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Creatures and Enemies

Duskara's native life has adapted to extreme conditions over centuries of evolution, creating unique organisms that range from harmless to catastrophically dangerous. Most are not inherently hostile, but conflicts arise when territories overlap, creatures defend young or territory, or humans encroach on critical ecosystems. This section provides frameworks for creating creatures and detailed examples of native life and hostile forces.

Creature Creation Framework

Creatures in Duskara use the same Tag system as characters. When designing a creature or enemy, consider:

Concept: What is this creature's role in Duskaran ecology? What niche does it fill?

  • Examples: "Wind-Riding Herd Animal," "Ambush Predator of Extreme Heat," "Geothermal Ecosystem Engineer"

Skills: What is this creature naturally good at? These become Chance Dice when relevant to opposition.

  • Examples: "Thermal Camouflage," "Wind Navigation," "Resonance Communication"

Frailty: What vulnerability does this creature have? This becomes a Risk Die when that vulnerability is exploited.

  • Examples: "Sluggish in Cold Environments," "Sensitive to Bright Light," "Dependent on Geothermal Heat"

Abilities: Does this creature have psychic abilities or special physical powers? Document them clearly.

  • Examples: "Thermal Camouflage" (hides thermal signature), "Echo Location" (navigates in darkness), "Resonance Transmission" (communicates through rock)

Opposition Strength: How much of a threat is this creature?

  • Minor Opposition (+1 Risk Die): Small creatures, inexperienced predators, limited threat
  • Moderate Opposition (+2 Risk Dice): Skilled hunters, organized swarms, significant threat
  • Major Opposition (+3 Risk Dice): Apex predators, legendary creatures, catastrophic threat

Environment: Where does this creature thrive? In which zone(s) is it most dangerous?

Behavioral Notes: How does this creature act? Is it territorial? Migratory? Herd-based? Solitary?

In Play Notes: How should a GM use this creature? As environmental hazard? Social conflict? Bonding opportunity? Mystery?

Native Creatures of Duskara

Storm-Beasts

Large, quadrupedal creatures adapted to high winds. They use air sacs to regulate their weight, allowing them to "surf" storm fronts and navigate the Twilight Belt with minimal effort.

  • Concept: Wind-Riding Herd Animal
  • Skills: Wind Navigation, Herd Coordination, Endurance
  • Frailty: Panics in Calm Air (becomes disoriented and vulnerable)
  • Opposition Strength: Minor (+1 Risk Die) in herds, Moderate (+2 Risk Dice) when protecting young
  • Zone: Primarily Twilight Belt, occasionally deep margins
  • Behavior: Migratory herds following wind patterns; generally docile unless threatened
  • In Play: Storm-beasts are often domesticated or bonded via Deep Bonding. Wild herds can stampede during storms, creating environmental hazards. Their hide is valuable for crafting weather-resistant gear, and their meat is edible. Bonded storm-beasts can become loyal companions and transport animals.

Wind-Runners

Swift, bipedal scavengers that hunt in packs, using wind currents to coordinate ambushes. They are surprisingly intelligent for their size and can learn settlement patrol patterns.

  • Concept: Pack-Hunting Scavenger
  • Skills: Ambush Tactics, Wind Communication, Climbing
  • Frailty: Vulnerable to Loud Sounds (disorienting to their echolocation-like sensing)
  • Opposition Strength: Minor (+1 Risk Die) individually, Moderate (+2 Risk Dice) in hunting packs
  • Zone: Twilight Belt, day-side margins
  • Behavior: Nocturnal hunters, intelligent enough to avoid well-defended settlements, highly territorial
  • In Play: Wind-runners rarely attack humans unless starving or protecting young. They're intelligent enough to recognize and exploit patterns, making repeated routes dangerous. Some settlements employ trained wind-runners as scouts or hunting companions. A single wind-runner encounter could be avoidable; a coordinated pack hunt is a serious threat.

Thermal Serpents

Reptilian creatures that inhabit day-side margins and deep geothermal vents, sensing prey via heat signatures. They are among the most dangerous creatures on Duskara, perfectly adapted to lethal heat.

  • Concept: Ambush Predator of Extreme Heat
  • Skills: Thermal Camouflage, Patient Hunting, Constriction
  • Frailty: Sluggish in Cold Environments (below 20°C causes lethargy)
  • Opposition Strength: Moderate (+2 Risk Dice) in thermal zones, Major (+3 Risk Dice) in deep geothermal vents
  • Zone: Day Side, geothermal vents (Night Side)
  • Behavior: Solitary or paired, strictly territorial, ambush hunters
  • In Play: Thermal serpents are dangerous primarily to salvage crews and day-side explorers. Their venom induces hyperthermia (makes the Overheating Condition worse). They're nearly invisible to normal sight in high-heat environments, requiring Thermal Sense (Adept or Master level) to reliably detect. Encountering a thermal serpent in its optimal thermal zone is exceptionally dangerous.

Cavern Gliders

Bat-like creatures that navigate night-side caverns using echolocation and bioluminescent lures to attract prey. They are generally harmless to humans, even when encountered in large numbers.

  • Concept: Bioluminescent Cave Dweller
  • Skills: Echolocation, Flight in Tight Spaces, Lure Prey
  • Frailty: Sensitive to Bright Light (temporarily blinds them)
  • Opposition Strength: Negligible (0 Risk Dice) - harmless unless colony is threatened, then Minor (+1 Risk Die)
  • Zone: Night Side Deep Roads
  • Behavior: Colonial, nocturnal (perpetually, since night side is always dark), attracted to insects and small prey
  • In Play: Cavern gliders are generally harmless but can swarm if their colonies are threatened, though they avoid conflict with humans. Their bioluminescence is useful for navigation, and some Deep Roads explorers encourage glider presence. Their droppings are valuable fertilizer for vertical farms. Can be trained or bonded for navigation/light purposes.

Resonance Whales

Massive, slug-like organisms that dwell in the deepest caverns, communicating through low-frequency vibrations felt through rock and stone. They may be semi-intelligent and possibly sapient.

  • Concept: Ancient Deep-Cavern Leviathan
  • Skills: Resonance Transmission, Burrowing, Environmental Awareness
  • Frailty: Extremely Slow to React (may take multiple Cycles to respond to threats)
  • Opposition Strength: Major (+3 Risk Dice) if provoked, though provocation is rare
  • Zone: Deep Night Side, far below habitation
  • Behavior: Migrations through deep network, mostly indifferent to human activity unless disrupted
  • In Play: Resonance whales are rarely encountered but are deeply significant to Resonance users, who view them as semi-sacred. Disturbing a resonance whale can cause seismic instability. Some believe they may have existed before human settlement (impossible to prove given lifespan). Their intelligence level is unknown—they could equally be native fauna that evolved in parallel with humanity's adaptation to Duskara. Encountering one is a momentous occasion, not an enemy encounter.

Frost Creepers

Arthropod-like scavengers native to the night side, surviving on geothermal heat and organic matter. They are colonial creatures that strip-mine detritus from cave ecosystems.

  • Concept: Cold-Adapted Scavenger Swarm
  • Skills: Group Coordination, Heat Detection, Climbing
  • Frailty: Vulnerable to Heat (above 30°C is lethal to the colony)
  • Opposition Strength: Negligible to Minor (+0-1 Risk Dice) individually, Moderate (+2 Risk Dice) in large swarms
  • Zone: Night Side
  • Behavior: Scavengers, colonial, attracted to dead organic matter and decomposition
  • In Play: Frost creepers are more nuisance than threat unless encountered in large swarms. They infest poorly maintained night-side outposts. Their exoskeletons are used in crafting insulated clothing and cold-weather gear. Large infestations are environmental problems, not enemy encounters—handled through pest control and resource management.

Shadow Serpents

Slender, dark reptiles native to the Deep Roads, perfectly adapted to navigation through absolute darkness. They hunt small cave fauna using a combination of thermal sensing and vibration detection.

  • Concept: Deep Roads Ambush Hunter
  • Skills: Shadow Walking (navigates in complete darkness), Vibration Sense, Stealth
  • Frailty: Sensitive to Thermal Disruption (sudden heat changes disorient them)
  • Opposition Strength: Minor (+1 Risk Die)
  • Zone: Deep Roads
  • Behavior: Solitary hunters, territorial within cave sections, mostly indifferent to humans
  • In Play: Shadow serpents are rarely hostile to humans but will defend their territory if directly threatened. They can be dangerous to careless explorers in the Deep Roads but generally avoid conflict. Their venom is mild compared to thermal serpents, more paralyzing than lethal. Some Deep Roads guides recognize individual serpents and coordinate around them.

Geothermal Borers

Worm-like creatures that tunnel through soft rock using both mechanical grinding and thermal decomposition of stone. They create the accessible passages many Deep Roads explorers rely on.

  • Concept: Geothermal Ecosystem Engineer
  • Skills: Thermal Resistance, Rock Tunneling, Environmental Adaptation
  • Frailty: Vulnerable to Cold (cannot tunnel or move in cold stone)
  • Opposition Strength: Negligible (+0 Risk Dice) - essentially harmless unless provoked
  • Zone: Geothermal areas (Night Side and deep Twilight margin)
  • Behavior: Solitary foragers, tunnel-building, attracted to heat gradients
  • In Play: Geothermal borers are environmental hazards rather than enemies. Their tunneling activity can weaken cave structures (leading to collapses). They are not hostile to humans but can be dangerous if cornered. Their tunnels, while useful, are constantly shifting. A passage that was safe two Cycles ago may be partially collapsed now.

Resonance Drakes

Reptilian creatures native to Deep Roads with exceptional ability to sense and manipulate vibrations through stone. They are rare, dangerous, and remarkably intelligent.

  • Concept: Apex Predator of the Deep Roads
  • Skills: Resonance Manipulation, Thermal Sense, Predatory Intelligence
  • Frailty: Dependent on Geothermal Energy (cannot survive far from heat sources)
  • Opposition Strength: Major (+3 Risk Dice)
  • Zone: Deep Roads near geothermal vents
  • Behavior: Apex predators, territorial, possibly sapient
  • In Play: Resonance drakes are rare and dangerous. They can sense prey through entire cave networks via vibrations, making them nearly impossible to sneak past. They are highly intelligent and may recognize repeated encounters with the same humans. A true encounter with a resonance drake is a legendary, dangerous moment. Most experienced Deep Roads explorers have never seen one and hope they never do.

Day-Side Drones (Rogue)

Malfunctioning mining or exploration robots from early settlement days, now operating on corrupted programming. Some have been abandoned for centuries, others are still active.

  • Concept: Corrupted Autonomous System
  • Skills: Thermal Resistance, Mining/Salvage Tools, Pattern Recognition
  • Frailty: Dependent on Solar Power (vulnerable at night or in storms, operational during day only)
  • Opposition Strength: Moderate (+2 Risk Dice) individually, Major (+3 Risk Dice) in coordinated groups
  • Zone: Day Side primarily
  • Behavior: Repeating programmed tasks, may misidentify humans as threats or resources, highly unpredictable
  • In Play: Rogue drones are hazards in day-side operations. They may misidentify humans as intruders or salvageable resources. Some have been reprogrammed or salvaged, but others are too damaged or hostile. Occasionally, they guard valuable salvage sites, effectively making those sites unreachable without confrontation. Defeating a drone may require brute force, hacking (if you have the skills), or deactivating its power source.

Claim-Jumpers

Rival salvagers or prospectors who operate outside Accord regulations, competing for resources and willing to use force.

  • Concept: Independent Salvage Crew
  • Skills: Thermal Suit Operation, Sabotage, Negotiation
  • Frailty: Distrusted by Settlements (limited support or safe havens)
  • Opposition Strength: Minor to Moderate (+1-2 Risk Dice) depending on crew size
  • Zone: Primarily day-side margins and contested areas
  • Behavior: Opportunistic, organized into crews or syndicates, willing to negotiate or escalate
  • In Play: Claim-jumpers range from opportunistic loners to organized syndicates. Encounters can be negotiated, escalated, or avoided. Some become recurring antagonists or uneasy allies. They represent human conflict more than environmental threat. A negotiated agreement is often possible; violent conflict is not inevitable.

Rogue Weather Workers

Psychics who reject Accord oversight, using Weather Working for personal gain, ideological conviction, or psychological instability.

  • Concept: Outcast Psychic Extremist
  • Skills: Weather Working (Master), Survival, Persuasion or Intimidation
  • Frailty: Isolated from Support Networks (mentally, physically, institutionally)
  • Opposition Strength: Major (+3 Risk Dice)
  • Zone: Variable, but often near storm formation areas
  • Behavior: Ideologically or psychologically driven, unpredictable, highly dangerous
  • In Play: Rogue weather workers are rare but catastrophically dangerous. They can trigger superstorms or manipulate wind patterns to sabotage settlements, cause chaos, or achieve ideological goals. Some seek redemption or have legitimate grievances with the Accord; others are beyond negotiation. Encountering a rogue weather worker is a major story moment with settlement-wide consequences.

Archive Golems

Malfunctioning AI constructs from pre-landing archives, now defending data vaults against perceived intruders. Some may still have partial sapience.

  • Concept: Corrupted AI Guardian
  • Skills: Data Security, Defensive Protocols, Pattern Analysis
  • Frailty: Literal Interpretation of Commands (can be exploited if you know the original authorization codes)
  • Opposition Strength: Moderate to Major (+2-3 Risk Dice)
  • Zone: Archive sites (scattered across Duskara)
  • Behavior: Single-minded mission focus, capable of adaptation, potentially reasoning with correct input
  • In Play: Archive golems are obstacles in quests for lost knowledge. Defeating them requires either brute force, hacking (if you have data security skills), or discovering their original authorization codes. Some can be reasoned with if approached correctly or if you speak the right command phrases. They are not inherently hostile but will defend their mission with lethal force.

Rival Settlements

Competing communities with conflicting interests, goals, or ideologies, sometimes willing to use force to achieve their aims.

  • Concept: Organized Settlement with Agenda
  • Skills: Resource Management, Diplomacy, Engineering
  • Frailty: Internal Factionalism (can be exploited through division)
  • Opposition Strength: Moderate to Major (+2-3 Risk Dice) depending on settlement size and resources
  • Zone: Variable (wherever the settlement is located)
  • Behavior: Politically motivated, organized, capable of negotiation or escalation
  • In Play: Rival settlements aren't inherently "enemies," but conflicts over water rights, geothermal claims, or Accord violations create tension. Diplomacy, sabotage, or cooperation are all possible approaches. A settlement is a complex opponent—attacking one militarily has consequences, as does supporting one politically. The most interesting rival settlement conflicts are those with legitimate competing interests and room for negotiation.

Hostile NPC Templates

When a creature or human enemy needs to be an NPC opponent (not just an environmental hazard), use this simplified framework:

Concept: What's their role or identity? One Visible Strength: What are they clearly good at? One Hidden Fault: What vulnerability or contradiction do they have? Opposition Strength: How difficult are they to oppose? In Play Note: How should this NPC be used?

Example - Claim-Jumper Leader:

  • Concept: Ruthless salvage syndicate head
  • Visible Strength: Tactical cunning and crew loyalty
  • Hidden Fault: Desperate to replace profit from a failed expedition
  • Opposition Strength: Major (+3 Risk Dice) in direct confrontation
  • In Play: Could be negotiated with if their desperation is understood, or escalated if threatened

Using Creatures and Enemies in Play

As Environmental Hazards: Native life creates challenges in exploration or survival scenarios. A thermal serpent in a salvage site adds risk dice without requiring direct combat. A geothermal borer's tunneling destabilizes cave passages. Environmental creatures create pressure and consequences, not just opposition dice.

As Opposition in Conflicts: When a creature or enemy provides opposition to character actions, use their Opposition Strength to add Risk Dice to relevant rolls. A character sneaking past wind-runners faces their perception skills. Negotiating with claim-jumpers faces their political opposition. The creature provides narrative and mechanical opposition.

As Bonding Partners: Some creatures (storm-beasts, cavern gliders, occasionally intelligent wild creatures) can be bonded via Deep Bonding, becoming allies, companions, or sources of psychic connection. A bonded storm-beast becomes transportation and loyal companion. A bonded glider provides navigation light in darkness.

As Mysteries: Resonance whales, archive golems, rogue drones, and resonance drakes raise questions about Duskara's past, the Stellar Horizon, pre-human life, and humanity's place on the planet. Encounters with these creatures should inspire questions and awe as much as tactical concern.

As Recurring Antagonists: A particular rogue weather worker, claim-jumper crew, or even a specific thermal serpent known in a region can become a recurring threat or uneasy ally. These NPCs and creatures have motivations, can change over time, and can develop relationships with characters.