THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
The Insect Kingdoms
The Ancients experimented with magically mutating various
insects as potential weapons. (They had
already altered other insects for useful, agricultural purposes.) The creatures proved hard to control, and
their military value was limited to a mere nuisance to the enemy. They were mostly exterminated. Unfortunately, three species got loose in the
wild and multiplied after the Catastrophe.
Fortunately, they are confined to certain specific areas, otherwise they
might be overrunning the continent.
These insects require a high concentration of radiant magic to breed and
cannot expand beyond that range.
Hiver’s Grove:
Seven Sisters Myth: Finding no succor in Pintupi, the
Sisters fell faint in the fields outside the city. A group of wasps took pity on them and
brought them food and water. Refreshed
and grateful, the girls made them masters of the land around the city.
The Hivers (Giant Wasps) were created by the people of
Pintupi. Vicious and territorial, they
kept the curious away from the site of the hidden city. The magic of the cloak, and later shield,
kept the mutation going. The Wizard-King
army that later laid siege to the city simply brushed them aside. The Hivers would regroup and multiply after
the Catastrophe, the area still saturated in ambient magic.
Many hives in the area are old and empty, but recently
abandoned ones may still have a giant wasp jelly substance inside. Humans and Humanoids both find this jelly to
be a delicacy with reputed enhancing properties (especially if enchanted). It is obviously expensive, being so dangerous
to gather.
Giant Wasp
HD 2, Hp 8, AC 14 (Natural)
Fort +6, Ref +2, Will +2
Melee: Sting +6 to hit 1d6 + Poison DC
12 Fort Sv or uncon 1 turn
May inject poison once per encounter
Flight ability
Vulnerable to smoke.
They will scatter when faced with fire and smoke, at least temporarily.
The Hivers patrol the area around the city and their hives
with military-like precision and aggression.
They will immediately swarm against any intruders. Distractions and fire with smoke are about
the only ways to throw them off. Hivers
make a distinctive droning noise in flight.
A swarm of them will make an almost unbearable drone.
Swarmer Lands:
Seven Sisters Myth: The Sisters reached a magic
portal held by a mad wizard. When they
asked him for passage to escape, he captured all of them, intending to have his
way with them. A tiny grasshopper saw
the girls’ plight and offered to help.
He returned with a multitude of his fellows. The wizard grabbed the prettiest sister and
fled through the portal. Grateful to the
grasshoppers for freeing them, the Sisters made them masters of the land around
the portal.
The Kalbarri region in western Southland could be decent
farmland. Unfortunately, the area is
routinely denuded of vegetation by swarms of Giant Locusts, nicknamed
“Swarmers.” There is always at least a
small population (only numbering in the hundreds) located around the KalbarriPortal. [Wait a minute. Doesn’t that entry include a different myth
for the same place? Yes, it does. That’s how myths are, multiple and
conflicting.] It is their breeding
ground. As soon as the vegetation begins
to recover in the surrounding area, the Swarmers multiply into the thousands
and begin to feed. A few will come as far
south as Perth and Kalgoorie, but
never in great numbers. Their lifecycle
is effectively chained to the Portal.
Giant Locust
HD 3, Hp 12, AC 18 (Natural)
Fort +6, Ref +3, Will +2
Melee: Bite +7 to hit 2d6
Jump +7 to hit, if two or more Locusts jump into an
opponent in the same rd, the opponent is knocked down. Swarmers can jump very high and far.
Ranged: Sticky Spit DC 12 Ref Sv or held in place, DC
18 Str or Escape Artist to get free.
Weakens after 1 turn to DC 12, dissolves after 2 turns. A Giant Locust may do this once per
encounter. Usually used on prone
opponents, it will then attempt to eat the hapless victim.
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