Thursday, August 8, 2013

Generic hex crawl map encounters.

We are filling a hex crawl map on Roludo (a Montreal gaming community forum).

I made a random encounter table to play our collective hex crawl at our next Roludothon (our local very micro convention). 

Since we want to explore the map, I guess we could check for encounters (or roll on the table) for each hex. 

roll 2d6
2: Unique location or feature of the hex (dangerous but can be helpful).
3: Encounter between two hostile predators.
4: Alpha predator (territorial) (near lair). 
5: Beta predators (hunting) (looking for prey). 
6: Pest (scavenging). 
7: Landmark or clue pointing toward a adventure location (or toward #2 & #12).
8: Humanoids travelling toward a settlement (check reaction).
9: Humanoids busy doing something (check reaction).
10: Humanoids in refuge, camp or small settlement (check reaction).
11: Humanoids needing or offering help.
12: Unique location or feature of the hex (helpful but can be dangerous).


  • Unique location: a small adventuring location build around a "special" trick/feature. 
  • Predators: can be natural or supernatural. 
  • Alpha predators: won't chase the party, keep close to their lair. 
  • Beta predators: may chase the party or stalk them to ambush them later.
  • Pest: have low moral and will hesitate to attack. May chase the party if they outnumber them. May be busy scavenging something. 
  • Landmark: give clue about the hex content. 
  • Clues: can point to other clues or directly to the adventuring location. 
  • Adventuring location: can be bigger than a unique location.  
  • Humanoids: can be any negotiable sentient being. 
  • Humanoids:  use the reaction test for inspiration about the nature of the encountered group. They can be bandits or worse on a bad reaction test. 
  • Traveler: can be locals traveling to a local settlement or strangers traveling toward a other hex (roll a open d6 to find out how many hex away).  
  • Busy: again use the reaction test for inspiration. A bad result may indict something they don't want other people to disturb or see (like burying a corpse). 
  • Camp: more then one group can be present. Again use the reaction test for inspiration. A bad result may indict a conflict between the groups present.  
  • Help: you may reroll on the table to find what they need or offer help for.  



Monday, August 5, 2013

News about me + Pelican Knight Carrier

I am not drawing much lately. Working at the library is fun, i like it. But I feel like hitchhiking away or finding a car and wandering on the road. Or meeting new people, I meet wonderful online people, but they often feel like virtual ghost or mirages. I am thinking about re-opening one of my old non-gaming blog just to post drawings about real life. 

But I guess I am simply posting less because I am not gaming much. We are taking a dungeon crawling break to try Misspent Youth. We had a fun setup session, but we still have to play our first session. 

A list of my "on hold" & "must finish" projects:
  • my forest dungeon.
  • my UFO dungeon.
  • Illustrating some of Patrick Stuart's underdark monsters.
  • finishing my setups pdf.
  • finishing my piercers dungeon pdf.
  • working on my globule set for Cthulhu Dark.
  • working on my Mecha RPG draft. 
  • finishing a bunch of drawings.
  • taking the time to learn the human anatomy, doing shadows, drawing backgrounds, inking, etc.
  • finding the courage to try again to drawn comics. 

I am reading Bone (the comic) and a lot of Ursula K. Le Guin's novels.

Lately I want to play some detective RPGs: Trail of Cthulhu, Ashen Stars, Cthulhu Dark or Cold City. 
I also want to retry Shock: Social Science Fiction Roleplaying Game (because of Le Guin).  


Friday, July 19, 2013

War setup

1) Establish a liberation army fighting a long and ongoing war. Give a colorful title to the army, it general and the ongoing war. 

2) Establish and name 3 sources of powers for the liberation army:
  • A elite troop (can be mundane or supernatural). 
  • A powerful champion or a unique artifact or device (can be mundane or supernatural). 
  • A important ally (can be mundane or supernatural). 
3) Establish a land being liberated by the army. Link one of the army source of power to the land.   

4) Establish a major victory for the army. Name the battle and link the victory to a colorful location. 

5) Establish a local hero. Some ordinary folk from the land that rose as a local hero through a act of courage. 

6) Now establish the invading army and reverse the flow of the war. 



7) Defeat the 3 sources of power of the liberation army and establish the 3 sources of power of the invading army (use the same three type):
  • One source of power betrayed the liberation army and now serve the invading army. 
  • One source of power was crushed and captured by the invading army's second source of power. 
  • One source of power failed and broke or routed while confronting the invading army's third source of power.   
8) The liberating army is falling back and the invading army now occupy the land  

9) Establish a local collaborator that investigate the land for the invading army. Back him or her up with a minor manifestation of one of the invading sources of power.    

10) Hide the local hero and let him or her lead or help the local the resistance
11) Isolate a liberating army's regiment still defending a important location

12) Give reinforcement to the liberation army but block them with a obstacle. 

13) Give also reinforcement to the invading army but slow them down with a obstacle. 

14) Establish a neutral source of power. This source of power want to remain neutral because it fear or own a debt to one of invading source of power.

15) Roll a d6 & d4 to find the goal of each NPC or faction:
  1. To destroy or attack a...
  2. To capture or control a...
  3. To influence, corrupt or transform a...  
  4. To help, advantage or make stronger a... 
  5. To free, protect, restore or heal a...
  6. To create or find a new...
  1. ... source of power.
  2. ... major NPC.
  3. ... faction or group.
  4. ... strategic or important location.

Wednesday, July 17, 2013

City Conspiracy Setup

Sorry no drawings again, but I am having fun doing those setup procedures and I have more in mind. Also with the heat wave over Montreal the humidity level is just too high to drawn. 

I think that I will write down some setups to maybe rework them later (and complement them with random tables to roll on). 

1) Establish a city and give it a colorful title.  

2) The city prosper through 3 sources of power
  • The first source of power is a unique local product. (slave warriors, exotic drugs, special ore, magic spices, fire lizards, etc)  
  • The second source of power is a unique cultural establishment, institution, school, religion, guild or military order. 
  • The third source of power is a pact or alliance with a powerful group or entity exterior to the city (group, tribe, race, monsters, supernatural entity, etc). 
3) Establish a ruling family or a city council and link at least one important member to a source of power.   


4) Give the city a major landmark.

5) Establish a city benefactor, a respected and active public figure that move things and have the city well being at hearth. Link his or her background with a source of power. 



6) Now establish a external or neighboring rival faction (or entity) that have secretly taken over the city. 

7) The rival faction have taken over the city's sources of powers:
  • Choose a source of power and infiltrate it to secretly corrupt, transform or sabotage it from inside.
  • Choose a source of power, discredit it and place it under direct control of the city rulers. This source of power is now being transformed and reorganized through official means.  
  • Choose a source of power and close it down to replace it with a new source of power directly serving the rival faction. 
8) Establish a shadow council that serve the rival faction and link at least one shadow member to a source of power. Eliminate, impersonate, blackmail, bribe, disgrace or undermine the former established ruling members.  

9) Establish a aggressive investor that ruthlessly invest in the city development to make huge profits. Give him a gift from the rival faction that give him a unfair business advantage. This investor is not a member of the conspiracy, the conspiracy just profit from his actions (for now). 

10) Place in a corrupt captain in charge of the elite city guard

11) Place in a incompetent or blind captain in charge of the city or night watch

12) Disgrace, imprison or hide the old captain of the elite city guard

13) Destroy or sabotage the accomplishments of the city benefactor. He or she know that something is wrong.



14) Establish a underground neutral source of power. This source of power is not working for or against the conspiracy. Link it with a source of power that it fear or own a debt to.

15) Establish a neighboring settlement  that resent the new city directions   

16) Establish a neighboring settlement  that profit from the new city direction.

17) Establish a neighboring settlement that remain neutral about the new city direction.

18) Roll a d6 & d4 to find the goal of each NPC or faction:
  1. To destroy, ruin or shame a...
  2. To control, own or buy a...
  3. To influence, corrupt or transform a...  
  4. To help, advantage or make stronger a... 
  5. To free, protect or restore a hindered or lost...
  6. To create or find a new...
  1. ... source of power
  2. ... major NPC
  3. ... faction or group 
  4. ... strategic or important city activity.

Monday, July 15, 2013

Thief guild power struggle setup

Some procedures to setup a thief guild power struggle sandbox. 


1) Establish a thief guild master, give him or her a title and color it with a word representing his or her power and reputation. 

2) The thief guild master rule over the city crimeworld with 3 sources of power
  • The first sources of power is a very profitable criminal activity. service or black market.
  • The second source of power is a valuable expert or a corrupted official or legal figure.  
  • The third source of power is a pact or alliance with a other criminal group or faction. 
3) Establish a partner in crime, this partner in crime is a legal faction or person not issued from the crimeworld that participate in and profit from the guild's criminal activities.

4) Give the guild master a second in command. Link him or her with one source of power.

5) Establish a lawful character investigating the thief guild's activities. Give him or her a supporting contact but also a important figure or faction unrelated to the thief guild that hinder his or her work for personal reasons.
6) Now kill the thief guildmaster and replace him or her with a vicious upstart! Give the upstart a title and color it with a word representing his or her power and reputation.  

7) As the upstart take over the thief guild he also take over the 3 sources of powers.
  • Choose a source of power and buy it. This source of power have changed allegiance.
  • Choose a source of power and violently intimidate it. This source power despise the upstart and is painfully forced into submission. 
  • Choose a source of power, kill, exile or depower it and replace it with a new source of power serving the upstart. 
8) Force the partner in crime to work with the upstart. The partner in crime wont move again the upstart but complain about the new upstart's methods. 

9) Give the usurper a second in command. Link him or her with one source of power. You can also hide the old second in command, she or he want to take over the guild but need to control or build three sources of powers to do so. Note the old second in command can be the new second in command, waiting for the right moment to make his or her own move. 



10) Give the upstart a some elite henchmen. Those are not supernatural beings, but they are dangerous and loyal. 

11) Give the upstart some regular henchmen. Many worked for the old guild master. 

12) Kill a few and hide the old elite henchmen. Those are the survivors of the guild master inner circle and elite henchmen. 

13) Remove the investigating character from the case. He or she is piss off or disgruntled. You can replace him or her with a new incompetent or corrupted investigator. 

14) Establish a mercenary source of power and color it with a word representing it power and reputation. 
Link this neutral power to another source of power that it fear or own a favor to. 

15) Establish and disfavor a faction/group that was doing well under old guild master's rule. 

16) Establish and favor a faction/group that profit from the upstart rule.  

17) Establish a neutral victim of the guild war and link him or her to one of the upstart asset.  

18) Roll a d6 & d4 to find the goal of each NPC or faction:
  1. To destroy, ruin or shame a...
  2. To control, own or buy a...
  3. To influence, corrupt or transform a...  
  4. To help, advantage or make stronger a... 
  5. To free, protect or restore a...
  6. To create or find a new...
  1. ... source of power
  2. ... major NPC
  3. ... faction or group 
  4. ... strategic or important city activity.
19) Create a quick relation map to note everything. Let the players meet and work for the various factions as they wish. 


Sunday, July 14, 2013

Usurping the Bookkeeper Kingdom

In the past...

The Wise Ruler: Edmund III The Bookkeeper. Yeah, he was maybe a little bit obsessive.

 
His 3 sources of power:
-A artifact: The Ledger of Life (work like the Death Note, but in reverse)
-A loyal friend: The Old (and last) Stone Giant Librarian.
-A pact with The Word Weaver Spiders.

The Consort: Galata the Poetess. Adopted daughter of the Weaver Spiders.

Their Heir: Agnes the White Feather. She consider the Stone Giant her uncle. He gave her a magic quill of giant strength. Whatever she write, once read can be done with the strength of giants.

Castle: The High Library. Long ago it was the last stone giant library. It stone walls have been converted into a strong castle.

Now... 


The Usurper: Elinor The Scissors Queen sit on the High Library throne.
Goal: she want to transform the old giant and is pushing him into acts of destruction.

Her 3 sources of power:
- She corrupted the old giant, now he live to eat books or anyone who ever read one.
- She enslaved the word weaver spiders. Forcing them to weave poisonous words spells.
- She cut the pages of the Ledger o Life with the Scissors of Fate.

Her death consort: was a gentle cloth maker. Now cursed in hell.

She married the Poetess, now mad she think that the Scissors Queen is her husband Edmund.
Goal: to shame her daughter.

The usurper heir: Garun the Needle. He is a scholar, writer and torturer (he use needles). His object of power are two magic dancing daggers (they can bound to work like scissors).
Goal: he want to protect books.

The usurper elite troop: The Silents
Goal: to destroy a important location, a secret library.

The usurper regular troop: The Blades
Goal: To capture a important location, a town still loyal to wise ruler heir.

The old guard: The Historian Knights
Goal: To protect a important location: the secret library and the loyal town.

The true heir: Agnes the White Feather is now in hiding.
Goal: to create a new source of power. I guess she is writhing something important. She will need magic ink, pages, references and stuff.  

The neutral source of power: A Sphinx. She old a debt to: the Scissors of fate.
Goal: to indirectly help the true heir to write her book.

A repressed group: the printers guild.

A advantaged group: the goblin spiders.


Friday, July 12, 2013

Usurped Kingdom Setup

Some setup procedures to create a usurped kingdom to build a sandbox around it. 


1) Establish a wise ruler, give him or her a title and color it with a word representing his or her power. 
Like High King of the Sky, Queen of blades, etc. 

2) The wise ruler reign over his or her kingdom with 3 sources of power
Use the wise ruler title to color his or her 3 sources of powers.
  • The first sources of power is a object or a artifact, something material.
  • The second source of power is a loyal servant. It could be a mighty general, a court wizard, a spirit servitor, a robot, a giant beast, etc. 
  • The third source of power is a pact or a sacred alliance with a powerful group or faction. It could be a powerful tribe, a clan of giant eagles, fairy weapon smiths, secret shadow creatures, a guild of engineer, etc. 
3) Establish a consort for the wise ruler, give her or him a title and color it with a word representing her or his virtue. Link the consort with one source of power.

4) Give the wise ruler and his consort a castle reflecting their powers and their elements. 

5) Give the wise rulers a heir. Give him or her a title and color it with a variation or a mix of his or her parents elements. Link the heir with one source of power and give him or her a minor version of the linked power source.       

6) Now kill the wise ruler and place the usurper on his or her throne! Like for the wise ruler, give the usurper a title and color it with a word representing his or her power. You can twist the title or the coloring element of the wise ruler to create the usurper title.

7) As the usurper take over the wise ruler throne he also take over the 3 sources of powers.
  • Choose a source of power and corrupt it. This source of power is now tainted and have changed allegiance. It will try to tempt and corrupt it former allies. 
  • Choose a source of power and enslave it. This source power despise the usurper and is painfully forced into submission. 
  • Choose a source of power, exile or depower it and replace it with a opposed source power serving the usurper. This new source of power should be the dark mirror of the former source of power or it antithesis, competitor or natural adversary. 
8) Give the usurper a dead consort remembered for one virtue. Now force the wise ruler consort into marriage with the usurper. The consort is bound and won't rebel again the usurper, but he or she will try to protect what remains of the old kingdom.




9) Give the usurper a heir, give him or her a minor manifestation of the usurper's power. Like a fire sword for the son of the Fire Lord.

10) Give the usurper a elite troop of stormtroopers. Those are not supernatural beings, but they have a bad reputation and are well trained. 

11) Give the usurper regular troops. Those are just regular soldiers just doing their duty. Many served the wise ruler. 

12) Disband the old guard. Those are the survivors of the wise ruler elite troops. Many are ashamed, but some are still fighting.  

13) Hide the true heir. She or he want to reclaim the throne but need to reclaim or build three sources of powers to do so. 

14) Establish a neutral source of power and color it with a word representing it power. 
This third player don't want to rule, but hope to make some gain from the situation. 
Link this neutral power to another source of power that it fear or own a favor to. 

15) Establish and repress a faction/group that was doing well under the wise king's rule. 

16) Establish and favor a faction/group that profit from the usurper rule.  

17) Roll a d6 & d4 to find the goal of each NPC or faction:
  1. To destroy, ruin or shame a...
  2. To control, own or capture a...
  3. To influence, seduce or transform a...  
  4. To help, advantage or make stronger a... 
  5. To free, protect, heal or restore a...
  6. To create or find a new...
  1. ... source of power (the 3 controlled sources, the exiled one or maybe the neutral one)    
  2. ... major NPC (the usurper, the consort, the heirs, etc) (could be the death ruler or usurper's consort)
  3. ... faction or group 
  4. ... strategic or important location
18) Create a quick relation map to note everything. Create a geographic map of the usurped kingdom and it neighbors. Add in some adventure locations linked to the elements of the setup. Let the players meet and work for the various factions as they wish. 
Next: I will post a example. 

Thursday, July 11, 2013

Chimera's Cross of Animal Flesh

I am bored and a little bit demotivated so I am just mixing old drawings together. I guess this could be some impossible artifact. You could present it as a apparition, if you dare to reach inside you end up holding a grail. Naturally drinking from the grail must have interesting chimera flavored side effect. I guess that once you move the grail, reverting it to it double cross form of animal flesh is a bad thing. Also the apparition feel like blood & water transmuting into each other. Sometime it also spawn chimeras.  



Friday, July 5, 2013

Piercers Dungeon

I started with Zak's Take Ten Minutes And Do This post, but I passed the 10 minutes cap and I ended up writing a piercers themed dungeon. Well the dungeon don't totally make sense, I kind of have a idea of what happened in the dungeon, but it not precise and a lot of the pieces of the story are missing.


Rumors (d8): 
  1. The baron studied geomancy, alchemy and forbidden arts.
  2. The baron was cursed with a dwarf daughter and no one wanted to marry her. 
  3. The baron collected magic statues. 
  4. The lady of the castle died of a strange illness similar to a slow petrification. 
  5. The baron ancestor became rich by making a pact with the gnome king. 
  6. The baron treasure of gems and precious minerals was never found.
  7. The castle ruins are haunted, the stones are possessed. 
  8. The castle is slowly rebuilding itself. 


1. Slavers camp here, but are afraid to go further. They sell slaves to the "stone wizards".  

2. Small boulders crawl around like snails and spy on the party, each have a single eye. 

3. The slavers trade with the "stone wizards" here. The "stone wizards" wait in the shadows. They are in fact evolved piercers that crudely mimic robed figures. They can talk by using mimicry, repeating words they ear. They can crawl on surfaces like normal piercers. Each can cast a paralysis spell once by day. 

                                                            

4. Large crawling boulders wait in ambush here, ready to fall down on anyone who follow the "stone wizards".

5. A cloud mimic composed of floating stone dust hunt in the tower. On 1-2 on a d6: it is hungry. There is a adventurer corpse here, he have a magic stone pebble key that open area 8. 

6. Goblins or kids collect small crawling boulders here. They say they are tasty like mollusks. They say the tower is haunted, a adventurer man once vanished there. 

7. Slime tracks lead to location 3 and 10.   

8. Conceal locked door. The magic lock can be opened with the stone pebble key from area 5. 

9. Stone statues collection. Some are very old. Some talked but they have been broken in a fit of rage. 

10. The "stone wizards" use this concealed door. A large crawling boulder guard the door by resting on it. If the door is bashed or not closed, the crawling boulders can roll after the group in the stairs. At the bottom of the stair there is a secret door that lead to area 12.

11. The baron's laboratory. The baron studied earth elemental magic, petrification, piercers and mimics anatomy here. The library contain many books on dwarfs, gnomes and piercers. One of the books present the piercers as patient holders of secrets. The library also contain some (cure) paralysis spell scrolls. The alchemy lab contain unlabeled magic dusts that have random potions effect. The dust must be blow on someone to take effect. Snorting also work, but is dangerous. On a table there is a copper cage and miniatures stone figurines. If someone hold a figurine and read the small runes inscribed on it, he or she will trade size with the figurine. To switch back the person must repeat the inscription backward. Each figurine have a different inscription (the inscription are the names of the ancestors and relatives of the Baron). The copped cage is ornamented with a copper bat. A magic dust keep in a labelled bottle can bring the bat to live. The bat is strong enough to transport the cage. 

                                                                

12. Family crypt. A small stone sarcophagus contain the mummified body of Gudrun, the baron's daughter. The sarcophagus is guarded by two petrified piercers covered with magic mouths. The magic mouths speak with the baron's sad voice. The magic mouth "recording" tell about:
- How much he loved his daughter but he also say "if only I had a son". 
- The piercers are so patient, he should not have trusted them, they have outsmarted him. 
- The marriage would have been so beautiful (marriage with one of the gnome king's children). 
The small mummy wear a gem and a lapis lazuli funeral mask. The magic mouths will warn and curse anyone who try to defile the mummy (save or the part touching the mummy or her ornements is petrified). The funeral mask grant infravision, stone sense and stone skin. Anyone who wear it speak with Gudrun voice. When using the mask powers, the wearer must make a saving throw to avoid assimilating random memories of Gudrun. Those memories are about (d6): 1 love of parents, 2 fear of piercers, 3 not wanting to marry the gnome king son, 4 having a secret romantic relation with the gnome king daughter, 5 learning stone magic, 6 other personal stuff.  

                                                     

13. Ghostly fossils spirits play and dream here. They miss Gudrun and will help anyone wearing her funeral mask. They remember that Gundrun used the flooded tunnel to secretly meet with the gnome king daughter. If asked how she crossed over the flooded tunnel, each fossil spirits give a pearl of water breathing. The pearl must be eaten. Doing so will also grant brief but distracting visions of past geologic ages on a failed saving throw.     

                                                                   

14. Control piercers wait for new victims here (the slaves). They use their victim's hands to mine ore and to build strange stone caerns and circles.   

                                                       
15. The Hall of the Piercer King. Large blind fish swim in the flooded tunnel. Underwater lie the remains of the stalactite shells of the former piercer's kings. The Piercer King throne above the underwater lake. 


16. A earth elemental's hand hold a gravity orb. Activating the orb reverse the gravity in the main cavern (there is a cool down effect between uses). Trying to steal the orb awaken the earth elemental. The orb need to be in contact with a earth elemental to work, even if useless when stolen, the orb is still a tempting treasure. 
                                                                

17. A inverted stalactite castle slowly grow on the ceiling of the cavern. Only miniature people can enter the castle halls. Some of the castle towers are piercers. Inside the castle, the gnome king daughter is encased in a sphere of amber that preserve her life.   

                 

18. A stalagmite and a stalactite join together to form a necromantic totem. The inside of the stone pillar is fill with necrotic piercer's matter (a experience that went wrong). Necro animated broken piercers guard a gravity orb similar to the one in area 16. The stone elemental guarding this orb is sick. Normal piercers avoid the area and are never encountered here. But evolved piercers will drag any found piercers corpses here.

              

19. This stone well have no stairs. Piercers can easily crawls on it wall. Slaves are simply thrown down. The "stone wizards" or controller piercers drag the bodies to area 14. 

20. Piercers wait in ambush on the cavern ceiling. Gnome's bones lie on the cavern floor (or maybe the baron's bones). 

                    

Encounters (d10):
  1. Group of piercers
  2. Evolved "stone wizards" mimic piercers.
  3. Piercer controllers using human bodies to mine or to collect stones. 
  4. A wounded escaped slave or a lost bandit or a lost kid or goblin from area 6. 
  5. Petrified gnome
  6. Pebble spy
  7. Boulder guard
  8. Fossil spirits
  9. Nasty underground lifeform like giant bats or centipede. 
  10. Lone large piercer




Wednesday, July 3, 2013

Friday, June 28, 2013

Dwarves VS Alien Fungus

A alien fungus growing on human miners's bones is invading the dwarf colony of Iron Mole. The alien mucus projectors spray a viscous fluid that infect exposed skin, so the dwarves had to weaponize their smelting gear  to fight the invaders. 

Wednesday, June 26, 2013

Vegetation, towers & pottery dungeon

I copy-pasted and assembled some of the drawings I do to pass time while I go to work and I ended up with a strange dungeon composed of pottery, towers and vegetation.


Thursday, June 20, 2013

Laser Mummy

Totally inspired by Scrap Princess's laser mummy.
Naturally if you have laser gaze attack mummy, adventurers will try something like this.

Tuesday, June 18, 2013

Contribution to the ecology of the Lamia

With LotFP in mind, adding to the ecology of the Lamia:
  • Lamia are succubus like demon that crawl out of the mouth of possessed lioness. 
  • To speak they often just show their human face between their lioness jaws.
  • They look like centaur when they half emerge from their lioness body to look around or to use their arms. 
  • Some lamia have a half snake body when they crawl out of their feline body. 
  • Story tell that once empty, their lioness body is just a empty skin. Just like selkie, possessing it skin grant control over the lamia. (maybe selkies are aquatic lamias). Wearing a lamia skin can't be good.
  • But other say that their empty lioness body can act independently and are still very dangerous.
  • To return into their lioness body lamia can simply crawl back in, other say that the lioness body must devour the lamia to reincorporate it. But maybe the lamia regurgitate a new lioness body and leave behind a empty human skin. 
  • Some say that lamia reproduce by devouring humans. After completely devouring a human they will regurgitate a fully formed lamia. The new lamia share the traits and the memories of the victim. A male victim produce a lamia that could be his twin sister.
  • Being territorial, lamia are careful not to completely devour their prey. Human corpses half devoured, with just their lower body remaining, are a sign of lamia activity. 
  • Folktales say that a man devoured by his desire will regurgitate a lamia that will try to satisfy his desire after devouring him.  
  • A spell to summon lamia exist. The spell summon a lamia into the spell caster body to help him satisfy a strong desire. When inside the caster body the lamia grant it spell like and innate abilities. The summoner can also vomit the lamia outside his body to do his biding. If the summoner fail to satisfy it desire the lamia will try to devour him. (The summoned lamia share the spell caster traits and memories).   


You can also visit my lilim blog to meet more female demons (but some of them are nice): http://inlapislazulililim.blogspot.ca/

Monday, June 17, 2013

Werewolf from the book of Kelt

I have to run, so I leave you this drawing from one of my old blogs: