Something odd seems to have snuck into my word processor. I wonder what it couldfghfdgknjkWE ARE CONTROLLING THE TRANSMISSION
WE ARE COMING
As a show of good faith, here’s a request I agreed to fulfill. More coming… eventually. Consider this a hiatus from my hiatus.
Half-dwarves are rare. The relative infertility of the dwarven race, compounded by the difference in size and physiology between dwarves and humans, makes hybrids extremely uncommon. Roughly only one in a hundred human/dwarf pairings conceive, and the majority of such hybrids are stillborn. Those who survive are invariably sterile.
Yet brutal masters in the slave nations of the Inner Sea have not been deterred. Combining human size with dwarven stamina, half-dwarves are viewed by many as the ideal slave race, and vile breeding programs in nations like Cheliax and Katapesh churn out hundreds of half-dwarf children every year by forcing human and dwarf slaves to mate.
Known derisively as “muls” due to their size, strength, and sterility, the offspring of such pairings live painful lives as menial laborers or slave warriors. They are especially prized as gladiators, as their imposing physiques make them stand out in the arena. Most muls are indoctrinated from birth to accept their lot in life and toil ceaselessly under their masters’ whips, but a few defiant souls take a stand for freedom. Those who are not executed for insubordination become heroes and inspirations to slaves everywhere.
Muls can be found throughout Avistan and Garund, but are concentrated in the slave nations ringing the Inner Sea - Cheliax, Rahadoum, Thuvia, Osirion, and Katapesh. Those who escape their bonds often flee into the desert and join nomadic tribes or slip away to remote ports like Sargava or the Shackles. A growing number of muls are drawn to Andoran, whose Eagle Knights welcome their abolitionist zeal into their ranks.
Due to a quirk of genetics, half-dwarves are always completely hairless and larger than either of their parent races. They average about six and a half feet in height and weigh upwards of two-hundred pounds, almost all of it muscle. Because of their size and hairlessness, dwarves see little of themselves in muls and rarely welcome them into their communities.
For the record, here are the requests I will try to fulfill after I return. I won’t be accepting any more after these. Sorry! :(
Deadlands monsters: Automaton and Hangin’ Judge
Resident Evil 2 Licker
Blackmoor robots: Centurion, Repair, Security
Dark Sun races: Thri-kreen, Half-giant,
Mul, and Goliath (already converted, need to write descriptions)
Dark Sun monsters: Inix, Sand Bride, Silt Horror, Kirre, Silt Runner
D&D 4E creatures: Shardmind and Revenant
A Note on Requests
Monsters-a-Go-Go will return eventually, but I’m sorry to say that in the future I won’t be taking any more requests, or at the very least will cut back on the amount I take. The fact is that I ended up converting a ton of monsters I personally wasn’t interested in at all and had to force a lot of enthusiasm that just wasn’t there. This isn’t an indictment of anyone at all; it’s just how it is.
For me to continue this project, I need to be enjoying myself, and that means doing the work I personally want to do. I will try to honor all standing requests when I resume, but after that I’ll be focusing primarily on monsters of my own choice (and don’t worry, that includes modrons… eventually).
Thanks for understanding,
Reposting this because I accidentally answered it on my private blog. D’oh!
Yo, I’m the guy who bugged you many months back about converting sci-fi stuff (Greys, MIBs, Robots) for your monsters blog. Thanks again for the great stuff! Your conversions helped to make a one-shot I’ve been wanting to run for a while (Blackmoor / Barrier Peaks homage) a real blast! I know you’re too busy to continue (I’m too busy to continue my reviews/media side blog ATM), but I’m really happy with what you’ve already made.
Anonymous asked: Do you think you'll eventually work on stating the modrons?
I sure want to - they’ve been on my mind for months - but I’ve got a couple problems.
I’ve recently started a new job after being unemployed for a long time, and as such I don’t have as much time or energy as I’d like to devote to this blog.
But more to the point… my passion for this project is at a bit of a low. I’m way behind on requests, many of which I’m not personally that interested in doing, and my interest in Pathfinder in general is waning at this moment.
I have no plans to quit Monsters-a-Go-Go. I’m not going away. I’ll most assuredly become more active again… eventually. But right now, I’m sorry to say that I feel a need to take a break. This was always a part-time thing for me, a hobby to take up my free time, and for the time being it has to go on the back burner.
I sincerely apologize to my readers for the inconvenience. There aren’t a whole lot of you, but you’ve been very kind and supportive, and are the reason I keep doing this. I hope you’ll understand my need for a temporary hiatus, and look forward to my inevitable turn.
Thank you, from the bottom of my heart.
I seriously considered running a Pathfinder campaign based on Magic: The Gathering’s Lorwyn and Shadowmoor blocks. I was that in love with the setting. I eventually gave up because the world of MtG just isn’t designed for roleplaying and would have required so much preparatory legwork, but the idea is still in the back of my head.
Just felt like sharing that. Conversions will resume… soon, hopefully? I’m sorry, I’ve just been low on ambition lately.
A nacatl warrior
Greater catfolk are larger, stronger cousins of the more commonly known catfolk races. Living deep in the wilderness and facing deadly enemies, they are powerful warriors and mighty hunters. Greater catfolk are separated into six distinct subraces - the bagheera, leonin, nacatl, shan, shere khan, and swara - each kin to a different breed of great cat. The greater catfolk are spread across the face of Golarion, but are concentrated in the planet’s equatorial regions.
Tortles are, as their name implies, a race of sentient humanoid chelonians. They are a peaceful people who seek to live in harmony with nature, but their placidity is not weakness - they are capable for forming nigh-unconquerable bulwarks against those who would do them harm.
Tortles are not a technologically advanced people. They live in small tribal villages of up to 300, consisting of a cluster of simple mud and thatch huts, typically beside a marsh or river delta. Sentry huts equipped with a warning gong or conch shell horn form a perimeter 200-300 yards away from the central cluster. Tortles are hunter-gatherers, subsiding mainly on wild grains and tubers, fish, and molluscs, which they find very easy to harvest thanks to their great underwater endurance.
Tortle society is egalitarian, with no particular division of gender roles. Their leaders are chosen democratically every summer solstice and serve for one year; departing tortle leaders must wait five years before seeking leadership again. Defense is left to the tribe’s warriors, usually monks who almost universally follow the way of the sacred mountain, emphasizing defense over speed. Tortle fighters and rangers are also common. Tortle medicine-folk see to their tribe’s spiritual needs, and are usually adepts or druids. Rumors of ninja tortles remain unconfirmed.
The tortle people are endemic to Arcadia, where they live harmoniously with the native humans, engaging in trade and mutual defense. Tortles living near the Chelish colony of Anchor’s End have come in conflict with the invaders, who see them as ideal slaves due to their great resilience. Tortle slaves are forced to endure the horrifying passage across the Arcadian Ocean in bondage, where they are sold to the highest bidder in Avistan. Some lucky souls have escaped their bonds and dedicated their lives to helping free other slaves, with a few even joining the Eagle Knights of Andoran.
Tortles have two closely-related “sister” races: the tortoise-like crucians of the desert and the evil snappers.