THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
The Olgas (Ancient-Kata
Tjuta, also The Giants’ Playground)
Seven Sisters Myth: The Sisters sought the wisdom of
the earth for help in their escape. They
blessed the rocks here with life for their assistance.
Ancient records call this “The Place of Many Heads.” It is not immediately obvious to the casual
observer, but the 30 large red stones here are sentient. They radiate strong magic. They may be conduits to entities in the
Astral Plane or other distant places.
Perhaps they are giant memory stores for the Ancients. Perhaps they are large stone beings. They could be all of that and even more
exotic possibilities.
With the proper Calling ceremony, these rocks can be
awakened and consulted. (DC 12 or 18
Will Sv for the Calling character to awaken a Rock and have them acknowledge
them.) They understand any language and
seem to have knowledge on any given subject.
Whether they want to say anything worthwhile to the petitioner, is up to
them. These divinations are a whimsical
crap-shot, though if one rock is being obtuse, perhaps another will be more
useful. Regardless, they will always
speak the truth, of a sort. The main problem
isn’t the rocks’ personalities though.
This potentially valuable resource is not well visited. The Giant clan inhabiting this place were put
there as guardians by the Wizard-Kings.
These are completely unnatural creatures. Essentially they are giant golems, artificial
men. They require no substance and are
not flesh-eaters, but they are fiercely territorial about defending Kata
Tjuta. They do sleep, but are very light
sleepers, with excellent hearing, sight, and sense of smell. Thankfully, there are only a handful of them,
and they aren’t disciplined or smart in their patrols (though they will mass to
engage a dangerous threat and call for reinforcements). Their range seems to be limited to the only
the rocks area, likely needing the strong ambient magic there to animate.
The Humanoids generally give this place a wide berth, as
there is no native food supply there, and the Giants are dangerous, hard to
kill, and inedible. (It’s so frustrating
because there’s so much meat on them.)
However, it is another mystical spot for the Humanoids. Small, brave, stealthy groups will make trips
there to “talk to the rocks,” for insight.
Giant
HD 12+48, Hp 102, AC 20 (hide armor)
Fort +12, Ref +3, Will +4
Melee: Greatclub +16 to hit 2d8+10, Reach 10’
Grab: +15 to hit, DC 18 Str or Escape Artist or held
Ranged: Large Rock +8 to hit 2d6+7, L
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