Tuesday, November 3, 2015

Southland: Prince Maxter Tallus, Governor of Cross

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


Prince Maxter Tallus, Governor of Cross
(Maxter’s fighting days are long over.  Even before the wound that left him with a pronounced limp, he was never much of a fighter.  Maxter even jokes about it.  His main skills are his charming, foppish personality and his quick mind to exploit possible opportunities.  In other words, he’s not an NPC, he’s a plot device.  He shouldn’t be put in situations where character stats will necessary.  Maxter is a Half-Elf, if you’re using Demi-humans in this setting.)

On the one hand, Maxter certainly acts like he’s Emperor Leon’s older half-brother (he seldom name-drops that fact since everyone knows it), with his courtly manners, intrigues, and extravagant lifestyle.  On the other, what’s he doing here at the near literal ends of the earth?  One day, he’s in the Emperor’s court in the Capital in Krail.  The next, he’s installed in the Far Easter Isles as governor.  After the turning the post over to his brother’s exiled lover, Maysa DesCaster (at the strong suggestion of the Empress), Maxter ends up in the Outback of the Southland, in charge of a nothing town of no consequence that’s not even on most maps.

He frequently claims to be in exile himself.  It’s possible.  Maxter at times mentions an arranged wedding to a gross countess that he’s fleeing from.  Still, for all his affectations, he’s always constantly running various covert schemes, some seemingly trivial, others of obvious international importance.  Maxter’s activities would seem to indicate that he has a much greater standing and reach than his actual posting.  Explorations, covert military actions, surveillance of foreign nationals, the social embarrassment of several prominent members of the colony, and other matters have been linked (often via several chains) to Maxter.  And who has the stones to go after the Emperor’s brother after he’s been implicated?

While his title is governor, he certainly acts the part of a mayor.  Maxter is constantly touring around his little domain, shaking hands, kissing babies, and listening to the tribulations of his people (and even responding and taking positive action.)  No aloof ruler, he knows everyone and everything going in town.  Maxter has made sure that virtually everyone in Cross either loves him or owes him. 

At least Maxter’s motives are fairly transparent.  He is loyal to the Commonwealth, its citizens, and his brother (though not above a few amusing stories about him when sufficiently inebriated).  Any scheme he’s working is never for his direct or sole benefit.  Maxter is already rich and could have been powerful, if he really wanted it.  Is he in exile?  A dilettante over-reaching in matters beyond his purview?  A trusted agent of the Emperor, carrying out his most sensitive tasks?  Something else?  Hmmm.


Monday, November 2, 2015

Southland: Cross Features

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


Cross Features
● Holidays in Cross: Callane’s Day (Spring-Patriotic holiday, Callane was a hero of the Commonwealth War). Harvest Day (Fall-there is no harvest in Cross, it’s just a Commonwealth tradition). Commonwealth Day (Summer-Patriotic holiday, celebrating the foundation of the Commonwealth). Haraman’s Day (Winter-all denominations religious celebration). The Grand Ball (Winter-New event started by Maxter). The Coney Hunt (Spring-don’t ask, let’s just say that it’s a quaint rural tradition that involves a rabbit hunt, that has nothing to do with rabbit hunting).  Note that there are no Follower holidays.

● Cross’ town features: The smell (the sheep). The yearly convict roadwork gang (a colorful group).  The Tower’s bell rings at sunrise, mid-day and sunset, and rings vigorously for emergencies.  There’s mutton and lots of it, cheap.  Everything else is expensive since there aren’t any crop fields or other types of livestock near town. 

● Maxter’s civic improvements (using mostly his own money): Public bath (with hot water).  Free clinic (in conjunction with the temple).  Work program for the refugees.  Working on a school to encourage families to settle.  Also working on the deplorable Dump/Cemetery (it’s a big job). Paved the Great Road (in town), North, and Roman’s streets. 

● Trade: This is highly dependant upon where you place the town.  If you’ve put it near a valuable natural resource, then it is brought into town as a collection point by various prospectors, and sold to brokers, who then likely ship it back to the Commonwealth.  Alternately, the brokers could be the “offices” of the various companies who are in the field working the asset.  If the town isn’t near such a resource, then wool and meat are being exported, with grain being imported, and the brokers are dealing with that.  The Cartel, via Asa, regulates the values and gets a cut in all cases.

Trade in Cross works something like this: Traders bring merchandise to the brokers in the bazaar.  The merchandise is bid on at auction (takes place at the end of North Street).  Whoever wins takes possession of the goods and either pays the trader or barters with other goods they are holding.  The broker then sells the goods to other traders.  Basically, traders exchange goods, and return with the other’s goods.  You could take your goods directly to a larger market in one of coastal cities, but you’d have to spend your time and money transporting them. 

Finished goods of all types are also brought into Cross and sold at the Bazaar (the Cartel gets a cut of that too).  For a small, backwater burg, decent goods are pricey, but readily available.  Weekly caravans are guarded by the Cross defense force and handed off to Frontier Service troopers at Fort Zin, who escort it to the nearest city.  The fee is fairly small, since it is distributed amongst many merchants.  Those that are in a hurry can buy mercenary escort, such as the Breakers.

● Taxes: Business and livestock taxes are collected monthly and charged on the basis of the type of business (again, according to Bligh’s infamous guidebook).  Currently, no one in town qualifies for the “wealth” tax (land and property taxes).  The “Revenuers” come directly from Canberra and are escorted by the local troops.  The collected taxes are held under guard at the Estate.  The town is given a certain percentage cut of them.  The bulk of the taxes are then transported, with armed escort, once a month, to Canberra.    

● Law Enforcement: The town Militia is technically in charge of local law enforcement.  As a rotating, low-pay volunteer activity, it is fortunate that crime isn’t much of an issue in Cross.  The mercenaries of the defense force are more often seen as the enforcers.  There is no sheriff, marshal, or judge as yet.  Maxter hears the cases of petty criminals and grievances in the Estate Audience Chamber (which is why he’s a governor and not a mayor).  As you’d expect, he does not relish this role.  Keft often finds himself drafted into filling in for him.  Serious crimes are sent to a judge in the nearest city.

● Religion: Not going into any depth on this subject.  The Hegemony faithful are called Followers.  The Commonwealth religion is called the Faith, but there are several denominations, usually relating to their nation of origin.  Maxter is an Orthodox from Krail.  Van Claire is a Puritanical Immaculate from Mindaira.  Keft Horgon, Melville, and Emperor Leon are Immaculates from The League.  (Yes, Maxter is a bit of religious “Black Sheep” of the family for converting to another denomination.)  The Clinic Healers are Revivalists from Galacia as are much of the rest of the town.  (Revivalists don’t believe in having specialized centers of worship, like temples.)     

Friday, October 30, 2015

Southland: Cross Defense

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





Cross Defense
The Governor’s Estate is essentially a manor house surrounded by a stone wall.  It is not truly a defensible position.  With limited funds and with Kessla convinced of an imminent attack, this structure was simply thrown up as a quick deterrent.  It worked (along with some aggressive patrolling).  The Humanoid raiders have probed the area, but never attacked the town directly.  While Maxter lobbies Bligh for resources for a proper keep fortress, it’ll have to do.     

About 50 people can live inside (uncomfortably).  However, the estate is no one’s permanent residence, except for the horses.  Keft, Maxter, and Peyton the Butler keep offices there.  About 30 staff and troops rotate on duty at the estate, so it is never unoccupied.  Everyone actually lives outside the estate.  Maxter has a suite at the Goodly Inn, but he will stay at other places when invited.   

Cross’ Defense Company: It consists of about 60 permanent troops, including three officers (one captain, two lieutenants).  There are four squads of mercenaries who can handle formation and archery tactics.  Some are also dedicated siege weapon operators.  There is one cavalry squad, who are Regular Army (as is Captain Horgon), the Red Blade.

The mercenaries are mostly equal to Regular Army troops in abilities (though many are a bit better).  Part of their qualifications includes their “manners,” as these troops are part of the community and civic relations part of their duties.  (Characters can join this group.  Members come and go all the time creating openings.  Keft will often recruit extra troops when he is preparing an operation.)

4 Heavy Catapult:
Crew 4 (gunner, 2 operators, 2 loaders), Cost 800 gp
Scatter Shot (breaks apart on impact) 4d6 damage, 20’ radius, DC 12 Ref Sv ½ damage, Range Max VL, Min S
Flaming Pitch 4d6 damage, 10’ radius, 2d6 continuing damage until extinguished, Range Max L, Min S
+4 to hit 

2 Ballista:
Crew 2 (gunner, loader), Cost 500 gp
Scatter Bolt (splits into 4 bolts when fired) 2d8 damage each, Range L
Fire Bolt 3d6 damage, 2d6 continuing damage until extinguished, Range S
+4 to hit

Their main duties are guarding the toll stations, Governor’s Estate, the weekly tax caravan, and various other caravans to Fort Zin.  Their other activities include patrolling the town with the Militia and the Outback near Cross.  They are also encouraged to help out with civic projects.  The locals often go directly to the troops help break up fights, catch petty thieves, hear complaints, and monitor local activity, much like regular constables. 


Figure on at least another 20 Regular Army, Frontier Service, and Rangers who are in town at any time, either on caravan assignment or off-duty.  Then there are also some adventurer types and mercenaries, like the Breakers (Six 3rd and 4th level characters of various types), loitering around.  Captain Horgon could impress all these troops into service in an emergency, along with the Wiz and Paladin Van Claire and another 50 Militia types.  (Who are the last resort as the obnoxious Dr. Dun is their leader.)

Thursday, October 29, 2015

Southland: Cross Map

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



ELEMENTS ON THE CROSS MAP

01. Common stables—1 cp a night, buys and sells horses

02. Iron Works—Can make/repair weapons, armor, and gear.

03. Traders—Buys at ½ value, sells back at ¾ value, sells other gear.

04. The Printer’s Shop—They are also a scribe service, including magic writing.  They can restore damaged books, and create official documents, like deeds.

05. Slums area—Filled with various squatters living in tents and semi-permanent houses.  These are long term prospectors, refugees from destroyed villages and caravans, those hiding from deeds and debts done in other towns, and those even just out of money.

06. Jail—Typically present will be a couple of roughnecks and a couple of guards.  (Only special prisoners get taken to the Estate dungeon.) 

07. Food Warehouse—Three stories.  Food that is seasoned and cured for storage.  (Slaughter is done out in the Stock Pen.)

08. Dock Food Sales— Mostly perishable food is kept here for quick sale.  Extra or unsold food is sold to the poor, usually at a loss.  Maxter makes up the difference.

09. Goodly Inn—Owner Lex Goodly (haughty), rooms 1 to 5 gp a night (pricey), includes meals at its great restaurant. Cullen is the Follower chef for the Goodly Inn.  Asa personally enticed his favorite cook from the Hegemony to join him in Cross.  He has a friendly (?) competition with Melville’s chef, Hall Sansar (Asa’s own son), for the best food in town.  Cullen refers to himself in the third person.  Four stories.  Maxter stays on the top floor.

10. Jeweler—Owner Jall, buys, sells, and cuts gems, 5% loans.

11. Dump/Cemetery—This is an area of absolute shame for all locals, but that doesn’t stop them from using it.  The hills outside of town are riddled with deep caverns, which (thankfully) don’t intersect with the city’s underground water supply.  Garbage is dumped down the holes.  There is a deep crypt in the same area that acts as the town cemetery.  Is there anything else besides trash and dead bodies in those caverns?

12. Coil Inn—Owner Zach Hack (prissy, but agreeable), 1 sp to 1 gp a night, no restaurant.  Three stories.

13. Wiz’s Tower—Thaddeus’ residence, looks like it has four stories.

14. The Round Up Bar—Basically the sheepherder’s bar, Mr. Dun is there often. He is the self-appointed (read: loudest and pushiest) spokesman for the sheepherders.  He is always sticking up for their rights and railing against “All this commotion!”  He is very proud and dignified though he looks like a bumpkin.  He also frequents town meetings with Maxter.

15. The Beastie Bar—Owner Hexer (tough guy and former sailor), a testosterone bar, frequented by the Breakers (local mercenary group, who are often employed as caravan guards), Captain Keft Horgon, Thule (Ranger), and the military.

16. The Tower—Owner Melville, waitress/entertainer Gabrielle, the best food, drink, and gossip in town.  Asa and his Cartel contacts are frequents.  The weekly town meeting is held here.  Melville Dade is a veteran of the Far Easter Isles War (Petty Officer).  He is gruff and nearly all business, but very knowledgeable about the town.  He moderates the meeting, but tends not to voice any opinions.  The attached Tower is five stories tall.

17. The Slums—Owner Slick (slimy), 1 cp a night, watch out for rats.  Four Stories.

18. Toll Station—6 guards.  Road usage tax (for entry)—wagon 5 sp, cart 1 sp, horse 2 cp, person 1 cp, small livestock 1 cp, large livestock 1 sp (military, government messengers and officials are exempt).  These taxes are as per Bligh’s guidebook. 

19. Temple of Faith—Paladin Virginia Van Claire is the Head Priestess, along with four acolytes.  They minister and advise to all Faithful denominations.  Virginia is a Puritanical Immaculate, while the acolytes are of other denominations.

20. Bank—Two stories and a vault basement.  Has a private guard force of six, including a minor wizard.  Brokers keep their funds here.  They will make loans at 5% interest, as long as the applicant has physical collateral. 

The standard of currency in the Commonwealth is the Gold Sovereign (gp), and fractions thereof, Silver Sovereigns (1 gp = 10 sp) and Copper Sovereigns (1 gp = 100 cp).  Foreign currency, such as the Oriental Empire’s “Yon” or the panoply of Hegemony currencies, like the “Gir-ped,” are more common in some of the coastal cities.  There are rumors of a cache of Ancient Credits (platinum pieces, worth 10 gp each) in the vault.  One wonders where they came from.

21. House of Snax and Worm

22. Library— Sponsored by Maxter, free.  They have many works commenting on the Southland and the Ancients.  There are even a few un-translated volumes in Ancient under lock and key.  Two stories.

23. The Free Clinic—Sponsored by the temple, there are two healers on staff.  Master Healer Conrad Carson and Apprentice Healer Templeton.  Both are Revivalists.  They are on cordial relations with the Puritanical Immaculate Van Claire, but there is some competition for parishioners.  Three stories.

24. Public Hot Bath—Sponsored by Maxter, free.  Men’s and Women/Children facilities are segregated.  Two stories.

25. Casino—Run by Chance, former owner of the Bazaar.  The casino is actually not crooked, but the odds are always in the House’s favor.  Visiting military often frequent the casino.  Female companionship can also easily be had here as well, but Chance has nothing to do with it.  Chance’s extra money comes from being a part-time smuggler.  His legitimate front operation is a stall in the bazaar labeled X5.  Three stories. 

26. Theater—Run by Luther.  He is very theatrical and flamboyant and is constantly kissing up to Maxter, as he is the theater’s most generous patron.  He is the biggest (and best informed) gossip in town.  1 gp performance.  Three stories.

27. Bazaar—Owned by Asa, (X) Stalls of the brokers (# also indicates their warehouses on Roman’s Street), (A) Breads, (B) Meats, (C) Cheese, (D) Wine, (E) Animals and livestock, (F) Messenger service, (G) Exotics (including some magic), (H) Fruit, (I) Real estate, (J) Fortune telling (Rachel, Asa’s daughter), (K) Clothing, (L) Armor, (M) Arms, (N) Various Gear

Unoccupied stalls are available, 3 gp a month (including Cartel fee and Commonwealth taxes).  This would be a cheap way of establishing a legit business front.

28. Inn for Sale—500 gp fixer-upper and possibly cursed and haunted.  Figure another 100 gp for repairs, official documents and inspections, and a Cartel “Service Fee.”  Three stories.

29. Public Warehouse—Anyone can buy storage space here.  1 sp/square ft per night.  Three stories, as are the other Broker Warehouses.

30. Tree Grove—These can be random trees, large shrubs, or even a tended orchard with produce.

Unlabelled Buildings—Generally residences of one, two, up to three stories.  Some of them may operate small businesses as well (tailors and such).  Some have small gardens on the roof.  Many of them rent out extra rooms to tenants.   

Wednesday, October 28, 2015

Southland: Sample Town and Adventure Index-Cross History

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


Cross Personalities
     Prince Maxter, Governor of Cross
Sample Adventure “The Thing”
     Travel
     The Ruins
     The Tomb
     Back in the Ruins and After

Cross History
The hamlet of Cross was originally started by a group of Revivalist colonists from the Commonwealth nation of Galcia.  They intended to live a simple life as sheepherders.  That town spirit actually continues on to this day.  However, the discovery of [Ref, this is up to you and where you want to place the town on the map, it could be a natural resource or a famous landmark], the town’s population has grown considerably.    

At this point, the colonial government took notice of the town and decided to install its own representative, in the form of the Marquis Kessla.  As a man of boundless ambition and few scruples, Kessla saw this miserable little assignment as his payday and a stepping stone to bigger things.  There was a small bazaar in town run by a local merchant/smuggler named Chance.  Kessla, over an evening of drinks, challenged him to a card game.  The stakes were Kessla’s posting versus Chance’s bazaar.  Chance is still convinced Kessla cheated (because he certainly did).      

Deed in hand, Kessla enticed a wealthy Hegemony merchant, Asa Sansar, to take over the bazaar’s operation, which he sold to him for 1 gp.  Asa was part of the Cartel (before Governor-General Bligh started limiting foreign investment in the colony).  While a bit expensive, the Cartel presence stabilized the town’s prices and ensured plentiful goods and easy trade. (Chance is still bearing a grudge, especially as he currently rents space in the bazaar to run his business.  He specializes in illegal trade, which means the Cartel doesn’t get a cut.  Asa covers for him, just to keep the peace.)

With some money flowing in, Kessla quickly had a small keep constructed and staffed it with Frontier Service troops.  He correctly figured that the increased traffic would bring Humanoid raiders.  The Troopers, along with local Rangers, kept these raids from hitting the town.  Kessla also had an official “road” constructed to Cross.  It’s a dirt path, but it’s a road.  (Bligh instituted the road use taxes.)   

Kessla was in the middle of planning some more civic improvements when his various under-the-table schemes caught up with him.  Nobody knows who did him in.  The Cartel?  Asa?  Chance?  Bligh?  Somebody else?  He had his fingers in the everything in the town and was taking a cut.  One day, the citizens of Cross woke up to find their governor in cuffs and being taken out of town, under Marine guard no less.  No explanation given.  He’s still sitting in a cell in Canberra, awaiting his trial.          

Into this vacuum, swept in Prince Maxter as the new governor.  Yes, that Prince Maxter, the Emperor’s half-brother!  This was an inexplicable turn of events.  Maxter (he usually dislikes any use of his title or genuflecting) insists he’s been sent to Cross in exile, and is simply here to try and make the best of things.  Nobody really believes this, but there’s no obvious evidence to the contrary.  Maxter has continued Kessla’s civic improvements, and then some, mostly using his own money.         

Maxter had the Frontier Service troopers reassigned to the new nearby Fort Zin, built to guard the road.  (They were never a good fit in this quiet little sheepherder town.)  He replaced them with a force of hand-picked mercenaries, paid for with town funds and his own.  Maxter also snagged a hero from the Norther March conflict to lead the defense company.  Captain Keft Horgon was reassigned to the Southland, along with a squad of his best cavalry troops. 

A Paladin was assigned to Cross by the Circle of Elders, just in case of undead or supernatural threats.  Said Paladin, Virginia Van Claire, was highly unhappy with this absurd, unnecessary posting (in addition to being sent to the Southland to begin with).  Maxter sympathized with her plight.  With his own funds, he set up a non-denominational-ish temple and gave her the additional duties of Head Priestess until such time as her Smite ability is needed, which she has appreciated.     

Maxter’s biggest score, in terms of personnel, has been the addition of a Master Wizard to the town, Thaddeus Marn.  He lured him to Cross with promises of aiding his Ancient research, thanks to the town’s proximity to [whatever you put Cross close to on the map].  There are likely some other promises made too, but the mere presence of a high-level wizard is invaluable, as it’s one of the few things that inherently frighten the Humanoids.  

Tuesday, October 27, 2015

Southland: Dinosaurs

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


Dinosaurs


There are other types of dinosaurs present, but they would either be small nuisances or large herbivores that will run from any aggression or loud noise (use Ankylosaurus stats, AC 14, Will +0).  The ones listed here are predators or are potentially dangerous if crossed.

Allosaurus (Alice)
HD 10, Hp 78, AC 14 (Natural)
Fort +10, Ref +8, Will +5
Melee: Bite +12 to hit 2d8+7 or 2 x Claws +7 to hit 2d4+3, if both hit on same opponent, they are grappled, DC 18 Str or Escape Artist to get free, Any hit will cause the Allosaurus to also drop victim.  Otherwise, next rd, automatic Bite damage.
Tracking +5

“Alice” as the locals call her is meanest of the predators.  She attacks seemingly for sport at times, leaving her prey uneaten.  Alice is hard to control as well.  She’s only afraid of “Grumpy.”  

Ankylosaurus
HD 9, Hp 72, AC 20 (Natural)
Fort +10, Ref +4, Will +4
Melee: Tail Slap +10 to hit 2d6+10
Trample +10 to hit 2d12+10, can perform this maneuver once per encounter

Armored herbivore, generally docile, but can be easily panicked by any aggression or loud noise.  They will stand their ground and fight anything smaller than themselves.

Deinonychus
HD 4+2, Hp 34, AC 16 (Natural)
Fort +8, Ref +6, Will +2
Melee: Talons +6 to hit 2d6+4
Pounce: (with Stealth check) 2 x Foreclaws +1 to hit 1d3+2 and bite +1 to hit 2d4+2, once per encounter
Stealth +4
Tracking +4

Man-sized, stalking predators that run in small packs.  Scary.

Diplodocus
HD 20, Hp 160, AC 14 (Natural)
Fort +20, Ref +0, Will +10
Melee: Tail Slap +10 to hit 4d8+10
Trample: +10 to hit 2d8+20, can use this maneuver once per encounter

Enormous herbivore, generally oblivious to commotion going on around them, however any large predator will get their attention, as will 10+ damage inflicted in 1 rd.

Elasmosaurus
HD 10+10, Hp 90, AC 13 (Natural)
Fort +15, Ref +9, Will +4
Melee: Bite +13 to hit 2d8+5
Ram: (against ships) +10 to hit, 2d10+10 causes hull damage to ships larger than themselves, automatically capsizes smaller vessels.
Stealth (in water) +5

Large aquatic hunter, long-necked with flippers (“Loch Ness Monster”).  They are capable of attacking ships, but usually start by attacking the crew on deck first.  The island is their breeding ground and they all return here to do so, even those controlled by the Gillmen.

Pteranodon
HD 5, Hp 27, AC 15 (Natural)
Fort +5, Ref +7, Will +5
Melee: Bite +5 to hit 1d6+3
Dive (Charge): +9 to hit 2d6+6, can perform this maneuver once every 2 rds

Flying predator dinosaur.  Their aeries are on various mountaintops, such as Mount Wellington outside of Hobart town and Mount Ossa in the central region.

Triceratops
HD 10, Hp 80, AC 18 (Natural)
Fort +19, Ref +9, Will +6
Melee: Gore +16 to hit 2d8+5
Charge: +10 to hit 2d8+10, can perform this maneuver once per encounter  

Armored and horned herbivore.  Triceratops will aggressively defend their turf against any predators.

Tyrannosaurus (Grumpy)
HD 12, Hp 96, AC 14 (Natural)
Fort +16, Ref +12, Will +8
Melee: Bite +20 to hit 3d6+13
Swallow: On a Natural hit, victim is pinned in mouth, DC 18 Str or Escape Artist check to escape.  Any hit will also cause the Tyrannosaurus to drop the victim.  Otherwise, swallowed next rd, 2d8+8 dam each rd.  A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 12).
Tracking +6

“Grumpy” is the biggest, oldest predator on the island.  Thankfully, he sleeps in his lair most of the time, only rousing himself to feed.  He’s very hard to control, but usually only has to be awakened, and he’ll find immediately seek out and “welcome” newcomers to the island.


Of course the most feared creature on the island is the Tasmanian Dev. . . No!  No!  No!  I’m NOT doing it!  I’m NOT stat’ing a cartoon character.  This isn’t Toon!  Oh great, I’ve just shot off all my credibility.  Gone.  Wasted.  You’ve got frickin’ dinosaurs to kill characters with!  What more do you want?

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.)