Friday, September 18, 2015

Southland: Devil’s Marbles

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Devil’s Marbles (Ancient-Karlu Karlu)



Seven Sisters Myth: Just after the Sisters had fled their city, Circumsphere, it suddenly disappeared.  Hoping that they might one day return to it, they carved and arranged a pile of boulders with precise directions to its former location.  Upon the stones, they set a mighty guardian.

Kobolds the runts of the Humanoid litter.  One must question their creation as they are in no way imposing, nor capable fighters.  They are simply pernicious and cruel and breed like rats.  They can replicate once a week if well fed and mature in the same time.  Most Kobolds are captured slaves of other Humanoid clans where their population is kept carefully under control (usually by the consumption of any excess numbers). 

There is only one free Kobold warren in the Southland, the Karlu Karlu Gangs.  It is not the badlands landscape of the Devil’s Marbles that protects them or their large underground warren, but rather the friendship of a large Red Dragon, Abraxus.  No Humanoid clan is foolish enough to tangle with this creature just to nab a few more miserable Kobolds.  There’s nothing else amongst this odd pile of rocks to interest anyone.  Almost nothing.

While the Seven Sisters are considered nothing but a myth, and in this case a collection tales brought together with an invented framing device, Karlu Karlu is hard to explain away.  The “marbles,” the rocks, here have clearly been magically worked on and are inscribed with magical Ancient glyphs, just like the story.  And just like the story, the guardian of the rocks, Abraxus, is simply not allowing any in depth scholarship of the writing. 

Complicating matters, the Devil’s Marbles area has been declared quarantined by the Commonwealth government.  They say there’s some sort of plague there associated with the Kobolds or Dragon, but few believe it.  They do believe that the Dragon and his little helpers are dangerous.  What little knowledge has been recovered by human trespassers has been jealously kept a secret as well.  There are at least 50 inscribed rocks.  Their message might be concise, physical directions, a riddle, or even a teleporting incantation.  Until all of the writings have been recovered and deciphered, no one knows.    

Kobold
HD 1 (d6), Hp 3, AC 12 (None)
Fort +2, Ref +2, Will -1
Melee: Javelin +1 to hit, 1d6 or Stone Dagger +1 to hit, 1d4 (used in Swarm) or Claws +1 to hit, 1d3
Swarm: Up to 8 Kobolds may attack a single man-sized person.  Roll +5 to hit for the whole mob, roll once for damage then multiply by 4.
Ranged: Sling +3 to hit 1d3, S
Stealth +3

Small, primitive creatures, but there are a lot them.  They live off of hunting herd animals, preferring the domesticated animals around Alice Springs, but they will go after some of the wild natural animals.  They hunt constantly around the Devil’s Marbles region, needing to eat constantly to maintain their high replication and to get tribute for their protector dragon.
  
Their cackling laughter and giggling and crying can be clearly heard around the rocks, though they are seldom seen.  The Kobolds live underground in elaborate warrens.  (These don’t seem to be of their making either, since they’re man-sized.  They might have been part of a military bunker or a prison complex.)  There are a multitude of rat holes with hidden entrances in the area that they can dart down to hide to reach them.  Once inside, there are many set traps to discourage intruders.  Swarm attacks and ambushes are also readied.  Of course, one of them could always go get the dragon for help.   

There are several “gangs” of them.  They constantly mock fight one another, but never to any harm.  Mostly they compete to see who gain the dragon’s favor by bringing the best tribute food.  Kobolds will seldom engage in a standup fight with any competent-looking foe.  They will usually run and then seek to ambush or encircle persistent foes (or get the dragon).    

(Captive Kobolds will only have claws for weapons and are vicious animals from harsh slave labor and being used for food.)

Kobold Gang Leader
HD 3 (d6), Hp 9, AC 14 (Leather)
Fort +3, Ref +3, Will +1
Melee: Bone Sword +4 to hit 1d6+1
Ranged: Javelin +5 to hit 1d6
Stealth +5

The biggest and strongest of the Kobolds “put on the skins” (leather armor) and naturally take command.  Unfortunately, they are only slightly braver.

Kobold Warlord
HD 5 (d6), Hp 20, AC 15 (Leather), Enhanced Init +3
Fort +5, Ref +4, Will +2
Melee: +1 Magic Long Sword “Victory” +8 to hit 1d8+3

Occasionally, a “mighty” warrior comes about amongst the Kobolds.  He can unite the gangs temporarily for a major raid.  This individual is given the title of “Warlord” and given an Ancient magical sword as an ensign of power.  Warlords often die quickly, being far too brave.  Kobolds will go to any lengths to recover his sword if he dies in combat (there are individuals assigned exclusively to the task).     

Kobold Fire-Breather  
HD 1 (d6), Hp 4, AC 14 (Leather)
Fort +3, Ref +2, Will +1
Melee: Dagger +1 melee (1d4) / Short Sword +2 melee (1d6)
Ranged: Fireball 7 damage + 1d6 continuing damage until extinguished, 10-ft. radius. (Ref Sv ½ damage), other combustibles in the area are likely ignited as well, M range.  May breathe fire every other rd, up to 3 X in an encounter.

This is a nasty little mutant version of the standard Kobold.  Their proximity to a red dragon might somehow be influencing this development.  The Fire-Breathers are fairly rare, but every gang has at least one.  Usually, they’re reserved for warren defense and major raids.  

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