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BEASTS
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publisher to make copies for personal use.
Copyright 2018 Berin Kinsman. All Rights Reserved. Lighthouse System™, Worldbuilding
Power™ and respective trade dress are © and ™ 2018 Berin Kinsman. This is a work of fiction.
Any similarity with people or events, past or present, is purely coincidental and unintentional
except for any people and events presented in historical context. This is version 1.0 of this
document.
CONTENTS
Worldbuilding Power: Beasts........................................................................3
Beasts Themes and Motifs............................................................................................. 3
About the Worldbuilding Power Series....................................................................5
About Black Box Editions............................................................................................... 5
Using This Book................................................................................................................. 5
Beasts and Characters......................................................................................7
Beasts and Common Knowledge.................................................................................8
Beasts and Names............................................................................................................. 9
Beasts and Appearance................................................................................................... 9
Beasts and Specialties................................................................................................... 10
Beasts and Character Needs....................................................................................... 11
Beasts and Possessions................................................................................................ 11
Beasts and Hangouts..................................................................................................... 12
Beasts and Relationships............................................................................................. 13
Beasts and Worldbuilding............................................................................14
Beasts and Genre............................................................................................................ 14
Beasts and Location....................................................................................................... 15
Beasts and Mood............................................................................................................. 15
Beasts and Conflict......................................................................................................... 16
Beasts and History......................................................................................................... 16
Beasts and Technology and Magic...........................................................................17
Beasts and Organizations............................................................................................ 17
Beasts and Daily Life..................................................................................................... 18
Beasts and Adventures..................................................................................19
Beasts and Story Goals................................................................................................. 19
Beasts and Protagonists............................................................................................... 19
Beasts and Antagonists................................................................................................ 20
Beasts and Obstacles..................................................................................................... 20
Beasts and the Call to Adventure..............................................................................21
Beasts and the Pursuit of Adventure.......................................................................21
Beasts and the End of the Adventure......................................................................22
Beasts and Character Growth....................................................................................22
2
WORLDBUILDING POWER: BEASTS
Let’s be honest and admit that ordinary animals don’t get the love they
deserve in fantasy roleplaying games. In fiction, as in real life, we love a
cute cat or a precocious dog. They’ve got personality. Other beasts, like
horses, rabbits, and monkeys, get a lot of affection. At the table, though,
they don’t fight at well as monsters and magical creatures. They’re neither
worthy opponents in combat, or useful allies. Since many roleplaying
games lean heavily toward a battle dynamic, our feathered, finned, and
furry friends get overlooked.
Then there are the inevitable ethical concerns about how these beasts
are treated. Fantasy is filled with hunters and farmers, but it also has many
characters that are friends to the animals. Some can even talk to beasts,
and have them as boon companions. This should set up all sorts of political,
religious, and cultural conflicts that go far beyond combat.
In this book, we’ll show you how to utilize regular, mundane animals in
your worldbuilding endeavors. You’ll see how they can influence character,
setting, and story elements. By the end, you’ll understand how to make
beasts into an essential, useful, and entertaining part of your campaign.
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can stand in for humans in other literary themes, like the power of love and
loyalty, or the struggle between individuals and society.
4
About the Worldbuilding Power Series
The Worldbuilding Power series books are toolkits for gamemasters,
game designers, and authors. Our hope is to inspire you to develop unique,
wondrous, and engaging fantasy worlds. These books are system-, edition-
and setting-agnostic, allowing you to interpret what beasts means in your
game.
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Beasts and Worldbuilding
How to utilize beasts in your worldbuilding, both directly and
indirectly, are discussed in this chapter. This covers:
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BEASTS AND CHARACTERS
Ordinary animals are taken for granted as an element of fantasy
worlds. The presence of domesticated beasts is inferred by the existence of
horses to ride. It’s confirmed by the mutton being served at the rowdy
tavern. We see it in the familiars and animal companions found in the
company of player characters. There are clearly established relationships
between people and certain beasts.
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Beasts and Common Knowledge
How much the people in your fantasy world know about beasts – and
how much of that information is accurate – is one way to gauge the
importance of ordinary animals within the setting. The more common an
animal is, the more correct and plentiful knowledge about them will be.
The rarer a creature is, the greater the likelihood that common knowledge
will be steeped in superstition, rumor, and disinformation.
At the bottom tier are those who don’t know anything about ordinary
animals. These are people who aren’t farmers, hunters, or even pet owners,
obviously. They have no first-hand experience with beasts, and have to go
with the tales told by their culture, their religion, and their government.
Their reactions to beasts will be based on whatever wildly biased and
inaccurate lore they believe to be true.
There are always those who think they know, based mostly on
folklore and gossip that they’ve chosen to believe. They may have some
first-hand knowledge of beasts, based on something they saw once or a
visit to traveling circus. They’re not in an animal-related profession, or at
least not any dealing with live creatures, so at least some of their
information may be incorrect. The rest, of course, if fabrication,
speculation, and rhetoric.
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Beasts and Names
Names offer the opportunity to establish a character, even before they
enter play. A carefully-chosen name can also say things about the player.
Joke names might mean the character is lighthearted, or that the player
doesn’t take things seriously. Grim names could set the character up as a
badass. What the name can definitely do is establish the relationship that
the character has with beasts. It will show that it is significant to who they
are as a person.
For example, a specialized caster who chooses to lean into it might use
symbols of beasts on their clothing and equipment. Their jewelry might
include teeth, claws, or skins from an actual creature. They may have
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tattoos of animals they want to be associated with, or keep that type of
creature as a pet or familiar.
A character playing against type might avoid that sort of imagery. They
could go the other way, and uses symbols of items used to tame, capture, or
kill ordinary animals. Weapons could have motifs that evoke the beasts
they were designed to battle. Armor might be emblazoned with symbols of
the creatures it was crafted to defend against. This outward stance against
a particular beast can say a lot about the character.
Because there are so many variables within the fantasy genre when it
comes to character specialties, we’ve narrowed it down to three broad
categories: combat-focused, spellcasting-focused, or skill-focused. What
specialty falls where may seem obvious, but technically any archetype
could fall into any category.
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Beasts and Character Needs
Player characters should have individual needs beyond achieving the
adventure’s objective. Gaining experience in order to acquire new abilities
is a goal built into many game systems, but there should be more than that.
Why do they want more power? Is there something that they’re training to
accomplish, so larger endgame that these adventures are building toward
for them?
The personal goals the character has might also be a reflection of the
animal’s cultural significance. They understand their own potential, based
on what society values, or the beast represents, and for better or worse,
work to develop it. A character might use a captured or tamed animal for
the purposes of helping others, or themselves.
What the character fears can easily arise from past encounters with
beasts. This can tie back into what they don’t know, what they think they
know, and what they actually know. Sometimes the unknown is terrifying.
In other cases, it’s knowing exactly what an animal is capable of, because of
what it’s done to you.
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acquired at great expense. Where do items imbued with the qualities that
beasts represent fit in the context of your worldbuilding?
The best place to start is at home. Do the people who live there keep
pets? Are these common creatures, like cats and dogs, or something local
and relatively unusual in the world? Do they have an exotic pet, from a
faraway land? Is there a problem with pests like rats, mice, or roaches? Was
the building constructed to keep specific types of beasts out? Do different
cultures keep different types of animals as pets? Are the pests they have to
deal with different? Or are animals a common factor between communities
and societies?
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then, implying a whole economy and ecology around the relevant beasts.
An absence of animals could be a standout feature, in a culture that’s
vegetarian, or lacking domesticated animals.
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BEASTS AND WORLDBUILDING
In creating a fantasy setting, it’s important to understand that
mundane beasts can be an important element. Having familiar creatures,
similar if not identical to those found in the real world, can create
resonance with the players. If nothing else, they can provide some
juxtaposition between natural and supernatural. Clearly defining the
limitations of a normal animal helps to establish what constitutes a
monster.
The way that beasts are presented in fantasy subgenres can help to
establish the elements of those genres. Heroic fantasy is going to offer the
most beautiful, intelligent, and useful presentations of ordinary animals.
Dark fantasy will offer beasts that are far more cunning, predatory, and
violent than the real thing. Historical fantasy can leverage existing motifs to
increase resonance with the players.
It might be fun to explore how beasts factors into other genres. For
some reason we rarely see many ordinary animals in science fiction. Why is
that? What happened to the cows, cats, and reindeer in the future? Horror
tends to only allow for dangerous creatures, or friendly pets that have
turned on their humans.
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Beasts and Locaton
Location is not just the place of your setting, but the time period it uses
or emulates. This is defined in the broadest sense, like Victorian England or
the Third Age of Middle Earth. It implies a lot about cultural values, political
systems, and technology. Using beasts can help to establish context about
climate, population, and cultural values of your setting’s location.
Similar things can be said about place. Whether it’s actual nations
from history, or generic places like “mountains” or “along the ocean”, there
will be flavor there that influences what people will want to know. Beasts
associated with a particular climate or terrain will help to establish a
where the events in your setting are occurring.
When the setting has a darker mood, beasts are things to be feared.
Not only do they bite and scratch, they destroy crops, prey on livestock, and
spread disease. There doesn’t have to be a fight for these creatures to cause
harm to a family or community. Ordinary animals present a clear threat to
everyday existence.
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Beasts and Confict
There is more to the concept of conflict than combat. It can be the clash
of ideologies or goals that create obstacles. Those obstacles, which can
include battle, in turn prevent the protagonists from achieving the story
goal. An ordinary creature is a plot point, rather than an adversary.
A direct conflict is something that involves the beast itself. The shiny
magic ring has been stolen by a clever magpie. A wolf menaces a young girl
as she walks through the woods to her grandmother’s house. Foxes keeps
getting into the hen house and eating all of the eggs. All of these require
dealing with the beast itself.
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What needs to be established as the story background will reinforce
the importance of the story goal. It can explain the motivations of the
antagonist, and help tie in disparate elements. Having hunted the wild
board to virtual extinction, the nomadic orcs are on the move in search of
food. The king, needing more horses for his army, begins confiscating them
from farmers.
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The protagonist organizations that sponsor, employ, or otherwise
support player characters might rely on beasts for various reasons. They
could have an animal motif that connects to their purpose. Animals might
be used for basic security, transportation, or communication. Some specific
item the group makes or uses heavily could be based on an animal product.
When it comes to their social life, a character may lean into beast
motifs. Their qualities might be compared to animals, as could the traits
they seek in a mate. Romantic dinners, carriage rides, and other interludes
will reflect the presence of ordinary animals within the culture.
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BEASTS AND ADVENTURES
Because these are fantasy stories, there will inevitably be magic. Beasts
might be an important element of the plot. Even if they aren’t, they can
affect how the protagonist makes decisions, and what course of action the
antagonist chooses to take. There’s a place for ordinary animals in just
about every type of fantasy adventure.
Beasts could have a direct influence over the story goal if the plot is
driven by a creature, its behaviors, or the value it has to a group or
individual. There is no story without the animal. It needs to be stopped,
captured, or turned into some desired by-product.
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center on saving beasts, or leveraging their abilities to solve some larger
problem.
Beasts will have an effect on antagonist goals then. Their desires, and
the methods they employ to attain them, are compared to predatory
creatures. They see themselves as being at the top of the food chain, and
will lean in to metaphors that sell that idea. The way they treat animals will
reflect how they see their role in the world.
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discount the idea that the animal might be needed to create some by-
product that is required to fulfill the story goal.
By the end of the first act, the protagonist should be answering the
call. They understand the stakes, and are aware of the part they much play.
Whether the symbolic use of ordinary animals has shown them the future,
proven that the threat is real, or pointed out why they are the best person
to meet the challenge ahead, they accept the story goal and are willing to
pursue it.
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The middle of the adventure is about increasing tension. Beasts can
help with that by periodically reminding the protagonists of the stakes.
While the protagonist will likely face monsters and humanoids that are
progressively more powerful, ordinary animals can appear to reinforce
motifs. Creatures that remind the protagonist of home, of what might be
lost, or of what they might gain can be powerful motivators.
The object, of course, is achieving the story goal. By the end of the
second act, the protagonist should be prepared to do that. They’ve avoided
the obstacles, gained the information they need, and gathered the
necessary resources. Beasts pointed the way and got them there. This
launches them into the finale.
In the finale, the protagonist will confront the antagonist and achieve
the story goal. It’s likely that they’re not gaining any new insights here, but
will be using information they acquired during the second act. Animal
allies acquired throughout the adventure should play a role. Motifs
surrounding creatures should be hit hard. The thematic stance, the point
that the story was trying to make, needs to be tied up neatly here.
After everything has settled, the epilogue will help to tie up loose
ends. What happened to any animal friends? Has the protagonist’s attitude
toward beasts changed, or been strengthened? Will the meaning of the
animal motifs shift or evolve as a result of how the story concluded?
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When working with beasts as a concept, a shift in motif can signal
character growth. They might embody some other aspect that a creature is
associated with. Less of a ferocious lion, for example, and more of a noble
monarch.
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