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Starting a log to record progress on a new project -
I'm trying to fill out the bestiary for Stargrave games!
For anyone not familiar, Stargrave is a miniatures-agnostic skirmish game with a narrative focus. There's a chance during gameplay for all kinds of strange creatures or NPCs to turn up, and the designer made a point to encourage players to try and use up the minis they've had for years but never painted. This project is working with that in mind - I'm looking to fill out the roster while buying as few new models as possible.
I'll be posting here as I go, but expect a little variability in quality. I'm planning to repurpose some minis with paintjobs that are sometimes a few years old. Should be plenty of new sculpts and paintjobs too though, so hopefully I can hold your interest.
I'll be sharing a lot of personal fluff and background too, but feel free to skip over that if it's not your thing.
Here's what I need: (I'll update this as we go)
RANDOM ENCOUNTERS - Creatures and robots, mostly found in wild places
I thought a good first post would be my finished crew, the CREW OF THE FISHER KING. These guys are the 'main characters' of my games, so to speak - the folks who will be in each game I play and progress over the course of the campaign.
I've written a wee blurb for each character, and a little background for the campaign as a whole too. It's a lot, so feel free to skip the text if you're so inclined.
First up is a little campaign background. Stargrave has a 'Last War' default setting involving pirate fleets roaming the galaxy after a devastating conflict. Anything larger than a small ship tends to be attacked or absorbed by the pirates, so small independent crews tend to do the mainstay of interplanetary trade and scavenging. I like the general concept a lot, but it's kept intentionally generic to allow people to make their own stories. I wanted to do something to explain the change a little.
The Charter
Spoiler:
The Charter were a mercenary company that used new technology to bring a novel solution to dwindling numbers applying for military service amongst the Inner Planets. Young men and women could sign up to be fitted with a 'Frame' - essentially a complex brain implant and an extra-enteral nutrition system in a single package that could be easily fitted and removed. Once active, the Frame 'took over' an individual's consciousness and free will for a set duration, with their mental state returning to normal when deactivated.
Charter troops would rent out their bodies for the duration of their contract, seen as a win-win for both the individuals and the hiring company.
Activated Charter troops were more automatons than humans. They would retain some useful intelligence to act independently towards completing a single goal, but would also fulfil orders without question. A provably loyal non-Charter 'handler' could manage tens to hundreds of Chartered troops. A Chartered troop could communicate - a vital skill for a soldier - but they were also emotionless and task-focussed, with no worries about corruption, bribery or sympathy interfering with their instructions. When their service was complete, Chartered troops would be 'deactivated', the Frame removed, and would retain no memory of their work. Ideal for keeping company secrets.
Most Charters were for five years of service, during which troops would fulfil a role peace-keeping, policing shipping lanes or scouting the outer rims. Very occasional wars drew in Chartered troops, but these were few and far between. The system was fair and very popular - young people would instantaneously gain five years of wages with no expenditure in return for the low risk of 'deactivating' with unexpected injuries or cybernetics. There was no risk of legal consequences for their actions given their lack of autonomy, and no worries of PTSD with no memory of what they'd done. A few, of course, would not survive to deactivation at all, but this was the gamble of service.
By the time of the Fall, the Charter had spread across hundreds of Solar Systems, and been operating for the better part of a century.
--------------------------------------------
The start of the Last War came with what would eventually be known as the Tether.
With the breakdown of ordered communication between solar systems, the exact details of the fall are unclear. It's thought that the Tether affected about half of individuals that had ever been fitted with a Frame. Some died outright, but most were 'reactivated,' their consciousness 'switched off' and their bodies and minds used for a new goal.
The intent and actions of those newly Tethered varied widely. There was widespread destruction but also theft and seized control, with certain areas seemingly protected or valued. Most larger settlements were glassed, with defence systems turned on those they defended by simultaneous action from individuals who had activation codes. Tethered in these areas had little value for their own lives, happy to destroy themselves in the cataclysm as long as their goals were completed. Other population centres were overtaken, with their surviving citizens enslaved or forced to work in factories. Many spacecraft, both military and civilian, were taken over by newly Tethered individuals in their crew.
It's hard to overestimate the damage done by the activation of the Tether - trusted friends, loyal soldiers and loved ones all turned simultaneously, and there was no defence against such an unexpected mass betrayal. Many Tethered showed no signs of their loss of control until they were in a position to commit huge damage. Whilst some of the smaller outposts and population centres managed to fight off the Tethered among them, there were few human settlements in Erskine-Gamma, if any, that did not experience some form of loss that day.
In the years that have passed since 'Activation Day,' the survivors have begun new lives. Systematic intergalactic trade and order have fallen, with only small ships travelling safely between different systems. Surviving settlements fend for themselves, or trade in small quantities for the things they cannot produce locally. A few of the larger surviving populations have established themselves as local trade centres of set out to control others. Many outposts died out, having lost the lifelines they relied on for atmo control or growing crops in hostile regions. Piracy and violence is a constant threat.
The Tethered still operate, though their controllers, and their overarching goal, is unclear. Almost all space elevators and off-world shipyards were destroyed in the early days of the war, and some settlements are still attacked. Tether-controlled supply routes and manufactorums continue to work, and they seem to capture some individuals alive. There is a pattern to their activities, but the isolated survivors cannot step far back enough to see it.
Next up is some background on how the Fisher King team came about.
Crew Background
Spoiler:
Captain Liyana (codenamed 'Gazelle') was working for the Jackson-Song Corporation at the time of the Last War. A trans-gov with interests in mining, manufacture and cybernetics, Jackson-Song had been having significant problems with armed uprising amongst their workforce on what they considered 'higher risk' planets. Their safety record and apparent disregard for worker life had been a regular news topic despite their media division attempting to bury the story, and rival corporations were happily arming rebels on the sly. Liyana led 'Cell 7' - part of a new task force ostensibly protecting J-S workers from terrorists attempting to subvert them. In effect, they were corporate bagmen.
When the Tether was activated and the Last War began, Liyana and her crew were on the rocky moon of Josuelo, a recently independent mining colony formerly under Jackson-Song control. In the solar year since the workers there overthrew their foremen, the mines had been reopened, and the lithium and noson below the crust were now entering the common market, wrecking the J-S monopoly. Obviously, this wouldn't stand.
Cell 7 had been inserted via a lander, had captured their target - a hulking Huqari woman leading some of the local rebels in Pico Azul - and were awaiting extraction. Only, it never came.
In the chaos that followed the activation of the Tether, Jackson-Song as an entity simply ceased to exist. Along with it went a huge number of population centres throughout the galaxy, including Josuelo Prime. The Cemetery Girl, waiting in orbit for Cell 7's signal, had fallen to the Tethered in its own crew within minutes of their activation. For Cell 7, hours turned to days with no contact from their handlers, and news began to filter in from other sectors. The team had to consider their options.
The eventual agreement with the Pico Azul commune was brokered between Liyana and Pascha. The exchange was surprisingly cordial, with both putting forward offers almost simultaneously.
The augmented soldiers among Cell 7 would not last long without maintenance and repair, and had no way off-planet. They were on a barren outpost world, surrounded by their enemies. Pico Azul had both a ripperdoc and a ship - the Fisher King, a beaten-down trading vessel previously used for shuttle runs, but technically jump-capable.
Essential operating equipment for the hydroponic farms and atmosphere regulators of Pico Azul could not be produced locally - if they were now cut off from the other communes in the Halcyon network, the group would need to risk the new pirate fleets to fulfil these needs elsewhere.
With Jackson-Song gone, the two groups need no longer be enemies. The commune would keep Liyana and her colleagues running indefinitely in exchange for their help in making runs for essential supplies. It made the most sense to pool their resources.
The first few runs of the Fisher King, with a mixed crew of Pico Azul and J-S staff, were tense affairs. The Cell 7 soldiers had nowhere else to turn, though, and held true to their deal. As weeks turned to months and experience strengthened their bonds, the separation began to fade away. Liyana and her crew returned time and again with essential equipment and spoils, and eventually the people of Pico Azul came to value their unexpected protectors.
Finally I have the minis themselves and the individual crew bios:
LIYANA, 'GAZELLE'
Spoiler:
Liyana is the Fisher King's captain, and a cyborg in-game.
Originally a member of the Jackson-Song 'Green and Greys' mercenary core, Liyana was badly wounded in the line of duty. The corp saved her life, fitting her in a military hospital with extensive cybernetic augmentations that allowed her to truly excel in her role. The debt for the parts also ensured that she'd be working for J-S for the rest of her newly extended lifespan.
In her new role within Pico Azul, Liyana has developed a reputation for being approachable, making a point to really get to know her crew, and having a wicked sense of humour. She is popular, and widely viewed as a great captain to work for.
She is also a cold-blooded killer, and will do whatever it takes to keep her friends alive.
PASCHA THE RUNT
Spoiler:
Pascha is Liyana's XO, and a mystic in-game.
She is a Huqari - a member of a species with natural psionic empathy. As such, Pascha is aware constantly of the emotions and surface thoughts of other living things around her. With practice, Huqari can influence these thoughts, though this is more difficult the more extreme the emotion.
Pascha is a 'true believer' in the cause. She has worked with Halcyon for many years, throwing off the yoke of corporate oppressors on six different planets. Big, tough, and technically-minded, she has found grunt work in corporate outposts with ease. Rebellion tends to follow her as she travels. Through Pascha's gentle guidance and subtle intervention, unions, foremen and low-level bosses have found the confidence and drive to grasp for independence. She's sure they'd have come to the same conclusions by themselves eventually.
Pascha stayed longer than planned on Josuelo after being injured in the mine collapse that finally led to the uprising. Her augments are ill-fitting, having been cobbled together to fit her frame.
In person, she is predictably kind and empathetic, though slow and methodical in her communication. Pascha is the steady hand on the tiller - a sensible, calm presence in the direst of circumstances. In her off-time, she focusses on simple comforts, as well as caring for a menagerie of small animals that only grows in number as she travels.
MORAG COOKE
Spoiler:
Morag acts as the Fisher King's shuttle pilot and does some simple computer work on the ground. In-game, she is a hacker.
Morag was part of Jackson-Song's Cell 7, with Liyana. Her job was to insert and extract the team without drawing attention, usually using discrete local vehicles. She also falsified transponder codes and transport documentation, and is familiar with some simple aspects of cybersecurity. Morag viewed her role largely as a source of income, and felt comfortably separated from their questionable work by her 'passive' role in the jobs.
Since being absorbed into the residents of Pico Azul, Morag has integrated most effectively. She's open and self-deprecating, and rapidly built friendship with a few of the new crew. She has particularly enjoyed access to Josuelo cuisine, and has been trying to stomach the spiciest foods available.
WINTER
Spoiler:
Winter is the navigator aboard the Fisher King, and serves as a pathfinder in-game.
Winter served with Liyana as an operative in Cell 7, and shares her background in the 'Green and Grays.' Her role was primarily fire support.
Whilst she chose to stay in Pico Azul, Winter has been cold and stand-offish with her new allies. She rarely interacts with the others, keeping to herself outside of operations. She keeps a variety of plants, both aesthetic and medicinal, in her quarters; Morag swears up and down that she can hear Winter singing to them at night through her bunk walls.
HOPE ROCHON
Spoiler:
Hope is the security officer for the Fisher King, and maintains the ship armoury. In-game, she's a trooper.
Hope served with the Charter, and stayed on after her service to continue in a leadership role, serving a total of six years. During the second part of her service, she picked up a few tics and relics - trinkets she carries, or repetitions and rituals that she repeats unthinkingly, particularly when she is nervous.
Hope was unaffected by the Tether, and puts her good fortune down to her rituals and actions.
Hope and Morag are the ship's impromptu chef team, searching for new ingredients in each location they visit. Her enthusiasm does not often make up for her lack of skill.
JACOBI PENN
Spoiler:
Jacobi is the Fisher King's chief engineer, and acts as a casecracker in-game.
Jacobi is an aging, alcoholic, myopic offworlder who never stops grumbling about Josuelo's extended cold seasons. Despite this, he is well-loved among the crew, who see him as a reluctant grandfatherly figure. Jacobi is relatively cagey about his past - he has previously been involved in a fist-fight with Obi after he leaned a little too hard on suggesting his Tryptan accent marked him as an organised criminal.
Jacobi is the most advanced vehicle mechanic in Pico Azul, and a dab hand at disassembling security containers.
ELIJAH GRAY
Spoiler:
Elijah acts as a communications officer aboard the Fisher King, and a sharpshooter during operations. In-game, he's a sniper.
Elijah is arrogant and abrasive, masking deep insecurity with false confidence. He's a reasonable shot, but exaggerates and inflates, leaving him open to ridicule when he does fail. He has a problem with gambling, and has lost a great deal of credits to Otu and Jacobi at dice games. He is very close to Hope, and loses some of the bravado when they are alone together.
Elijah was born in climate-controlled dome on the frozen moon of Whitereef, where spending longer than a few minutes on the surface would cause rapid death from exposure. He insists that this grants him a genetic resistance to cold.
OBI VANCE
Spoiler:
Obi is a chiseler in-game, and serves as an engineer, 2nd class aboard the Fisher King.
Obi and his brother were born on Patnagar, an engineered ocean world, where they spent their childhood on floating settlements harvesting krill. They took on work with Jackson-Song to escape, and were caught up in the revolution on Josuelo almost by mistake. Obi was badly injured in the mine collapse that marked the final straw to rebellion, and he has cybernetic replacements to both arms and a significant part of his chest wall.
Joining the Fisher King crew was an obvious choice - Obi has an almost fanatical interest in the workings of spacecraft. Even when the mines were operating, he took every available opportunity to work in the hangars, even during his own downtime. He would badger Jacobi endlessly as he went about his work, and the older man was furious when he found that Obi had been accepted to join the flight crew.
OTU VANCE
Spoiler:
Otu is a systems technician, and is run as a chiseler in-game.
Otu is Obi's older brother, and came aboard the Fisher King with great reluctance. He is a homebird, and would much rather be working on his beloved hydroponics systems back in Pico Azul. He has been protective of his younger sibling ever since Obi was badly injured in a mine collapse, and insisted on accompanying him.
Otu considers himself sensibly risk-averse, and usually urges caution amongst the team. He has developed a reputation as a bit of a spoilsport, but also has a knack for spotting ambushes and dangerous situations well ahead of time.
GYOZA
Spoiler:
Gyoza serves as a guard dog in game.
Gyoza is a stonebeak - a hardy foraging species native to the jungle moon of Amarok, trained by settlers there to protect herds of acidjacks from skitters and larger predators. Their chitinous shell and rough, calloused skin makes them largely immune to the acidjack's defensive corrosive spray.
Stonebeaks were imported to Josuelo by the Halcyon Co-operative to protect settlements and herds from Magmites released by historic J-S mining operations.
Gyoza is one of Pascha's favourite animals, and a near constant companion. She has a tendency to chew on anything that shares the particular hue of orange of her chew ball, once almost causing a catastrophic spike drive failure by inadvertently disconnecting the engine's retro encabulator. Jacobi has since banned her from the engine compartments.
------------------------------------
And that's the team! Hope you like them, and please let me know any comments or questions. I'm very open to feedback, and I'd love to know what you think. More to come in the future. Thanks for reading!
This message was edited 1 time. Last update was at 2023/07/16 11:53:36
2023/07/16 11:57:03
Subject: Re:Stargrave Bestiary Project - First item, crew of the Fisher King
These guys are a catch all for the unskilled, rough-and-tumble characters that crews might come across in dangerous areas of space. They're supposed to represent gang members, body guards, thugs and armed survivors. The stat profile in the book arms them with pistols, but I figure their variety of shoddy and badly maintained weaponry just doesn't pack the punch it once did.
Hope you like them, and I'd love any feedback, good or bad.
2023/07/19 22:34:01
Subject: Stargrave Bestiary Project - Ruffians. Thugs and bodyguards.
These are described as big and vicious wolf-fox type creatures which tend to show up whenever humans start colony worlds with plentiful livestock. They're pack hunters with some reasonable close combat prowess.
I dug out a couple of 15mm 'giant wolves' that I painted waaay back when I was starting out, and rebased them to match the snow theme. I also added a few more dog minis I have from various sources but hadn't yet got around to painting up.
In a post-Fall setting like Stargrave, I reckon even once-owned dogs would be a sizable threat to survivors in the more isolated settlements. Hope you like the variety in furs!
Next update is a couple of PHYSICAL LOOT TOKENS. These are big, heavy and valuable - sometimes weapons or armour, sometimes physical credits, sometimes trade goods. They need unlocked before moving, and slow down the character who is carrying them, so I figured that they needed some heft.
The briefcase is an old Forge World cadian ammo crate with a Stargrave crew handheld tablet shaved down and attached. It was also a bit of a Fargo reference! I have no idea where the big orange crate came from, and the cylindrical container is a 3D printed piece that someone on Reddit kindly gifted me.
They seem small, but they'll likely feature in every Stargrave game I play, so I thought they were worth a little effort.
Hope you enjoy! Let me know if you have any questions.
This message was edited 1 time. Last update was at 2023/07/19 22:34:19
2023/07/24 21:28:25
Subject: Stargrave Bestiary Project - A pack of stray dogs and some loot markers
These lovely fellas are featureless, toxic worms that can grow up to 20ft, and tend to squeeze into the warm internals of ship structures. They can spit toxic juices a short distance, and have a good fight stat - in my book, a mean bite! My versions will mostly leach heat from human structures (or natural steam vents) for most of their lifetimes, but need meat when it's time to reproduce. I'm hoping to paint up the toothier one like a cross between a lamprey and a Dune worm.
Hope you like / hate them. Is anyone else working on a similar project? There are so many weird creatures to work on - I've been enjoying digging existing things out of my painting piles and sculpting a few simple ones.
This message was edited 1 time. Last update was at 2023/07/24 21:28:38
2023/07/25 16:11:52
Subject: Stargrave Bestiary Project - A couple of bileworm sculpts 24/7
I bloody love these. I have a selection of random alien creatures in my collection and I’m looking forward to working out what can be used in SG for sure.
Ragsta wrote:I bloody love these. I have a selection of random alien creatures in my collection and I’m looking forward to working out what can be used in SG for sure.
Thanks, man! I've honestly really enjoyed trying to find stuff I already have to fill roles. I'm looking forward to you seeing a few of them in person.
amazingturtles wrote:I like 'em, especially the teethy one.
Thank you, turtles! He has a nice smile
2023/08/12 21:04:50
Subject: Re:Stargrave Bestiary Project - A couple of bileworm sculpts 24/7
First up is a DEDFURD. It's described in the bestiary as being like a big bloated frog, but I didn't really like that image. I looked at the main features:
- Tough armour
- Relatively slow
- Short ranged acid attack
- Amphibious
- Large
After hunting through my minis, I decided to go with a Basilisk, from the Reaper Bones line. It's a creature I've thankfully painted before, but now I rebased him for my snowy setting. I picture these guys as being crocodilian and tanky, and I hope he fits the bill pretty well.
Big, naturally armoured and cold-blooded, basilisks are adapted for life in the swampier areas of Shale and Josuelo. With an incredibly low metabolic rate and little to fear from predators, these creatures will remain perfectly motionless for days at a time waiting for prey to pass by. Their main food source used to be the herds of large grazing creatures that wandered the swampland, but increasing industrialisation has made them more aggressive. When the time is right, the basilisk can move with frightening speed with a burst of adrenaline from a specialised gland, taking down prey with an acidic spray and its powerful jaws. The basilisk can then gorge on enough meat to sustain itself for a further week of patient waiting.
Basilisks have adapted well to the deeper depths of some industrial ruins, feeding on spiders, rats and occasionally unwitting humans. They are uncommon nonetheless, being solitary animals that react viciously to a rival within their large territories. Should it have fed recently, an encounter with a basilisk is harmless to a traveller - they have little interest in humans and will rarely attack unless provoked. Even their name was coined by Josuelo locals based on the statuesque stillness of the creatures, a spin on a half-remembered Terran legend. Despite this, many tales are told around campfires and watering holes of the terrible ferocity of these ancient reptiles that spring from the darkness where they have lain unseen, and it is not uncommon for them to be blamed for anything from missing children to vanished caravans.
-----------------
I also finished up the BILEWORMs I sculpted! They're pretty simple, but they were fun to do.
You got some bileworms on the ship? That's great news, pal!
Well, kind of.
They're like a... mixed blessing. Double-edged sword. That kind of thing.
See, most of the time, they're just - there. They leach heat, and survive off that. Planetside it would have been from underground vents and that - geothermal sh*t, you understand? But a life support system or an engine's just as good. And once they're in your ship, they're staying. Nothing short of a deconstruction and deep clean will clear 'em out.
They're quiet for the most part. But when they get big enough, like - twenty, thirty feet - then they need to split, reproduce, you know. And then - they want meat.
Suddenly, the f*ckers are a lot more dangerous. They burst up out of the panels, all teeth and foul smelling green sh*t. They're not trying to kill you, mind - I don't think they're smart enough to even get the concept that you're alive - but they want bits of you. They'll grab on, suck onto you like a lamprey, and try and drag you into their holes, all the while pouring that acidic sh*te all over you. You're too big to fit in their burrow, for sure, but they'll shred whatever part of you they've grabbed on the way back in, and they'll take all that meat and blood with them.
So, uh... Don't let that happen. It's not pretty.
But how are they a good thing? Well. My friend. You're in for a treat, because they are f*cking delicious.
Bait a trap with some protein once they hit breeding season and it's pretty easy to hack off a length of them. Three, maybe four foot of meat, a foot and a half in diameter. A feast. If you've been eating protein blocks and nutrient paste for weeks, there's nothing better.
Do it once or twice, and they'll be short enough to quit their breeding violence. Kinda, resets them for a month or two as they grow that length back.
Course, you need to boil them before you eat them - their mouths are filthy, and that's the part you're bound to catch. Eating it raw will kill you, so boil it well. Like, an hour well. Once the skin starts to flake, you want to cut them up, pull out any teeth, cut out the acid glands. You don't want to find one of them in your worm suate. Any type of fruit juice can reduce some of the acidity, but you want to keep a little - for flavour. Done just right, it'll make your tongue tingle.
So yeah! Good and bad. Good luck with them, friend. I - uhhh - I think I have some spices in the back, if you're interested.
As always, I'd love any feedback or questions. Which of these fellas would you rather meet in a ruined facility?
This message was edited 4 times. Last update was at 2025/04/11 21:48:53
2023/08/18 13:14:23
Subject: Re:Stargrave Bestiary Project - A basilisk and some toothy worms 12/8
One more member of the Fisher King crew for you today. Technically not an update 'cause I've already ticked off the crew part of the list, but I like him and I'm posting him anyway
And some spoilered background, like the others:
Spoiler:
Akna is a soldier, willing to fulfil many roles to support his allies on the Fisher King. Currently, he serves as a rearguard, protecting Pellam, the Fisher King's lander, while the rest of the ground crew operate. Akna doesn't have a specific role in game right now, but he'll likely end up as a commando or a soldier if there's a casualty among the A-listers.
Akna is a drone-caste Andelvaxen, assigned from birth to serve a protective role within their complicated hive systems. Unfortunately, humans have a long history of killing Andelvaxen matriarchs to steal the developing workers - their hormone-driven loyalty is relatively pliable at a young age. Jackson-Song are no different, and Akna is now one of many Andelvaxen guards found within Jackson-Song facilities.
Akna was undergoing a procedure in the infirmary when the rebellion started - with the death of his Jackson-Song overseer, he was suddenly purposeless on coming to. Pascha insists that she encouraged him to join the 'cause' with Pico Azul through discourse using her psionic empathy. Akna doesn't speak Lac standard, and is unwilling or unable to write. As far as the others are concerned, he obeys her commands with unbreakable loyalty - the reasons why perhaps don't bear thinking about.
Every hard surface of Akna's dorm in the Fisher King is covered by intricately carved patterns depicting star systems, swirling shapes and insectoid limbs. He adds to it every night.
I hope you like him too! He's made with T'au parts, some greenstuff and the Stargrave mercs kit. I'd love any feedback, good or bad.
This message was edited 1 time. Last update was at 2023/08/18 13:16:36
2023/08/19 20:43:42
Subject: Re:Stargrave Bestiary Project - A drone-caste alien soldier 18/8
These guys are scary. Big, tough, never stunned, and with a powerful attack, the sewer dragon appears at the very end of the random encounters list.
The book describes them residing in dark, damp areas beneath human habs - real boogeymen for crews delving into older places.
I went with a Hasslefree 'Maw' to represent this creature - it seems suitably big, strong and intimidating to fit the bill.
I've cheated a little for the next minis. SHENGRYLLA are described in the bestiary as primates half the height of a man with three glowing eyes (with a 'crazed' expression) and two prehensile tails. This is remarkably specific, and I struggled to find a mini to match. Instead, I figured I'd look at the stat block and use something that could fit the bill. Shengrylla are fast, able to traverse terrain easily, and have a strong bite.
I cracked out some 'Lesser Mawes' from Hasslefree that I had lying around. I think they fulfil the stat block needs, even if they don't look like monkeys! I've done a little green stuff work to cover the eyes or nostrils they had on top of their heads and match the bigger model. I love the models - they're simultaneously scary and cute.
Storywise, all of these creatures are 'Mourners' - they're part of a matriarchal pack. I wrote a little fluff for them a long time ago, but here it is adapted for the setting:
Mourners are known by many different names in the settlements around Kombayn - some call them 'howlers', 'hunters', 'blanks,' even 'banshees'. Whatever the term, mourners are spoken of in hushed, reverent tones.
Evolving in some of the deeper cavern systems below Bolne, these beasts are well adapted to the darkness of the undercity. Pack hunters that time and evolution have left completely blind, mourners instead use a complex form of echolocation to tail their prey. From a distance, a pack of mourners emit long, low vocalisations that deeply penetrate the area around them, like a cross between a dirge and a growl. As the pack approaches their target, the sound climbs to a higher pitch as the frequency of the calls rise and the detail of the image returned improves. Yips and squeaks from the excited pack join the crescendo. Settlers who have survived attacks by a hunting pack describe a chorus of mournful screams and wails, rising in intensity as the group tries to flee. When a pack is upon you, a sudden silence falls as the calls rise above the frequency of human hearing. Respite from these nightmarish wails, however, will be sadly brief.
Some particularly brave settlers have hunted mourners for meat and leather. Their hides are dry and coarse, making sturdy footwear, and their meat is sweet and slow to spoil. With most packs moving in matriarchal groups with at least 4 members, however, picking off a single target without drawing the ire of its brethren is difficult.
The final bit of today's update falls in the 'boring but necessary' category - some DATA LOOT tokens.
Not the most exciting part, but used in pretty much every game,
Hope there's something here you like! Thanks for reading, and I'd really appreciate any feedback.
This message was edited 1 time. Last update was at 2025/04/11 21:48:31
2025/04/11 21:27:55
Subject: Re:Stargrave Bestiary Project - Sewer dragon and its pups 19/8
Resurrecting my own thread here, but I've got a few more creatures to add to the Stargrave bestiary after it swung back to the front of my projects pile. I've never got much engagement on this thread, but I hope they're interesting to someone.
'PRIMITIVES' are isolated folks who never advanced far beyond the stone or early iron age, and tend to be in the wrong place and wrong time when off-worlders want something. They're largely the poor bastards trying to fight space marines with bows and arrows. These guys managed to fight back and keep hold of a few weapons.
There are a few images of the individual guys under the cut:
Spoiler:
'RYAKAN' are leathery-winged ambush predators that live in dark places and tend to infest spaceships. They're described as enveloping and biting their targets, so these xenomoths from an old Zombicide kickstarter seemed to fit the bill. I've had them for forever and never found anything to do with them, so I was pleased to use them for a project. The paint job is a little basic, but the wing patterns were a lot of fun to paint.
And finally for today, 'MINDGRIPPERS' are parasites the size of a large rat which leap onto and grapple with their prey's head. If they successfully latch on, they pierce the skull and can briefly control the target while they consume brain matter. Headcrabs? Headcrabs. These fellas are sculpted with greenstuff, and I'm quite pleased with how they turned out. They're almost cute!
A little blurb for the creatures:
Brain-thieves? You've lost me, Corporal.
...
Oh. Oh! Yes. 'Mindgrippers.' Parasitica Ovacorporis. 'Brain-thieves,' yes. Or 'corpse crabs,' if you're amongst the Parechua. I've read about them! Fascinating evolutionary line. Not uncommon in the wetlands around here. You've - seen one, I assume?
...
Ha! Oh, I envy your work sometimes, Corporal. I'm so rarely away from the lab, sometimes I feel like I might as well have never left Shengsuo. Such a wasted opportunity in amongst all this biodiversity. I'd love the opportunity to study one, should you come across another specimen. Such an unusual parasite. Or, or a predator, perhaps? They certainly blur the line on Terran taxonomy, as xenobiology has such a tendency to do.
...
Are you sure? Do you have a minute? Of course! Just - stop me if it's too much, I know I tend to babble. But you did ask!
They start out as pure predators - as soon as they're capable of independent motion they rely on prey species to survive. Larvae and other insectoids for the immature stage, while the adults survive mostly by predating on bigger insects and small rodent-likes. Ambush predation, mostly - they're warm-blooded, but small enough and with a low enough metabolic rate that they can survive with a relatively sparse pool of prey.
Their unique feature, though, that comes with their reproduction. A one-of-a-kind adaptation that lets them successfully gestate far more young than they have any right to.
Ovacorporis are sexually dimorphic - that is, the males and females are different in their body structure. The males are much smaller, less aggressive, but they're not so important in this. They just... start the process off, so to speak, by fertilising an adult female. This causes a shift in the female's hunting behaviour. They start to target much bigger animals, generally mammal-likes, though not exclusively. Animals much bigger than they would be able to take down using their traditional hunting behaviour. They're not trying to kill it, though. It's a - much more unpleasant goal.
They have a - a 'beak', I suppose you would call it, similar to a Terran cephalopod. Like this, you see? But it's the weapon within it which is the true marvel. If the creature can grapple the skull of one of its newer targets (ideally the occiput, the base of the skull, though they're certainly not that picky) the 'beak' is forced forward by a powerful muscle contraction. It fractures the victim's skull, like this, but it also fires in a - a - a 'payload' of sorts. A needle-like protuberance delivers a bundle of invasive neuronal tissue, a pool of powerful paralytic toxin and a flood of microscopic zygotes - fertilised eggs - all within a fraction of a second.
The host's brain is invaded by the new tissue that the mindgripper has injected while its movement is impaired. It replaces host neurons, severing neural connections and leaving its own in their place. It rapidly targets the movement centres, the sensory input, the 'controls', I suppose you could say, but it leaves the higher functions alone. Efficient, certainly, but horrifying too - it's entirely likely that the new host remains conscious throughout the process.
It's something - unsavoury - to see, from what I've read. The first few moments in the literature have been compared to a poorly operated marionette, or, or some kind of - a rictus convulsion, I think it was? Apologies, it was very evocative, but I can't place the phrasing.
Within less than a minute, the new host is fully within Ovacorporis' control. The creature then simply 'pilots' its target somewhere safe and out of the way, then detaches and leaves its new incubator be. You've likely seen mindgripper hosts before - acidjacks or swamp-oxen just standing, staring, swaying. Often somewhat - bulbous. The young mindgrippers, twenty-five to forty of them, depending on the size of the clutch, grow and feed within their host, bursting forth fully formed once the host body can no longer sustain them. They target fat stores first, things that the host can survive the loss of - the process can take weeks! Can you even imagine, the feeling of being consumed from within? Of a great number of tiny claws, working inside your...
Um, Corporal? Are you - You look a little -
...
Oh, Private Duchenne? You are sure? I didn't - No, no I don't think he could have.
I'm sorry. Really, Corporal, if I knew, I wouldn't have -
No. No, you're right.
I'll - I've got a lot to do, Corporal. Why don't I - Yes. Yes. For the best. I'm sorry again.
Sh*t.
Hope you like them, and C&C is very welcome. Thanks for reading!
This message was edited 1 time. Last update was at 2025/04/11 21:49:45
2025/04/19 19:43:52
Subject: Re:Stargrave Bestiary Project - Space gnolls, headcrabs and bat things 11/4
Armoured professional soldiers with rifles, these guys mean business, and represent the standard grunts for the pirate fleets in the Stargrave base narrative. In my system they're people under the influence of the Tether, with no real control over their actions. The effect is pretty much the same!
The models are and old old project of mine - some hand picked ones from my old IG army. Hey, Stargrave is supposed to be about reusing old minis, right? Excuse the paint jobs.
Next up are PLAGUE ZOMBIES. These appear in Stargrave Quarantine 37, where Hastian's Plague has turned them into violent, mindless husks. My plague zombies are Tethered soldiers who are essentially dead, but still held together enough for the programme to operate at a base level. Scary!
They're a personal project made up of a pretty wide variety of parts and a lot of green stuff.
Hope you enjoy, and I'd love any C&C.
This message was edited 1 time. Last update was at 2025/04/19 20:40:25
Thanks so much, Ragsta! I'll have to show you some of my Five Parsecs stuff next time I see you - I'm writing it longform, and I'm quite enjoying where it's going.
Cheers for the kind words on the models - nothing you've not seen before. I do like how the zombies came out, even without your comments on how long they took me to paint