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.
● 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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