X- Bestiary: Doppelgänger

The Bestiary: where I take monsters from the manual and explain them my way… (1)


In the aftermath of the Sycophants’ Plot, the trials (read gruesome torture) showed to the world the existence of the doppelgängers. The monsters had slowly replaced most of the entourage of the Last Emperor, leading to many damaging decisions in the City, as the Ruler hadn’t received wise counsel for quite some time.

While incapable of good counsel and not incredibly intelligent, the doppelgängers are crafty creatures in their own way. Here’s what we know about them:

  • They’re capable of great bursts of activity (all very inefficient) if it helps them sit on their asses afterward.
  • They never acknowledge failure but are quick to point the finger at someone else.
  • They also excel at not being there.
  • They can’t decide anything, ever, but will gladly takes credit for someone else’s idea/action.
  • They don’t take part in any kind of debate, they have no opinions whatsoever, unless they can flatter some higher-up.

When you see all this, you can bet that you are not dealing with a human being, oh no, could anyone be so absolutely obnoxious? No no no. No! These shapeshifting, two-faced, selfish scumbags are mediocre at best at everything EXCEPT at finding themselves a perfectly parasitic way of life. They’ll bully or suck-up, cajole and accuse, murder even, all in order to obtain the most while doing the less (2).


  1. This one I dedicate to all the spineless fucks that, I wish, weren’t simply sad specimen of humanity.
  2. Doppelgängers kill people and steal their life, how come they are Neutral in the MM 5E? I say they are Lazy Evil.

VIII- Bestiary: Freshwater Dragon Turtle


The freshwater dragon turtle is a lot smaller than its oceanic cousin. Many of these beasts have found their way in the canals of the City where they seem satisfied to operate as living rafts, transporting both people and merchandises, for a fee. Being as intelligent (int: 10) as their gargantuan relatives, these dragon turtles accept partnerships with a “pilot” (that don’t have any piloting to do) who will negociate fees and seek clients, for everyone’s convenience.


Approaching their nesting sites, at the bottom of the Sacred Lake, is a sure way to be attacked by these otherwise peaceful creatures.

The freshwater dragon turtle is of huge size, is CR 6 (compared to 17) and  steam breath is very rarely exhibited amongst them.

VII-Bestiary: Household spirits

The Bestiary: where I take monsters from the manual and explain them my way… 


There’s like an infinite variety of household spirits in folktales all over the world. These little critters are fucking everywhere.


Most are somewhat helpful squatters that occasionally do some menial chores, on the condition that the house is properly tended by its more mundane inhabitants. Most are also prone to mischief, to show its displeasure or just because of its nature.

For my purpose,  normal (kind-of) household spirits are *coughs* gnomes.

Wait… Lolwut?

Yeah gnomes. And no you can’t pick gnome as your character’s race unless your idea of rpg fun is sweeping the floor or fixing a doorknob…


A modern household spirit

Gnomes aren’t the only household spirits around in S&T. Derelict dwellings, particularly larger ones, can be plagued by a much more nefarious variety: meenlocks.


And meenlocks never come alone. Their sheer malice often force neighboring people to move out and then the emptied tenements are in turn new breeding grounds for these dangerous pests.

VI-Bestiary: Ogre

The Bestiary: where I take monsters from the manual and explain them my way…

A steroid user.

Ogres are anabolic steroids (ogrenabol) users, of course. Humanoids taking ( by ingestion) ogrenabol gain tremendous strength but it has a terrible side-effect: intense deformity.  Ogrenabol was synthetized by hobgoblin chemists almost a century ago. It’s not illegal but it’s costly.

Now, I like this concept… But I haven’t the faintest idea what I’m gonna do if a player wants to test ogrenabol for his PC… Oh well, let’s cross the bridge when we’ll come to it, I guess…



V-Bestiary: cosmopolitan dryad


Far from the primeval forest of its youth, amidst the housings and the bustling urban activity, lives a strange creature: a cosmopolitan dryad. The most surprising thing? It chose to be there…


Of course, it could have had a better tree in the wild. But the crazyness of the crowd, the thousands of overheard tidbits of gossip, even the occasional surge of violence, this dryad loves it all!

Sometimes an unfolding event catch its fancies so much that it overcomes its usual shyness and asks a friendly-looking passerby about it. It rewards interesting information with some of its tree’s deliciously invigorating oranges.

Unrelated, but cool!

IV- Bestiary: Myconids


Myconids In SiT! They’re street cleaners, removing offal, dejections, basically any organic waste. Sometimes they get a little less discriminatory about the unmoving quality of their sweepings.

That’s something I came with while reading Jeff Vandermeer’s book:


What I’m stealing for my setting is only the cruder idea of the Gray Caps of Vandermeer, whom aren’t even mushroom creatures as such, but are fuzzily described as smaller humanoids with a weird civilization based on advanced fungi technology.

The total creepiness and sinister threat of the Gray Caps I leave out, only because it won’t do thematically for my setting, but it was a very good read!