I recently ran across Three Toadstools Publishing’s idea of creating a mini-setting using only ten monsters & wanted to participate. I worked on a post off and on for my Lands of Khos setting & ultimately abandoned the project. I told myself it was because I didn’t want to spoil any of the pleasures to be found by players exploring the world for themselves, but that’s not quite true. There was useful failure in my effort because I learned a couple things. First, my setting isn’t quite as thematically focused as I might like (there are easily a couple dozen monsters I currently consider “core” to my campaign). Second, to the degree that it is focused, it is heavily centered on fey monsters which was not a great fit for this exercise.

Here then, is my #tenmonstersetting. It may yet be found in my campaign world, but it might be at some remove from where the players take up their initial adventures. I’m picturing a coastline where something like Greyhawk’s U-series might be found. I note it has some similarities to the original post, but that is coincidental; I’ve run a few nautical games & tend to return to that motif.

Semi-intelligent humanoid

Diggers (Crab-men)

Years before Krogas “The Drowned City” succumbed to “The Final Tide”, Diggers were servitors created by the Yanaidar elders as labor for the now haunted and desolate metropolis. Those diggers that remain have become forgetful archaeologists and archivists of a sort. They know the city and its subterranean tunnels. There are multiple factions & what they consider valuable varies by clan.

Undead

Drowners (Ghouls)

When Krogas was destroyed by a wall of water, most simply perished. Cultists of Yanaidar, however, passed into undeath, the waters the unholy baptismal their devotions had prepared them for. These ghouls do not paralyze as easily (+4 to saves), however they are often lead by a divine spell-caster & victims collapse before paralysis. This is a particular danger in a city still deluged by water.

Ancient Fey

Cove-maidens (Nereids)

Forty, led by Lieutenant Halia. This platoon of fey warriors was pledged to the harbormaster before the deluge and have seven years left to their oath. The city is gone and the mariner likely dead, but their service remains. Squads of seven patrol the city looking for the “The Master.” They might be bargained with, but are as likely to press-gang adventurers to their service. They hold five giant otters among their assets.

Giant/Ogre/Troll

The Scrag Brothers (Marine Trolls)

Malik & Ugo. Finding crab-men delicious, “The Scrag Brothers” live in a saltwater lake in the city’s interior near one of the smaller digger enclaves. The two usually try to extract some kind of toll from interlopers into their “feeding grounds". Both are cowardly bullies who, after little injury, will run for regenerative waters & will be open to negotiation thereafter. Expert trappers, their devices are everywhere.

Great Wyrm/Lizard

Brackrym (Brine Dragon)

This young adult dragon came soon after the ruin of Krogas. They want badly to rule over a people and are not content with any of the factions’ levels of flattery nor tribute. Brackrym’s disposition and alignment vary widely with the tides - reasonable at high tide, much less so when the waters ebb. It’s not true, but they’ve lately taken to calling themselves “The Harbormaster” in a misguided hope of fooling the Cove-maidens.