Monday, October 26, 2015

Southland: Tasmania (Monster Island)

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


Tasmania (Monster Island)



Seven Sisters Myth: They never visited the island, so there are no tales of them here.

You have hand it to the Ancients.  With the vast amounts of magic power at their fingertips, they were willing to try anything to increase their might.  Hence, they created a “Jurassic Park” just offshore with the intention of breeding giant monsters to do their bidding.  Tasmania was conceived as a preserve for these resurrected dinosaurs.  They would be carefully bred, maintained, and trained there and eventually brought out as an army of massive assault beasts. 

When the Ancient Civil War occurred, park management declined.  While many animals were taken out to fight, many escaped into the jungle.  Eventually, no one was in charge and the dinosaurs ruled the land.  A small cadre of Ancient rangers stayed behind to care for their creations and could do so, since they had magical devices that could control them.  If they had any long-term plans or reasons for doing so, they never panned out.  At least, Tasmania was untouched by the Catastrophe, but those on the island were then unable to return to the continent.   

This small colony would intellectually devolve over the centuries (none of them were wizards on par with the Wizard-Kings).  When Hobart and the Crossbones pirates found them, they were a degenerate, inbred cult of typical native tribesmen, except for their ability to control dinosaurs.  Their “faith” was a veneration of the beasts and keeping their habitat safe.  These ranger descendants had used their ability to keep island safe from outside intrusion, but Hobart and his men were unusually determined. 

The pirates put the cult out of their misery and delusion, albeit not for humane reasons, but to acquire their power over the dinosaurs.  They also took over the cult’s hidden base and were able to expand it into a full town.  There were a couple of survivors who fled into the wilderness, along with a control device.  Their plans are unknown, but certainly they want revenge.

Ancient Ranger (Native)
+1 Str, Con, Dex
HD 3+1 (d8), Hp 15, AC 11 (None)
Fort +4, Ref +4, Will +1
Melee: Spear +4 to hit 1d8+1
Ranged: 2 attacks/rd Short Bow +4 to hit 1d6, M
Crackshot into melee, 1 Attack
Boomerang (for capture) +4 to hit, DC 12 Fort Sv or KO 1 rd, S, returns to thrower on a miss
(Characters wanting to learn how to use one will need to see it used in action and then practice it themselves.  They will require a DC 12 Ref Sv to avoid potentially being knocked out on the return.  After making 3 such Ref saves, they will no longer need to make that Save to use it.)
Track +6
Stealth +7
First Aid Skill
Dinosaur Control Headband Skill +6 vs 10 + Dinosaur’s Will Sv, can directly control the actions of any giant monster with concentration.  With three successful controls over three days, the animal is conditioned and will follow commands without direct control.

(Their skills are elevated due to their complete familiarity with their environment and constant training.  Outside of Tasmania, they’d be normal.)

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