religions
No Woodrow Wilson, progressive major successes in the 1910-1945 equivalent.
More long-term sustainable and successful generational pathway in the 1960s-2000 period, still leading to a slow partial ecological collapse like in the Incatena reality just about around the mid 2045-2050 period with signs of decay arising from the 2020s. So the sapient peoples are more cooperative and empowered with the people that era and won't see as much of the managerial crisis sparks until the mid-2020s.
The global pandemic hit during the early 2000s alongside the dawn of ecological issues coming ahead (giving a slight headstart to fully figure problems coming not that far ahead), just around the time of nanotech synthetic autonomous androids emergence and a handful of alternatively successful technical progressions making them a slight bit ahead of ours on a couple fields. No mainstream autonomous governance AI service grids or really crazy Sci-fi innovations just yet, but a fair share of orphaned developments we did not have continue in this world.
A couple of benevolent worker cooperatives like Pflaumen (DEC+ZuseKG), EBM (IBM+ICL) & Utalics (Symbolics+Commodore+GNU Foundation)... continue well into the 21st century and persist as major computation players in the tech industry, averting the immediate rise of Macroware (Microsoft), Avant (Google) & Maynote (Meta) by the ill-conceived social medium strategy.
[ More to be written... ]
POSTFACE
All may be subject to heavy changes still (but especially everything global map related), so take it with a large pinch of salt, please. Thanks for reading btw and farewell to soon!
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dancing-coyote · 4 months
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More things I need to design, at least roughly, for Rise of the Beastfolk:
The ballistae and the siege engine
The jackalfolk and boarfolk with their distinct carnyces
Falconfolk mounted archers
The bearfolk and their giant WAR BISON
Wolffolk skirmishers
...And lord knows I'll think of more later.
But those are the first on the list :')
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jojoluxray · 2 years
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This is Aerin Goldenblade. Her fur is fluffy and her temper is pretty bad. She's a paladin who cannot paladin well, basically.
She was a typical elf child who was afflicted by the Fae Patch Curse, a disease from the Faewilds that can mutate anyone beyond recognition.
Once cured via corrective surgery, the afflicted transform into beastfolk (it's a permanent transformation, mind you) - which can range from lionfolk, wolfkind, boarfolk, and bearfolk to corgyn and birdfolk - and in Aerin's case, she became a wolfkind. She wasn't treated any different than the other elves, mind you, but her disabilities...yeah, she needed some help from time to time.
Her clan actually came from Lycaos, a mountainous, subarctic province. However, they retreated to a different plane after the monsters invaded, leaving them stranded in New Zealand. They made it work, though. It should be noted that Aerin was a child at the time. She now works as an Adventurer for the Regional Guild.
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kayawagner · 6 years
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Savage Species: Beastfolk Vol. 2
Publisher: Tricky Troll Games
Savage Species: Beastfolk Volume 2 is a racial supplement for the Savage Worlds roleplaying game. Inside this PDF you will find statistics for 20 playable races all themed after various animals. The races in this product are designed to be used in almost any setting!
Races Include: 
Alligatorfolk
Badgerfolk
Beetlefolk
Boarfolk
Chameleonfolk
Crowfolk
Dovefolk
Duckfolk
GoatFolk
Grasshopperfolk
Horsefolk
Lemurfolk
Mantisfolk
Molefolk
Monkeyfolk
Pandafolk
Spiderfolk
Vulturefolk
Weaselfolk
Wolffolk 
Price: $3.00 Savage Species: Beastfolk Vol. 2 published first on https://supergalaxyrom.tumblr.com
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betabites · 9 years
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Boarfolk - Gender & Relationships
This is the second (or third, if you count a tangentially-related article) in a series about gender and sexuality in my game world. However, I recognize that not everyone wants to examine these issues in their games. As such, the article itself is behind the cut.
The only thing I’d established previously on boarfolk is that they had a mating season. This is something that’s potentially rich in story hooks. As with most fantasy ecologies, the ecology should be a means to an end. Namely, adventure!
With that goal in mind, let’s look at the boarfolk (and, by extension, the rest of the beastfolk). They’ve been established as a raiding culture previously, and the interaction between the raiding season and the mating season sounds like a good story vein to mine. Boars (the male animals) fatten themselves up just prior to the mating season, and fight for right to mate with the females throughout the season. Transposing those general ideas to a tool-using society, infighting in boarfolk culture occurs during the mating season, and raiding (for food, wealth and as a display of might) should occur just before mating season. When is mating season, though? Given a gestation time vaguely the same as a human, I’m going to eyeball it as being vaguely around fall harvest time. Which means that raiding (and birthing) season is during summer.
So what does this mean for boarfolk gender divisions? The men are out raiding and the women are giving birth at about the same time. I’m seeing this as resulting in fairly strong gender divisions in their culture.
Aside: One thing I should make clear is that there isn’t a single boarfolk (or dwarven, or elven) culture. There will always be interaction with the local culture, adjustments for history and geography, and so on. This is essentially a template that I can expand on and deviate from. And we shall call this template ‘Central Illian Mountain boarfolk culture.’ Which allows us to have variations, like Argonathi Highland boarfolk culture (with more bagpipes), Aurbeski Badlands boarfolk culture (mostly destroyed in the sinking of Aurbesk), Dharric boarfolk culture (remarkably well integrated/subsumed into Dharric culture in general), and so on.
I’m seeing these gender divisions manifest as male-only and female-only subgroupings within society. Cults, of a sort, with their own ritual practices, and possibly a connection to a particular Spirit of Beyond or ancestor of note. One of the big concerns of boarfolk cultural unifiers (and people who don’t want boarfolk hordes knocking on their doors), is how to get these cults all moving in the same direction. The White Mask Society wants to plunder that elven burial grove, the Cult of the One-Eared Bear wants to torch the human’s fields, the Troughbearers think more time needs to be spent gathering food for the winter, etc. Males joining a female society (and vice versa) is something that can happen, but the strength of the mating urges tends to limit such things.
Which brings me to shamans. Not just initiates of the Spirits of Beyond, but those especially marked out with their favor. A small but significant proportion of boarfolk are born sexless, in the manner of neuter dwarves. The most popular (non-boarfolk) theory on this is that this the influence of the hearth deities (Femta, Olanorn, Phoraduk and Waerdun), trying to mitigate the violent excesses of boarfolk culture. The contrary theories are that this is a manifestation of the beastfolk’s shoddy construction, or an attempt by Ashur (or Tykanria) to create longer-term thinkers among the boarfolk to cause greater destruction. Or, more mundanely, the result of interbreeding between dwarves and boarfolk, with this being a manifestation of the dwarven neuter gender.
On the subject of breeding with other folk: Most boarfolk women give birth to multiple children at once, so even within a single family, there may be a great many expressions of the boarfolk/x blend. Boarfolk are productive with most other folk, though boarfolk and elven combinations most frequently result in sterile offspring. Boarfolk are fertile with regard to wild boars, though their mating seasons do not align. Pairings of this kind are usually cited as the cause behind the more bestial forms of some boarfolk. However, these throwbacks can occur even between more human-looking boarfolk, lending credence to the fact that it is simply a function of their irregular creation.
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kayawagner · 6 years
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Savage Species: Beastfolk Vol. 2
Publisher: Tricky Troll Games
Savage Species: Beastfolk Volume 2 is a racial supplement for the Savage Worlds roleplaying game. Inside this PDF you will find statistics for 20 playable races all themed after various animals. The races in this product are designed to be used in almost any setting!
Races Include: 
Alligatorfolk
Badgerfolk
Beetlefolk
Boarfolk
Chameleonfolk
Crowfolk
Dovefolk
Duckfolk
GoatFolk
Grasshopperfolk
Horsefolk
Lemurfolk
Mantisfolk
Molefolk
Monkeyfolk
Pandafolk
Spiderfolk
Vulturefolk
Weaselfolk
Wolffolk 
Price: $3.00 Savage Species: Beastfolk Vol. 2 published first on https://supergalaxyrom.tumblr.com
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kayawagner · 6 years
Text
Savage Species: Beastfolk Vol. 2
Publisher: Tricky Troll Games
Savage Species: Beastfolk Volume 2 is a racial supplement for the Savage Worlds roleplaying game. Inside this PDF you will find statistics for 20 playable races all themed after various animals. The races in this product are designed to be used in almost any setting!
Races Include: 
Alligatorfolk
Badgerfolk
Beetlefolk
Boarfolk
Chameleonfolk
Crowfolk
Dovefolk
Duckfolk
GoatFolk
Grasshopperfolk
Horsefolk
Lemurfolk
Mantisfolk
Molefolk
Monkeyfolk
Pandafolk
Spiderfolk
Vulturefolk
Weaselfolk
Wolffolk 
Price: $3.00 Savage Species: Beastfolk Vol. 2 published first on https://supergalaxyrom.tumblr.com
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betabites · 11 years
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Monster-a-day bonus 1: Boarfolk
(I was late posting yesterday, so enjoy your bonus 'monster.')
Hillfolk, pigfolk, grunters, squealers, tuskers
As ill-tempered as their namesake, boarfolk are a constant threat to civilization. They grow course hair both atop their head, in a thick neck ruff and along their spine, with a tufted tail not uncommon. For the most part, they lack the bristly body hair of boars. Lacking the long neck of humans, their heads usually sits directly atop their shoulders. Eyes are, well, piggish, with fanlike ears. Like their namesake, they have a snout rather than a nose. While their tusks never stop growing, their bipedal status means that they are difficult to bring to bear against opponents. Despite this, tusks are an important status symbol, with color, shape and size signifying certain traits. In lieu of kissing, boarfolk interlock their tusks and playfully try to knock the other off their feet.
Skin colors appear to be greatly dependent on local mineral conditions. High concentrations of iron deposits results in red skin, copper in bright green skin (darkening with age), silver in blueish-black skin and lead in a red-yellow skin. In at least one case, the now-dispersed Glowaxe tribe, skin has become an olive green. Dwarves and other miners can reliably use them as an indicator of local ores. Hair colors are usually on the darker side of the spectrum, though the odd albino does turn up. A few regressed specimens have tails sprouting from the base of their spines, good for swatting flies. Sideburns are omnipresent, but lip and chin hair is uncommon. Some boarfolk never really stop growing, and can reach heights of twelve feet of more. Such specimens are usually called ogres.
Boarfolk able to derive nutritional value from practically anything organic. They commonly raise pigs, raising them for meat, milk and material. Boar-horn helms are items of great prestige, because of the incredible number needed to construct a single helm. In times of great hardship, cannibalism is not unheard of, nor is there any associated social taboo. Indeed, to eat another boarfolk is to claim their ancestors as one's own: very useful when uniting clans for war.
Females enter into heat annually, making the hills into an unquiet place in the spring. More than one dwarven raid has been launched just to stop the incessant noise. Boarfolk bear live young, typically in litters of four to six. Interbreeding with other races is possible, and tends to diminish the piggish features. Unless, of course, the other parent was also a pig. Such creatures can grow to be enormous, monstrous boars.
Boarfolk practice ancestor worship, the most prominent of which are the Spirits of Beyond. If they do pay homage to any deity, it is Ashur, who claims to have created them from bile and boar-hide. Some clans may practice blood-sacrifice on the altars of Kurush or Farkas, but they usually genocide themselves against the closest walled city.
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