This article describes
several creatures that are new to Mystara, as well as expanding some
that exist in canon Mystara publications. These creatures are as
follows:
Barbarians live in Central Brun, and are a nomadic
race of humans. They travel together with the Great Herd.
Qauriks
live with the Firelords in an enclosed valley to the far north
.
Stalwarts are found in the Northern section of Brun. They
follow the Great Herd until they reach mid-Brun, then travel slowly
towards the Great Herd’s normal spring destination, to follow
them up north again.
Commoners can be found all over
Mystara, these are normal humans, living and thriving.
Natives
live in the jungles far south near the Arm of the Immortals. Some of
them live on islands and are tribal or even cannibals.
Nomads
travel alongside the Great Herd, and they are remnants of old
cultures splintered, obliterated or even forgotten.
Pilgrims
can be found all over Mystara as they have a holy goal to reach some
legendary location. Many of these can be found on the western coast,
as a religious cult/sect/faith has taken root there sending the
pilgrims far south almost to the Savage Coast. The exact location
should be determined by the DM, but several options are available:
old Oltec ruins, humanoid temples, or cloisters (like those mentioned
in module X9: “The Savage Coast”).
Giganthopithecus
are actually extinct, but their remains can be found all over the
western coast of Brun. Their offspring, yeti and sasquatch,
have often taken their place. However, there are many rumours of
Giganthopithecus being seen in the mountainous forests on the west
coast. A DM could use this creature in such locations. There are
rumours of a mage giant desiring to strengthen its gene pool anew by
transporting Giganthopithecus from the far past.
Ettins can
be found in small groups along the continental side of the mountain
range, all the way up to the polar circle.
Geonids are
numerous in the mountains and hills of western Brun, but can be found
in many Mystaran mountain ranges. They can be used as PCs.
Galeb
duhr are another silicon-based (rock) race that also lives in the
mountain valleys or caves.
Rockmen live all over
Mystara.
The wereraven are a race of lycanthropes existing
primarily on the west coast of Brun. They can be used as PCs.
There
are gyerian PCs in west Brun.
The urd are an
aggressive humanoid race living in the hills alongside the track of
the Great Herd, often attacking passing barbarians or other races
following the Great Herd.
The aurumvorax (both versions)
live in the temperate hills of west Brun, and some follow the Great
Herd.
Deep within several caves and dungeons underneath the
mountains and coastal hills of the west coast, the humanoids have
created such filth, that something evolved within this region that
even they fear: the oytugh, and more recently a
neo-otyugh.
The crowrse is one of the weirder
animals following the Great Herd.
(Also called the Great Trek)
[Image: Bison herd]
The
Great Herd is made up of many large groups of animals following a
distinctive migrational pattern, dictated not only by season and
geology but also by ecology. The changing seasons, temperature
and precipitation influence the growth of grasses and herbs - the
predominant food of the herds. In winter, the herds congregate on the
grasslands in south Brun, on the Shazak Steppes. The eastern herds
congregate on the Great Plain and Gallannor, south of the Borean
River.
In both locations, they encounter and are hunted by the
local humans and humanoids. In summer these lush lands provide enough
food for the whole season, but eventually food becomes scarce due to
overfeeding, and the herd then moves onto better grounds. By this
time newborns will have grown big enough to be able to follow the
herd. It is not a single, gigantic herd that moves across the
continent, but a combination of several large herds, following the
same routes. All these herds invariably follow the same routes that
have been used by previous generations.
As such, the herds will
move in spring along the lines shown in pink on the continental map.
The western horde moves to the northeast just north of Hule, passing
over the Midlands, entering the Borean Valley and moving around the
forests to the northwest, where they find their greatest barrier (the
Borean River) to onward progress. Even though generations of herds
have passed this way before, this hurdle is still a major barrier.
Not all animals will survive, as not only the water, but many
predators await their passing (crocodiles, dragons, great cats,
wolves and dire wolves, lupin hunters, humanoid hunters). When they
pass the river, they move further north and slowly break up into
smaller herds spreading out over the lush lands there. The eastern
herd moves in a similar fashion. Restricted by the Swamp of the
Beast, they cross over the Borean River, through the small passage of
the Western Forest, to reach the western edge of the Kingdom of Many
Colors. Following roughly the western lookout trail north, they
eventually reach their summer lands of the tundra.
The summer
lands have a much slower migrational pattern, roughly leading west
for the western herds, and east for the eastern herds. When the
season ends, most western herds have moved to the south of the summer
region, or the southwest. The eastern herds have moved onto the
Horseplains by midsummer and spread out there in smaller herds.
Eventually, they will regroup into larger herds moving west towards
the hills.
In autumn, the cold and the overgrazing forces the
animals south, where the western herds are now following two major
routes. A central group follows the river and forest edges to the
south, and a western group, goes along the western mountains. During
this autumn trek, the males mostly fight for dominance and mates as
per normal behavioral patterns. They follow a path curving eastward
until they meet the great river southwest, which forces them to pass
the forest until they reach the fertile lands of the Zuveyo Empire.
Here, they eventually succeed in finding a passage over the river to
reach the Shazak Steppes, where the new mating season takes place.
Both the western and central herds follow the same spring route north
of Hule towards the Borean Valley and turn west, just south of the
Dead Lands, towards the summer grazing grounds.The annual circle is
thus completed.
The eastern herds move over the Seeping Hills and
the Roangungal Hills (a.k.a. the Staircase) until they reach the
Flatlands of the Kingdom of Many Colors. Here, the males fight for
dominance and females.They slowly move southwest until they
eventually reach the Borean River again and then spread out onto the
Great Plain where the young will be born. The annual circle is thus
completed.
The numbers for the herds are based on the average per
season.
Winter 1.760.000 animals,
orange on map
Spring 1.750.000 animals, pink on map, same line as
central herds
Summer 1.740.000 animals, blue on map, same as
central herds
Autumn 1.725.000 animals, purple(left) on map
The
western herd consists of; 50% bison, 20% deer/elk, 15% horse, 15%
other.
Winter 1.680.000 animals,
orange on map
Spring 1.660.000 animals, pink on map same line as
western herds
Summer 1.645.000 animals, blue on map, same as
western herds
Autumn 1.630.000 animals. purple (right) on map
The
central herd consists of; 40% bison, 30% deer/elk, 20% horse, 10%
other. The central herd has many caribou deer from the far north.
Winter 490.000 animals,
orange on map
Spring 485.000 animals, pink on map
Summer
475.000 animals, blue on map
Autumn 455.000 animals, purple on
map
The eastern herd consists of; 20% bison, 45% horse, 25%
elk/deer, 10% other. The horses of the eastern herd belong to the
best wild horse breeds existing.
Other creatures in the herds are;
mastodon, crowrse, elk, all kinds of deer/gazelle and goat, boar.
Following behind and
alongside all the Herds are migrating wolves, dogs, great cats, birds
of prey, phororhacos, or the dominant predators (roc, dragon, etc).
These predators have their reproduction period just before the herd
comes, to ensure the young have sufficient food. Settled humans and
humanoids rely more or less on these herds, and some have their whole
dependence relying upon the Great Herd. These are barbarian tribes,
following the herd, and some other races and tribes awaiting them
each year. Either way the Great Herd brings food and other products
in the form of meat, pelts, bones, marrow, hair/wool, young animals,
manure, and spell- and material components.
It is suicidal to try
to pass through a herd. The best way to do this is on horseback,
slowly ingratiating oneself into the herd and travelling within the
herd slowly to the destination side, before they disengage. This
takes at least a single day. Going around a herd might take several
weeks. Waiting for openings to pass rapidly through might take a
week. As such, the Great Herd is a very hard barrier to surmount.
Waiting for the Herd to fully pass takes one and a half
months.
Similar herds exist on the Outer World continents Davania
(mostly wildebeest/gnu, giraffe, elephant, rhinoceros, camel,
etc) and Skothar (mostly caribou, oxen, deer/elk, dromedary,
horse, llama, aurochs, baluchitherium, mammoth). The main continent
in the Hollow World has its own herd versions (two dinosaur herds on
the northern continent, and one huge pleistocene animal; the southern
continental herd has mainly dinosaur herds with some pleistocene
intermingling).
For statistics on these animals see my Mystara
Monster Manual compilation chapter Animals
http://pandius.com/Monster_Manual_2.pdf
pages 14-79
[Image: Great
Trek Map]
http://pandius.com/great_trek.png
A
note to all the following tables: the color
orange if given in the tables is used to depict the most commonly
encountered example of this type of creature.
The human races of Western Brun
Barbarian
(Homo erectus)
[Table:
Barbarian]
[Image:
Barbarian]
Barbarians are a primitive, nomadic
people who inhabit cold, northern plains and tundra where they live
by hunting and foraging. From the outskirts of civilization, these
warriors live in their own uncivilized tribes. The civilized people
call them berserkers and blame them for the mayhem and destruction
many of their kind have been known to bring. The barbarians do not
feel any kinship towards other barbarians, unless of course, they
belonged to the same tribe at one time or another. They can only
breed within their own race.
Most barbarians are first level fighters, although their leaders are mostly of much higher level. Some barbarians are thieves or shamans, and druids are not unknown. They are limited in their clerical class and can only become 12th level. Fighters can become 20th level maximum, like thieves. They follow normal experiences for these classes.
They generally wear thick clothing of skins and furs (AV1 or 2), or coarse cloth and rarely, if ever, use armour or shields. They arm themselves with bows, spears, slings, swords, daggers, knives and small axes, and so on. Some leaders have metal armour, obtained, like their metal weapons and other metal goods, by trading or warfare with civilized people. Some groups ride horses and may be expert riders.
The barbarians cannot be of any lawful alignment; at best they are neutral or chaotic good, seeking only to live in freedom and fighting only against evil, as they see it. At worst, they are chaotic evil and seek to senselessly destroy the civilized world around them. Though barbarians do not do well in the civilized world, many have found their place by adventuring. Due to their tough and primitive background, they have no difficulty relying on nature to keep them alive and well, when a promising adventure is not in sight. Normally the barbarian would not abandon his/her tribe, without just cause. One may have once been a slave, captured from his own tribe, who escaped and came into the adventuring business, or perhaps seeks revenge on the rival tribe that destroyed his/her own tribe.
Barbarians are not usually religious, but if they do find an Immortal, they are more than capable of being very faithful and obedient. They tend to follow powerful Immortals of battle or nature; they have a distrust for all things they perceive to be unnatural (undead, magic, demons, etc.) and thus would not trust an Immortal of magic or the like. Some of those barbarians worship certain gods and goddesses of nature. These clerics (levels 1 to 12, called pagans) practice seasonal sacrifices which they believe to help maintain the cycles of the year. Characters captured by pagans are sometimes used as human sacrifices at these ceremonies held in isolated forest glades and grottoes and attended by large gatherings of barbarians.
The skills a barbarian uses most are Climb, Handle Animal, Intimidate, Jump, Listen, Ride, Survival, and Swim. The barbarian isn't necessarily a skilled class, and is often admired most for its brute strength and rage special ability.
Most barbarians have an inborn fear of anything magical, or unnatural (including most monsters) and prefer to stay away from it as far as possible. This is also the reason that they have no wiccas, sorcerers or any other magic user class. Their magic is solely from their shaman or druids and is derived from the Immortals or nature itself. That is what they understand and accept.
Barbarians have, however,
adapted strongly to their environment and are not only sturdier and
better in constitution and overall health. They also suffer less
damage from cold (-1 point from each HD of cold damage and have a +1
to their saves against cold). They are also one die stronger in
rolling hit points than that class originally would (a thief of 1d4
becomes 1d6 per HD, a shaman, druid or healer becomes 1d8 instead,
and a fighter even 1d10). The extra hit points for constitution and
above name level levels are as normal. The barbarian’s heavier
hit dice give him unmatched hit points, especially if he has a decent
Constitution score.
The natural hardiness of his life in nature
helps him resist most effects that attack his body, such as poison,
polymorphing, and energy draining. They get a +2 to all necessary
saving throws, and get a saving throw -8 against level draining
attacks if no such save was allowed.
Technology: Stone-age
with magic
Lifestyle: Clan / family-like
Population: Outer
World (OW): 9000 all over and slowly declining.
Hollow World
(HW): nil (so far).
Existing: OW: Since 13.000 BC
Greatest
Expanse: OW: 3000 BC
Faith: OW: Ka, Ordana, Thanatos, Valerias,
Ixion
Language: 1 +1 / Int bonus (only if met other race)
Age
Baby Youngster Teenager Young Adult Adult Mature Elder Death
Human
0-3 4-8 9-11 12-16 17-25 26-35 36+ 50+2d12
A big, dumb fighter-type
clad in furs who hacks up the enemy in a berserk rage - that's the
quintessential fantasy image of the barbarian - or perhaps the
stereotypical one. This particular image also portrays the barbarian
as uncouth, uncultured, and generally uninhibited. Such a character
appeals to all of us from time to time, but moving beyond the
stereotype allows the creation of a character with great depth and a
wide array of useful abilities.
Because he can use any simple or
martial weapon, a barbarian is a deadly opponent with just about any
weapon in his hand. A barbarian is used to combat with light and
medium armor and every kind of shield except a large or a tower
shield. A properly equipped barbarian is no slouch when it comes to
defense.
Barbarians are typically armed with swords, knives, bows,
spears, and clubs. Armor is limited to shields, helmets, and chest
plates. They tend to be hostile towards unfamiliar wizards.
Barbarians are adept at surprising opponents; such opponents have a
-1 penalty on their surprise rolls.
At the 2nd level of any class, a barbarian gets a dodge missiles ability that keeps him from suffering the usual ill effects, except when he is surprised or otherwise caught off guard. He must make a successful Dexterity check for each missile directed at him (except magical missiles, they have their own saving throws or not).
Any barbarian of any
class can fly into a rage only once per encounter. At 1st
level he can use his rage ability once per day. At 4th
level, and every four levels thereafter, can use it one additional
time per day (to a maximum of six times per day at 20th
level). Entering a rage takes no time itself.
Although they
retain the hands and eyes of men and continue to wield weapons in
this state, they lose all fear of death and enter a killing rage -
they must attack any enemy they see and cannot be given orders. Thus,
any hope of coordinating an attack is completely lost. Due to their
blind rage, they suffer a -4 modifier on ability checks involving
Intelligence, Wisdom, or Charisma, but receive a +2 bonus to all
saving throws vs. spell. While the rage lasts, they are immune to the
following priest spells: all Charm spells, Protection from
evil, Protection from Evil 10’ radius, and Dispel Evil.
They are also immune to the following wizard spells: Protection
from Evil, Protection from Evil 10’ radius, and Repulsion,
and all enchantment / charm / illusion / phantasm spells.
They
get a +2 bonus to Constitution. This increase in Constitution may
increase the barbarian’s hit points over the maximum allowed,
but these hit points go away at the end of the rage when his
Constitution score drops back to norma, and any damage is from these
extra hp first.
While raging, a barbarian cannot use any
Charisma-, Dexterity-, or Intelligence-based skills (except for
Balance, Escape Artist, Intimidate, and Ride), or any abilities that
require patience or concentration, nor can he cast spells or activate
magic items that require a command word, a spell trigger (such as a
wand), or spell completion (such as a scroll) to function. He can use
any weapon mastery abilities.
A fit of rage lasts for a number of
rounds equal to 3 + the character’s (newly improved)
Constitution modifier. A barbarian may prematurely end his rage. At
the end of the rage, the barbarian loses the rage modifiers and
restrictions and becomes fatigued (–2 penalty to Strength, –2
penalty to Dexterity, can’t charge or run) for 1 Turn (10
minutes).
Barbarian fighters (i.e. not thieves, shamans, scouts,
rakes, bards, and druids) receive a +4 adjustment to their Strength
score, with the accompanying modifiers to their attack and damage
rolls, and their AC is modified by a +2 (so that, for example, AC 4
becomes AC 2). A berserk rage frees the warriors from having to make
a morale check, and renders them immune to fear. A barbarian who
becomes lawful (through magic or actions) loses the ability to rage.
They suffer a penalty against magical attacks of -2 on their saves.
So long as they are
allowed to lead their lives and roam where they will, barbarians
would rather hunt than wage war. They have a strong sense of honour,
however, and fight fiercely if this is offended. They are fond of
wrestling, and will form strong alliances with those who prove their
might and worth either in a wrestling match or otherwise.
For most
of the year, barbarians live in scattered groups and tribes in tents
and huts of fur and cloth. At the time of the summer solstice,
however, these groups gather for a short time into massive hordes
which can be a considerable threat to outsiders.
They differ,
however, in that they have never developed civilization—or, if
they did so, it collapsed long ago. Most barbarians are primitive
people, tribal and nomadic, making only small, temporary settlements,
often in remote places. Their technology will often be poorly
developed (stone-age or bronze-age), and they may rely on the outside
world for more advanced technology, such as iron weapons. These will
often be gained by trade or war. Since primitive people live close to
nature, their societies and cultures reflect the limitations imposed
on them by their environment and way of life. They arose as another
human species together with the Neanderthal and were the main cause
for their demise on the Outer World.
In uncivilized, temperate
areas (forests, moorlands, etc.), tribes of barbarians may exist,
hiding from their more advanced neighbours. Groups of these wild men
are generally small (10 to 20 individuals). They are nomadic, living
by hunting and gathering, and leaving only scant traces of their
temporary camps. Some wild men use portable tents of animal skins.
Their encounters with outsiders (who call them “wild men”,
“men of the woods” etc.), are brief - whether for trade
(often in skins) or combat.
Barbarians do not automatically know
how to read and write. A barbarian who gains a level in any thief,
druid or shaman class automatically gains literacy. Most barbarians
remain illiterate for life. Illiteracy usually isn't a deadly flaw,
but it can prove embarrassing or inconvenient.
Barbarians are nomadic humanoids. They prefer to follow the large herds of animals following their own migratory routes along the seasons. They follow bison, caribou, horse and even sheep. Some small tribes may maintain the same locations where they temporarily settle (until the horde continues). Others settle wherever possible. There are even those solitary tribes which settle on a semi-permanent basis (until something goes wrong, they stay). Barbarians belong to primitive cultures that possess rudimentary skills such as animal husbandry and simple manufacturing (weaving, carving). They may live in villages of simple buildings or in portable structures like tents, tepees, yurts, or wagons. In aquatic regions, they may live on watercraft like canoes or rafts.
Qauriks1 (Homo sapiens Quaricus)
[Table:
Qauriks]
Qauriks
are of above normal height and are very strong (strength scores of 15
to 18 are common). Their skins are dead-white, their eyes and hair
pale-blue. At the corners of their mouths are two protruding fangs.
Their feet are hairy with sharp downward curving claws which are used
to grip the ice. They appear more primitive than other human species.
They appear to be a creature that has devolved back towards
Neanderthal, but with evolutionary traits that allow them to live in
the cold area. Outside the city they wear heavy furs and ride ice
wolves. In cities, they favour garbs of warm colours like red and
orange. Qauriks wield mostly two-handed swords, large battle axes and
lances. They do not use shields. They can achieve levels of
experience in the fighter, mage, thief and cleric class (others do
not exist among them) as normal humans, but when they reach 20th
level they are summoned to the Firelords (to never return).
The
qauriks live in a domed crystal city within the polar regions
(exactly where is generally unknown as of 1016 AC). They are a hardy
race that takes great pride in their culture and achievements. The
qaurik city lies in the midst of an icy valley, somewhere on the Brun
continent (originally further north than former Blackmoor). The city
was cut off many millennia ago by huge avalanches which blocked the
mountain passes and have since frozen solid. This happened in 3000 BC
with the Great Rain of Fire.
The qauriks are led by a
group of 8 magic users (levels 8 to 15) known as the Firelords. The
Firelords control all the aspects of the city and ensure that its
inhabitants survive the harsh conditions of the region. The Firelords
live in a majestic palace in the heart of the crystal city, from
where they control the powerful fire elementals which provide heating
for the city. The city itself is a gigantic steel and glass
(specially treated to indestructibility) dome, and a gigantic
underground cave area. In fact, the dome only covers four miles of
the valley (about 15%), while the rest is topped off with stone, wood
and other materials to block the outside world. The temperature
outside is between -50º and -30º Fahrenheit with lots of
wind (7+) and precipitation (blizzards, snow, ice, hail). The inside
varies between -40º and -5º. However, there is no wind; any
precipitation comes from molten ice snow frozen to the roof, due to
the fire elementals. Near the Firelords the temperature rises to a
more comfortable 5º or inside the palace to 25º. This
temperature is very uncomfortable to the qauriks, causing them to
suffer heat exhaustion as a normal person might when walking in a
desert.
The Firelords keep the qaurik in awe through the use of
their Phantasmal Force spells to appear as mighty supernatural
beings. The qaurik willingly die for their leaders, believing that in
doing so they become supernatural beings themselves. The Firelords
exploit their subjects’ fanaticism by actively preying on them.
It is considered a great honour to be called to the Firelords’
palace, where it is believed the person dwells in ecstasy forever.
What the qaurik do not realise is that those entering the palace are
consumed alive by the cannibalistic Firelords.
No qaurik (of any
level of experience) can ever be made to doubt the wisdom of their
leaders and they are fond of pointing to the warmth and majesty of
their city as proof of the Firelords’ power and benevolence
(even under the influence of magic, charms or similar) - this is an
inbred obedience created by the Firelords and is now a natural trait.
They see themselves as a people blessed, for their gods live among
them. Any evidence to the contrary will be dismissed - it is not
their place in life (or death) to doubt the actions of their gods.
(Other gods are dismissed as being uninterested in whoever, for being
faraway or even nonexistent). Without their knowing, they follow
Zugzul indirectly by following the Firelords. Spells gained/prayed
for are transferred from the Firelords to the clerical qaurik
The descriptions of these lost humans would indicate that they evolved to survive their habitat. These Yanifey humans were explorers from ancient Blackmoor, researching the discovery of a unicorn haven in this valley. Then the Blackmoor disaster struck and the Great Rain of Fire and the tilting of the planet caused the cold climate to increase its effects. The city was cut off many millennia ago by huge avalanches which blocked the mountain passes and have since frozen solid. Isolated for so long from other peoples, they have magically interbred with local sasquatch. Of course, some of them probably became frost mages (elemental magic-users) at some point during their isolation. Together this gave them 4000 years to evolve and adapt to their environment, and become a truly different human race. This race can’t breed with any human race anymore except their own. Their number is now about four thousand, and roughly stable. They do not know any transportation or communication spell.
Firelords (Homo erectus Furens)
The eight Firelords are
seemingly of a different race or species altogether from the qauriks.
The qaurik, as assumed by researchers, could very easily be some kind
of degenerate Yanifey, while the former seem something else entirely.
The Firelords have an unimposing appearance; they are short and
thin, seeming a bit oriental in appearance, with straggly grey hair
and small needle-like teeth. None of the qauriks are aware of the
Firelords’ true appearance, due to the continuous illusions.
These humans are pure carnivores, and live a very prolonged life, as
they drain life from their victims. They do so not by an ability but
by using special equipment and a special necromantic spell. They feed
regularly on any prey caught by the qauriks for them, but also
regularly feed on qauriks themselves, stealing their life. The
Firelords have about 500 unicorn horns left, and like the qauriks
they have no knowledge of transportation spells. They know many fire
and cold related spells, but nothing that could lead them out of
their valley. In all other respects they are equal to normal human
magic users of their level.
[Table: Firelords of Qaurik]
Firelords of Quarik |
|
|
|
|
|
|
|
|
|
|
Name |
sex |
age |
ST |
IN |
WI |
DX |
CO |
CH |
AL |
level |
Ozai |
♀ |
755 |
7 |
16 |
11 |
13 |
10 |
15 |
CE |
MU8 |
Azula |
♂ |
893 |
8 |
17 |
12 |
12 |
11 |
14 |
NE |
MU14 |
Iroh |
♀ |
506 |
6 |
15 |
9 |
13 |
16 |
13 |
CE |
MU16 |
Azulon |
♂ |
1997 |
9 |
18 |
12 |
14 |
4 |
16 |
LE |
MU18 |
Sozin |
♂ |
1672 |
10 |
13 |
8 |
12 |
6 |
18 |
CE |
MU11 |
Zukal |
♂ |
908 |
9 |
15 |
15 |
11 |
17 |
17 |
NE |
MU13 |
Carthos |
♂ |
887 |
6 |
18 |
11 |
14 |
9 |
15 |
CE |
MU10 |
Ashack |
♂ |
1263 |
9 |
17 |
16 |
12 |
5 |
12 |
CE |
MU12 |
Given the decadence of
the Firelords and their mountainous kingdom, their origins likely lay
in the Duchy of the Peaks. At some point, the Afridh2i
took over the Duchy of the Peaks and instilled some of their ways
among the decadent rulers and citizens of that realm. The Afridhi
worship of Zugzul was based in fire and ice as well, and was
introduced amongst them. After the Great Rain of Fire (3000 BC),
their descendants ended up lording over a group of Yanifey, only to
find their valley cut off by glaciers and themselves locked away from
the rest of the world for millennia. Many of them have died, and
their number is reduced to only eight, six males and two females.
They cannot breed with one another, as they are all family, and they
are unable to produce offspring now that the genetic stock has
completely depleted. They are currently 500 to 2000 years of age, and
desperate to survive. They do so by stealing life regularly from the
qauriks which they also feed upon.
Some explorers coming upon them
have discovered that once inside the valley, no transportation or
communication spell works (Fly, Levitate, Teleport, Dimension Door,
Gate, Contact Outer Plane, Commune, Crystal Ball, and similar). It is
rumored that this was a magical area protected from the outer world
by some unknown (Immortal) and now forgotten influence. What these
sages do not know is that this is indeed the truth. The valley was a
safe haven for fairies and unicorns living inside its lush forests.
Now everything is frozen and dead except for some polar bears, foxes,
hares or sasquatches, the qaurik and Firelords. Sometimes a white
dragon or remorhaz passes by, but they refuse any interaction with
the local flora and fauna except by eating them. The extremely rare
quarik that succeeds in escaping the valley always falls prey to the
surrounding environment and creatures living there.
When the
Firelords finally die out, the qauriks will be freed from their
genetic bond of servility and obedience; no other could fill this
void, as they are not genetically equal to these Firelords.
[Sidebar: Year Stealing Spell]
Necromantic
spell
Range: special
Duration: special
Effect: special
Save:
halves
Component:
Blood from victim + caster, a special prepared glass screen, water, a
Unicorn horn, a black and a white candle
With this spell a
Necromancer can steal years from a victim’s life and add them
to his or her own life. But draining of a life force demands special
preparations; it is an arcane art, lost for hundreds of years except
for the Firelords. This spell is the reality behind the old wives’
tales that a demon or evil mage could steal a man’s life.
Before attempting to steal years, the caster must gather blood
(about a pint) from the intended victim, which is mixed with the
caster’s own and water, then the liquid is placed in a special
glass screen made for this purpose. The glass screen must be at least
waist high, formed of two panels with a thin channel between, and a
hole bored through the center. An unlit black candle is placed on the
victim’s side of the glass pane and a white candle is lit on
the caster’s side. This is reversed if the spell is reversed
(then life is drained from the caster and added to the victim).
A
unicorn horn (the Firelords have several - as the valley originally
was a haven for unicorns, prior to the disaster) is stuck through the
glass pane in the hole left for this purpose, and this acts as a
conduit for the magic. When the the spell is cast, the glass screen
glows with the light of the candle and the light builds in intensity
until a flash of light envelopes all components, including the
people. When the light recedes, the white candle has blackened and is
blown out, while the unlit candle is now streaked with gray and burns
with a blue flame. The caster becomes 2d12 years younger, and the
victim the same amount older. The unicorn horn has a 25% cumulative
chance per use to turn to dust, becoming useless. All other equipment
can be reused. When this spell is expended it drains double the
amount of magic from the victim. This spell can’t be made
permanent, not even by a Wish. Note; this spell is normally of 8th
level
of casting, but the Firelords use it as a 4th
level
spell. The use of this spell is a chaotic act and costs 10 piety
points to followers of non-entropic Immortals3.
The
spell could have found its way outside the valley by several ways: 1
- escaped qauriks with the components (collecting them for the
Firelords) perished outside the valley. Mages found/studied ancient
hints and descriptions and recombined the spell, 2 - old
scrolls/books from the Blackmoor Era, 3 - visitors from about 1000AC
returning through time (Comeback Inn) with the spell, or 4 - an
Immortal or demon (they know the spell too) shared the basic
knowledge. The mages (like the Glantrian Aendyr) did the rest, 5 -
the Yanifey sold the spell to the early Alphatians.
Stalwart4
(Homo sapiens Malovens)
[Image:
Stalwart]
Caption:
Fallen Stalwart
Stalwarts
are a race of tall (about 7 feet), grey-skinned muscular humanoids,
obsessed with the idea that they are physically superior to other
races.They were created by some obscure mages in the last years of
the era of Blackmoor, prior to the Great Rain of Fire (estimated 3040
BC), to be supreme soldiers against the increasing humanoids. They
infused several giant genes (hill, mountain, cloud) into human
soldiers.
They were sent primarily to the regions where these
creatures lived, and thus they can be found on both Brun and Skothar.
Their largest population is, however, on Brun. These creatures were
genetically imprinted to be superior to the chaotic beastmen, and
because these creatures had such variant appearances, they soon
learned to be superior to all races, except giants, from which they
were created.
Weapon mastery
These creatures are so
supremely trained to become the best with any type of weapon, that
they gain weapon mastery by level as in the table. That means a
common 9 HD stalwart has six weapons he can fight in basic weapon
mastery, three in skilled, and two in expert.
To test its
superiority, a stalwart will challenge any group of humanoids of
similar stature (5-9 feet) it meets to appoint a champion for a
physical competition of their choice (see below). If the stalwart
wins, it will demand a tribute of half the opposing group's
non-magical wealth.
If it loses, it will serve them for one month
in any way that does not involve danger. If the humanoids refuse the
challenge (or to pay up if they lose) the stalwart becomes
increasingly angry and will eventually attack (usually with a large
club +1 HD over normal - that means if a club in Basic Weapon Mastery
would cause 1d4 damage, it would now cause 1d6).
To determine the
outcome of a competition, roll d10 for each competitor and add the
competitor's strength (eg. for arm-wrestling or rock hurling),
dexterity (eg. for log-balancing or archery) or both (eg. running or
jumping), as appropriate for the type of competition. The highest
total wins.
These creatures refuse to
mingle with other species, and even amongst their own kind there is
much resistance
to cooperation. Only in the case of mating will they
form a family group for a short time. But as soon as the child is
born, the male leaves and takes any male children with it. If there
are female offspring, they stay with the mother. If there are failed
offspring (stillborn, handicapped, etc.), the offspring will be
killed and the parent will put the blame on each other, until this
will become a fight to the death to determine who was right. Strength
makes might and right is their saying.
They mostly speak Alphatian
or Thyatian, as they have learned that most creatures know one of
these languages.
Children develop as humans until the age of 16,
in the midst of their puberty, then they have a growth spurt of a
year to reach their adult size and strength, equivalent to 7 HD.
Before this, they are as strong commoners: Baby - as human, Youngster
- as human 1 HD+St+1, Teenager - as human 2HD+St+2, Puberty - as
human 3HD+St+3.
As nomadic creatures, stalwarts have a very low impact upon nature. They sleep outside, or in caves, (location and weather depending), eat primarily what they can find, forage or hunt. They often make use of string and other traps to catch animals. These are eaten roasted. They refrain from using traps or magic in any combat. In fact they do not know how to, since none of them are spellcasters - they greatly dislike cowardly magic - but healing magic by a winning opponent applied to them doubles the duration they serve him or her.
Level |
HD |
* |
Hp Low |
HP Normal |
Hp Strong |
Base XP |
*XP |
Total XP |
Encounter % |
Average age |
1 |
1 |
0 |
1d4 |
1d6 |
1d8 |
10 |
3 |
10 |
1-25 |
12+ |
2 |
2 |
0 |
2d4 |
2d6 |
2d8 |
20 |
5 |
20 |
26-40 |
18+ |
3 |
3 |
0 |
3d4 |
3d6 |
3d8 |
35 |
15 |
35 |
41-55 |
22+ |
4 |
4 |
0 |
4d4 |
4d6 |
4d8 |
75 |
50 |
75 |
56-64 |
26+ |
5 |
5 |
0 |
5d4 |
5d6 |
5d8 |
175 |
125 |
175 |
65-72 |
29+ |
6 |
6 |
1 |
6d4 |
6d6 |
6d8 |
275 |
225 |
500 |
73-79 |
32+ |
7 |
7 |
1 |
7d4 |
7d6 |
7d8 |
450 |
400 |
850 |
80-85 |
35+ |
8 |
8 |
1 |
8d4 |
8d6 |
8d8 |
650 |
550 |
1200 |
86-90 |
38+ |
9 |
9 |
1 |
9d4 |
9d6 |
9d8 |
900 |
700 |
1600 |
91-94 |
41+ |
10 |
9 |
1 |
+1 |
+1 |
+2 |
1000 |
750 |
1750 |
95-97 |
43+ |
11 |
9 |
1 |
+2 |
+2 |
+4 |
1100 |
800 |
1900 |
98-99 |
45+ |
12 |
9 |
2 |
+3 |
+3 |
+6 |
1250 |
875 |
3000 |
100 |
48+ |
These are the common
people found everywhere on Mystara. They have their Hit Dice (hit
points) determined by the profession they have. (the levels 1 to 3
are 75-90% of the commoners, depending on culture).
They acquire
experience through working and thus they are more experienced when
older. In a population center, the chance to encounter higher levels
of experience is much lower than the lower experience levels. Mostly
only levels of 1 to 3 are found. For any population center, the DM
should roll once to see the highest level available. Check no more
than once a month per same population center. There will never be
more of any level than the percentages given in a given population,
except levels 1 to 3.5
Always round population numbers down, and treat every 0 as being
non-existent. As age enables experience to be gained for each level
of profession, there is a minimum age for each level. As such, it is
easy to determine the average age of such an individual, these are
mostly above the level of average age given according to their level
of expertise/profession.
Most commoners only have weapons of
opportunity (farming or other tools), or daggers, clubs, quarter
staves, slings, short bow, bola, or at the most a short sword.
Anything bigger is reserved for the higher classes (noble,
adventurers, warrior, etc.). This is also the case with armor;
anything better than chainmail (AV4) is reserved for the upper
classes, while the lower classes use, cloth, leather or chain.
[Image: Commoners]
Caption:
Peasant dance
Low Commoners
Low commoners are mostly peasants, serfs, but also gentry, and middle class.
Peasant, Servant, or Serf
Peasants are farmers,
herders, and simple tradesmen of low social class. Unlike serfs,
peasants are freemen. Serfs are totally subject to the local lord;
they are the lowest of the social classes. They farm and perform the
brute labor functions on large agricultural holdings. Serfs, really,
are little more than slaves. Servants are mostly better of than
serfs; they are paid, often live on or near the ground of their
employer, are mostly free of will, but can be fired if not doing what
the employer desires. Payments can be very low though, but servants
are free to find a new employer.
Both peasants and serfs may be
armed with daggers, clubs, quarter staves, and farming tools. They
never have any treasure except under the rarest of occasions when
they are able to hoard scavenged goods.
Middle Class
These are travellers journeying on personal business. They are found primarily in civilized regions, although pioneers may be encountered in relatively peaceful frontier regions. Middle class travellers may be armed with knives, daggers, and short swords.
Gentry
These are the upper classes. They are not the ruling nobility, but their wealth and connections make them nearly as powerful. Each member of the gentry encountered may be accompanied by guards (1d4-1) and 1d6 servants. The guards are mercenary fighters of 1st to 6th level and armed with sword and spear. The servants might fight, but are more likely to panic. The gentry themselves might be armed with daggers and short swords.
Low strength professionals
These citizens use their brain more than their strength. They include; apothecary, sage, scribe, tax-official, advocate, astrologer, astronomer, architect, banker, artisan, judge, navigator, tattooer, and candlemaker.
Normal commoners
People engaged in the
trades and crafts will be doing their business when encountered. They
may be operating a shop, acquiring materials for their business, or
traveling to or from a client’s location. They are willing to
do business with adventurers, provided they are properly paid. They
will not attack except to defend themselves. Note that 1% of all
trades folk may be retired adventurers. Tradesmen may be armed with
knives, quarter staves, and tools. About 90% of their treasure is
merchandise or equipment.
Normal commoners are mostly farmers,
fishermen, or workers. They also include professionals such as;
doctor, dentist, engineer, falconer, farmer, gemcutter, hunter,
jeweler, moneylender, shipwright, tailor, taxidermist, papermaker,
mason, smelter, weaver, ropemaker, thatcher, paint/inkmaker, potter,
undertaker, tanner, boatwright, broom maker, carpenter, canvas maker,
cook, cobbler, dairy worker, healer, drover, finesmith, freighter,
furniture maker, gemcutter, harbormaster, leatherworker, glassblower,
geologist, netmaker, carter/hauler, porter, animal trainer, cooper,
locksmith, cartographer, fletcher, etc. most professional classes
belong to this group.
Sailor/Fisherman
Men of the sea are usually found on or near open waters. If encountered inland, sailors may be ferrymen on streams or rivers. Fishermen will either be putting out to a fishing site, fishing, or travelling afar and returning with their catches. Sailors may be armed with knives, short swords, cutlasses, or belaying pins (1 point of damage).
Farmer/Herder
These are simple people involved in the production of agricultural goods. About 65% of all encounters will be with farmers tilling their land. Encounters with herders may occur anywhere there is grazing land or a market for their herds. Encounters with herders also involve the herd animals, whatever they are.
Sailor
Non-merchant sailors are the seagoing armed forces of the local government, acting as police or soldiers. They may be patrolling their home waters, pursuing a waterborne criminal, or on their way to or from a mission in other waters. Each ship is commanded by a captain (6th level fighter) and a first officer (5th level fighter). Sailors are armed with swords, knives, bows, and polearms. They may also be armed with heavier weapons such as catapults and ballistae.
Slaver
Slavers are usually found
in control of a band of captive slaves; if no slaves are present, the
slavers may be mistaken for mercenaries or brigands. The slavers’
leader might be a thief, fighter, or fighter/thief (6th
11th level), assisted by a lieutenant one level lower.
Each leader is accompanied by 1d12 guards of 1st or 2nd
level. For each 50 slaves and slavers, there is a 10% chance of a
wizard (6th 8th level) and a 5% chance of a
priest (5th -7th level); these work for the
slavers.
There are 10 slaves present for each 1d10 slavers. Slaves
are treated the same as serfs. They may be recently acquired captives
being taken from their homelands or long-time slaves being moved to a
new market. Such slaves will be on foot and linked together in
strings of 10-100 by ropes or chains. They will be willing to help
any adventurers who try to rescue them, although they will be limited
in the help they can provide. Slaves may be any class or type, but
only 1% of captives belong to one of the character classes.
Strong commoners
Strong commoners are
mostly those who use their muscles more than their brain, and this
reflects in their hit points. They mostly belong to hard-working
classes like the; miner, weaponsmith, saddlemaker, wagonmaker,
stonecutter, blacksmith, butcher, laborer (they may also belong to
the normal commoners depending on average use of strength
(DM),lumberjack.
[Table:
Profession]
Profession |
Freguency |
Alignment |
L/N/S |
Na# |
Treasure |
ML |
Peasant |
common |
any |
Low |
1d100 |
P, Q |
7 |
Serf |
common |
any |
Low |
1d100 |
P, Q |
6 |
Slave |
Uncommon |
any |
Low |
1d20 |
P |
5 |
Gentry |
common |
any |
Low |
1d20 |
J.K,L,M,N,Q |
7 |
Middleclass |
common |
any |
Low |
2d20 |
J,M,N |
6 |
Farmer |
common |
N, NG |
Normal |
1d20 |
P, Q, R, S |
7 |
Herder |
common |
N, NG |
Normal |
1d20 |
P, Q, R, S |
7 |
Sailor |
common |
any |
Normal |
4d20 |
L, M |
8 |
Fishermen |
common |
any |
Normal |
2d20 |
P, Q, R, S |
7 |
Slaver |
Uncommon |
non good |
Normal |
1d100 |
L, M, N |
7 |
Tradesmen |
common |
any |
Normal |
2d6 |
J, K (Q, R) |
5 |
|
Uncommon |
any |
Strong |
2d6 |
J, K (Q, R) |
6 |
Craftsmen |
common |
any |
Normal |
2d6 |
J, K (Q, R) |
6 |
|
Uncommon |
any |
Strong |
2d6 |
J, K (Q, R) |
7 |
Other Commoners |
common |
any |
Low |
1d100 |
J, K (Q, R) |
5 |
|
common |
any |
Normal |
1d20 |
J, K (Q, R) |
6 |
|
Uncommon |
any |
Strong |
1d20 |
J, K (Q, R) |
8 |
[Image: Native]
Caption:
People of the steppes of Brun
[Table:
Native]
The term “native” may be
applied to those who live in jungles or on islands in tropical areas.
The warriors of the more warlike tribes (including cannibals) are all
first level fighters, but the natives of more peaceful tribes are
mostly normal humans who have a few higher level leaders.
Most
natives wear scant clothes and no armor (AC 9), but some wear the
equivalent of leather armor (AV2), made from bark, hide, leather or
even insect carapaces, and the tribal chiefs may wear special armor
of hardened bark or lacquered wood (AV 4 or 5). Their most common
weapons are spears, daggers, knives, axes or javelins, although some
may use nets, tridents, bolas and/or blowguns. Natives may also carry
shields.
Natives may be encountered in groups of 10 to 30,
although their villages may contain up to 300. Leaders can range from
4th level (war leader) to 9th level (great
chieftain). A tribe may also have a shaman who is a magic user or
cleric of at least 5th level.
Some natives are farmers
and/or animal herders, but most live by hunting, gathering and/or
fishing. Some live by preying on other tribes. Their dwellings are
simple wooden huts or tents often protected (in the case of settled
groups) by a wooden stockade. They are fighters, thieves, scouts,
rarely wicca, but mostly commoners.
Humanoid |
Nomad |
Type |
Human |
Climate/Terrain |
Desert / Steppe |
Frequency |
Uncommon |
Organization |
tribe |
Activity Cycle |
any |
Diet |
Omnivore |
AL |
any |
NA |
(0)1d4 x 100 |
Size |
M; 4'-6' tall |
ST |
3-18 |
IN |
3-16 |
WI |
3-16 |
DX |
3-18 |
CO |
3-18 |
CH |
3-18 |
Languages |
1d2+1/IN. Adj. |
Spellcaster Limits; |
nil |
TT |
(U) A |
Body Weight |
1000cn |
Organization of Desert Nomads |
|
All Riding horse or camel |
|
Weapons/ armor |
% of men |
Lance, Leather armor, shield |
50% |
Bow, leather armor |
20% |
Lance, chain mail, shield, |
30% |
Organization of Steppe Nomads |
|
All Riding Horse |
|
Lance, Leather armor, shield |
20% |
Bow, leather armor |
50% |
Bow, Chain mail |
20% |
Lance, Chain mail, Shield, Warhorse |
10% |
These groups of wandering
tribesmen may be peaceful or warlike, and may have any alignment.
Most of them are first level fighters, but shaman, scout, thief,
rake, bard, cleric (any), or magic user (hakomon, any) may also be
possible.
Small bands encountered hunting or foraging in the
wilderness usually make use of a base camp nearby. Nomads are keen
traders and often have knowledge of faraway places, though they tend
to be superstitious. Nomad bands are organized as shown in the table.
Examples of Nomads are the Ethengar, which have a nomadic existence
within their own land.
Nomads typically all have riding (horse)
skills and often use group tactics, missile fire etc. For every 25
nomads, an additional 2nd level fighter leader is present.
For every 40 nomads there is a 4th level fighter as
leader. Nomad tribes may have up to 300 fighting men gathered
together in a camp of temporary huts or tents. In addition to the
leaders given above, there is one 5th level fighter for
every 100 men and an 8th level fighter as the clan or
tribe chief. At the main camp, there may (50% chance) be a 9th
level cleric, and possibly (25%) an 8th level magic-user.
These are average numbers and levels, for Nomad groups; in practice,
they may range differently from these figures.Xp by class see
footnote 1.
Pilgrims are groups of
the devout on their way to or from a holy place. They can be found
anywhere. Pilgrims are either commoners or low level clerics.
A
group of pilgrims will always be accompanied by priests and other
character classes. These people may be acting as leaders, guards, or
pilgrims. Groups of pilgrims always include one to six 2nd
level priests, one to four 4th level priests, one or two
6th level, and one 8th level priest
(accompanied by one 3rd and one 5th level
assistant). For every 10 pilgrims, there is a 10% chance of 1d8
fighters (1st-8th level) and 1d6 thieves (2nd
-7th level). There is a 5% chance per 10 pilgrims of a
wizard of 6th -9th level. The average alignment
over the Good-Evil axis of the group is mostly equal (as every
Immortal accepts its own alignment of followers and less easily
accepts other alignments). Followers in a single group may (DM; see
The Immortals Rules box set) be different, some Immortals
accept others along the Lawful-Chaotic axis. This alignment also
dictates the alignment of the fighters that will accompany the group.
If the party is neutral, the priests will be druids. If the pilgrims
are lawful evil, they all fight as berserkers, although armed only
with daggers.
About 75% of pilgrim bands encountered are on foot.
There is a 5% chance that a high level priest will be carrying a
religious artifact, carefully hidden and protected by traps and
magic.
[Table: Pilgrim
alignments]
1d100 |
Alignment |
|
Fighters |
01-25 |
LG |
Lawful Good |
LG, NG |
26-35 |
NG |
Neutral Good |
LG, NG |
36-45 |
CG |
Chaotic Good |
NG, CG |
46-55 |
LN |
Lawful Neutral |
N, LN |
56-65 |
N |
Neutral |
LN, N, CN |
66-75 |
CN |
Chaotic Neutral |
N, CN |
76-85 |
LE |
Lawful Evil |
LE, NE |
86-95 |
NE |
Neutral Evil |
LE, NE |
96-00 |
CE |
Chaotic Evil |
CE |
[Table:
Police]
These are the duly
appointed representatives of the local government, concerned with
upholding the laws, maintaining the peace, and carrying out their
superior’s will.
They are easily recognizable, as they
always wear a uniform, or a badge designating their rights and
purpose.
They are mostly of any lawful alignment, but some
individuals (about 1d30% of the force) might be corrupt, and have a
link to a local thieves guild or is actually aligned to another
force
If constables are encountered in the wilderness, they might
be pursuing a fugitive (50%) or investigating a case on the outskirts
of their jurisdiction (50%).
Constables are the equivalent of
fighters of 1st -5th level. Wilderness
encounters include a 25% chance that the constables are accompanied
by a mob. The mob is composed of citizenry temporarily deputized to
assist the police; they fight as commoners.XP as Fighters see
footnote1.
The giant races of western Brun
Giganthopithecus
(Giganthopithecus Blackii)
[Table:
Giganthopithecus]
Before
the age of the humans and even before the Empire of Blackmoor,
Mystara saw the rise of the Age of the Giants, when some of the Garl
suddenly (by Immortal influence of Ouranos) evolved into the
Giganthopithecus. Some of these creatures evolved further into three
giant sub races and some other After that time, the giants were
divided into people of the plains (Cloud, Fog), ice (Frost
and Hill) and sea (Sea)6.
Giganthopithecus (meaning; gigas "giant", and pithekos
"ape") is an extinct genus of hominoid ape. The fossil
record suggests that the Giganthopithecus Blackii species were the
largest apes that ever lived, standing up to 9 to 10 feet, and
weighing up to 1200 lbs. The genus has claims that
giganthopithecus survives in remote parts and has further evolved
into the yeti, the yeren, the mande-barung, the sasquatch, and the
skunk ape. Actually only two of these species (yeti and sasquatch)
evolved from it, the others are just no more than local name versions
of these creatures.
The dominant view is that it walked on all
fours like modern gorillas and chimpanzees; however, a minority
opinion favour bipedal locomotion, but this assumption is based only
on the very few jawbone remains found, all of which are U-shaped and
widen towards the rear. This allows room for the windpipe to be
within the jaw, allowing the skull to sit squarely upon a fully-erect
spine like modern humans, rather than roughly in front of it, like
the other great apes.
The majority view is that the weight of such
a large, heavy animal would put enormous strain on the creature's
legs, ankles and feet if it walked bipedally; while if it walked on
all four limbs, like gorillas, its weight would be better distributed
over each limb. Based on the fossil evidence, it is believed that
adult male Giganthopithecus Blackii stood up to between 9 and 10 feet
tall, and weighed up to 1200 lbs. making the species two to
three times heavier than modern gorillas and nearly five times
heavier than the orangutan. Large males may have had an arm span of
over 12 feet. The species was highly sexually dimorphic, with adult
females roughly half the weight of males.
The species lived in
Brun and Davania and probably inhabited bamboo forests, since its
fossils are often found alongside those of extinct ancestors of the
panda. Most evidence points to giganthopithecus being a
plant-eater.
Its appearance is not known, because of the
fragmentary nature of its fossil remains. It is possible that it
resembled modern gorillas, because of its supposedly similar
lifestyle. Some sages, however, think that it probably looked more
like its closest modern relative, the orangutan. Being so large, it
is possible that giganthopithecus had few or no enemies when fully
grown. However, younger, weak or injured individuals may have been
vulnerable to predation by tigers, pythons, crocodiles, hyaenadon,
hyenas, bears, and Homo erectus.
These creatures pummeled their opponents with their strong fists. They rarely used weapons, and if they did, they were nothing more than tossed rocks and branches. Although the ranges of these thrown objects doubled (20’/40’/60’), the damage remained the same.
Bite
Due to the
fact that the giganthopithecus did not have fangs, it will only bite
on a victim that it is currently hugging.
Hugging
If any
hit with claws is made with a natural 8 or more than needed to hit,
the victim is pulled in for a squeeze (similar to a bear hug)..
Diet
The jaws
of giganthopithecus are deep and very thick. The molars are low
crowned and flat and exhibit heavy enamel suitable for tough
grinding. The premolars are broad and flat and configured similarly
to the molars. The canine teeth are neither pointed nor sharp, while
the incisors are small, peg like and closely aligned. The features of
teeth and jaws suggest that the animal was adapted to chewing tough,
fibrous food by cutting, crushing and grinding it. Giganthopithecus
teeth also have a large number of cavities, similar to those found in
giant pandas, whose diet, which includes a large amount of bamboo,
may be similar to that of giganthopithecus. In addition to bamboo,
giganthopithecus consumed other vegetable foods. An examination of
the microscopic scratches and gritty plant remains embedded in
giganthopithecus teeth suggests that they ingested seeds and fruit as
well as grasses, and bamboo.
Although the
giganthopithecus is of average intelligence, it has no civilization.
They can use simple tools, including man-made weapons, but will not
make any themselves. Of course, giganthopithecus prefer to dwell only
in cold climes, it being much more comfortable since their normal
body temperatures are much lower than most warm blooded living
creatures. Their peculiar internal biological processes require cold
atmospheres to maintain life, and in turn produce an even colder one.
They will live in plains, hills, or other areas of extreme cold. They
are hard to spot in the snow-covered plains due to their white fur.
They also seem to be smart enough to learn to use this to their
advantage, and so gain surprise when they hunt. They also like
shallow caves.
Giganthopithecus live in ice caves in hills and
mountains. Sometimes these are natural; sometimes they are excavated
by the giganthopithecus or enlarged to accommodate the family. Most
giganthopithecus treasure consists of items recovered from the bodies
of explorers.
Life is harsh in the arctic, and friends and food
are hard to find, making survival and reproduction the
giganthopithecus’ only goals. The giganthopithecus will
associate only with its immediate family, the young leaving to fend
for themselves as soon as they mature. A family usually consists of
an adult male with one to three females and a 50% chance of 1-6 young
if females are present. In an attacking group, the largest
giganthopithecus is the male; the next largest ones are his mates.
Any others are small males or females that are due to leave the
family soon.
The creature often clashed with the primitive human
species, especially the Neanderthal.
There is no knowledge about the ecology of this creature, though it is assumed that it had a lifestyle similar to that of the orangutan and garl together. It did not wear clothing or use self made tools. It knew fire but was afraid of it, but it also knew scrapers and cutters in stone splinters. They however, never fashioned these things themselves.
Yeti7
(Homo gigas Glacialis)
[Table:
Yeti]
Sometimes confused with
the abominable snowman, the yeti is a distant cousin to the great
carnivorous apes of warmer climates. Taxonomists have typically
associated the yeti with the primates, but the creatures also appear
to share certain characteristics with giants. Their ancestry may be
of one or the other, or possibly a mix of both. The yeti seems to
have the instincts of the carnivorous ape and hill giant, both of
which may be distant relatives.
An adult yeti stands 8 feet tall
and is covered in long, white fur. Their feet and hands are wide and
flat, which helps to disperse their great weight (about 300 pounds)
on treacherous snow fields. They travel on all fours like the apes,
but fight very comfortably standing erect. Unlike most apes and
gorillas, the yeti does not have an opposable toe on its feet. They
wear no clothing or ornamentation. The spoor, or smell, of a yeti is
very subtle in cold climates, but in confined or warm areas, they
have a strong, musky odor. The eyes of a yeti are icy blue or almost
colorless. Their claws and flesh are ivory white.
Unlike many
arctic creatures, the yeti does not have a thick layer of body fat to
keep it warm. Instead, it relies upon the special properties of its
thick, warm fur. It has a transparent second eyelid, which allows the
creature to see in blowing snow, and prevents its eyes from freezing
in extreme temperatures. It has 60’ Infravision.
Female and
male adults have the same game statistics.The yetis are quite strong
and are not ones to be toyed with by the careless. The physical
strength of the average yeti is comparable to that of a hill giant,
which is greater than that of any human alive.
[Image:
Yeti or Sasquatch]
Caption:
Drawing of Yeti or Sasquatch
Combat
It seems that the yetis are quite fierce and aggressive in their disposition, but among their own kind they are said to be quite congenial. Should they happen to encounter any other beast or being, they respond fiercely, to ward away the threat before they attack. They beat on their chests, hurl stones, strut about, flail their arms, and hoot loudly in a manner which echoes for great distances. If the intruders do not leave, they are soon surrounded and attacked. If they do leave, they are stalked and attacked soon enough. Any meeting with these creatures is bound to end in conflict.
Snow/Ice
invisibility
The yeti is a fierce hunter of the Polar Regions.
It stalks its prey and lays an ambush, attempting to gain surprise. A
favorite trick is to get ahead of its prey and lie in a depression in
the snow, or dig a shallow pit and cover itself with snow. Such works
can be detected only by natives of the arctic regions, and then only
25% of the time. Against the snow, the yeti is invisible due to its
coloration until its prey is 10 yards away. It is completely
invisible under a thin layer of snow..
Fright
They
have a special talent for inducing great fright in their opponents.
More than a few who have survived yeti encounters have testified to
an unnatural sense of horror upon gazing into the pale eyes of a
snowman. The majority agree to the description of it as a
mind-chilling sensation, leaving the blood as water and the skeleton
as jelly, though not everyone is affected in exactly the same manner.
The most experienced of fighting men seem to have some resistance to
this power.
Any opponent surprised by a yeti must save vs.
paralysation or go rigid with fright for three rounds, indicating
that he has looked into the icy blue depths of the yeti’s eyes.
Any opponent that is paralysed in this way can be automatically hit
by both claws and squeezed. This effect does not take place against
creatures which are normally immune to fear of any sort, including
cavaliers, most undead, and generally mindless creatures. It is
believed that the unusual crystalline colouring, together with a
strange and faint pulsating of light within the creature’s
eyes, is responsible for this effect. Such pulsating dies when the
yeti does, thus ending any more fear striking gazes from the
creature.
Bite
Although
the yeti does have fangs (1d4 points of damage), it does not usually
attack with them, preferring to use its formidable claws. It will
only bite on a victim that is dead or prone (it tries to eat it) or
one that it is currently hugging.
Hugging
If any
hit with claws is made with a natural 8 or more than needed to hit,
the victim is pulled in for a chilling squeeze. The creature’s
fur actually absorbs heat, making it extraordinarily cold if
contacted (2d8 points of damage if squeezed).
Heat absorption
Since
the yeti is a cold-blooded, cold-dwelling creature, heat would not
please one. The human body temperature is fairly high, and when sick
it can be just a little too high and the human will perish in a
specific time. But though the yeti’s internal temperature is
much lower, it can still get a fever. A yeti seems to radiate cold
around him. That ugly thing feels colder than Hells’ eighth
plane. But a creature cannot actually radiate cold. Cold is not
really a presence of something, it is an absence of something: heat,
actually energy of a sort. Nothing can radiate a lack of something,
cold is not radiated. Still, because of its low body temperature, if
a yeti were to find itself in surroundings where the temperature was
higher than its own, it would pick up some of the heat. Heat energy
travels from areas of greater concentration - warm areas - to areas
of lesser concentration - cool areas - like any other diffusing
action. This means that the yeti does not radiate cold, but that, by
way of a kinetic vacuum of sorts, it absorbs the heat. The
temperature of its surroundings drops, losing energy, while that same
energy is absorbed by the yeti, whose internal temperature rises
slightly. Not necessarily body heat; the heat energy can come from
virtually anywhere. How well are your homes heated? Not all that
well, really. The yeti would dare not get close to a really warm
area.
Maybe a heated metal fence would help guard the rest of the
town better than a big wooden fence. If you are very careful about
its design and construction, that is. Most metals are wonderful
conductors of heat. But keep in mind, a heated wall will not be
foolproof by any means. It is more of a general deterrent. You will
still have to keep on your toes.
Yetis absorb heat from their
surroundings. If grabbed by a yeti, a victim suffers hugging and cold
damage. After a yeti has caused chill damage equal to its own
hit-point total, it begins to feel weak, suffering -1 on ‘to
hit’ rolls and an additional -1 for each additional 8 hp chill
damage caused. This chill damage is actually causing the yeti to warm
up internally, disrupting its metabolism. When this ‘to hit’
penalty reaches -6, the yeti passes out, becoming feverish and
remaining unconscious for 2d6 turns. At -9, the yeti dies from severe
overheating. Generally, it takes about three turns for a yeti to
recover from each -1 of ‘to hit’ loss suffered, providing
the creature is still alive.
Fire vulnerability
The
yeti is particularly vulnerable to fire, as it sustains 150% damage
from any such attacks. The heat-absorbing property of the yeti’s
fur can work against it. This also applies to any other form of
heat-based attacks. Yetis are not particularly bright nor fearful,
but usually stay away from fire and other obvious sources of heat,
for they realise this weakness and take pains to avoid it.
This
heat absorption condition may also be inflicted by absorbing heat
from sources other than people. Greater sources of such heat
contribute more than the hp drained from humans, just as relatively
cooler sources contribute less. Heat or fire attacks contribute half
their unadjusted (prior to the addition of the extra 50%) damage
value in addition to the 150% damage taken. This cold radiation fades
away gradually after a yeti dies. The internal biological and
chemical functions which maintain such an extremely low body
temperature eventually cease within a dead yeti, and the body then
begins to approach the temperature of its surroundings, thus
decreasing the effect of the radiation of cold. In terms of hit
points, the damage inflicted is typically reduced by 10% for every
two turns that the yeti has been dead (this may be adjusted up or
down in unusually warm or cool air temperatures). Consequently, two
turns after death, cold damage from a yeti will be multiplied by 0.9,
by 0.8 after four turns, 0.7 after six, etc. After 20 turns, the
yeti’s internal temperature will be close enough to the
surroundings, the cold damage will be nil, and the body may be safely
investigated.
Weapons
The
only weapons a yeti will use are hurled rocks, which gain bonuses to
damage from this great strength. A hurled rock does a base of 2d4+2
hp damage, has a maximum range of 120 yards, and is about 6” in
diameter, weighing about 10-12 lbs. The yeti hurls them with one hand
like shot-puts.
Although the yeti is of
average intelligence, it has no civilization. They can use simple
tools, including man-made weapons, but will not make any themselves.
Of course, yeti dwell only in very cold climes, it being much more
comfortable since their normal body temperatures are much lower than
most blooded living creatures. Their peculiar internal biological
processes require cold atmosphere to maintain life, and in turn
produce an even colder one. They’ll live in plains, hills, or
other areas of extreme cold. They’re hard to spot in the
snow-covered plains due to their white fur. They also seem to be
smart enough to learn to use this to their advantage, and so gain
surprise when they hunt. And they like shallow caves.
Yetis live
in ice caves in hills and mountains. Sometimes these are natural;
sometimes they are excavated by the yeti or enlarged to accommodate
the family. Most yeti treasure consists of items recovered from the
bodies of explorers.
Life is harsh in the arctic, and friends and
food are hard to find, making survival and reproduction the yeti’s
only goals. The yeti will associate only with its immediate family,
the young leaving to fend for themselves as soon as they mature. A
family usually consists of an adult male with one to three females
and a 50% chance of 1-6 young if females are present. In an attacking
group, the largest yeti is the male; the next largest ones are his
mates. Any others are small males or females that are due to leave
the family soon.
Young
Yetis are
actually biological relatives of both the lower primates and the
giants. They are most closely related to the mountain gorilla, to
which many of the yeti’s typical habits and instincts might be
compared. Yeti mate and bear young much as do any other lower
primates. After that, the young stay with the parents for only two
years after birth; they don’t stay dependent on their parents
as long as most other primates do. Any young encountered with a group
of yeti will typically be just old enough to fight effectively on
their own. This early separation and independence from the parents
causes them to hunt for food at a relatively early age, limits their
population growth to those strong enough to survive, and accounts for
part of their racial ferocity.
[Table:
Yeti age]
Age |
Yeti |
0-2 |
Baby |
3-4 |
Youngster |
5-6 |
Teenager |
7+ |
Young Adult |
15+ |
Adult |
30+ |
Mature |
50+ |
Elder |
75+2d10 |
Death |
Unlike most other
primates, the yeti does not care much for their young long after the
whelp stage. Usually, these young must fend for themselves at an
early age, looking and fighting for food and such. This makes them
strong, fierce, and rare as well.
Yetis become adults at seven
years of age. Young yetis do less damage with their claws. Chill
damage from young yeti amounts to 1-6, 2-8, or 2-12 hp damage. The
power to frighten opponents by gaze only comes with full adulthood.
All yetis are immune to cold attacks because of their thick fur and
fat layers, as well as from their unique biology.
If a yeti is
captured at an early age, cared for, fed properly (they have
voracious appetites) and kept in a suitable arctic climate, the
creature could be tamed and raised in much the same manner as any
other domesticated animal. Usually, such domesticated yeti will
follow their instincts and leave ‘home’ after a few years
for the icy wilderness. As a result of their early domestication,
however, these yeti are often less ferocious than the average
abominable snowman. These yetis that stay at home (30%) grow up to be
very loyal to their caretakers.
Any living creature not
of its family is considered potential food, including other yeti.
This does not make them foolhardy; only a starving yeti will attack
an obviously stronger party. Their typical diet consists of herd
creatures, such as caribou, bears, wolves, and other creatures
inhabiting the snowy mountains in which they live. The yeti may turn
to scavenging in hard times. They roam across a wide area in search
of food, usually 15 miles in all directions from their lair.
Yeti
claws and teeth have value only because of the rarity of the
creature. They sell for about a gold piece a tooth or claw in the
open market. Yeti fur is another story. It is prized by those living
in cold climates for its extraordinary ability to keep its wearer
warm. A full grown yeti pelt can fetch up to 300 gold pieces in the
open market.
These beasts are not particular about what meat they
eat, though one of their favorite meats is human flesh. Yeti have Low
senses(see table under Crowrse).
Sasquatch
(Homo gigas Sylvestris)
[Table:
Sasquatch]
The sasquatch8
are a very shy race of low intelligence who dwell deep within dark
woods and in high mountains. The creature is tall and ape-like,
standing 6 to 9 feet in height and weighing between 350 and 500 lbs.
It has a crested head, large feet, and a thick mat of hair (dark
brown in woods, white in mountains). It is omnivorous, occasionally
slaying animal prey but usually eating plants and berries. Every
sasquatch shows their ability to intimidate any other who has the
weakest of heart. It has a smell so strange that only those living in
the forest can withstand.
Males tend to be heavier and taller
than females. They age the same as half-elves, and have the muscular
strength of an orc. All sasquatch have human-like bodies that have a
bear‘s nose, an ape’s arms and face, and most sasquatch
have brown colored fur, but it can range from yellowish-brown to
black.
It is normally covered in dark brown or deep black hair.
However, it is important to note that fur colouration will change
dependent on their habitat. Those that dwell in swamps will have dark
reddish hair (often called skunk-apes). Regardless of their habitat,
they all share the same statistics. They have large eyes, a
pronounced brow ridge, and a large, low-set forehead; the top of
their head is rounded and crested, similar to the sagittal crest of
the male gorilla. Sasquatch have a strong, unpleasant smell that can
nauseate the strongest stomachs. They have huge oversized feet that
leave enormous footprints which have earned them the nickname
bigfoot. They are mainly nocturnal and omnivorous.
A sasquatch’s
appearance will scare most people who have never seen one. (Save vs.
Fear to negate.)
Although not aggressive, it will defend itself
and its cavern lair ferociously (morale 11), attacking with club like
fists. In combat, it can also throw boulders up to a 50' range
(damage 2d8 points). Also, if both hands hit one victim, the
sasquatch hugs for an additional 4d6 points of damage. Sasquatch, or
bigfoot, act almost animal like with their fur covered bodies and
animal sounding language. Sasquatches are the most misunderstood race
of all. Those who get to know them call them a gentle beast because
they only wish to play with the young ones of any race. Sasquatch
rarely attack another person unless threatened, whereby they then
conform to their basic animal instincts. No one has been known to
beat a Sasquatch in either a wrestling match or a fist fight. (WR
+12)
Name
confusements
Common names for sasquatch include "Bigfoot"
(the woodland variety) and "Yeti" or "Abominable
Snowman" (the mountain folk). Most people make no difference
between the two species, but sages know they may be related but are
different races, and no longer genetically compatible. Snow apes
(q.v.) are also often called by the latter two names, while these
creatures are of a completely different race, belonging to the apes
instead of the humanoids.
Sasquatch are big lovable
creatures, and will interact with all who are willing to try to
understand them (mostly elves, gnomes, and halflings), but other
races just see them as a beast of burden (like orcs and goblins).
Because of their gentleness, any young will not be harmed by them no
matter the race.
All Sasquatch look to protect others in any way
they can so they go more to the good side and they hate living by
laws of the humans so they tend to be chaotic. Sasquatch can be found
in thick, dense forests of the most temperate climate where they can
hide their villages with ease. Their love for nature always draws
them to these areas where they live their lives with fewer worries.
Language
Sasquatch
speaks Sasquatch. This language is based on barks, humming, whistles,
growls, and groans as the dialect. Sasquatches can only speak
Sasquatch because their vocal chords can only make animal sounds and
they lack the ability to speak other languages; however they have a
basic understanding of the local tongue spoken near their
territories, and know about 50% of all words spoken in the local
languages. They can’t, however, repeat these words, but when a
Sasquatch learns another language, they can read and write it.
Sasquatch have their own alphabet. Sasquatch names are complicated to
say in Sasquatch to a person from another race so most sasquatch give
themselves nicknames to be called by befriended members of other
races.
Sasquatch have empathy towards animals from the same
environment that they are from; they sense their emotions and thus
are often alerted of impending danger.
Faith
No one
knows for certain what the sasquatch religion is. Some elven
philosophers believe that the Sasquatch religion is based on nature
and that they worship all animals as if they were gods or spirits of
their dead family.
There can be sasquatch spellcasters; mostly
these will be druids of up to 6th level, or more rarely
wicca of up to 4th level.
[Table:
Sasquatch age]
Age |
Sasquatch |
0-4 |
Baby |
5-7 |
Youngster |
8-11 |
Teenager |
20+ |
Young Adult |
17-21 |
Adult |
62+ |
Mature |
93+ |
Elder |
93+3d20 |
Death |
Sasquatch are always
looking for food and keeping an eye out for danger. Therefore, will
see hidden persons or objects sooner than most other creatures. They
have a basic 30% chance to see hidden objects and persons, but this
is adjusted by its intelligence and wisdom adjustments.
Sasquatch
have the Survival Forest skill as an extra skill. Often they also
have a survival Mountains, but then they use a skill slot as normal
creatures.
Sasquatch are experts at moving fast but silently, and
never being seen, they have Move Silently and Hide in Forest as a
thief of level equal to their Hit Dice.
A character knows the
following information with a successful Nature or Monster Lore check:
Although normally peaceful, sasquatch are highly territorial and
protective of their families. If they feel threatened, or find
intruders within their habitats, they will attack to protect
themselves and their families. Sasquatch dislike most other hominids,
and build their homes far away from them. Many generations still tend
to remain in the same areas, and if other humanoids move into these
places, they soon find themselves in conflict with them. Sasquatch
will continuously observe intruders before determining it is a good
time to attack and drive them off. Often people will find evidence of
these observations in the form of huge footprints and tufts of stray
hair. While sasquatch are not highly intelligent, they are adept at
remaining hidden. They will make their homes in secreted caves or
woodland nests, that they can easily conceal when needed. Also they
will eat their own dead, and then bury what remains deep beneath the
ground in order to hide their presence. Sasquatch live in small
family groups of up to half a dozen members. Sometimes they will be
captured (or dominated) and kept as wild guardians in certain natural
locations.
They are most prominent in the Denwarf Spur of the
Rockhome mountains and the mountain chain on the west coast of the
continent of Brun. A few hundred live spread over an area near a
semi-active volcano, where the terrain is too wild and barren for
other creatures. Sasquatch have Medium Senses (see table under
Crowrse)
Ettins9
(Homo giganticus Minor-Hydrae)
[Table:
Ettin]
Ancient lore, speaks of
the Ettins: legendary two-headed giants. As with all legends, there
is a kernel of truth in this. Ettins do exist on Mystara, but they
are not recognized as a strongly distinct breedable race. Rather,
ettins are seen as a particular form of conjoined-twins unique to
hill giants. The ontological development of the ettin’s second
head is akin to polyp budding – completely unlike twinning in
humans. This may have been the reason for their creation during the
Great Rain of Fire radiations. Their number remained low, as they
have difficulty breeding, single headed offspring are still about 50%
of all births. These children are eaten, chased away at a specific
age or abandoned near a hill giant enclave.
The Great Rain of Fire
nearly obliterated the hill giant race, genetically corrupted by the
radiation, several new evolutionary offspring arose. One of them was
the ettin, of which later a single entity (Grolanthor) was
responsible for creating the ubue. Since 300 AC, these creatures
diminished in number due to encroaching humans and their killing
adventurers. It is rumored that some unknown immortal placed some of
these individuals on an island in the Hollow World.
Ettins can
detect and identify living creatures by scent alone at a range of 30
feet. The most commonly accepted reason for the “ettinization”
in hill giant offspring today is an imbalance of nutrients and
exposure to radiation effects (wild magic zones, etc.) given to the
child during gestation, but some maintain it is caused by a peculiar
sickness or avariciousness of one or both parents.
One out of
1000 births yields an ettinized child. Healthy, separate twins are
unheard of. The physiology of the ettin does not always align
properly during development, and half of all ettin babies die within
the first month of life. Another 25% perish by their teenage years
from compromised health. Those which survive are always sent away,
and often conglomerate with others of their mutated kin. Sometimes
these babies are dropped by the hill giant mother near an ettin
enclave; they are never killed or eaten (in opposition of the ettin
who do this). The remaining ettins are capable of surviving into
their adulthood, though they are afflicted with disabilities. Ettins
stand two feet shorter than their peers, and suffer -2 adjustments in
dexterity, wisdom, and constitution. Each head has its own
intelligence, charisma and personality. Wisdom is “joint”
in the sense that the body-mind intuition must work together to do
anything.
An ettin at first appears to be a hill giant with two
heads. On closer inspection, however, the creature’s vast
differences from the relatively civilized hill giant become readily
apparent. An ettin has pink to brownish skin, though it appears to be
covered in a dark brown hide. This is because an ettin never bathes
if it can help it, and is therefore usually encrusted with a thick
layer of dirt and grime. Its skin is thick, giving the ettin its low
armor class. An ettin’s hair is long, stringy, and unkempt; its
teeth are large, yellowing, and often rotten. The ettin’s
facial features may strongly resemble those of an orc - large watery
eyes, turned-up piggish snout, and large mouth, but often it seems
reasonably humanlike.
The race is a two-headed hill giant and
possibly due to their origin, is more evil and chaotic than even the
hill giant they originate from, but ettins, on average, are
substantially taller and thinner than hill giants. They are not able
to rise in levels like other giants, and can’t learn nor
understand any form of magic, technology, culture, tribal knowledge,
hygiene, family, or anything else. Their Intelligence is rolled on a
2d4 instead of that of a normal hill giant. Furthermore, they seem to
resemble a common hill giant, in behaviour. They have many
miscarriages - due to the two heads, but mate a lot with the females
who do survive. Young are not brought up, they are reared until they
can walk (8 months) and then they must learn all this themselves.
An
ettin’s right head is always the dominant one, and the right
arm and leg will likely appear slightly more muscular and
well-developed than the left. An ettin wears only rough, untreated
skins, which are dirty and unwashed. Obviously, ettins smell very
bad, due to their complete lack of grooming habits – good or
bad.
An ettin is a nasty brute
- murderous in a face-to-face fight if one is unlucky, injured, or
weighed down; but easy prey to a well-armed band of three or more who
keep their wits about them and meet the monster on grounds of their
choice.
Having two heads is definitely an advantage for the
ettins, as one is always alert, watching for danger and potential
food. This means that an ettin is surprised only on the roll of a 1
on 1d10. An ettin also has infravision up to 90 feet, which enables
it to hunt and fight effectively in the dark. Though ettins have low
intelligence, they are cunning fighters. They prefer to ambush their
victims rather than charge into a straight fight, but once the battle
has started, ettins usually fight furiously until all enemies are
dead, or the battle turns against them. Ettins do not retreat easily,
only doing so if victory is impossible.
In combat, an ettin has
two attacks. Because each of its two heads control an arm, an ettin
does not suffer an attack roll penalty for attacking with both arms.
An ettin always attacks with two large clubs, often covered with
spikes. Using these weapons, the ettin causes 2d8 points of damage
with its left arm, and 3d6 points of damage with its right. If the
ettin is disarmed or unable to use a weapon, it attacks empty-handed,
inflicting 1d10 points of damage with its left fist and 2d6 points
with its right.
Capable of dealing massive amounts of damage, the
ettin delivers a healthy dose of terror to the average adventurer.
With two clubs that can strike an average of 13 points per hit, the
creature's full attack can reduce even a raging barbarian to tears.
As such, ettins make effective encounters on their own or good
minions for tougher giants and powerful warlords.
The ettin have
cave bears, orcs, goblins, and rarely a green dragon as allies.
But
even though its weak points can't be completely overcome, a
tougher-than-normal ettin can still put a serious fright into its
opponents. Just keep in mind that its power comes in short bursts -
it doesn't have the staying power for a long-term fight, but if it
can survive for even a couple rounds of melee, it has done its job.
Thus, enhancing its short-term effectiveness is often the best bet
for keeping it potent.
Ettins, commonly known as the ‘two-headed
giants’, are brutish, aggressive carnivores who dwell in
caverns, disused mines, and the like, emerging to raid the upper
world only by night. They hunt prey well in darkness and subsist on
raw flesh of all sorts; however, only rarely do they fight among
themselves, and an ettin will only eat the meat of its own kind if it
is badly wounded or sorely in need of nourishment, and no other food
supply is readily available. As befits their crude and cruel
behaviour, ettins will typically hammer their food to a pulp, either
with a weapon or by flailing the carcass against rocks, before eating
it.
Ettins like to establish
their lairs in remote, rocky areas. They dwell in dark, underground
caves that stink of decaying food and offal. Ettins are generally
solitary, and mated pairs only stay together for a few months after a
young ettin is born to them. Young ettins mature very quickly, and
within eight to ten months after they are born, they are
self-sufficient enough to go off on their own.
On rare occasions,
however, a particularly strong ettin may gather a small group of 1d4
ettins together. This small band of ettins stays together only as
long as the leader remains alive and undefeated in battle. Any major
defeat shatters the leader’s hold over the band, and they each
go their separate ways.
Typically, ettins collect treasure only
because it can buy them the services of goblins or orcs. These
creatures sometimes serve ettins by building traps around their
lairs, or helping to fight off a powerful opponent. Ettins have also
been known to occasionally keep 1-2 cave bears in the area of their
lairs.
The sloppy caves of ettins are a haven for parasites and
vermin, and it is not unusual for the ettins themselves to be
infected with various parasitic diseases. Adventurers rummaging
through ettin lairs for valuables will find the task disgusting, if
not dangerous.
These creatures are not
especially fluent in any single language, but use a smattering of
words and expressions from whichever tongues are most predominant in
their vicinity - usually orcish, goblin, and the local common speech.
Most of them know at least a little of the Bratak (hill giant
language), and ettins often consider this their ‘own’
language. In some areas of the world where ettin populations have
established themselves and resided for a long time, the creatures
have developed a debased dialect of the orcish tongue into a language
that can truly be called their own.
Any creature who is conversant
in orcish will be able to understand 60% of what is said in this
‘ettin tongue’. Ettins often howl and slobber in bestial
rage when in pain or frustrated by nimble foes.
Some humanoids
have enlisted these misfits as powerful “tools”, where
they learned their mismatch of humanoid tongues
(Orcish-Goblinoid-Bratak). Any adventurer who speaks orcish can
understand 50% of what an ettin says.
Ettins are generally stupid,
but can be cunning in matters of chasing, ambushing, and fighting
prey. They are wary of all other creatures - even other ettins - and
slow to trust.
Senses
Ettins
have keen senses, well adapted to night hunting, infravision up to a
90’ range, and a sense of smell sufficiently developed to
distinguish animal, unusual, and specific, known-to-be-dangerous
scents from those of the surroundings within 30’. They dislike
sunlight or any other strong light (continual light, but not a torch
or a light spell) immensely, but it does not harm them or impair
their fighting abilities. Their dislike comes from habit and
conditioning, and their self-preservation instinct; they inhabit
darkened, hidden places because of their solitary nature. They
greatly prefer to hunt at night so as to take full advantage of their
keen senses, and to reduce the chances that they themselves will be
set upon by adventurers or other adversaries.
Two Heads
One
fact known by everyone, of course, is that ettins have two heads.
This strange property affords them some obvious benefits in combat
situations; unfortunately, however, their low intelligence prevents
them from taking full advantage of this ‘blessing’. The
head on the right-hand side of an ettin’s body is always
dominant; and despite folktales and ballads to the contrary, an ettin
never argues with itself.
The ettin derives some unusual
protection from its dual brains. Spells of mental control, such as
Sleep, Fear, and any Charms or Hold spells, will
not completely affect an ettin unless two spells of the same type are
cast upon it, either simultaneously or one after the other so that
both spells are in effect at the same time. Of course, both spells
must succeed; for magics of this sort against which a saving throw is
allowed, each head is entitled to a save against one of the spells.
If one but not both spells succeed, the unaffected head will assume
control of the body without pause or internal struggle, and the
affected head will be held powerless until it regains its normal
state (at the expiration of the spell’s duration). If the
affected head is the dominant (right-hand) one, it will immediately
resume ‘control’ after returning to normal. During this
time of powerlessness, the arm closest to the affected head will hang
limp and useless; it will not drop anything it is holding, but it
can’t consciously use or wield such an object and could (under
the right circumstances) be easily disarmed or disengaged from the
object by the application of some force (a list or weapon blow, for
instance) against either the arm or the object.
Note that mass
charm, psionic domination, and other ‘group-effect’
magics and powers will affect both heads of an ettin upon a single
application; if a saving throw is allowed in such a case, the
creature is only entitled to one. If the ettin’s dominant head
is destroyed or severely damaged in a fight, the creature will be
confused for 1d6 rounds, after which time the single functioning head
will gain control of the ‘opposite’ arm, but that arm
will only be capable of wild (empty-handed) flailing until the ettin
learns to control both arms with its single head. This process takes
1 to 2 months to run its full course, after which time control is
perfect and both arms can attack normally.
Damage figures for
both arms will not change, regardless of which head is controlling
both of them. Because of its low intelligence, an ettin saves against
all types of illusions at -1. but each head is entitled to a saving
throw, and if one or both of them are unaffected by the illusion, the
ettin will be enraged at such a trick, not bewildered at its
occurrence, and will angrily seek out its perpetrator.
Also
contrary to certain legends, an ettin cannot regrow a lost head;
however, a one-headed ettin is well able to survive its loss and
carry on a normal life, albeit without the aforementioned combat
advantages and most probably without receiving any trust or respect
from its fellow creatures, which will look upon the one-headed ettin
as deformed. The former disadvantage is minimal in most cases, since
even a one-headed ettin is a formidable foe in physical combat. The
latter disadvantage is not considered important either, because such
creatures generally do not solicit or value the trust of their
fellows in any event.
Because ettin society is
so primitive, they produce little of any value to civilized
creatures. Ettins tolerate the presence of other creatures, like
orcs, in the area of their lair if they can be useful in some way.
Otherwise, ettins tend to be violently isolationist, crushing
trespassers without question.
Ettins collect treasure only because
it can buy them the services of goblins or orcs. These creatures
sometimes serve ettins by building traps around their lairs, or
helping to fight off a powerful opponent. Ettins have also been known
to occasionally keep 1-2 cave bears in the area of their lairs.
A
female ettin will bear a single offspring seven months after mating,
and such young typically grow to full size in little more than a
year. The offspring of a pair of ettins has no combat ability until
it attains six months of age. From that time until it reaches one
year old, the young ettin is size M (5’ tall) with 3 HD and
does roughly half damage on an attack with either arm. In the period
of one year, an ettin grows to 5 HD, is quite independent and will
either be abandoned by its parents or simply treated as another
member of the group. It will grow to 7 HD in two more years and
finally reaches 9th HD after about another four years; it
is truly adult at 10th HD after another four years.
Female ettins are always longhaired, and generally more
full-bodied than the males, whose frames are relatively gaunt and
wiry except for the exceptionally broad shoulders which are (for two
obvious reasons) a hallmark of the species. Neither the male nor the
female takes any care of personal appearance, but females like to
wear jewelry as a status symbol, perhaps to display their hunting
prowess and thereby prove themselves attractive to a prospective
mate. Females may gain their finery from prey they vanquish, or as
gifts from male ettins during the crude courtship ritual they
practice. Aside from the uses described above, ettins keep treasure
to bargain with and to purchase the services of others for specific
tasks, such as hiring a band of orcs to build a wall or a trap near
an ettin lair.
An ettin has pink to brownish flesh, with
calloused hands and feet that carry a yellowish tinge. Its complexion
often looks darker than it actually is, because the creatures are
habitually covered with dirt and filth. The clothing of an ettin, if
such a term can be used, comprises of nothing more than scraggly,
filthy animal-skins. The creatures care nothing for the appearance or
odor of such garb, and wear it only for the warmth and comfort it
affords them when sleeping on cold, rough stone. Such garments never
have sleeves or other accessory parts, for ettins don’t want to
be hampered in a chase or a battle by mere sleeping-furs. The skins
worn by an ettin are uncured and rotting, and typically carry
parasitic diseases. Ettins are not immune to these diseases but
ignore it totally. They will, however, never suffer damage from it or
die by it.
Ettins have no finesse, or the desire to have any,
when it comes to physical combat. They fight with crushing and
battering weapons such as spiked clubs and iron bars. They have been
known to throw rocks if no other weapon is immediately at hand, and
they will not hesitate to rip apart furniture or uproot small trees
to fight with. Their outlook on combat is as crude as their tactics;
Ettins know nothing of honor, fairness, or truces. Boulders or rocks
thrown by an ettin cause 2d6 points of damage per hit, with range
figures of minimum 3 feet to maximum 120 feet; each arm can throw one
rock per round. Note that this is not an ettin’s preferred
attack mode, and the monster will always use some sort of hand-held
weapon if one is available.
But the Ettins are not imprudent, and
will not take on obviously superior foes if escape is possible. They
will bargain with all intelligent prey if they think more food will
be gained by doing so, but if the bargaining gets unpleasant or
frustrating, they may abruptly decide that a snack in the hand is
worth a feast in the bush. At any rate, Ettins do not feel bound by
agreements reached by bargaining. They seek only to get what they
want, and as much of it as possible, while incurring the least risk
to themselves.
Grush: The Ettin
Barbarian
Grush is a run-of-the-mill ettin barbarian. He works
equally well as a lone opponent (perhaps a hunter cast out from his
colony, or the last survivor of a dwarf-giant battle) or as part of a
group. With two mouths to utter his raging howls, he makes quite a
racket during a fight. To stage a particularly terrifying combat, add
a couple more just like him and watch the blood fly.
Grush: Male ettin,
Large giant; HD 10d8+20 plus 2d12+4; hp 82; MV 120’/40’
AC 3,
THAC0 7, Att; large club right; 1d6 x3 or 1d6 x2 left; or
javelin 1d8 x3 right or 1d8 x2 left, SA Berserk rage 1/day;
infravision, AL CE; SV Str 20, Int L/R 6, Wis 10, Dex 8, Con 15, ,
Cha L; 11 R; 9.
Skills: Hide in shadows DX Hear Noise IN, Find
Traps IN, Alertness. Possessions: +1 breastplate, two large clubs,
four javelins, potion of cure serious wounds, 600 gp.
Grolanthor, the
Crimson Ettin
Ettins worship an Immortal-like being that is
similar, or identical, to the one the hill giants know as Grolanthor,
though they usually do not call the Immortal by this name. He is
usually known by a slightly different name, such as ‘Grolettinor’
or ‘Grelinor’, among the ettins that revere or worship
this figure. They view their Immortal as a gigantic ettin of great
intelligence and wisdom (as well as superior fighting prowess) whose
two heads enable him to maintain an eternal vigilance against all who
would seek to subjugate or destroy the ettins. The similarity of
their immortals suggests the link ettins and hill giants have, but
the two species have no affinity for each other nowadays. Very few
ettins rise in service to their Immortal to become 3rd
level shamans. In order to cast spells, a Shaman must have a Wisdom
of 9 or better.
Children of the Kingdom of Many Colors have long
been scared by the tale of Grolanthor, the Crimson Ettin, a fearsome
creature of unbridled hunger and cruel intellect. Unfortunately, the
nightmare is true.
The Crimson Ettin is unique: a three-headed
giant who was so ravenous he ate through his mother’s womb. The
creature bred with several ettin and thus became responsible for the
creation of the race of Ubue, of which he was the progenitor. The
beast was finally subdued by other giants and somehow trapped within
a fairy-built prison plane.
AC-3, AV by armor (max 4), -4AC for 4 attacks each round, Deflect two attacks each round if SV DR success. HD 26****, Hp 152, MV 150’/50’ THAC0 Primary target +8, Secondary Target +6, AT 2 giant clubs Grand Master P; (1d6+6)x2 S; (1d4+6)x2, Or two spells (By spell MU or CL), Morale 11, AL CE, ST 20, IN 16, WI 16, DX 13, CO15, CH 8, XP 20,000
The Crimson Ettin quickly
conquered his new home (the Prison realm) and remade it in his image.
He learned arcane and clerical abilities (his right and left heads,
respectively) in addition to his martial development. He has the
capabilities of a 27th level magic-user and Cleric. The
giant gets his spell from an unknown Entropic Immortal (Hell is
assumed). He is thus influenced by its dark Immortal so that it seems
as though he is the one mortal able to give spells to its few
followers. In effect, the Immortal gets its due, but uses Grolanthor
for its own purposes. The giant now awaits his release and return to
the Dale. The Prison Realm of the Crimson Ettin is filled with
two-headed beasts. Each head bears four horns. These animals charge
trespassers, but those who can show no fear (treat as a cause fear
spell) will go unmolested.
In melee, the Crimson Ettin attacks
with a large club in either hand. This is coordinated by his central
head. From a distance, his left and right head cast appropriate
spells. The Crimson Ettin has learned how to intertwine his hand
motions to cast spells simultaneously.
His prized possession is
his silver wand. This wand can put victims into suspended animation,
turn them to stone, or disintegrate them.
Only a prismatic stone
(the Yellow Diamond of Release), left at a particular hill-lock in
the Flatlands on the night of the full moon, will break the seal on
the ettin’s realm. From that point forward, he will be able to
freely merge his fairy realm with Mystara on nights of the full moon.
The Crimson Ettin enjoys playing games with his food, and he
might engage in riddling before devouring someone.
Rock Races (or Silicium based life-forms)
Nobody knows where these
creatures came from. Sages speculate that they’ve been created
by several Earth/Matter based Immortals, or those trying to become
Immortal, others debate if these creatures are adapted forms of
existing creatures, who living underground for millennia must have
become stone themselves, or are creatures created by the magical
energy of the planet itself.
Whatever the cause, these creatures
came into existence thousands of years before the legendary rain of
fire. The rockmen were first (around 550.000 BC), followed by the
geonids (around 350.000 BC), then the stone giants (around 225.000
BC) and as last the galeb duhr (in the last ice age 80.000-60.000
BC).
Some people say that the several constructs, like gargoyles,
statues, golems are mere reflections of mortal mages trying to create
what was created better prior to their existence. But these creations
not even resemble the rock-based creatures in any way other than
their appearance. They are free-willed, creatures of viable races,
with many special abilities, powers, societies and cultures.
Rock
altering spells will inflict damage to these creatures. This damage
will be as a Cause Wounds spell of similar level or lower (this will
be 1d6/level of the spell).
Somehow gems seem to be Important to
the lives of these creatures, as are the gem grounds where diamonds,
rubies and other gems are created by different chemicals under the
immense pressure of the rocks above and after immense long time
periods. It may even be that these creatures actually were created
much longer ago, maybe even before any other intelligent life, but
took so long to hatch or become free from the rock they have been
created from.
Neither of these creatures will be really fast or
hasty, some like the stone giant and geonids can be hasty but rarely
do so.
Their material bodies resist time in such a way that they
often become very old, or at least very resistant to erosion. They
also become slow, powerful, constructive, and mostly good and even
Lawful due to this process. They love the earth and things of
creation. Although the changing of ores into metals goes too far
according to them. Stone cuttings and creations, gems and rare ores
are always appreciated to get, or to create.
All Rock-based
creatures despise water. Water creatures will view and be viewed in
hostility, what means a –4 reaction modifier (doubled if also
alignment opposite). These creatures are more or less affected by the
material they’re made from. The geonids are the least affected,
therefore the fastest, followed by the stone giant, ghaleb duhr and
rock men, respectively, of which the last is the slowest, and most
rock/stone like. Only an Earth Elemental consists of more pure
Earth/Stone matter.
All rock-based creatures have gem-based hearts
Mostly rubies but stone giants have bloodstones. Rumors exist that
these magical hearts are needed for the creation or conjuration of
the dreaded Tarrasque.
Almost all known life on Mystara is built
upon carbon and carbon-based compounds. Yet some life has a different
chemical foundation—one based on the element silicon. The inert
magic of the planet itself gives these creatures mobility, and
sentience. The creatures exude the silicium hydroxide (opposing to
oxygen and carbon hydroxide in carbon-based lifeforms) not by
breathing, but it exudes it through their skin. The building up of
silicium-hydroxide makes the creature harder (Higher AV) over a
period of time. The movement of the creature does prevent
solidifying. The geonid does it though their shield, the rockmen and
galeb-duhr through their overall skin. The sand-folk does it through
crystallization of their skin, which is eroded by movement. (Keeping
statistics the same).
Legends
“Urt; the Living Planet, Her Veins are of Magma, Her Sinews of Ore, Her Skin of Earth, Gems Her Blood, Stone Her Bones, Water Her Sweat and the Air Her Breath. When She Dreams the Earth shakes, when She Awakes the Earth rocks, and Her Skin opens to let the angry Blood out. We’re no more than Fleas upon the Skin of a very lazy Dog”,
Maybe there is a truth
behind this ancient dwarf saying when seen in the same context. Maybe
this is the reason the ancient dwarves have named the planet Urt,
instead of Mystara like the humans and other demihumans did. Whatever
the truth, dwarves have the best connection with these creatures and
at the same time the worst, due their fixation upon rock and stone,
and their greed for gems and ores.
Geonid (Granitus hominoides Basaltum)10
[Table:
Geonid]
The
bipedal geonids have two arms ending in sharp, three-part claws
dexterous enough to wield weapons and tools. The fingers are totally
opposable to each other, with no thumb needed. The three toes are
pointed forward, ending in shorter but sturdier claws (to set off
when using their rolling ability).
A geonid’s tender flesh
is protected by a mottled gray stone outer shell, which also gives
the creature its unusual appearance and supreme protection. When
standing up, the body cannot be seen unless standing directly in
front of it with a light source. Normally only the clear white eyes
with black pupils can be seen, piercing through the darkness inside
its shell. These creatures have infravision, but their eyes seem to
be void of reflective ligament. Underneath its shell, the body and
face are dark haired, whereas the arms and legs are hairless, making
it virtually Impossible to see a geonid’s face.
Its arms
and legs protrude from the singular opening in the bottom of the
shell and can be withdrawn for either protection or camouflage. Their
sickly yellow brown legs and arms can easily fold in. The head is
then curved forward closing the hole completely. With its limbs
retracted, a Geonid cannot be easily distinguished from a normal
boulder. This way it can still move by rolling down hill, and at
greater experience levels, even up hill. This ability allows it to
easily surprise others.
They have three small hollows inside their
shells, one on either side next to their bodies (5”x 12”x
8” deep = 300cn each), and a smaller one between the legs at
the back (5”x 10” x 7-8” deep = 220-250cn). These
hollows are used to hold their small belongings. If they ever acquire
a Bag of Holding, it would always be placed in one of these holes.
Tapping
Beyond
their clicking language they also use a ticking and tapping of rocks
on rocks to speak over greater distances, especially in tunnels and
caverns where this works best due to the echoes there. They can use
specific melodies to lure giant worms from far away.
Beyond the basic combat
abilities it must be said that they hunt Purple Worms for giant worm
glands and meat food.
Due to their resemblance to boulders when
hiding, opponents are surprised 1-6 on 1d8 when encountering them.
A
trick used in groups is to roll against opponents legs (especially)
from different sides. For each 5 hp damage thus given, the victim
must make a constitution check or suffer a broken leg (or other body
part if hit). All these rolls need normal hit rolls at +4.
Constitution
[Table:
Geonid constitution]
CO |
Adj. |
AV |
1 |
-4 |
1 |
2-3 |
-3 |
2 |
4-5 |
-2 |
4 |
6-8 |
-1 |
5 |
9-12 |
0 |
6 |
13-15 |
+1 |
7 |
16-17 |
+2 |
8 |
18-19 |
+3 |
9 |
20-21 |
+4 |
10 |
22-23 |
+5 |
11 |
24-27 |
+6 |
12 |
28-32 |
+7 |
13 |
With more HD, they
gain a better constitution limit, and therefore potentially extra hit
points. This reflects the hardening of their bodies. (See table)
Weapon Mastery
Geonids
can never become grand masters in any weapon. Instead, they can
become skilled, expert or master in one weapon only. Other weapon
slots are used to become known with a new weapon, or with their
claws.
The roll ability number for damage also gives the maximum
adjustment to its THAC0 on claw attacks, when a weapon slot is
sacrificed for each adjustment possible.
Rolling
They
are able to roll down a hill as a form of self-propelled missile,
rolling uphill thereafter, possibly triggering an avalanche, yet
somehow always landing on top of it. They can move downhill at double
their rolling speed, and will cause impact damage to creatures and
non-solid structures as given if succeeding a Hit roll at +4 (see
table) . If they hit solid objects, or fall down a steep slope
(60º+), they may cause themselves impact and maybe falling
damage (as normal –AV).
On a successful dexterity check,
they can divert their rolling coarse by up to 45º sideward, or
stop completely at the end of that round (thus after the rolled
distance, which is normal speed x2). When falling down less than
their normal movement distance, they may make a successful dexterity
check on 1d100 to minimise damage to 1 per die needed to roll falling
damage. Any breaks are always cracks in their shells, resulting in a
–1 AV until healed (1 break per week can be naturally
healed).
They later also learn to roll themselves uphill at angles
of 50º or less, at their rolling speed, but can’t give
impact damage there (see main table). This can be done to the maximum
uphill distance (+10’/Str adjustment). A dexterity check is
needed there to stop, else the geonid will roll down again. (DM keep
in mind the curvature of a slope and up/down hill angles -diagonally
up will also go diagonally down, with the top as the mirror point).
Only by stopping can the geonid change his course, or steering at the
end of each round to come close to that chosen course (no greater
change than 45º sideways). Every 10º increase in the
distance achieved in a round decreases the upward speed and distance
by 20%.
A character rolling can make one attack at full speed at
a penalty equal to its normal Impact damage with one claw, but then
can’t steer or stop his rolling movement in any way - gravity
and momentum/speed will then be in control.
Classes
The
character can be played from child level to the given restrictions by
age or by the table, whichever is the lowest. They can be of any
class, but suffer a 20% experience penalty, as Fighter only 10%.They
often have a child-like style of thinking, with all its flaws,
mistakes, ideas, and actions. Whatever their class, they will keep
their HD/Hp/Claw Dm/Weapon Slots-Limits/Skills as in the table above.
Even if their class implies other statistics.
Fighter classes
get 2 hp after name (9th) level, other classes only
1hp.
Thief and mage classes exist but are extremely rare. Mages
are always earth elementalists11,
without the debilitating side effects and mostly live a single life.
Geonid thief classes (scout, bard, thief, and rake) can’t
climb walls but have learned to roll in such a way that they can roll
any angle upward, but no higher than 10% of their movement rolling. A
successful dexterity check on 2d20 can be used to stop somehow (if
possible - i.e. grabbing a ledge, or a branch).
Spellcasters can
only cast spells of a spell level lower or equal to their limit. But
when they achieve this level, they may instantly pray for all spells
normally available to them. This means that a 6th level
geonid mage (normally capable of two 1st, two 2nd,
and three 3rd level spells), could cast no spell at all,
but as soon as it reaches 7th level it could cast three
1st level spells (normally three 1st , two 2nd,
two 3rd, one 4th), and when it reaches 8th
level it could instantly cast three 1st, and three 2nd
level spells (normally three 1st, three 2nd,
two 3rd, two 4th), and when it reaches 9th
level it could instantly cast three 1st, three 2nd,
three 3rd level spells (normally three 1st,
three 2nd, three 3rd , two 4th, one
5th), etc. It is clear that spells of higher levels only
become available when the specific level is reached. This also counts
for clerics.
Clerics can only be clerics, no other clerical
classes are available.
Mages can only be earth
elementalists, even without entering the secret craft of Glantri12.
They will suffer double damage from fire elementals or elemental fire
magic, and will themselves inflict double damage to air elemental
based creatures. They dislike water-based creatures, Implying a –4
to reaction rolls (-8 if also of opposing alignments).
Geonids live underground
in tunnel complexes and in natural caves. Their lairs are normally
filled with rocks, stalactites, and stalagmites.
These social
creatures usually live in clans of 30-80 individuals mostly. However,
some locales, often near their birthing or death grounds, harbour
thousands of geonids, rockmen, and even stone giants and the rare
galeb duhr. Three of these locations are known to exist; one within
the Plains of Denagoth, one in the Black Mountains in the Great Pass
between Sind and Hule, and one in the Elven Kingdom Mountains on the
western shore of the continent of Brun. Three others are not yet
located by other species (Arm of the Immortals, and two in the
western mountains of Brun). They have not yet been found on other
continents, but they would be as rare as on Brun. Skothar only has 4
of these areas, Davania has 6 (of which 4 are in Vulcania - which
could easily become a main rock nation), Alphatia has 1, Bellisaria
has 1, and there are no more. Up to 1000 AC, only the stone giant and
ghaleb duhr have spread further over the world. The few outsiders who
have stumbled upon a geonid lair/village are often surprised by their
numbers and organisation, since most adventurers encounter them in
hunting parties of 2-12 individuals. They could (and sometimes do)
live in Norwold, but they dislike the cold, snow and ice (water).
The
most holy grounds of the geonids are their birth-burial grounds of
the mineral corborundurum. This - the most holy to the rock-based
creatures - mineral is the basic layer where rubies, emeralds, and
diamonds can be found. The mineral itself has no value to most
creatures even when it still holds many tiny gems. However, its
hardness and the unstable consistency of the surrounding stone,
limits miners to mine only at the surface level. Even then, they
still find the largest of gems. The costs and dangers never outweigh
the income from their finds, even if digging deeper than a few feet.
It also absorbs the dead geonids, without a trace after three full
months. Here the ovarious females lay their eggs to hatch in the
ground. The grounds are most magical when exposed to the sun, and a
geonid hatched and grown there is adept to become either a cleric or
a mage. Natural magical wells often reveal a layer of corborundurum
beneath, just like the Moon well in the Great Pass.
When living
together with other rock-based creatures, they also have above ground
homes of either brick or stone. They use plates of curved metal
through which water is led, to make solar heated warm water,
waterwheels, and mechanical energy. Many contraptions are attached to
these wheels to create an environment where most creatures like to
live in or near.
Geonids are monogamous and form small coherent
family groups. Young geonids hatch from 2d3 eggs in the corborundurum
layers or within a mother’s shell if no such layer is near
(these geonids are the weakest of their kind), and ripens out13
for the first few months of life. For several months thereafter, the
child stays with the mother, clinging to the safe parental shell,
often hiding beneath it when threatened.
They enjoy using
distractions like the lair of an underground monster or piercers.
Once the piercers have attacked the outsiders, the rolling boulders
and geonids overrun the victims. If the creatures have mangled the
outsiders, the geonids finish off any remaining monster or outsider.
They sometimes use a variation of this tactic in hunting. They attack
both the fallen piercers and the prey.
They also hunt giant worms
(purple worm, burrowers, etc), by tapping with several geonids
together in special rhythms which can lure a worm. For each tapper
more than four they can attract a worm a mile away (at the normal
speed this can still take hours, and a tapping hunt rarely lasts more
than 8 hours). These large and dangerous creatures are attacked en
masse. ome geonids even allow themselves to be swallowed
whole,whereby they proceed to damage the creature as long as they can
resist its stomach acid (this damage is modified by the geonid’s
Armor Value). Geonids favour the different glands of these worms, but
also feast upon its sandy meat. Their cooks can prepare it in such a
way that even humans will find it palatable, yet sandy. Multiply each
hit point of such a beast by its HDx3 to find how many standard day
rations14
it yields (a 90 hp 15HD worm would be 90x15x3=405 standard day
rations). These rations remain fresh for, 8 days, edible for 3 weeks,
and if salted can even last up to 12 weeks. Beyond that, they are
used to attract new prey.
Geonids are related to galeb duhr, but
they rarely live in close proximity, unless in the greater
rock-cities mentioned. They trade with stone giants and rockmen
alike, and sometimes with dwarves and gnomes (the last preferred for
their less greedy, less violent lifestyle).
Geonids recognize each
other by the colouration of their shell. To other creatures these
colourations are unclear, no more than hues, if noticed at all, but
to geonids they are as clear as the striped patterns of zebras, and
no two are alike.
Geonids cultivate mosses,
plants and fungi by warm water gulleys. The shells of adolescent
geonids, fashioned into strong and durable helms, grant AV protection
to the wearer. They are also hunted by evil mages for their ruby
hearts, which according to their obscure knowledge, are the basic
component to create the heart of the dreaded Tarrasque. Whatever is
done with geonid remains, surviving geonids will always be severely
upset and can become very violent, unless the remnants are given to
them to be buried in corborundurum.
Shadowelves sometimes enslave
geonids for their ability to sense gems. Geonids therefore hate or at
least utterly dislike shadowelves (they “hunt” crystals,
and use dangerous Earth Magic.)
The strange shrine in
their lairs is dedicated to their Immortal Avalanche. It is an
Immortal offense to take these treasures and will always be
‘rewarded’ by the geonids or other rock-based creatures
or their friends - including some Dragons (Avalanche informs his
followers worldwide).
A clan usually follows a geonid priest who,
though often lacking spells, remains an exceptional and powerful
specimen. Higher level priests can cast spells normally.
The
faith is known as “Krrak” - as the sound of a starting
avalanche, is based upon Matter and thus Earth, and owned by the
geonid Immortal Avalanche15.
Followers Alignment:
Any Called; Silærr (Sands) - sounds like sliding
sand over a paper.
Followers under the Rock creatures gain
thief abilities at 2 levels higher than their Hit Dice (or level).
Clerics Alignment: Lawful/Neutral Called; Dåkk
(Rocks) - sounds like a rock bouncing of a stone.
Healers
Alignment: Neutral Called; Thøng (Stones) - sounds
like a heavy stone falling on the ground.
These priests can
cast Cure-all once a week, and Detect Lie at will no
matter what level, on natural Gem grounds containing diamonds,
rubies, and such (called corborundurum).
[Table:
Geonid age]
Age |
Geonid |
0-20 |
Baby |
21-30 |
Youngster |
31-50 |
Teenager |
51-100 |
Young Adult |
101-160 |
Adult |
161-250 |
Mature |
250+ |
Elder |
575+2D100 |
Death |
The very rare temples are
large round shaped caves, Tokk..owowwowww (Høllow -
sounds like an echo of a stone tap) with a lot of alcoves around
the central area at all levels. The alcoves are connected to small
corridors in the back, so that their open end overlooks the central
cave where the ceremonies are held. The walls are adorned with
gemstones and metals of many kinds, and the floor is always a base of
natural corborundurum. There are smaller and larger alcoves, provided
for all rock-people and guests (called; Fluff (dust) -
sounds like a hand of fine sand dumped on a flat stone) in
different sizes, including sometimes giants and dragons (In Denagoth
at least). The latter have their own access into the temple, as a
safety measure for the other followers or guests, due their immense
size. Living centres are built all round the temple for all these
creatures, often grouped together by species, but always facing the
temple. The temple is used as an area to honour Avalanche or make
requests to him, as a market to sell and buy goods, and as a hall of
justice where justice is dealt swiftly but mostly fairly (due to the
special spells of the clerics). Here are the many family shrines
constructed of boulders, with the offerings, circled along the
walls.
The holy symbol is a pure, clear diamond on a thin chain of
platinum, rare and expensive but easily obtained by rock-based
creatures from corborundurum. (Poor clerics may also use a glass and
copper at ¼ effect, or crystal and gold at 2/3 effect,)
Galeb Duhr16 (Uidisset granitus Arcanum)
[Table:
Galeb Duhr]
The galeb duhr is a
curious boulder-like creature with two appendages that act as hands
and feet. These intelligent beings are very large and slow-moving.
They only live in rocky or mountainous areas where they can feel the
earth power and control the rocks around them. When stationary, these
creatures look like part of the terrain they’re in.
The
stony body of a galeb duhr always matches the predominant stone of
the area. Granitelike stone is most common, but marble, quartz, and
all other igneous or metamorphic types are possible. No galeb duhr
have bodies matching sedimentary rock, such as shale, sandstone, or
limestone.
Galeb duhr are monolithic in appearance, for these
beings are formed entirely of stone. They look like huge boulders or
outcroppings of rock, with stony humanlike features positioned on the
broadest of faces.
They have two limbs, which act as both arms
and legs. A galeb duhr walks with a slow, ponderous steady gait, the
digits of its appendages gripping the ground steadily. A galeb duhr
can’t walk while holding something in its “hands,”
though the digits are capable of fairly delicate manipulation. A
galeb duhr that is dormant or wishes to remain hidden can merely
close its eyes and mouth, draw its appendages close to its body, and
sit still; in such a state, it can’t be distinguished from a
normal boulder.
These creatures are fairly solitary, preferring to live with a few of their kind or with related creatures like geonids and rockmen. Even earth-elementals are shunned. When approached, a galeb duhr is liable to avoid the encounter by sitting down, closing their eyes and withdrawing their appendages, sometimes even rapidly digging themselves partially into the ground. If chased or otherwise irritated, however, they don’t hesitate to fight the intruder. They are not harmed by lightning or normal fire, save at +4 vs. magical fire with normal damage.
Animate Rocks
They
can animate 1 or 2 boulders of 5-10’ high within 60 yards, like
a treant controls trees. The game statistics for these animated rocks
are: AC 0, AV11, MV 30’/10’ HD 9, Hp 9d8, THAC0 11, Dm
4d6. In fact, the stones are temporarily possessed by the spirit of
fallen earth elementals
Resistances/Weaknesses
Galeb
duhr are naturally resistant to certain extremes. Fire does little
harm to them, for it takes a great deal of heat to harm stone.
Magical fires, which have such intense heat, are more dangerous to
these beings. Galeb duhr easily shrug off electrical attack, being
nonconductive, and they are completely immune to any and all poisons.
However, all stonemasons know that there is nothing like cold to
bring out cracks or faults in stone. Intense cold does considerable
damage to galeb duhr, and they are often dormant during wintertime,
but this may not be the case in areas of strong earth power (like
corborundurum fields, gates to or from Plane of Earth, or other
natural energy fields).
Galeb duhr are very sluggish after more
than three days of sub-freezing temperatures. They are hard to rouse
in such times and act as though under the influence of a slow spell
when active at all. Those who are resistant to cold may move and act
normally. (Caverns at least afford protection from the winter’s
chill.) Galeb duhr suffer double damage from cold and water based
spells (not acid) and save at +4 vs. these attacks.
Spells effects
Wizards
knowledgeable in elemental matters have discovered that certain
spells affecting rock will also harm a galeb duhr, though details on
these effects are not clearly known. The following effects of wizard
and priest spells should be noted when such spells are used against
galeb duhr:
Animate rock, if it can affect a stone the
size of the galeb duhr, it effectively charms the galeb duhr (who
receives no saving throw) and causes it to obey the caster’s
every command; however, the galeb duhr greatly resents such treatment
and always attacks the spell-caster after the spells duration ceases.
Dig, Move Earth, Passwall, Dissolve/Harden, Stone Shape, and
Transmute Rock to Mud (Lava) have no effect if cast upon on
galeb duhr.
Earthquake, if cast directly at the galeb
duhr, causes death and shattering if a saving throw vs. death magic
fails, or 3d10 hp damage otherwise.
Stone to Flesh causes
the galeb duhr’s body to become fleshy (AC 8) if it fails a
saving throw vs. spells; a condition that distresses it greatly and
causes it to lose all of its spell-like powers and immunities; Flesh
to Stone reverses this effect. Always consider the galeb duhr’s
20% magic resistance when figuring spell effects.
Spellpowers
Galeb
duhr can conjure powers copying the following spells (actually, mages
created these spells based on the powers of the galeb duhr); they are
all cast at 20th level of power.17
Stone Shape
Alteration
Range:
Touch
Duration: Permanent
Effect: 20 cubic feet
Saving
Throw: None
This spell enables the caster of this spell to shape solid stones as though it were soft clay. It can be shaped, reshaped, and corrected for as long as the spell lasts. This spell is most often used to make stone sculptures, but an artist skilled in this field is needed to make objects as finely statuettes, or other sculptures. SFPs 0. The galeb duhr can cast this at will once a day - one world rotation = Mystara; 24 Hours. This spell is sometimes used at 12th HD to create a pair of arms for themselves. This can’t be done earlier as the link is too weak to enable usable arms.
Rock Door
Evocation
Range:
caster only
Duration: 10 Turns
Effect: Opens a path through
packed rocks.
Saving Throw: None
For the duration of this spell, no rocks can prevent the caster’s passage, no matter how dense. Even stalagmites will bend or magically open to allow the caster to pass. A solid mass of stone will be closed however, but cave-ins and stalagmite-forests open freely. The caster can freely carry equipment while moving through such barriers, but no other creature can use the passage (except when it is carried by, or holds on to the caster). Note that a caster can hide inside a large rock after casting this spell. The caster can’t see what is happening while he is in the rock. SFPs +5. The galeb duhr can cast this once a day — one world rotation = Mystara; 24 Hours.
Transmute Rock to Mud or Mud to Rock
Alteration
Range: 160
yard
Duration: Permanent
Effect: Turns hard rock to soft
mud.
Saving Throw: None
This spell turns natural rock of any kind (even Magical) into an equal volume of mud. The most that can be transmuted is a cube of 400’ on a side. The depth of the mud can never exceed one-half its length and breadth (the rest will flow to the side, until the above circumstances are met). Once cast, the resulting mud acts like normal mud in all situations. SFPs +50 The galeb duhr can cast this once a day - one world rotation = Mystara; 24 Hours.
Dig
Evocation spell
Range:
30’
Duration: 1 Hour per level of the caster
Effect: A
hole of 100ft³ will be created, by magically digging material
out.
Saving Throw: None
[Table:
Components]
Material |
State |
Collapse |
Safe Depth |
Sand |
Loose |
10% |
5 feet |
Sturdy Mud |
Loose |
5% |
2 feet |
Packed Earth |
Packed |
20% |
10 feet |
Quicksand |
Liquid |
100% |
unsafe |
Gravel |
Loose |
15% |
5 feet |
Dust |
Loose |
40% |
5 feet |
Other Materials |
Loose |
30% |
5 feet |
When this spell is cast,
it will start digging in the earth and excavating the material out of
the hole. The caster can direct the dimensions of the hole as he
wants. There is a chance that the pit collapses, as per table. These
percentages will rise by 5% for every 5 feet depth beyond the safe
depth. These chances will be doubled if a large amount of water mixes
with the material. If this spell is used to make tunnels, the safe
depth will be halved. The collapse chances are reduced to normal if
the tunnel is supported with beams and stouts (and planks if the
material is loose) at every distance equal to the safe distance dug.
(SFPs -20).
This spell will not work in solid materials (like
rock, or stone), nor in liquid or low viscous materials (like magma,
lava, or quicksand) since these materials are either too hard to dig
through or would collapse immediately. The excavated material is
placed directly next to the hole and will slide back in if the amount
becomes higher than 5 feet. To prevent this from happening, the
material has to be moved away, either magically (another Dig or Move
Earth) or manually, or the material has to be blocked from sliding
back by walls or rocks. A being running toward the caster while the
Dig spell is directed in front of it must make a saving throw vs.
spells or fall in. Immediately a collapse check has to be made by the
caster. If the pit indeed does collapse, then anybody in the hole
must make a saving throw vs. Death Ray or be buried alive and
suffocate in 1/3 of the victims Constitution in rounds. If the victim
does make a save, however, he will still be partially imbedded in the
material. This spell can also be used against earth elementals, but
galeb duhr doesn’t know or refuses to use this effect. SFPs +50
The galeb duhr can cast this once a day - one world rotation =
Mystara; 24 Hours.
Move Earth
Alteration spell
Range:
240’
Duration; 6 Turns
Effect: Moves soil
Saving
Throw: None
Reading /Casting Time; 6
This spell causes soil (but not rock) to move. The caster can use the spell to move earth horizontally, or vertically, to open a large hole (one up to 240’ deep, unless it reaches solid rock). The spell moves the soil up to 60’ per turn, and at the end of the duration, the moved soil remains where it is put. This spell is helpful for constructing castles. Remember, however, that the soil put down always responds to gravity, especially during rain, or heavy wind. Any earthquakes or tremors will also slope down the accumulated earthen hill. Any hill with a slope of lower than 45 degrees will remain in existence “permanently”. SFPs +50 The galeb duhr can cast this once a day - one world rotation = Mystara; 24 Hours.
Pass-Wall
Alteration spell
Range:
120’
Duration; 3 turns
Area of Effect: Creates a hole 10’
deep.
Saving Throw: None
This spell causes a hole 5’ in diameter and10’ deep to appear in solid rock or stone only. The stone will reappear at the end of the duration, and anything still in the hole will be disintegrated and becomes part of the wall. No resurrection in any form will be possible on the victim (if more than 1 pound of flesh stuck out of the wall, the victim could be Cloned though). The hole may be directed horizontally, vertically or diagonally as the caster wishes at the moment of casting. SFPs +0. The galeb duhr can cast this once a day - one world rotation = Mystara; 24 Hours.
Wall of Stone
Conjuration spell
Range:
60’
Duration; Special
Area of Effect: 1000 cubic feet of
stone
Saving Throw: None
This spell creates a vertical stone wall exactly 2’ thick. Any dimensions and shape may be chosen by the caster, but the total size must be 500 square feet or less (10’x50’, 20’x25’, etc.), and the entire wall must be within 60’ of the caster. The wall must be created so as to rest on the ground or similar support, and can’t be cast in a space wholly or partially occupied by another object (it can’t be cast through a room and so encasing the table in the middle of the room). It lasts until dispelled or physical broken, whereupon the created material will disappear into nothingness. SFPs +50. The galeb duhr can cast this once a day - one world rotation = Mystara; 24 Hours.
Planetary
Link
These creatures seem to be earth elementals or at least
related, but they are pure Prime Plane material, infused with
(remnants of) life energy from the planet’s World Shield. This
energy can escape only in mountainous areas where they came into
existence.
A galeb duhr lives out its life in a mountainous
environment; they are almost never encountered elsewhere, for good
reason: loss of contact with the natural mountainous environment
progressively weakens a galeb duhr, and it will die if kept from
areas of stone for too long a time, much as a plant will die without
sunlight. If a galeb duhr is removed by any means from its natural
surroundings, its physical condition will slowly begin to
deteriorate, as the life-giving connection to the elemental Plane of
Earth slowly fades. In areas where they are not totally cut off from
their mountain origins, such as plains or farmland, this
deterioration will be slow: the galeb duhr will lose 1 hp every day
it is away from mountain regions. Such loss is permanent until it
returns to an area that is predominantly rock and stone, at which
time it recovers the lost hit points at a similar rate. In an area
totally removed from its normal habitat, such as a desert or an
ocean, a galeb duhr will lose 2-5 hp per day, but will regain them at
the above rate if returned to its home. When a galeb duhr falls below
20 hp due to loss of contact with its natural habitat, it loses its
powers to control stone. Such powers return at once upon renewed
contact with a rocky or mountainous environment. Should a galeb duhr
fall to zero hit points due to environmental deprivation, the
connection with the elemental Plane of Earth is considered to have
vanished completely, and it becomes nothing more than a normal
boulder. A full Wish is required to revive a galeb duhr from
this state.
Earth Power
Galeb
duhr are often found in underground caverns as well, though they are
rarely recognized there in the jumble of rock. Galeb duhr rival
treants for slowness of speech. The galeb duhr are very strongly
connected to the elemental Plane of Earth. This link is unconscious
for the most part, and it exists in each of them. Since they are so
well attuned to that plane, they are able to consume the rocks
themselves and magically control stones without the use of
spell-casting, as we understand it. Earth power is simply a measure
of a place’s “connection” to the plane of Earth;
places of strong earth power include mountain ranges, deep caverns,
or rocky lands prone to severe earthquakes. Galeb duhr greatly prefer
such places, for away from them their endurance and powers wane.
All
mountains contain the “earth power” to some extent,
though some less so than others. Generally, the younger and less
eroded by air or water the rocky surroundings are, the stronger the
elemental link possessed by that place. In very new mountains or
places where the natural elemental link has been heightened, such as
by magical alteration, a galeb duhr’s power is said to become
greater still. Tales tell of whole colonies of stone men dwelling
there, and only the foolish would contest their power. A galeb duhr’s
powers over the rocky environment of its home are similar in form to
known earth- and stone-affecting spells; such powers may be activated
with but a moment’s thought (a warning to wily mages who might
think to best these creatures at their own game!). The very old galeb
duhr or those dwelling in highly magical areas are stronger than
ordinary galeb duhr, and may command additional powers.
[Table:
Galeb Duhr power]
1d20 |
Benefit |
Effect |
1-4 |
Armor |
AV +1 (max 10) |
5-8 |
Fire Resistance |
+4 vs magic fire -1 dm/HD done |
9-12 |
Corporeal Strength |
+1 CO (max 30) |
13-16 |
Resist Cold |
as spell |
17-18 |
Stonetell |
as spell |
19 |
Stone barrier |
As blade barrier spell |
20 |
Strong Animate |
animate 2d2 boulders |
For every 100 years that
a galeb duhr has lived in its own territory, it gains one of the
following advantages (see benefits table). This reflects the galeb
duhr’s ever-strengthening connection with its territorial
surroundings and the Plane of Earth. In areas where the natural
elemental influence has been heightened, galeb duhr may obtain these
additional powers more quickly (DM’s decision). If duplicate
powers are obtained on rolls of 13-20, roll again.
Galeb duhr are
very territorial creatures. Once they have settled into an area, it
is nearly impossible to move them. A galeb duhr usually spends much
of its time either sitting in one place, watching and thinking, or
slowly patrolling its environs for signs of disturbance. A galeb
duhr’s territory usually encompasses an area of about 1-4
square miles. It is invariably protective of its mountain home,
vigorously defending it as its own against uninvited or hostile
intruders. It will often ally itself with those of like mind against
potential despoilers; in wooded mountain ranges, galeb duhr and
treants often work together, and alliances between galeb duhr and
bands of geonids are not unheard of.
A galeb duhr is intimately
familiar with the layout of the land in its territory and will
usually have traps set in various areas of access (paths, natural
ascents, etc.). Such traps are usually features of the landscape,
either natural or created by the galeb duhr, which can be triggered
by one of the galeb durh’s earth-affecting powers; an
outcropping at Truman’s Pass18
that changed to mud was one of these. A galeb duhr will typically
watch invaders for some time, determining if they are of violent
intent or not. Peaceful travellers are allowed to pass unmolested.
Should the intruders be deemed hostile, the galeb duhr will attack
from hiding, using its powers to harry and waylay the intruders (note
that “hiding” to a galeb duhr often means simply closing
its eyes and mouth and sitting still).
If a galeb duhr can’t
persuade invaders to leave its territory in this way, it attacks
openly, usually in a steep or narrow area so its foes can’t
retaliate easily. In combat, a galeb duhr animates normal boulders
and rocks around it and commands them to attack; this action is
similar to the way a treant animates trees. Earth-affecting powers
will be used in the most effective way possible: walls of stone may
be raised and collapsed on intruders; earthen embankments may be
moved to hinder movement or cause an avalanche, and so forth. If any
foes come within striking distance, the galeb duhr will attack
physically with a crushing bite or a smashing blow from one of its
appendages.
Galeb duhr social structure is practically
nonexistent. They have no castes or classes, leaders or followers.
They are, for the most part, solitary creatures, each of whom will
stake out and watch over its own mountain territory. Occasionally, a
number of galeb duhr will dwell in the same area, as do those at
Truman’s Pass, but this is unusual.
Reproduction
[Table: Galeb Duhr age]
Age |
Galeb-Duhr |
AV |
Youth |
|
|
0-12 |
Baby |
0 |
13-25 |
Youngster |
1 |
26-50 |
Teenager |
2 |
Adulthood |
|
|
51-70 |
Young Adult |
3 |
71-375 |
Adult |
4 |
Seniority |
|
|
376-600 |
Mature |
5 |
Veneration |
|
|
601+ |
Elder |
6 |
700+1d100 |
Death |
|
Nothing of their
religion, if any such exists, is known; the galeb duhr show little
interest in the subject. Galeb duhr are extremely long-lived; an
average specimen could live to be 2000 years old. They do not mate;
indeed, they have no genders at all. When a galeb duhr dies naturally
(that is to say, not from combat or the loss of contact with its
earth power), it slowly cracks and crumbles away over a period of 2-7
days. At the end of this time, all that remains of the original galeb
duhr is stone dust, gravel, and 1d4-1 large chunks of stone. These
chunks of stone are young galeb duhr. They remain immobile for a
period of approximately one century, slowly growing and developing,
during which time they are completely indistinguishable from normal
rocks. At the end of this time, they awaken as young adult galeb
duhr. The largest (most hp) then usually takes control of the
surrounding territory. The smaller ones usually move off to stake out
their own areas, though they sometimes remain (15% chance) and share
the area between them. In such cases, the largest does not rule the
others, and they take little note of each other in day-to-day
activities, though they do not hesitate to aid one another in a
crisis.
Armor Value is not only a case of time by age as per
table, but also by constitution. Add the constitution adjustment to
the AV given by age, to find the current Armor Value.
Culture
While they seem to have
no visible culture above ground, they’re known to collect gems,
or to sometimes take magical items into their possession, mostly
taken from those who attacked them on the battlefield.
The ‘music’
of the galeb duhr often provides the first evidence that these
creatures are near - and usually the only evidence, as the unsociable
creatures are quick to pass into the ground when they feel the
vibrations of approaching visitors (a range of HDx100 yard on stone,
HD x 100’ on earth).
Sitting together in groups, they
harmonise their gravelly voices into eldritch tunes; these tunes can
balance SFPs by 1 per HD sung per day. This can either ease or pump
up the tension that causes earthquakes or eruptions. The low rumbling
is also used to communicate to other galeb duhr miles away (1 mile
per HD sung). Sages know of these uses, but never found any
conclusive evidence.
They have no natural
enemies, other than those craving the gems they collect, and the
magma of the planet. These creatures seem to eat rock, especially
granite, which becomes part of their bodies, once every two or three
months. But this is actually not eating, as these creatures need no
sustenance. Instead, it is a way to prevent natural erosion - which
as mobile creatures of rock they suffer from. This is the reason they
only eat non-sedimentary rock. It would be more accurate to say that
they draw sustenance from rocks, for a galeb duhr does not eat, at
least not as we understand eating. They also neither sleep nor
breathe. Galeb duhr have no need for oxygen or any other inhaled gas
for survival; accordingly, they suffer no damage from harmful gases
(poison gas, Cloudkill, green dragon breath, etc.) or immersion in
any liquid except acid. Instead, they gain nourishment simply from
continual contact with their stony surroundings. Galeb duhr take
their sustenance from the earth in much the same way a plant grows in
the sunlight; the more sunlight, the stronger and healthier the
plant. In the same manner, a galeb duhr is strongest and healthiest
in areas that are predominantly stony in nature.
In some strange
way, they feel responsible for the smaller rocks and boulders around
them - in much the same way a treant feels responsible for “his”
forest section. A traveller who disturbs the area near galeb duhr
does so at their own risk.
Besides the gems they carry with them,
they are likely to know where many other gems are, as well as veins
of precious or metallic ores but they have no real interest in them.
Galeb duhr have no difficulty in escaping from harm if inclined to do
so. They are very territorial, and are irritated at any attempt to
make use of their knowledge in their vicinity, but sometimes they can
be friendly and willing to trade knowledge or defense, as the
following manuscript describes .
A fragment of a galeb duhr’s
body, if it can be identified as such, is of special value to
spell-casters. Any earth- or stone-related spell requiring a piece of
stone as a material component will be 150% more effective if the
stone used comes from a galeb duhr. Fragments retain this
magic-boosting property for one month after their creation, after
which they become like normal stone in all respects. Fragments used
in spell-casting will always be consumed, even if the spell does not
ordinarily destroy the material components. There is no way to
prevent this consumption or to cause a fragment to retain its
enhancing power for more than one month.
Death
When a
galeb duhr is struck dead by a mighty blow and breaks apart like a
rock struck by a sledgehammer, then the fragments are almost
indistinguishable from the ordinary scree of the area. Galeb duhr
have no interior organs at all, being literally solid stone
throughout. Their tie to the planet itself allows animating elemental
forces to flow directly into them.
Rockmen19
(Silex silicis Stalagmitum)
[Table:
Rockmen]
CO |
Adj. |
AV |
1 |
-4 |
1 |
2-3 |
-3 |
2 |
4-5 |
-2 |
4 |
6-8 |
-1 |
6 |
9-12 |
0 |
9 |
13-15 |
+1 |
11 |
16-17 |
+2 |
13 |
18-19 |
+3 |
14 |
20-21 |
+4 |
15 |
22-23 |
+5 |
16 |
24-27 |
+6 |
17 |
28-32 |
+7 |
18 |
Rockmen are roughly
cone-shaped humanoids as tall as a human with their base - ‘their
feet’ - being about 2/3 their length in width.
They always
know how to speak, although slowly, the local tongue (mostly a human
language). and they also know the tapping signal-language of the
geonids.
They are of neutral alignment, and as long as travellers
simply pass through their territory, and do not exhibit plans to
settle, mine, or otherwise poke around, the rockmen let them pass.
Mostly they exact a toll (typically in the 500gp range per group) for
passage on any road through their territory. They have a love for
gems and jewelry, and will accept a smaller toll if it is paid in
this form.
Because of their
ponderous movement, they suffer a –2 on their initiative, and
any rockmen spellcasters need 1 round more to cast any spell.
The
strong rockmen attack with their two great fists and massive
strength. A natural 19 or 20 results in a constitution check minus
the sustained damage or suffers 1d3 broken bones by the impact and
hardness of their skin20
They
are immune to all types of fire attacks (including magical and
magma). Any rock altering spells give 1d6 damage per spell level to a
rockmen. Rockmen can become their own class,cleric, shaman, or
wokani.
A deserted depression21 - called by most Natoka’s Grave - covers central Red Orcland between two mountain ranges. Natoka’s Grave is notorious for being the Red Orcs’ sacred burial grounds, as well as a strange place where rocky pillars rise straight up from the ground, supporting huge flat stones. What nobody knows - and probably will never know - is that this area is one of the birth-grounds of the legendary rockman. They live nearby east of Gnollistan. Not even the magic of the shadowelves can reveal a rockman if he does not want to be revealed. After the fall of king Thar and the takeover of the Broken Lands, the rockmen decided that this strange land was taboo. They assumed this was due to the spirits of the red orcs buried here.
[Image:Rockmen]
Caption:
Family
of rockmen; strong old one, a somewhat younger and weaker
Earth-Elementalist with a Fulgurite staff, and a very young rockmen
happy with his ogre skull ball.
Rockmen live for about
six centuries (and have no aging like other creatures, they just fall
apart after 550+3d30 years), and as a result, are never in much of a
hurry to do anything. A typical tribe contains 2-20 families each of
1d4 rockmen. Leadership is handled by a council of elders made up of
1d4+4 of the oldest rockmen. Rockmen, like galeb duhr know no
genders. Reproduction is created by the union of two rockmen, and one
or two are able to reproduce. They are oviparous and deposit every 25
years 1d3 eggs which grow for 40 months until they hatch .
They
have a single partner for life, creating a solid family basis, but it
seems to take an eternity for mates to be chosen. Once a decade they
work toward reproduction, one chooses to bear the child, always one
at a time. They mature in 40 years, and don’t actually age any
further. Like the adults, the offspring are in no particular hurry
for anything. Some dwarven artist can recognize from the rock murals
the average age of the rockmen carving it, since the young tend to be
more fantastic in their creations. They venerate special days such as
birthdays, wedding days, and any significant events of their clan,
lasting sometimes as long as a week, roughly in the same period a
year later. They somehow know the passing of years, sensing the
planetary rotation around the sun.
They prefer to direct any
creative urges toward the continuing beautification of the caverns in
which they dwell. Some spend decades carving a single wall. Rockmen
are the scribes and historians of the rock-based creatures, and the
murals - though very hard to translate - depict hundreds of stories.
They do all this with their bare hands and sometimes with spells or
spell-like abilities.
Due to their extended lives, rockmen have a
different perspective on time. The concept of it rarely occurs to
rockmen, though they know the difference between present, past, and
older past. Unless shown the urgency in a situation, rockmen will
simply refuse to be rushed (thus they are able to resist any haste
magic, it always fails unless willed to succeed).
These creatures are
hunted by mages, spellcasters, greedy gem hunters, and alchemists for
their ruby hearts, their grey sludge blood as magical mortar, etc.
Supposedly, bricks mortared together with this mixture will never
collapse or crack.
When killed, a rockman crumbles into rocky
debris. Anyone sifting through the debris will find the rockman’s
heart, which is a heart-shaped ruby (often with remnants of stone
clinging onto it), worth 1d10 x 100 gp. If a rockman sees anyone
possessing one of these rubies, it will attack the owner immediately
and later try to bury the hear.
As they have no advanced
technology, but instead are well adapted to their environment, they
know how to produce healing vapors from the certain common rocks
(once a day/person after 1 Hour; cure 2d20 hp to any creature or Cure
All to rock races).
The character can be
played from child level to the given restrictions by age or by the
table, whichever is the lowest.
[Table:
Rockmen levels]
Level |
Extra Xp |
1 |
1000 |
2 |
2000 |
3 |
4000 |
4 |
8000 |
5 |
16000 |
6 |
32000 |
7 |
64000 |
8 |
125000 |
They can be earth
elementalists, or clerics, but suffer a 20% experience penalty.
Spellcasters can only cast spells of a spell level lower than or
equal to their limit. Mages can only be earth elementalists, even
without entering the secret craft. They will suffer double damage
from fire elementals or elemental magic, and will themselves inflict
double damage to air elemental based creatures. They dislike
water-based creatures, applying a –4 to reaction rolls (-8 if
also of opposing alignments). Whatever class, they will keep their
HD/Hp/Claw Dm/Weapon Slots-Limits/Skills even if their class implies
otherwise. Other classes don’t exist. They can also become
shaman or wokani at any level, but not when they are already either
cleric or earth elementalist.
Should the character decide to
become a shaman or wokani, he needs more experience points per level
to achieve a higher character rank and casting level. The indicated
XP have to be gained before actually acquiring the corresponding
spellcasting level. This means that one can’t start with a
spellcasting character when the PC is created. In order to cast
spells, a shaman must have a Wisdom of 9 or better. A wokani needs an
Intelligence of 9 or better.
Fulgurites are formed when lightning
strikes the ground, fusing and vitrifying mineral grains. Rockmen
Earth Elementalist dig these from the ground to use as a sort of
spellbook. These fulgurites store the spells learned indefinitely
enabling to memorize them if in tune with the stone itself, in fact
functions like a normal spellbook, but useless to non-Earth
Elementalists. Valued at normal book prices x150%, weight 400+3d100
cn.
The humanoid races of Western Brun
Wereraven
(Lycanthropis Corvus)22
[Table:
Wereraven]
Addition to the
Werecreature historic line:
467 AC Scavenging Raven become
infected by eating dead lycanthropes on the Western side of Brun, and
later infect several farmers in self-defense; causing Wereraven
lycanthropy coming into existence.
Wereravens are a race of
wise and good-aligned shapechangers who have managed to survive in
Western Brun.
Wereravens have three forms, that of a normal human,
a huge raven, and a hybrid of the two when they reach level 11. The
hybrid form of these creatures looks much like a mixture of raven and
human. The arms grow long and thin, sprouting feathers and
transforming into wings. The mouth hardens and projects into a
straight, pecking beak, and the eyes turn jet black. A coat of
feathers replaces the normal body hair of the human form.
Wereravens are deadly
opponents in close combat, although they seldom engage in it. Because
they can be hit only by silver weapons or those with a +2 or better
magical bonus, these creatures do not fear most armed parties.
When
in human form, a wereraven retains its natural immunities to certain
weapons, but has no real attack of its own. If forced to fight
unarmed, it inflicts a mere 1-2 points of damage. For this reason,
wereravens in human form often employ weapons, causing damage
appropriate to the arms they wield.
In raven form, the wereraven
attacks as if it were a common example of that creature. Thus, it
inflicts only 1-2 points of damage but has a 1 in 10 chance of
scoring an eye peck with each successful attack. Any eye peck will
cause the target to lose the use of one eye until a heal or
regeneration spell can be cast on the victim. Half-blinded persons
(those who have lost 1 eye) suffer a -2 on all attack rolls. A second
eye peck results in total blindness until the above cure can be
affected.
In hybrid form, the wereraven’s arms have grown
into wings, making them almost useless in combat. However, the
muscles in their mouths/beaks strengthen, giving them a savage bite.
Each attack made with the creature’s beak inflicts 2d6 points
of damage.
Wereravens are strong flyers and often use this ability
to their advantage in combat. A Wereraven can duplicate any sound or
voice that they hear.
Wereravens can detect gold and other
treasure at will, and are often attracted to it. Their lairs are
often decorated with glistening polished treasure.
A wereraven is
able to discover a deep, dark secret of someone else. When it does,
it strikes the head of the target with its feathers. The target must
roll 2d20, if they fail their saving throw, the wereraven discovers a
mental/psychological secret of theirs (if available).
Wereravens
may Speak with the Dead once a day and hear the spirit of a recently
(no more than 24 hours) dead body.
The Growth
This
ability is gained at 7th level. Wereraven can use its
power to grow to triple size with increased Armor Value (AV3). This
growth increases THAC0 by +6, and saves by +3, doubles damages, and
lasts no longer than 1 turn (10 minutes = 60 rounds) at most. The
raven may choose to shrink at will. Its hit points will be doubled
temporarily, and any damages will be taken from the extra hit points
first. Each day, a wereraven can grow three times, needing 8 hours of
sleep at minimum or 24 hours of not using the ability to recharge. In
this giant shape, they cannot fly.
The Ravenman
At
9th level (1.300.000 xp), a wereraven gains the ability to
transform into a ravenman. This beastman form looks like an upright
giant bat with very flexible, usable wings. A ravenman’s hands
are claw-like fingers extended from the top edge of his wings (in the
same location the thumb of bats is found). They have clawed feet. A
ravenman has all the capabilities and handicaps that come when
mastering the beastman form. A ravenman’s lycanthrope
statistics are dominant. Don’t mix human and lycanthropic
statistics as with other Lycanthropes as in PC4 Nighthowlers, unless
mentioned otherwise as per statistic.
A wereraven family will be found only at the heart of a dense forest. Here, they live in the hollowed out body of a great tree. Entrance to their lair is possible only from above (if one does not wish to cut or break through the trunk itself). Curiously, the wereravens are able to keep the tree in which they nest from dying even after they have hollowed it out, so it is difficult to distinguish from the normal trees around it.
Wereravens recognise that
they are bastions of good in a land dominated by evil. They have
managed to survive by avoiding large population centres or performing
overt acts of good that would draw the attention of the reigning
lords to them. Thus, a wereraven flock will generally have no more
than 2-8 adults in it. Of course, such groups have young with them
(1-4 per 2 adults), but these are seldom encountered for they remain
in a true raven state until they are old enough to fend for
themselves. In addition, a typical wereraven lair will draw 10-100
(10d10) common ravens to nest in the trees about it. These wise birds
will serve the wereravens, doing their bidding and striving to
protect them from harm.
Wereravens are not opposed to helping for
a good cause, but they do so reluctantly. This is not because they do
not wish to do good, but because they fear the wrath of the Dark
Powers. It is said that the wereravens have come to the aid of
endangered elven clans in Western Brun on several occasions and that
close ties exist between the ravens and these elven clans, but
neither will admit this openly.
Wereravens are omnivores
who prefer to maintain a vegetarian diet. They enjoy berries and
nuts, but will eat carrion or kill for fresh meat from time to time
in order to maintain good health.
Wereraven are hunted by
unscrupulous humans who have discovered that their midriff bone can
be used to create items which detect treasures. Wereraven have Low
senses (see table under Crowrse).
[Image:
Living area of Wereraven]
Caption:
Living areas of Wereraven
Gyerian
(Aves
humanoids Turbulentia)23
[Table: Gyerian]
Gyerians can be found in Western Brun and Eastern Skothar.
Gyerians don’t use any type of armor. It is either uncomfortable, or will not fit upon their corporeal structure. They don’t use shields and rarely handle weapons for the same reason. Rings, or other magical protective items, though, are greatly sought after. When using weapons, it will always be daggers, slings, tossed stones, clubs or something similar. They can’t use bows or crossbows. The only thing they carry is a sort of leather kangaroo pouch, in which they store what they need underway. They dislike destructive magic, but are not extra vulnerable to it.
Uncontrolled
Sneeze
Normally a Morale check has to be rolled on 2d6, but
the gyerian rolls a d12 extra. When the morale check fails, the d12
will be checked; if it is higher than the current morale of the
creature, it will be particularly nervous. In these cases he may be
able to make an uncontrolled sneeze, which is so powerful that anyone
in front of the creature within the given range must make a Dexterity
check or be bowled over for the full range and suffer 1d4 points of
damage. Any such unfortunates must then spend the next round
recovering their footing. A gyerian may check morale any time it
feels particularly nervous (even when not in battle!), but it cannot
use any other attack in the same round. Morale checks may be modified
by the DM as normal (first damage, half damaged, fallen comrade,
massive damage, etc).
[Table: Sneeze]
Gyerian Sneeze |
When |
Range |
Dex Check |
|
|
Damage |
|
|
|
1/3rd range |
2/3rd range |
full range |
round up |
Uncontrolled Sneeze |
when nervous |
10' +3'/ level |
-2 |
0 |
+2 |
1d4/10' range |
Controlled Sneeze |
at will |
3'/level |
-2 |
-1 |
0 |
2d4/10' range |
Controlled Sneeze
A
gyerian of 7th level may make a controlled sneeze; he does
not have to be nervous. The effects are similar to an uncontrolled
sneeze, but stronger and will give more damage in the bowling over.
Gust of Wind
A
gyerian of 12th or higher level is able to make a Gust
of Wind 3 times a day by blowing (1 full round) in the intended
direction. The wind will continue for 1 round for every three levels
of the gyerian.
Fly
A gyerian
of 18th level or higher may fly at will at a movement rate
of 240’/80’ and MF 3A.
Air Elemental
A
gyerian of 25th or higher level is able to summon once in
24 hours an air elemental of HD equal to the level of the gyerian. He
does so by blowing three full consecutive rounds on a particular
spot, which breaks the planar barriers and opens a temporary gate. In
all effects, this resembles a Summon (not Conjure) Elemental
spell24.
The elemental, if treated friendly will help the gyerian for no more
than 8 hours or one task, whichever passes first.
Although flightless (at
least in the beginning), gyerians are migratory beings that travel in
flocks, moving from the mountains into the grasslands every spring
and returning in the autumn.
The homes gyerians build quickly
each year, are intended to last only until migration. These huts
sometimes exist much longer than a year, and are often used as a
temporary resting place for travellers. Most people are unaware that
these structures are gyerian.
Town square
The
gyerian towns (geyers) are mostly a grassy knoll with a number of
singular rail fences circling a high post at the centre, where the
town square is. The post has signs attached to it: Nester, Hole in
Ground, Seedlands, Hawkshead, Old Stony, Big Birds, Earl, Nasty
Hootface, Our Sister’s House, and similar designations. These
are mostly related to local spots of importance (where it is
dangerous, where there is food, where to nest, local ruins, caves or
similar), or where important gyer or other individual creatures
reside. (Local birds of prey - like hawk or roc - with which the
gyerian have reasonably good relations), etc. Most bird creatures of
importance will be noted also, making the pole a plethora of routes
and directions.
Many gyerian towns also have a pond (for fresh
water). Many of these are decorated with water lilies and a path
skirting it. Most are inhabited with talking fish, (they spray with
water if teased) which are also truly liked by the gyerians. When the
gyerian or the fish are under threat, they take the fish elsewhere.
They do not feed upon them, unless they are already dead by other
causes.
The huts are mostly dishevelled, or rickety. Some are in
use; many are remnants of past years. Each hut has a sign next to its
door noting the names (or professions) of the inhabitants (these
names/professions can also be found on the posts).
There is always
a huge basin of water and fountain, with 4 white pillars nearby, of
chewed wood plaster and twigs (resembling stone), which are in use as
beehives. Gyerians really like sweets, and can’t get cavities
or tooth decay, as they have no teeth but beaks.
Gyerians have evolved
from a species of pigeon, but it is assumed that some Immortal of
Air/Thought had a great hand in their creation.This is almost certain
as these creatures develop magical abilities related to air when they
become more experienced. Gyerians existed in the era of Giants
(100.000 BC) and sometimes traded with them.
However, recent
gyerians seem to be hindered somewhat by the presence of other
humanoids, repressing their need to gain experience. Many gyerians
never reach 3rd level; only 10% become Cock-robin, while
only 1% become Rooster. Currently it is unknown if a gyerian exists
which is of Sneezer or higher level. So rare are these creatures that
there are legends about gyerians, which speak of an Air-king who will
unite the gyerians in a true nation.
Urd25 (Canis Avesoides)
[Table:
Urd]
These
aggressive, flying humanoids have evolved (with some immortal magical
influence) from kobolds and as thus follow their statistics
mostly.
Urds stand three feet tall and have short ivory horns,
red-rimmed eyes, and flattened noses. Their bodies are thin, frail
and covered with mottled yellow to brick-red scales. Leathery,
batlike wings sprout from their backs. When flying, the wings stretch
eight feet or more across. Urds are quick and maneuverable in the
air, capable of gliding for long distances or pulling up sharply. On
landing, urds slouch to counterbalance the wings on their back and
move with an awkward half-walk, half-hop gait. Urds wear minimal
clothing, but many tribes decorate their bodies with paints made from
berries and ground bone.Urds speak their own language, as well as
Kobold, and a smattering of local language.
Aurumvorax26 (Cormanthum aurumvorax)
[Table:
Aurumvorax]
[Image: Aurumvorax]
The aurumvorax is a
small, shaggy, eight-legged animal usually found around lightly
forested hills, though it may be encountered near the timberline of
some mountains. It is covered with long golden and well cleaned fur,
measuring 3’ long and about 1½’ high. The animal
has copper-colored teeth and claws, the latter up to 3” long.
Its whiskers and parts of its mane are bronze in colour, and its eyes
are pools of silver with golden pupils.
The aurumvorax’s
flesh is extremely dense due to the intake and retention of gold,
which accounts for its partial immunity to attacks by blunt weapons
and its incredible weight of over 500 pounds in adulthood. Other
metals are absorbed into its system as well, but in lesser amounts.
Despite being only the size of a large badger, the aurumvorax, or
golden gorger, is an incredibly dangerous creature.and fears nothing;
the little monster can be extremely vicious and will attack anything
that looks edible or threatening.
A variety of this creature
exists; the spotted aurumvorax.
The aurumvorax charges
any creature that enters its territory, causing a -3 to opponents’
surprise rolls if attacking from its den. A female of the species
receives a +2 bonus to attack rolls when guarding her young.
The
creature bites at its prey until it hits, clamping its massive jaws
onto the victim and causing 2d4-AV hit points of damage. After it
hits, the aurumvorax locks its jaws and hangs on, causing an
additional 8 (no AV) points of damage per round until either the
aurumvorax or its enemy is dead. Only death will cause the aurumvorax
to relax its grip.
Once its jaws lock, the golden gorger also
rakes its victim with 2d4 of its eight legs, causing 2d8 hit points
of damage per additional hit. An opponent who is held by an
aurumvorax receives no dexterity adjustment to Armor Class.
Diet
The
aurumvorax must eat gold in order to survive (except the Spotted
Aurumvorax), although it will also eat meat and other metals. Without
gold, it will become ill and die in around a week, unless it has
access to platinum, which may prolong its life by three weeks. The
gold in its diet gives the aurumvorax the colour in its golden fur.
Offspring
The
only time adult aurumvorae willingly meet is during mating season,
which occurs approximately every eight years. They spend a week or
two together before the male returns to his territory and the female
prepares for the birth of her kits. Between three and four months
later, the female gives birth to a litter of 1d6+2 kittens. For the
first two weeks of life, the kits are blind and hairless.They smell
gold directly and can devour a chain in mere moments, and seek it out
in addition to red meat. They must be fed both meat and precious
ores, including gold, in order to survive. Most will die due to a
lack of gold. Without gold in the first three weeks of life, the
kitten dies. It is unusual for more than 1-2 of the strongest kits to
survive. She weans them after about five or six years, before they
become fully grown and independent, and forces them to stake out
their own territories. They can reach full maturity much faster if
their diet is rich in gold, not normally an option in the wild. It is
not unknown for the mother to eat its own young when gold is scarce.
If a kitten is found and adopted before its eyes are open, a
character may attempt to befriend it, the probability of which
increases with the amount of food and gold given to the kitten. When
giving one kitten an all-meat diet, another a diet of meat
supplemented with gold, and the rest of the litter other precious
metals with their meals, the kitten with a plain diet will die in a
week, as do the others, although the one fed platinum will live about
three weeks. The one fed with Gold, however, grows rapidly, putting
on weight until it is too heavy to carry after a month. It retains
all the gold it eats, gnawing at the bars of its cage and any other
metal that it can find. Copper pots are a favorite; its teeth and
claws absorb the metal from these.
If raised further as a pet and
supplied with ample amounts of gold, food, and attention, kittens
grow rapidly. It can then be tamed and trained.Typically, an
aurumvorax reaches full size in about seven years in the wild, but
may take only a year in captivity with ideal conditions. Kittens
raised in captivity grow into strong, fiercely loyal pets if
conditions are ideal.
Hibernation
The
aurumvorax hibernates, usually during the winter, and during this
time it buries itself in the ground. Although it usually breathes
through its nostrils, while hibernating it breathes through its skin,
a small patch of which it leaves exposed, above the ground. This can
easily be confused for gold. It can be woken easily at any point
during its hibernation, reacting fiercely and angrily to any
disturbance.
Remains
The
meat of the aurumvorax is highly toxic to most other creatures
(Dragons and some monsters excepted). If killed and eaten, the flesh
of the aurumvorax produces severe metal poisoning. The eater must
save vs. poison 1d4 turns after the meat is eaten; a successful save
means severe nausea and cramps strike the victim lasting 2d4 hours.
Failure to save indicates the victim goes into a coma and dies 10d6
rounds later. Another aurumvorax may feast on one of its kind.
If,
on the other hand, the whole animal is roasted and the remains heated
until everything burns off, (very difficult and takes up to two
weeks) 1500-2500 gp in value of gold and traces of other metals
remain, depending on the size of the aurumvorax. If the hide is
burned at the same time another 1d200+200 gp in value of gold can be
found.
If an aurumvorax is killed with a minimum of cutting damage
to its hide, and if the pelt is carefully removed and tanned to
preserve not only the hide but the gold-colored, metallic hair (the
whole process typically costing 4000-5000 gp for the special
procedure and materials), a durable but heavy garment of incredible
strength and beauty may be made that has a value of 15.000-20.000
gold pieces. The garment will also protect its wearer as armor, the
specific Armor Value depending on the size of the aurumvorax. A
garment with AV 6 weighs 800 cn, one with AV 5 weighs 650 cn, and one
with AV 4 weighs 500 cn. It provides 90% immunity to golden weapons.
The wearer of either hide or garment receives a +4 bonus on saving
throws vs. normal fires and a +2 bonus on saving throws vs. magical
fire.
The hide can also be made into a bed fur or a cape for a
dwarven wedding.
The aurumvorax’s teeth and claws, due to
their combination of bone and metal, are also prized for decoration
or jewelry, and can bring up to 1 gp each on the open market.
An
aurumvorax's saliva is highly corrosive to metal. It also has an
extremely high tolerance to heat, able to survive all but the largest
of fires, which makes it a worthy spell component..
Spotted Aurumvorax (Cormanthor aurumvorax)
The Cormanthor aurumvorax
can be found in the forests of Davania. It was introduced to the
forest in 500 BC by a group of treasure hunters from Alphatia in an
attempt to discover gold in the area. Although the aurumvorax found
gold, they became very protective over it, and devoured their masters
when they tried to get to the gold. Statistics equal to common
aurumvorax, but the creature is not an endangered species.
Although
the aurumvorax thrived in the plains near the rivers making many
holes in the ground in that area, the gold on which their diet was
based was gone within a decade, and they were forced to adapt to a
different diet. It adapted its digestive system to allow it to eat
iron ore, onyx and other minerals. Its hide also changed as a result,
becoming mottled with dull red and blue streaks. As a result, they
only fetch 7,500–10,000 gp, about half that of a regular
aurumvorax hide. Cormanthor aurumvorax claws are usually bright green
or purple, and can fetch up to 100 gold pieces and 1,000 gold pieces,
respectively.
Like the regular aurumvorax hides, cormanthor
aurumvorax hides can be turned into armor, although the Armor Value
granted varies depending on the diet of the aurumvorax.
As a
strange side-effect from the cormanthor aurumvorax's non-native
surroundings, about one in five suffer from allergies during the
spring, causing them to sneeze, expelling their highly corrosive
saliva up to 10'. Metals must roll a save vs. disintegration (either
by DM or a Player) which is; 17 or higher for Weapons & Armor, 15
or higher for jewellry, 10 or higher for coins/ores, add magical +/-
to the roll, if failed it is damaged after a week, (-1 point of AV or
damage, or loses value by 10%), unless thoroughly cleaned. Roll once
per item, and not per NPC/PC. Ascomoids seem to be attracted to this
saliva and can be found nearby.
All Aurumvorax have Medium Senses
(see table under Crowrse).
Otyugh27 (Gulguthra omnivorus) & Neo-Otyugh (Gulguthra omnivorus Rex)
[Table: Otyugh]
Otyughs (Aw-tee-ug), also
known as the gulguthra, which is Sindhi for "dung eaters".
Otyughs lurk under piles of offal with only their eyes exposed. An
otyugh is never surprised by the approach of a creature, as it
watches his surroundings constantly with the eye-stalk sticking out
of the refuse. They usually attack if they feel threatened, or if
they are hungry and there is fresh meat nearby in the form of parties
of three people or less. They will eat fresh meat as readily as they
consume carrion, dung or offal. They attack with their two 14 feet
long ridged tentacles, which either smash an opponent or grapple it.
They are exceptionally strong, able to snatch warriors and throw them
away like rag dolls. When the creature is attacking, its tentacles
erupt from the concealing pile of offal and slap victims with
strength 18 for purposes of matching the creature’s grip or the
force of its thrust against the strength of an opponent. A tentacle
does 1d8+Strength damage on a slap that hits its target within range.
Grappled opponents suffer 2d2 points of damage per round, until the
hold is broken. The otyugh can lift a grasped opponent and hurl the
victim into a pit or against a wall at a distance of 30 feet –
5 feet for each 500 cn of encumbrance the opponent weighs (in
total).
Otyughs smash grappled opponents to the ground, while the
more intelligent neo-otyughs use their victims as shields, increasing
their armor class by 2 (a missed attack on the otyugh of 2 or less
difference will automatically hit the enwrapped victim). Characters
with a strength of at least 18 can struggle for one round and break
free on a successful strength check penalised by the strength bonus
of the creature. Either sort of gulguthra can sense when a creature
grasped is weakened or disabled, and will try to push such prey into
reach of its suckerlike mouth. Due to the creature’s favoured
habitat (proximity to dung and carrion) and its digestive system
(waste is spat back out of its mouth), anyone bitten will suffer
1d4+1+strength adjustment damage and 90% likelihood of contracting
typhus. Otyughs' bite attacks gain a +2 bonus to the attack roll when
biting grappled opponents.
Both types of gulguthra are
disease-ridden and they are immune or at least highly resistant to
these diseases. DM option: other diseases, however, like mummy rot
are normally contracted, and have normal effect.
Otyughs and neo-otyughs
live in ruins and dungeons, but can also be found in offal/dung heaps
or middens (castle dung dump spots). They are mostly solitary, but
may exist in symbiosis with another (often more dangerous or
energetic) creature, such as a doppelganger, ettin, will-o-wisp, or
even a beholder. They make deals with other dungeon denizens,
agreeing not to attack them in exchange for their dung and body
wastes, which they then devour. Such creatures serve to guard
treasure, which they always conceal at the very bottom of their offal
pile, hidden from view beneath the otyugh itself. Encountering an
otyugh is bad enough - but if you do so, be sure to look around for
another even more fearsome foe!!
Every gulguthra is bisexual
(hermaphrodite). Most gulguthra live alone, however, during mating
season once every seven winters, they produce a jellylike “eggmas”
and travel underground (in a slow and patient manner) by instinct and
memory until they reach others of their kind. Then they regurgitate
the jelly-like “eggmas” from a secondary stomach and
wanders off. In some manner, not yet understood, another gulguthra
can fertilise any “eggmas” (except its own) by taking it
briefly in its mouth, or perhaps exposing it to some (as yet) unknown
internal organ, and expelling it again. An “eggmas” that
is fertilised, if left undisrupted, will develop in one week’s
time into a miniature version of the parent that produced the
“eggmas”. Otyugh and neo-otyugh can’t breed
interspecies, so “eggmas” will always spawn its parents
race. This newborn creature is driven by an instinctual urge to find
warmth and food, and will wander off to seek its own fortune,
returning to its birthplace several years later. They often follow
the offal tracks of one of their parents in the beginning, but soon
track off in another direction (often after they have found enough
food - then they seem to forget their parents). The legend is that
they mate in mass gatherings with others of their kind, who have made
the same journey, in giant bone pits under the earth where the
remains of thousands of ancient creatures lie. This false rumour was
undoubtedly created after a misinterpretation of several otyugh
attracted to such a pit, feasting on it and then moving away.
Otyughs
and neo-otyughs live underground in heaps of offal and refuse. They
hate bright sunlight, preferring the comfortable darkness of
dungeons. They mate each year for one month, with one offspring
produced. It takes the newborn four months to mature (immature
gulguthra have 3-5 HD, damage 1-6 / 1-6 / 1-2, and a Strength of 16
is required to break free of their grasp). Otyughs are so disgusting
that no alchemist or wizard would want to touch their components, so
the corpses of the gulguthra have no known use or value. The
statistics for Neo-otyugh young are equal to the normal otyugh and
the young together. They gain 1 HD each month, until adulthood.They
can live up to 24 years, often dying just after their 4th
mating period.
Otyugh have Low senses (see table under Crowrse).
[Table:
Crowse]
Crowrse |
|
Type |
Created Normal Animal |
Climate/Terrain |
Any Grass, Hills, Forest |
Frequency |
Uncommon |
Organization |
Pride |
Activity Cycle |
Day, Dawn, Dusk |
Diet |
Carnivore |
AL |
N |
NA |
1d4(3d8) |
Size |
Females; L; 8'-12' long, 5'-6' tall |
|
Malse; L; 12'-15' long, 6'-8' tall |
ST |
Male 16+1d3 Female 13+1d4 |
IN/WI |
1d3+1 |
DX |
12+1d6 |
CO/CH |
12+1d6 |
Languages |
0 |
Spellcaster Limits; |
0 |
AC |
4 (males 3 front vs non-piercing) |
AV |
0(male front 1 vs non-piercing) |
HD |
7 |
HP |
7d8 |
MV |
120'(40') |
Run 6 r |
150'(50') |
THAC0 |
13 |
Attacks |
2 Claws |
Damage |
1d4+2 each |
Attacks |
1 Beak |
Damage |
2d8 |
Special Attacks; |
2 Rear claws |
|
1d6+1 each |
Special Defenses; |
Surprise only 1 on 8 |
Immune to; |
0 |
Extra Vulnerable to; |
Piercing (no AV) |
MR; |
0 |
Save as; |
F6 |
ML |
9, alone 8 |
XP |
175 |
TT |
U |
Body Weight |
650LBS(males+250) |
One of the most typical herd animals of the western herd are the crowrse; a crossbreed (magically created in the era of Blackmoor) between a crow and a griffon. The crowrse are large predators living in wilderness areas and are only found on the continent of Brun. Male crowrse are distinguished by their larger size and a distinctive mane of hairs and feathers around their neck and chest; females do not. A crowrse is mainly a griffon-like lion (without wings) with a large crow head and beak. They have strong claws in front which are about a foot wide. Males tend to be 6-8’ tall, and 12-15’ long; females are 5-6’ and 8-12’ long. Their colours are mostly black or dark brown, but blueish black and white also exist, and are the most beautiful.28 In total, about 2500 of these creatures accompany the Western Great Herd. They are carnivorous and do not refrain from attacking strayed animals or scavenge the fallen animals.
Both male and female
lions are fierce fighters. Crowrse hunt in prides. They are cautious,
normally only attacking their natural prey, herd beasts. They will
avoid fights with humans and demihumans unless forced by extreme
hunger or when trapped with no escape route. Despite their shyness,
they are very inquisitive and may follow a party out of curiosity.
They will always chase a fleeing prey, if they determine it is within
their reach with the lowest risk of sustaining danger. They generally
avoid combat except when hunting for food or in self- defense. Since
their senses are so keen, crowrse can only be surprised on a 1 on
1d20.
Crowrse have mainly griffon statistics, but cannot fly as
they have no wings, not even vestigial ones. Even if magically given
wings, they will never desire to fly or even climb. Their walking
speed is that of a mule, but they can leap as far as 30 (+1/St
adjustment) feet and make a Leaping/Dropping attack..
Males have
an AV of 1 to non-piercing weapons and an AC of 3 in their
forequarters (due the heavy mane) and AC4 elsewhere, while females
are Armor Class 4 in all areas. If a crowrse hits with both forepaws,
it can rake with its rear claws doing 2-7 points damage each. All
crowrse have a Move Silent of 75%, a Hiding of 50%, a Hear Noise
bonus of 35%, and Infravision of 90’, and Darkvision. Their
senses are High.
[Table: Crowse Abilities]
Special Abilities |
Senses |
|
|
|
|
High |
Medium |
Low Senses |
None(as Human) |
Detect Predator/Nemesis |
83% |
66% |
0% |
0% |
Detect Invisible & Ethereal Beings: |
Int +8 |
Int +4 |
Int +2 |
not |
Tracking: |
Wis +8 |
Wis +6 |
Wis+4 |
Only with skill |
Odor Scenting; Race: |
Success |
Int. at +4 |
Int. at +2 |
not |
Odor Scenting; Individual; |
Int. |
Int –2 |
Int –4 |
not |
Detect Noise: |
35% +2%/Lvl |
30% +1%/Lvl |
25%, no bonus |
7%+/-Dex adjust |
Weakness, Penalty vs. Saves odor-, or sound-based attacks (a stinking cloud, a banshee’s wail, etc). |
|
|
|
|
|
-2 |
-1 |
No weakness |
none |
Biting bonus: Many animals have a claw/ claw/bite attack routine. Roll the claw attacks first. If both are successful, the bite attack gains a +2 to hit with its other attack forms. In real life, claw attacks serve to give a secure grip for the bite.
Leaping/Dropping: Many predators attack their prey from ambush, closing the distance by dropping on the prey from above or leaping. The impact of a heavy animal on an upright animal or human frame is great. If the animal hits with both claws or makes a critical hit, the victim is knocked prone and must save vs. paralyzation or be stunned for 1d3 rounds.
Strangling: Many predatory mammals do not kill by mauling their prey to death. Instead, they instinctively try to get a choking hold on the victim’s neck, shutting down the air, blood, and nerve pathways. In game terms, a critical hit29 on a bite attack means that the animal has gotten a chokehold on the victim’s neck, inflicting automatic maximum bite damage each round the chokehold is maintained. This tactic can’t be used against characters with full helms, plate mail, plate armor; or similar protections, as the neck is too well protected.
Crowrse generally live in
temperate climates and thrive in savannah and brush lands near hills.
Crowrse prefer temperate climates, thriving along forest edges,
grasslands and swamps. They live and hunt in prides, and are
extremely territorial. A pride usually consists of 1-3 males and 1-10
females. Crowrse frequently kill animals the size of bison, buffallo,
or even mastodont. Crowrse will cooperate when hunting, driving their
prey into an ambush. They have been known to attack domestic
livestock, and do attack humanoids, but will almost never attack
men.
Crowrse never go deeply into caves and usually remember a
quick escape route to the outdoors, but they may nest in overhanging
caves or old excavations. Being oviparous, they nest in the south
until their eggs hatch. They nest for 2 weeks, hatch 2+1d3 eggs each
year, and live approximately 40 years. There is a 25% chance that any
crowrse's lair (often an area in or under a tree) will contain 1d10
cubs which are 30%-60% grown. Cubs are unable to fight, and are grown
to adult size in 3 years. Crowrse will fiercely defend their lairs
(+2 to morale) or young (+4 to morale) against intruders.
Crowrse
are loyal to their mates and offspring for life, and have a sense of
extended family feeling . They have a clear self image (recognize
their mirror reflection as being themselves), and know grief about
lost ones, as humans do (and crows, raven, magpie in the real world
too).
Although they do not
collect treasure for its own sake, their lairs may contain money,
gems, jewelry and even small magical items carried into the lairs
with the bodies of their humanoid victims. Crowrse are poor climbers
and dislike swimming. Crowrse flourish only when the supply of game
is adequate.
Their size and strength have made them a favorite
target of human hunters. These creatures are favoured by the
humanoids for meat and other parts of their bodies, and lose 25% of
their number yearly to humanoid hunters. Their intelligence is better
than that of a common dog, but they are very stubborn. The only thing
they can be trained to do, if domesticated by humanoids, is pulling
carts and wagons. Humanoid merchants of Central Brun rarely use any
other draft animal than a crowrse.
The name crowrse is actually a
humanoid name, and seems to be a mixture of “crow” and
“horse”, but in fact means “crying worse’,
after the lament these animals do when losing a mate.
Main
Predator: Dragon. Main Prey: Animal Herd
Rules Cyclopedia, Dragon Magazines 92+132, AD&D2 Monster Manual, TSR2501 AD&D 2ed Mystara Monstrous Compendium, TSR91273 AC9 D&D Creature Catalog, TSR9438 DMR2 D&D Creature Catalog, TSR9069 X5 Temple of Death, TSR9154 CM5 D&D Mystery of the Snow Pearls, Wikipedia
|
[Image:
Bison herd]
|
|
|
[Image:
Great Trek
Map] |
|
|
[Image:
Barbarian] |
|
|
[Image:
Qauriks] |
|
|
[Image:
Fallen Stalwart]
|
|
|
[Image: Commoners] |
|
|
[Image: Native] |
|
|
[Image:
Yeti or Sasquatch] |
|
|
[Image:
Rockman depiction] https://drive.google.com/file/d/0B9ThpIUzMhtLRG1nVE40aW9rRDQ/view?usp=sharing |
|
|
[Image:
Wereraven] |
|
|
[Image: Living
area of Wereraven] |
|
|
[Image:
Aurumvorax] |
|
1Quarik and Firelords are expanded from AC9 Creature Catalogue.
2Afridhi appeared as opponents of the rising Kingdom of Blackmoor in the DA series of adventures, set in the past of Mystara, see also here: https://en.wikipedia.org/wiki/DA_module_series
3For More on Piety see http://breathofmystara.blogspot.nl/2013/03/piety-character-piety-is-measured-by.html
4Stalwarts are expanded from AC9 Creature Catalogue.
5Thus never more than 1% of level 12, 2% of level 11, 3% of level 10, 4% of level 9, 5% of level 8, 6% of level 7, 7% of level 6, 8% of level 5, 9% of level 4, 15% of level 3, 15% of level 2. Any remaining commoners are of 1st level. A population with, for example, level 4 highest will have up to 9% of level 4, up to 15% of level 3 and of level 2, and the remainder are 1st level.
7The Yeti is adjusted to BECMI D&D and expanded from Rules Cyclopedia with the help of some AD&D2ed sources.
8Sasquatch is used both for the Single and Plural form.
9Ettin are adjusted to BECMI D&D and expanded from AD&D2 sources and Dragon 92 Ecology of Ettin. See also here: https://en.wikipedia.org/wiki/Ettin_(Dungeons_%26_Dragons).
10This section detailing the Geonid uses material from TSR2501 AD&D2 Mystara Monstrous Compendium, AC9-TSR91273 D&D Creature Catalog, and DMR2 TSR9438 D&D Creature Catalog and X5 TSR9069 Temple of Death. This section details information different from these sources in adding more abilities and enabling it to be a Player Character race.
11as the Secret Craft of Earth Elementalism of Glantri.
12See GAZ3: The Principalities of Glantri page 72 or Glantri - Kingdom of Magic page 110-112
13Ripening out for a geonid child is similar to a chestnut, not only does it grow from a tiny spawn, its outer shell also hardens while it grows.
14A standard day ration is all the food a human, humanoid or demihuman needs to function daily.
16The Galeb Duhr appears in the AD&D2ed TSR2103 Monstrous Compendium Volume 2. This section differs from these sources by providing additional abilities and enabling it to be a NPC race. Use these sources for more information.
17SFP =Seismic Force Points. This is the effect the spell will have on the cellular structure of the Megalith. On itself not really important, but on long terms these can and will affect the region. More see Dragon 265 Earthshakers page 34-41 by Jennifer Tittle Stack.
18Truman’s Pass is one of the passes through the western mountain chain connecting the western coast with central Brun. I placed it along the route between Anzhero and Kharkav using Sturms map of Brun http://www.pandius.com/Brun_updated.png
19This section detailing the Rockmen uses material from TSR2501 AD&D2 Mystara Monstrous Compendium, AC9-TSR91273 D&D Creature Catalog, and DMR2 TSR9438 D&D Creature Catalog. This section differs from these sources by providing additional abilities and enabling it to be a Player Character race. It might be interesting to know that the creation for rockmen were probably based on the rockmen of the Flash Gordon series; http://flashgordon.wikia.com/wiki/Rock_Men, http://flashgordon.wikia.com/wiki/Flash_Gordon_Conquers_the_Universe from 1940.
20see
for Broken Bones and effects
here
http://breathofmystara.blogspot.nl/2013/09/wounds-and-injuries-this-document-is.htm
l
21Natoka’s
Grave is unlike everybody thinks; it is actually a depression of a
former lake, where the actual Natoka’s Grave is only a section
of. The region is normally called Red Orcland. For more on this see
here
http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023
.
22Wereraven are adjusted to BECMI D&D and expanded from AD&D2 sources (http://www.lomion.de/cmm/lycawerv.php) .Use these sources for more information.
23This section detailing the Gyerians uses material from TSR2501 AD&D2 Mystara Monstrous Compendium, AC9 TSR91273 D&D Creature Catalog, DMR2 TSR9438 D&D Creature Catalog and CM5 TSR9154 D&D Mystery of the Snow Pearls. This section differs from these sources by providing additional abilities and enabling it to be a Player Character race.
24The difference between a Summon Elemental and Conjure Elemental lies in the fact that a Conjure Elemental opens a tiny gate through which the essence of an elemental is sucked into the Prime Plane destroying its original shape, but enabling it to recreate a new shape if sufficient elemental matter of its sort is on location; a Summon Elemental opens a larger gate from the Elemental Plane, and requests an Elemental to help (often by calling its name while the gate will appear next to it). The Elemental will keep its own shape, and thus may be larger (more HD) the next time summoned. Summon Elemental is thus friendly with respect to the creature (lawful so to say), Conjure Elemental is egoistic without respect (Chaotic so to say). A Summoned Elemental can’t be affected by a Dispel Magic/Evil, a Conjured one will be forcibly repelled into its own Plane where it acquires a new body according the matrix of the Conjure spell, which may be lower than it originally had before being conjured...this is the reason they become angry if not controlled.
25The Urd is are adjusted to BECMI D&D and expanded from AD&D2 source. Use these sources for more information.
26The Aurumvorax and Spotted Aurumvorax are adjusted to BECMI D&D and expanded from Ecology of the Aurumvorax in Dragon Magazine 132,and AD&D 2ed sources. Use these sources for more information.
27Ottyughs and Neo-Otyugh are adjusted to BECMI D&D and expanded from AD&D 2ed sources. Use these sources for more information.
28Miniatures
of Warhammer seem the best source for a picture of these creatures,
but the colors will be mostly black,
see for
example:
https://pre13.deviantart.net/eb02/th/pre/f/2017/041/8/3/lord_aquilor_by_cynic_pavel-dayixol.jpg
or
https://www.games-workshop.com/en-US/Stormcast-Eternals-Vanguard-Palladors-2017
29A critical hit according the Armor Value rules (presented in TSR1037 Dawn of the Emperors Boxed Set) are 18 (maximum rolled damage reduced by AV), 19, (maximum rolled damage not reduced by AV), 20 (double rolled maximum not reduced by AV). Adjustments of Strength magic are added to these results.