SWARM
INFORMATION
Creatures that combine human and insect traits, which are both feared and respected in tales. Some are regarded as pack hunters, and others as solitary predators better off avoided. All tales agree on these monsters being fearsome creatures with powerful abilities and deadly to cross and battle.
Yet even the solitary monsters tend towards a strange, hivemind way of thinking. Tales can never agree if this is due to a human remnant, a primordial insect aspect, or a strange blending of the two. Because of their hivemind tendencies, the Swarm also has a gift for telepathy and psychometry, capable of reading thoughts and objects alike. But their abilities are hardly limited to the mind, as almost all Swarm have some form of physical enhancements thanks to their insect traits, making them deadly when on the hunt.
MONSTER TRAITS
MONSTER GUIDE | NAVIGATION
SAMPLE BUILD: DRIDER
MONSTER TRAITS
Starting Traits:
Extra arms or legs, can have a total of eight limbs. May have lower body replaced by an insect for a centaur like build.
Sharp mantis claws or stinger.
Able to spin webs of silk, sticky or smooth.
Wall climb, can scale all but the most slippery of surfaces as though walking on flat ground.
Extra eyes, may be normal or compound.
Hive mind, collectivist mindset. The needs of the many outweigh the needs of the few; this becomes more evident during high stress situations.
Optional/Reward Traits:
Enhanced vision/color perception. Can pick up fine details at great distances, and perceive new arrays of color. May be disorienting.
Venomous Bite/Stinger. Can cause excruciating pain or paralysis.
Chitinous armor, capable of blocking blades and absorbing moderate blows.
Mandibles growing from or framing the mouth.
Tremor-Sense: Receive information based on footsteps or similar vibrations through the ground; typically can register the presence of a person or object, and generally pick out physical features such as gait, weight, etc.
Dream-Weaver: Ability to link dreams with another member of the hive (friends and the like) in order to share memories, experiences, or share dreams and nightmares. YOU MUST HAVE PLAYER PERMISSION FOR THIS.
INFORMATION
Drider are creatures of extremes with their human and insect halves. Their thoughts and behaviors often reflect this. Many are solitary creatures... But equally as many feel compelled to stake out a group of people or fellow Drider and identify them as part of their swarm. Because of this they have a knack for weaving thoughts together and developing their own hivemind, trying to find a common ground between their two halves.
Beyond this, Drider are also keen hunters, many capable of spinning webs to trap prey and tracking their quarry through vibrations. While many prefer to ambush their prey, they have plenty of ways to scale surfaces and cross ground quickly in order to give chase.
LORE 1:
Drider are vile creatures, blending lowly insects with human forms; likely a sign of how weak the original human host was. These monsters are no less deadly however; venom and stingers abound on them. They can scuttle up walls or weave webs to better catch their quarry, and they can perceive things that would drive any human mad. But regardless of their prowess, our job remains to hunt them down.
-Steel Warden
LORE 2:
Drider are forced to balance extremes; to be solitary hunters, or to remain part of a group. To keep their thoughts in line with humanity, or embrace their new forms and senses, or find a third path with their psionics. Only those capable of balancing such extremes are worthy of this blessing. -Silver Tears
MONSTER GUIDE | NAVIGATION
SAMPLE BUILD: SELKHET
MONSTER TRAITS
Starting Traits:
Extra arms or legs, can have a total of eight limbs. May have lower body replaced by an insect for a centaur like build.
Sharp mantis claws or stinger.
Venomous Bite/Stinger. Can cause excruciating pain or paralysis.
Chitinous armor, capable of blocking blades and absorbing moderate blows.
Crushing strength: capable of lifting double their body weight, and also being capable of crushing or breaking materials up to the toughness of steel.
Super jump, capable of leaping twice or even thrice as far as any human, capable of bursts of swift, scuttling speed and enhanced agility.
Optional/Reward Traits:
Wall climb, can scale all but the most slippery of surfaces as though walking on flat ground.
Enhanced vision/color perception. Can pick up fine details at great distances, and perceive new arrays of color. May be disorienting.
Ability to produce chirps, buzzing, etc. This could be melodic or discordant.
Hive mind, collectivist mindset. The needs of the many outweigh the needs of the few; this becomes more evident during high stress situations.
Mandibles growing from or framing the mouth.
Tremor-Sense: Receive information based on footsteps or similar vibrations through the ground; typically can register the presence of a person or object, and generally pick out physical features such as gait, weight, etc.
INFORMATION
Scorpion monsters often similar to the Drider in their build; humanoid from the waist up, then insect from the waist down. Selkhet are formidable creatures coated in armor, sporting vicious, crushing claws, and wielding venomous stingers. While fond of arid environments, Selkhet can also be found in forested areas, scaling trees to better hunt their prey. They are commonly seen as solitary hunters, befitting their insect half… Though on occasion, the human half will pull them to become more social and develop into hunting parties, solidifying their place among the Swarm. Debate continues on if this Swarm affinity gift Selkhet a hive-mind and psionics; very few creatures who encounter a Selkhet live to tell the tale.
LORE 1:
If you encounter a Selkhet, pray that it travels alone. Such monsters are dangerous enough on their own; their armor can shrug off blades, leaving you with just gunfire to try and pierce their defenses. That may be for the best, as few of us can stand against a Selkhet in close quarters; if you are forced to go toe-to-toe with one, avoid their claws and try to neutralize their stingers.
-Steel Warden
LORE 2:
To be blessed with a Selkhet’s form is to become a peerless warrior; strong, tough, and with more than a few extra limbs to enhance one’s ability to fight. Such abilities come at a cost; it is often a coin toss on if a Selkhet wishes to remain social and develop the swarm hive-mind, or if the need to become a solitary hunter wins out. Regardless of which it is, we cannot gainsay the will of the moon and its blessing.
-Silver Tear
MONSTER GUIDE | NAVIGATION
SAMPLE BUILD: THRI-KREEN
MONSTER TRAITS
Starting Traits:
Extra arms or legs, can have a total of eight limbs. May have lower body replaced by an insect for a centaur like build.
Sharp mantis claws or stinger.
Antenna that can boost senses: touch, smell/taste, air motion, vibrations, and heat.
Limited Telepathy: can communicate with other members of the hive (ie close friends and the like) through thoughts. These thoughts tend to be limited to emotions like empathy, or simple sentences or single words.
Ability to produce chirps, buzzing, etc. This could be melodic or discordant.
Hive mind, collectivist mindset. The needs of the many outweigh the needs of the few; this becomes more evident during high stress situations.
Optional/Reward Traits:
Extra eyes, may be normal or compound.
Enhanced vision/color perception. Can pick up fine details at great distances, and perceive new arrays of color. May be disorienting.
Insect wings capable of flight or hovering.
Chitinous armor, capable of blocking blades and absorbing moderate blows.
Mandibles growing from or framing the mouth.
Psychometry: Can read objects and gain a limited vision/memory from that object. This becomes harder to read or decipher if the object has gone unused for some time.
INFORMATION
Thri-Kreen are seen as peerless warriors and hunters, often appearing in stories to test heroes or aid in their quests. All tales agree on these monsters being fearsome creatures with powerful abilities and deadly to cross and battle. The mindset of such mantids tends to prioritize survival, to be either the hunter or the hunted. To aid in that, Thri-Kreen often have mantis-like claws, powerful vision, and a rare few also possess wings powerful enough to fly, or augment their jumps. Thri-Kreen tend to have the most developed sense of hivemind and psionics, often with radically different perceptions of the world.
LORE 1:
One can never hope to know the mind of a Thri-Kreen. The curse has twisted them into something with no trace of humanity, not even in thought. Instead, these aberrations read the thoughts of other creatures before hunting them. If you wish to hunt Thri-Kreen, you must be just as swift, and just as ruthless as them.
-Steel Warden
LORE 2:
Thri-Kreen are varied, sometimes alien in their thinking and perceptions compared to the rest of us. But that means the moon has granted them unique insights with the blessing. They are peerless fighters with their myriad limbs, claws, and psionics. It is a rare thing to be allowed into the hive of such creatures, given how much the blessing can alter them… But if you have the trust of a Thri-Kreen, your safety is all but assured.
-Silver Tear