Wednesday, December 28, 2016

The Maurians (Part I)

POLITICAL STRUCTURE
In the land of Mauriatown, the Leader and his servants rule supreme. Yes, the humans there are safe from most invading orcs and goblins, rampaging monsters, and supernatural threats, but they must also obey the Leader and belong to one of the Maurian castes. And it is only humans that are welcome: all others must serve as slaves or become banished, though the Leader has been known to make exceptions for specific individuals, those who might better assist Mauriatown, from time to time.

Whatever the case, the Maurian ‘M’ device is displayed prominently throughout Mauriatown, whether on hat, helm, armband, or flag.
The Leader: The Leader himself is a mysterious figure, always keeping his face obscured by some hood, cowl, or other mask. His dictatorial rule is followed without question or at least, without obvious defiance by his subordinates. Depending on the Leader’s mood and which caste he wishes to support at the time, he has matching uniforms in various colors: black, blue, grey, and even red and violet for some reason, though his main color of choice is that of white.

Some might whisper that the Leader is then prone to impersonation, since so few actually have seen his face, but his very direct and charismatic demeanor certainly marks him apart from all others, as well as his very eccentric accent and apparent magical abilities.

What is more, the Leader is sometimes surrounded by a cabal of Maurian Wizards who remain silent and yet are dressed in a similar manner to him, albeit with far less medals and marks of rank. He also has certain unique advisors, as well as the four castes below him, and his personal unit of crack Black Hat personal guards.


Black Hats
The elite caste of Mauriatown, the Black Hats serve as leaders of their society, beneath the Leader himself, of course. As such, they dress in black uniforms with tall, black boots. Officers wear tall peaked, black caps and soldiers wear simple, black caps or helms. Both are armed with crossbows and swords, though officers wield crossbow pistols and long swords, while soldiers use repeating crossbows and short swords. Neither wear any armor, but due to their superior intelligence and athletic ability (for which members of the caste are selected), they are skilled enough at dodging attacks.


Blueshirts
Intermediate, Blueshirts are the main warrior caste in Mauriatown, though of course, all castes are expected to fight. Blueshirts dress in blue uniforms, naturally enough.  Officers wear peaked, blue caps and tall, black boots and soldiers wear simple black helms and balaclavas. Unlike the other castes though, they bear light armor and shields, since they are selected for physical strength and endurance. Still, they do wield crossbows (pistols for officers; repeating for soldiers) and short swords like the less numerous and more skilled black hat soldiers.


Greyshirts
The worker and farmer caste, Greyshirts run most of the day-to-day tasks of Maurian society. Though they have very few officers, the vast majority wear their grey uniforms whether tilling a field, crafting a house, or lining up for battle.. Whatever the case, when called to fight, they wield cudgels and light crossbows and are used  en masse, since the only requirement for being a Greyshirt is being fully human and swearing allegiance to the Leader.


Gnomes & Other Slaves
Mauriatown is a place for humans only. When so many threats exist for humans in the Vale today, it isn’t surprising that so many are willing to give up some freedoms in order to gain a great deal of safety. What may be surprising is that non-human races would be willing to live in such a society. The vast majority of these unusual types are gnomes, since they are often unable to defend themselves against other threats, so they accept slavery amongst the humans in Mauriatown. Nevertheless, rumors of a Gnomish underground cannot be discounted.


Outcasts
Those humans who fail to follow the Leader, as well as those non-humans who fail to accept slavery, become outcasts from Mauriatown. Despite the (not completely untrue) propaganda of the Maurians being heartless murderers, they often (at least try) to banish offenders from their land before killing them. Of course, any who attempt to return are then executed in one of the very imaginative ways of Mauriatown (detailed next week).

Wednesday, December 21, 2016

Atavar Stats (Atavars Part III)

Atavars
Ruminant-headed folk, atavars are hostile to civilization and all who support it, often doing unto errant humans that which humans might do unto livestock! Those who pay proper respect to the wilderness and to the atavars themselves though might then just be ignored (a 50% chance), unless of course they are hungry or looking for some new (human) pets. Whatever the case, the use of soap, extra garb, and polite conversation is not recommended when venturing into atavar lands, unless that is, the travelers are looking for a fight!


ATAVAR VARIETIES

Atavar, Cervine
No. Enc.: 1d6
Alignment: Chaotic
Movement: 60’
Armor Class: 7
Hit Dice: 3
Attacks: 1
Damage: 2d4 (gore) or 1d8 (hunting spear) or 1d6 (bow)
Special: Charge attack for 2d4+1 damage, immune to Sleep and Confusion
Save: F3
Morale: 7

Usually found in the deep forests, these deer-headed folk enjoy turning the tables on those who would make way for civilized lands or other abuses of the woods. Many an unfortunate huntsman, trapper, or logger has found his head mounted upon the sylvan walls of a cervine atavar’s home. After dining on his carcass, it is said that the atavar might remark that the human was a bit ‘gamey’.


Atavar, Hircine
No. Enc.: 1d4
Alignment: Chaotic
Movement: 40’
Armor Class: 6
Hit Dice: 3+1
Attacks: 1
Damage: 1d4+1 (gore) or 1d6+1 (shearing sword)
Special: Charge attack for 2d4+2 damage, immune to Charm and Confusion
Save: F3
Morale: 9

These goat-headed people are fond of hills and mountainous areas, but not very fond of those who lack barbarity. As a result, hircine atavars will likely attack any civilized-seeming intruders in order to subdue, shear, or even challenge them to a head butting competition. Such an encounter will likely be fatal, and most certainly, gruff.


Atavar, Bovine
No. Enc.: 1d2
Alignment: Chaotic
Movement: 40’
Armor Class: 5
Hit Dice: 4
Attacks: 1
Damage: 1d6+1 (gore) or 1d8+2 (battle axe)
Special: Charge attack for 2d6+2 damage, immune to Sleep and Charm
Save: F4
Morale: 10

Often found in deserted fields, these cattle-heads may appear similar to minotaurs (to which they are related), but they are man-sized and are more concerned with violating civilization than with roaming labyrinths.  Those unfortunate enough to meet a bovine atavar and then act in any way that borders on high society will face goring and the terrible experience of being cut into steaks or even milked! In any case, such victims are asked to not ‘have a cow’, whether they survive the ordeal or not.



ATAVAR TYPES
Additionally, atavars come in three main body types, further sub-dividing the cervine, hircine, and bovine varieties:

Arcadian: head, legs, and lower torso are animalistic; upper torso, arms, and hands look human. These are the default type of atavars encountered.

Antediluvian: animalistic and quite furry all over: essentially a very feral animal that walks upright with longer hind legs and humanoid hands. Grant them +3 extra hit points per HD, as well as the ability to make an extra a bite or claw attack for 1d4 damage each round, but also take away their ability to use weapons and act in anything resembling a polite manner.

Minoan: only the head is that of an animal- the rest of the atavar’s body appears human. Unlike other types, Minoan atavars are quite intelligent and even refined in their own manner, but not as strong or as tough. Reduce their HD by 1, but also give them the ability to speak Common, as well as act as a 1d6 level cleric, shaman2, or druid2 of one of the following divinities (roll1d6):

1. Dionysus1     2. Pan1
3. Poseidon1    4. Cernunnos 2
5. Balor2          6. Baphomet3

1See Divinities and Cults: Volume I for further details
2See Divinities and Cults: Volume II
3To be detailed at a later date

Wednesday, December 14, 2016

Atavars Throughout the Vale (Atavars Part II)


GORE
Found north and west of Middlechest, the rugged lands of Gore hold many atavars and even some human savages amongst them. Those there are known for their wilderness ways and bouts of ceremonial violence. Quite simply, it is the atavars who are in charge, and any others who resist their claim to the land are attacked- others are left alone, though they most likely are relegated to a very primeval and unclad existence. Whatever the case, it is fittingly a place of much ‘goring’, as well as much ‘gore’.

Gorian atavars are more likely to be Arcadian in type (roll 1d20: 1-14: Arcadian, 15-19: Antediluvian, 20: Minoan.

Gore encounters (roll 1d10)
1. 1d6 Wild Animals (50% chance of being dangerous)
2. 1d12 Human Folk (25% chance of being good at singing; 75% chance of being savage or hippie-types; 95% chance of being unclad)
3. Roaming Atavars: 1d6-1 Deer-heads, 1d4-1 Goat-heads, 1d2-1 Bull-heads (50% chance of each being aggressive)
4. Atavar Hunting Party: 2d6 Deer-heads, 2d4 Goat-heads, 1d4 Bull-heads (75% chance of being aggressive, otherwise they are really aggressive!), plus a 25% chance of also having  1d2 minotaur or 1d4 satyr allies.
5. 1d2 Minotaurs (100% chance of being aggressive)
6. 1d4 Satyrs (50% chance of being intoxicated; 100% chance if being lecherous)
7. 1d3 Nature spirits, dryads, or nature fey
8. Natural event (roll 1d6): [1] weather change, [2] terrain change, [3] noticeable tree, rock or hill, [4] pitfall, [5] bug swarm or coldness (depending on season), [6] poison ivy or brambles
9. 1d2 Great beasts (75% chance of simply being giant versions, otherwise are mutants/monsters)
10. Other (roll on a general mountain, field, or forest table)


PENTAGRAM TANNERY
Located north and west of Strass Hill, Pentagram Tannery is a cursed place, at least for humankind. Whether by some demonic influence or simply because of the way the atavars there evolved, they tolerate no humans running free. Any who are not immediately attacked and butchered are instead sent to live as chattel for the atavars. There they live out what little remains of their lives as either beasts of burden, foodstock, or even pets!

Pentagram atavars are more likely to be Antediluvian or Minoan in type (roll 1d20: 1-4: Arcadian, 5-12: Antediluvian,13-20: Minoan.

Gore encounters (roll 1d10)
1. 1d6 Wild Animals (25% chance of being dangerous)
2. 1d6 Folk (75% chance of trying to pass through Pentagram Quickly, otherwise here to fight the atavars)
3.  Atavar Ranchers: 1d2-1 Deer-heads, 1d4-1 Goat-heads, 1d6-1 Bull-heads herding 2d6 human ‘livestock’
4. Atavar Raiding Party: 1d6 Deer-heads, 2d4 Goat-heads, 2d4 Bull-heads looking for human livestock and pets, plus 50% chance of also having  1d4 centaur allies or 2d6 pack humans (see below)
5. 1d4 Centaurs
6. 2d6 pack humans used for (roll 1d3); [1] hunting, [2] carrying, [3] or being pets, with 1d3 Atavars of random types watching over them
7. 1d3 Nature spirits or Demonic spirits
8. Other event (roll 1d6): [1] weather change, [2] terrain change, [3] noticeable tree, hill, or field, [4] pitfall, [5] bug swarm or coldness (depending on season), [6] human mass grave
9. 1d2 Great beasts (50% chance of simply being giant versions, otherwise are mutants/monsters)
10. Other (roll on a general mountain, field, or forest table)

Wednesday, December 7, 2016

Atavars (Part I)

Not to be confused with avatars (the physical emanations of Gods), atavars are humans with the heads of animals, often ruminants. Though the varieties and types of atavars may have different tendencies in their behavior, all are hostile to civilization and its effects on animals, even taking it upon themselves to treat humans like pets and livestock. A hunting party might be very surprised to find a barking woman on a leash, or even a man being put out to pasture by some animal-headed master... before he becomes its dinner steak!

Atavar Varieties
Most encountered in the Vale have either stag, ram, or bull heads, though other herbivores and even some carnivore heads have been reported. 

Stag or doe-headed atavars are usually found in the deep forests. They often enjoy turning the tables on those who overhunt or over- log, though those who respect the wilderness may just be ignored.

Ram or she-goat headed atavars are instead more often found in lonely hill or mountain areas. Unlike satyrs, those fey-like beings that lack full goat heads and enjoy frolic of all kinds, Ram atavars will likely attack any civilized-seeming intruders in order to subdue, shear, or even challenge them to a head butting competition.

The Bull or cow-headed ones are more often found in deserted fields. Though they may appear similar to Minotaurs (to which they are related), they remain man-sized and are less concerned with labyrinths.  Those unfortunate enough to meet them and appear or act in a civilized manner will face goring and even possibly the terrible experiencing of being milked.

Atavar Types

Atavars are further divided by how animalistic or human they appear.

Arcadian: though the head, legs, and lower torso are animalistic, the upper torso, arms, and hands will reveal bare human flesh. Arcadian atavars are the default type of atavars encountered.

Antediluvian: animalistic all over; essentially an animal that walks upright with longer hind legs and hands, rather than claws or hooves. Antediluvian atavars are stronger, tougher, and faster than their Arcadian cousins, but also less intelligent and are incapable of using tools or weapons.

Minoan: only the head is that of an animal: the rest of the atavar’s body appears human. Unlike Arcadians, Minoan atavars are quite intelligent and even refined, but not as strong or as tough.