Monday, November 16, 2015

Southland: Southland Secrets 1

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


Southland Secrets 1

[If you’re some sneaky player in this setting, stop reading this!  I put this near the end of the posts to increase the drama.]

Let me give you a few things to think about.

The Humanoids were once human, the subjects of the Sphere Empire.  They were magically altered by the Wizard-Kings into the various savage races.  Kobolds are truly the most tragic byproduct of the Ancient Civil War.  Wars create an abundance of orphans.  In an evermore desperate need for troops, the Wizard-Kings would convert even lost children into inhuman soldiers.  All this knowledge is known to the Commonwealth leadership and a few scholars, but has been otherwise suppressed. 

The Humanoids were created by first draining the human subjects of their souls, then they were altered into their various forms.  This is why they survived the Catastrophe; they had no souls to drain.  It is their soulnessness that makes them savage monsters, not their physical characteristics.  (One reason why the Humanoids instinctively hate humans; they know that they are incomplete mockeries of humans and can’t stand to be reminded of it.)  Oh, all that soul-energy was then used by the Wizard-Kings to power their magic, which is why it was so powerful. 
 
Mount Conner was the “factory” for Humanoid production, Vegemite, and alchemical weapons.  The various Humanoid tribes there are fighting over their original “home.”  The Gelatinous Cubes, oozes, and such in the Deep Dark are magically mutated Vegemite, mutated by the Catastrophe and the various alchemical concoctions in the Deep Dark.  

● Humanoid leadership is much smarter and more coordinated than they appear.  There’s a Humanoid High Command of Elders that isn’t even a rumor amongst the humans.  This diverse council of creatures has not just human-level intelligence, but genius-level intelligence. 

The Elders are allowing the human settlements.  They want the population just big enough so that it can turned into a large, renewable slave labor/food resource.  Not to mention, the Elders think, with enough human sacrifices, they can replicate the “fallout” effect over the continent and ensure the Humanoid’s continued existence. 

They are very confident they can easily overrun the colonial defenses.  It was the Elders who orchestrated the massacre at the Cairns colony, and they actively took part in it.  They have ordered various Humanoid tribes to occupy and hold certain valuable land deposits to keep the humans from expanding too far into the interior. 

Where are they?  Remember all those Humanoid pilgrimages to Ayers Rock?  The Humanoids routinely travel to them for guidance, orders, and enlightenment.  The Elders’ lair is tucked deep into the Astral Plane.  Their portal is a hidden cave that only Humanoid Kings know about and how to open.   The Elders are descendants of Humanoids who moved into the Rock after the Catastrophe.  After finding a way inside, they received enlightenment from the Dreamtime entities and a place to live.  Worthy Humanoids have been brought in ever since to join them. 

Humanoid Elder
+4 to all stats
HD 10 (d8), Hp 60, AC 18 (Chain Mail), Enhanced Init +4
Fort +11, Ref +11, Will +11
Melee: Great Axe +14 to hit 1d12+4
Ranged: Spear +14 to hit 1d8 + Stun 1 rd

Spell Check +7, Save Against DC 15, up to 2 failed Spellchecks/encounter
(Equivalent to 5th level spell user)

1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Comprehend Languages: You understand all spoken and written languages. 5 turns.
Expeditious Retreat: Your speed increases by 30 ft. 5 turns.
Magic Missile: 11 impact damage + Knocked down. (Ref Sv all damage) Short range.

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 11 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Invisibility: Subject is invisible for 5 rds or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Dispel Magic: Cancels magical spells and effects. Roll a normal spellcheck to cast, then also compare that to DC 11 + ½ the original caster’s level.  Both must be successful to dispel the magic.  If the just the spellcheck is successful, it doesn't count as a spell failure (Caster Check)
Displacement: Successful attacks miss subject 50%. Encounter.
Fireball: 13 fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 5 turns. Disrupted by any hit
Hold Person: Paralyzes one humanoid for 5 rds. (Will Sv)
Lightning Bolt: 13 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.
Suggestion: Compels non-hostile subject to follow stated course of action. 5 turns. (Will Sv)
Summon Monster III: Calls 3HD extraplanar creature to fight for you.  Encounter. Forbidden spell. Ceremony Spell.   
HD 3, Hp 24, AC 13 (Natural)
Fort +3, Ref +1, Will +1
Melee: Claw +3 to hit 1d6+3


[You thought this “Secrets” thing was just going to be a bunch of fluff, didn’t you?]

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