I don’t want to get too
into detail with the sasquatch—Amber E. Scott has pretty much covered that
ground in Mystery Monsters Revisited. In particular, she offers a number of
scenarios where sasquatches serve as the “villain” because they are misunderstood,
victims of prejudice, or under the real villain’s control. And that’s certainly
the role that works best for me.
(Then again, you could mix it up. I can imagine a really devious GM setting up an entire
adventure arc where PCs prove a sasquatch’s innocence after a string of
murders, only for the sasquatch to reveal he was the actual perpetrator—or
guilty of far worse—all along.
(“But Bigfoot, we trusted
you!” “Funny, the name’s actually
Bloodsmite. Allow me to show you
why…”))
Since my work has pretty much been done for me, I’ll just
add that the sasquatch’s primitive timelessness gives you as a number of ways
to work them into your world’s ecology and stories. Are they throwbacks to Neanderthals and similar primitive
humanoids? Are they a common ancestor
of men and giants, before the family tree diverged? Or are they a replacement for giants on your world’s North
America analogue? (One continent
might have tribesmen, sasquatches, and raven-headed tengus, the other vikings,
giants, and elves.) Are they, like
gnomes, former refugees from the fey realms? Or are they tied to yetis in some fashion (and if so, do
they guard nature from aberrations the way that yetis watch for creatures from
other worlds)? Once you know the
answer you know how to place them in your world and what adventures might
result.
Sasquatches live in
the high alpine regions, but each one must undertake a vision quest, the
centerpiece of which is traveling to the seashore to find a conch or cowrie
shell, from which the sasquatch will carve her personal flute (the mark of an
adult). During these quests they
do their best to remain hidden, but accidents happen. When a sasquatch is mistaken for a hill giant and attacked,
she kills in self-defense, and a party of adventurers must decide how best to
bring the creature in for trial.
The yeti clans of the
Fire Alps have fallen to madness, and now their sasquatch cousins seem
doomed to follow them. A sasquatch
oracle makes the treacherous journey to civilization with a heartbreaking
request—that adventurers aid her in seeing that the remaining members of her
family, all corrupted to the worship of the Old Ones, are put down.
Young adventurers are
training to join the Ash League, a group of rangers, druids, barbarians,
and other wilderness-focused specialists that defend the Northwood. (A cluster of ash leaves is the
organization’s symbol.) One of their
tests is to bring back proof of a sasquatch sighting (pitting their skills
against the ape-man’s +14 Stealth).
—Bestiary 3 236
I got my first ever piece of fan art! ArtisticLicenseToKill
served up a My Little Sagari that shall haunt my dreams for days to come.
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