Faizel’s Supply Emporium

Shorting a generic merchant for your campaign? Have your adventurers come over to Faizel’s Supply Emporium, for top quality goods at low, low prices.

History

The original Faizel’s was little more than a wooden shack in the poor area of Draskor. Faizel was an entrepreneur who saw the value in stocking a multitude of items which may come in hand for the average person going out in search of adventure.

Barely able to move for coils of rope, barrels of oil and sacks of dried provisions – customers would haggle to ensure they received the best value for their copper. Always looking for a bargain himself, Faizel would often take barter goods in exchange for items of his merchandise.

Unbeknownst to most punters, Faizel was way ahead of his time. His innovative idea of pre packaging hard rations in a Hessian cloth sack with his shops name printed on the side and selling them at a mild discount ensured that many a cash strapped adventurer found their way to his door.

The original Faizel’s Emporium is long gone the victim of one of the many fires that were want to sweep through the wooden buildings of lower Draskor during the reign of King Elkor.

Faizel himself moved from Draskor when his shop burned down and set up as a travelling merchant. He travelled much of Drasinia and Sylmar over the next few years until eventually settling in Valos.

Present

Faizel’s Supply Emporium can still be located in the merchant quarter of Valos. It is run by Faizel’s son, who also goes by the name of Faizel, although that is not his real name. It is unknown if the original Faizel is still alive, if he is he will be an old man.

The shop in Valos is more respectable than the original Draskor establishment. While they still stock much in the way of adventuring gear, they have branched out and stock many other items, from pottery to pelts, wineskins to whetstones. They have also opened branches in Baras and Tau and there are rumours of a new branch opening back in Draskor. The original travelling wagon is also still in business, operated by one of Faizel’s trusted servants for his early days.

Notes

Faizel’s do still sell their famed adventurers hard rations pack in their trademark Hessian sack.

Faizel’s Supply Emporium – Rations Pack
Cost: 8 Bronze Coins
Contents:

  • Roll of dried sausage (Beef and pork mix, quite fatty).
  • Small wheel of strong cheese.
  • Small wineskin containing poor quality wine.
  • Wrapped paper package of roughly milled barley.
  • Slab of salted meat (usually pork).
  • Bundle of dried herbs.
  • A few root vegetables (usually neaps)
  • The sack in itself has a number of other uses.

Personalities

Faizel – Merchant
Dodge 76%, Fast Talk 83%, Speak Own 77%, Speak Other (Orc) 33%, Human Lore 56%, Orc Lore 20%, Evaluate 68%, Conceal 49%
Faizel is a friendly type person, although he does come across quite canny most times. He is well aware that the people he trades with usually tote daggers and swords about, so is by way of preservation, honest in his business dealings.

the Merchandise

Faizel’s stock all of the merchandise mentioned in the rules book as well as many other artefacts. The prices of most items are at a mild discount to the recommended price in the rulebook. The more esoteric items are up for haggling – something Faizel prides himself in.

Please feel free to contribute ideas and suggested prices for articles Faizel may have in stock by using the comments box below.

Faziel was one of the first recurring NPC’s way back when Gæa was in her infancy. The party need supplies and someone asked what the merchants name was. Someone else thought fast and coined Faziel, who went on to become a beloved recurring personage who strangely seemed to be about no matter what town the adventurers were in at the time.

Faziel’s wheeling and dealing was first put to writing on X February MMVIII

Puka Tree

A hard wood tree common to the dark continent of Vassniss.

The Puka tree is a slow growing hard wood which is native to Vassniss. Although specimens can be can be found in most regions of Vassniss, it prefers to grow near the coast (usually some twenty to seventy leagues inland) while becoming sparser inland. The tree will become rarer to find in areas where it is too wet (jungle or right on the coast) as well as arid areas.

The tree is a slow growing giant whose girth can commonly reach diameters of five meters with heights towering up to thirty meters. While its size can be impressive, the tree is known for another reason – its poisonous resin.

Puka resin is a highly toxic defense against ever invasive attack from a myriad of animals. Browsers have learned to shun its leaves, while insects look elsewhere to burrow. Dead Puka wood may lie on the ground for years before rot sets in.

Resin POT can vary depending on how concentrated and fresh it is. The more concentrated and fresher the higher the POT – which can reach up to 17. A more average POT of 8 to 11 is more common. The POT does drop off with age, but wood that is decades old can still retain sufficient POT to cause discomfort and infection.

Puka wood is hard and dense and retains its resin for many years, which makes it an excellent material for building and ship manufacture. Although dangerous to work with, its resistance to rot coupled with proper maintenance may see timber lest for decades.

Beware the wood crafter who receives a Puka splinter, lack of immediate treatment could lead to infection, loss of limb or even death!

The Puka Tree was first defined MMI August MMVIII

A List of Edible Plants Endemic to Northern Gaia

Onesha

Onesha is a hardy grass which can be found growing wild pracvtically anywhere, from the wind blown moorland at the tip of Gaia down to the Great Sourthern Peaks. It produces a small head of bitter grain which can be ground to flour for bread as well as a mush to make beer with. It is nutritious but not as popular as earth grains such as barley and wheat. The small amount of seeds on each head make it a very labour intensive crop to cultivate and bread made from the grain tends toward being hard and bitter. Wealthier humans shun in as orc and/or peasant fare.

Conversely, Onesha (pronounced On~sh) is very popular with orcs for the same reasons humans dislike it. Beer made from it is strong and needs little additives, such as hops. The beer swilling orcs will often lay down their weapons for harvest month, such is the importance of the grain to them.

Ano Berries

These are small, sweat berries, which grow on low thorny scrambling bushes. The small round berries are usually black in colour, although red and white ones are also sometimes found. Ano berries are tasty and sweet, making a nice snack by themselves, although they are often baked into pies or even pressed into a light wine. The bushed they grown on are protected by sharp, hook shaped thorns.

Many a ano berry picker has found themselves tangled in a bush as the thorns clutch to clothing and skin. Farmers have realised the use of the ano berry bush and often employ it in hedges, to keep would be trespassers from crossing into their lands. In the wild, ano berries can make for a pleasant surprise, or an ugly one if one should unwittingly stumble into a bush.

The Dogs of War (Canis Confligere)

A violent race of canines whose sole existence is to wage bloody war.
“Cry ‘Havoc!,’ and let slip the dogs of war.” ~ Julius Caesar, William Shakespeare

Their origins are a mystery. Whether the result of strong sorcery, the taint of chaos or beings from a far world called Sirius, no one can say. One thing for certain is that The Dogs of War are an extremely dangerous force that cannot be ignored, on the battlefield or off.

The Dogs of War are found in three states. Their highest (alpha) pedigree is that of the Prime Pooch, a muscular and intelligent creature which stands upright and is the size of an average human. They are calm and collected killers, who will use their strong dog jaws as readily as any weapon to damage an enemy. Although they have many humanoid features, they are still very canine in appearance. Their heads are those of a hound, with long floppy ears and strong jaws lined with sharp teeth. A dog snout allows for excellent sense of smell while eyes set to face further forward than that of a dog allow for three-dimensional vision.

The Prime Pooch’s back is partially curved, causing it to stand in a slight crouch, and terminates in a thin tail. Its shoulder blades are set further apart, to allow greater arm movement while its leathery hands have opposable thumbs allowing for weapons and such to be grasped, and used with surprising skill. Its most dog like features are its narrow hips and legs which terminate in a large, splayed paw which facilitate bipedal movement.

A Prime Pooch is a rare sight and a breeding pair even rarer. An aspirant warlord who is able to contract a breeding pair would be able to create an army within a year. They are able to breed a litter of up to twelve puppies of which there is a 10% chance that one puppy is a Prime and a 1% chance that two Primes will be born to the same litter. The rest of the litter will be of the beta pedigree – Dog Soldiers. Prime Pooches are the generals of the Dogs of War. They lead from the front and will spend much of their time training their Dog Soldier offspring in the art of war. In battle, they wear armour and prefer to fight with sword and or. They rarely use shields preferring to equip their free hand with fighting claws or a dagger. A Prime Pooch is long lived, in dog terms, with a life span which can exceed 20 years.

Dog Soldiers are a watered down version of their Prime Pooch parents. While they look alike in many ways, they are closer to their dog cousins in many ways. Their hands are more paw like, although they retain an opposing thumb and they stand in a crouch. The smaller opposing thumb means that they can only handle tow handed heavy weapons, or light one handed weapons, like the gladius. Classically Dog Soldiers will fight with a gladius and strap a target shield to their other arm, although some may opt for a bastard sword or flail. Narrower shoulders allow them to run on all fours although not as fast as a dog. Eyes face less forward than the Prime Pooch causing their three dimensional vision to be somewhat flat although their peripheral vision is enhanced as a result. Dog Soldiers have a shorter life span, averaging 15 years.

Almost as intelligent as the Prime Pooch, Dog Soldiers are loyal followers and usually take the place of non commissioned officers in the army. They are fertile and can produce a litter of up to fifteen whelps in once mating – effectively producing up to four litters a year. Up to 30% of each litter may be born as Dog Soldiers, the rest will be born ad the gamma pedigree – Skumdogs.

Skumdogs are the shock troops of the Dogs of War. While they can stand and fight on two legs, they are more at home on four. Their hands with opposing thumbs are paw like, allowing them only to grasp simple and lightweight double handed weapons like spears. Although they are not as fast whited as their higher pedigree compatriots, they more than make up for it in muscle and stamina. Standing shorter and more stooped than a Dog Soldier, with narrower shoulders and hips, they have thick muscles which run down their back and limbs, allowing them to leap far and run fast.

The Skumdog is usually trained for war by their Dog Soldier parents. They are naturally brutal and will turn on their own if locked up. While some will go on to learn how to wield spears, and even use a sling, most will only be trained in the fighting claw. Equipped with claws, leather vests and unleashed in the hundreds, they will gladly charge into the face on an enemy force, no matter what the odds, immolating themselves for the chance to cool their inbred fury with blood.

Although most Skumdogs are born sterile, a very few may be able to breed further litters of their own kind. Fertile Skumdogs who mate with Dog Soldiers, will produce Skumdog whelps 97% of the time, leaving a 3% chance to successfully produce a dog soldier. In the case of a Prime Pooch mating with a Dog Soldier, there will be a 1% chance of producing another Prime Pooch in a litter, the rest of the litter should be dog soldiers, although there is a 15% chance of the litter containing one or two Skumdogs. Like most large dogs, Skumdogs will only life for an average of 10 years, although most will die in battle long before reaching such an age.

It is thus possible for a mating pair of Prime Pooch’s to produce an army of skilled soldiers, buffered by ranks of vicious shock troops, who will tear into an enemy and leave a reeling, fatigued target for the Dog Soldiers to lay into. It should be noted that a Prime Pooch is not automatically a skilled tactician, but will also require training in the art of war.

All the above aside, the Dogs of War are extremely rare. It is unlikely that a fore to be reckoned with will occur more than once in a triad of lifetimes. The main reason for this rarity is that it is near impossible to locate a Prime Pooch, let alone a breeding pair who have been trained for war. A Pooch must be found as a puppy and be put through rigorous training to prepare it for its future as a leader. One cannot teach an old dog new tricks – an adage which is true for The Dogs of War as well. Any pedigree who is left without proper training will be of minimal use in battle.

This article was originally dreamed up XXIX August MMII

Prime Pooch

CharacteristicsAverage
STR3D6 + 212-13Move 5
CON3D6 + 212-14Hit Points 15
SIZ3D69-10Fatigue 25
INT2D6 + 613-14
POW2D67
DEX3D6 + 212-14
APP2D6 7
Hit Location Melee (D20) Missile (D20)Points
R Leg01-0401-030*/4
L Leg05-0804-060*/4
Abdomen09-1107-100*/4
Chest1211-150*/5
R Arm13-1516-170*/3
L Arm16-1818-190*/3
Head19-20200*/4
WeaponSRAttack% DamageParr%PTS
Bite1030 + 71D8 -1D4
Bastard Sword640 + 51D10 + 1D4 +112
Main Gauche930 + 51D4 + 230 + 58

Notes: The Prime Pooch can use either bite or hand held weapon in a given round. It could use both only as per normal two weapon use, thereby depriving itself the ability to parry (with the main gauche) that round.
Skills: Track 50 + 1, Listen 80 + 1, Scan 70 + 1, Human Lore 35 + 4, First Aid 20 + 4, Jump 30.
Armour: Hide offers no protection. * The Prime Pooch’s value will usually result in it being equipped with plate or similar high quality armour.

Dog Soldier

CharacteristicsAverage
STR3D611-12Move 6
CON3D611-12Hit Points 14
SIZ3D68-9Fatigue 23
INT2D6 + 413-14
POW 2D6 7
DEX 2D6 13-14
APP 2D6 7
Hit LocationMelee (D20)Missile (D20)Points
R Leg01-0401-030*/4
L Leg05-0804-060*/4
Abdomen09-1107-100*/4
Chest1211-150*/5
R Arm13-1516-170*/3
L Arm16-1818-190*/3
Head19-20200*/4
WeaponSRAttack DamagePass%PTS
Bite1030 + 7 1D8 -1D4
Scimitar740 + 5 1D6 + 2 + 1D410
Target Shield81D635 + 712
Javelin3/940 + 51D88

Notes: The Dog Soldier can use either bite or hand held weapon in a given round. It could use both only as per normal two weapon use, thereby depriving itself the ability to parry with its shield that round.
Skills: Jump 35 + 2, Throw 45 + 2, Listen 87, Scan 65, Track 40, Animal Lore 25 + 5.
Armour: Hide offers no protection. * The Dog Soldier is usually equipped with at least bezanted armour.

Skumdog

CharacteristicsAverage
STR3D611-12Move 8
CON2D611-12Hit Points 16
SIZ2D610-12Fatigue 2
INT2D67-9
POW1D64
DEX3D611-12
APP1D64
Hit LocationMelee (D20)Missile (D20)Points
R Leg01-0401-030*/5
L Leg05-0804-060*/5
Abdomen09-1107-100*/5
Chest1211-150*/6
R Arm13-1516-170*/4
L Arm16-1818-190*/4
Head19-20200*/5
WeaponSRAttack%DamageParr%PTS
Bite1030 + 71D8 -1D4
Fighting Claw835 + 51D4 + 1 + 1D4
Long Spear635 + 51D10 + 1 + 1D410

Notes: The Skumdog usually doesn’t learn to parry. The will uses their long spear until an enemy is within close quarters, at which time they will discard it to fight with claws and/or bite.
Skills: Dodge 30 + 3, Jump 40 + 3, Listen 55, Scan 35, Track 90, Sneak 10 + 2.
Armour: Hide offers no protection. * The Skumdog is often equipped with whatever armour is available, upgrading with the spoils of war wherever possible.

Lizard, Desert Walker (Saurus desertum)

Inspired by the Land Dragon, the Wazzat Lizards from Snarf Quest by Larry Elmore and a characters need for a decent dog/pack animal suitable for travelling through the hot deserts of Northern Araktor.

These bipedal lizards live in arid, open expanses such as deserts and semi-deserts. They are fleet footed carnivores, but have been known to chew on succulent plants in search of moisture. In the wild, these are solitary animals who tend to group mainly due to local geography rather than any pack instinct. Desert walkers are curious, even tempered creatures, intent on investigating anything new.

The manner in which these creatures are almost docile has lead many of them to be domesticated. In the desert they are more efficient than a dog, to which they can be likened in size. Many are used as beasts of small burden, pets and even exterminators of vermin in plantations.

Although they thrive in almost any conditions, bar sub zero arctic climes, they are most suited to warm, open places. Should one be taken into a place where the desert walker can not see far, they will become unsettled and non co-operative to the extent that they will refuse to accept food. If kept in such circumstances for too long, they will surely perish. Desert walkers average between eight and thirteen year life spans and are oviparous.

Desert Walker

CharacteristicsAverage
STR1D6 + 36-7Move 6
CON3D6 + 111-12Hit Points 10
SIZ 1D6 3-4Fatigue 19
INT44
POW2D67
DEX3D614-15
Hit Location Melee (D20)Missile (D20)Points
Tail01-0201-032/3
R Leg03-0504-062/4
L Leg06-0807-092/4
Abdomen09-1110-131/5
Chest12-1514-171/5
R Arm16181/3
L Arm17191/3
Head18-20202/4
WeaponSRAttack %Damage
Claw830 + 10 1D4
Bite845 + 21D6

Notes: A desert walker will attack its prey with its claws in an attempt to hold it fast before it finishes it off with its bite. A victim will have to successfully grapple by overcoming the walkers strength with its own to escape. Domesticated walkers can be trained to bite first.
Skills: Dodge 18, Track 30, Hide 20, Jump 45, Devise 3.
Armour: 1 to 2 point scale armour in certain places.

The Sage Skull

A highly unusual and singular item.

Extremely rare – One of a kind. POW 12
INT 18.

History: The skull once perched on the shoulders of a learned scholar who traveller far and wide in his quest for knowledge. His high intelligence and perfect memory led to his head being a great store of information, be it trivial, worthwhile, vague or arcane in nature. He became the man of the hour, sought after in court and petitioned by other seekers of knowledge, who would travel great distances to speak with him. As his fame grew, so did his ego. Eventually he believed himself to be of such importance that the world would be greatly disadvantaged were he to die. As a result of this belief, he met with sorcerers and alchemists of great power and made specific arrangements. The scholar lived to be quite eccentric in his old age, given to bouts of rambling. When the scholar was on his deathbed, these same enchanters gathered and performed a ghastly ritual, the details of which are too grim to repeat in this text. Suffice is to say that the result was the sages skull.

Description: The skull is encased in a thin layer of pewter, the entire surface of which is marked with runes and arcane symbols. Its eye sockets are plugged with jade and its jaw is hinged with copper joints, will allow it to speak. The skull contains all the information that the scholar once knew. Unfortunately the process of creating the skull also resulted in the scholars by then huge ego and very eccentric personality.

Usage: The skull can be used once a week. It has a 85% chance of knowing the answer of any question asked of it. It has no senses so will be unable to, for example: identify a potion by taste, name an animal by sight or give directions by the position of the stars. A detailed description of anything to be identified in this manner may work, depending in the describer’s ability to draw a picture with words. (A speak own language check should suffice, although GM’s discretion may be exercised here). It understands most major languages. (Once again, the GM should identify whether a characters language is in much use).

The scholars eccentric personality and ego will shine through at every opportunity. It can take offence at certain questions and give vague answers. It can ramble on and provide information, which is of no practical use. It cannot lie and must answer questions posed to it. If it does not know the answer, it will tell a similar story and very rarely, will state that it hasn’t a clue. A favourite game it plays is to ignore any questions posed to it unless they are addressed in a certain manner (GM’s discretion, maybe something like “O most sage skull, what…”)

As mentioned above, the skull can be asked a question once per week. If no question is asked the skull will suddenly volunteer some sort of information on its own, once a week has passed since it last spoke. This could have al sorts of consequences.

Thus, although the skull has its advantages, it also has its disadvantages. Its caustic personality usually means that it does not stay in one persons possession for long. Some of the more proficient owners of the skull have mastered the are of asking questions with a simple yes/no answer.

This article was first published on XIII August MMII

Wergild Worries

Wergild Worries is a hack and slash adventure based on the Island of Valrones, west of Gaia. It should be easy enough to retrofit with most campaigns.

This fast and nasty is in PDF Format. This is the first “module” I ever wrote. Previous feedback received have noted it as being somewhat linear. I do appreciate your comments and feedback as through this mechanism future adventures should improve.

The module is self contained but ownership of the Monster Coliseum would be an added bonus.

It is geared towards characters with some fighting sills and could be useful as an introductory adventure for new players to cut their teeth on.

Wergild Worries is a Hack and Slash. If you are looking for a fast action adventure with lost of combat – download it now.

The Staff of Kings

An unique object of great power. See also The Rod Of Oration and The Crook of Ruling.

Extremely rare – One of a kind. POW 30
AP 17

History: The Staff of Kings comes in two parts (a Rod and a Crook), which fit into each other – see Rod of Oration and Crock of Ruling. Legend states that the staff belonged to a king of a long forgotten civilisation. During his rule, he conquered many nations. He is said to have remained invulnerable to attack as long as the staff was in his possession. The king eventually died of old age without naming an heir to his empire. A civil was ensued in which the staffs two pieces were separated and subsequently lost.

The bottom half of the staff (The Rod of Oration) has appeared from time to time. Most recently, scholars have speculated that it is in the possession of a powerful orcish warlord. The top half of the staff (The Crook of Ruling) has never been traced. Scholars are in two schools. Some say it was destroyed while others state that it still exists, but is well hidden.

Some legends state that the staff was created by the kinds court wizards. In reality, the king feared sorcery but was very devout. The staff was a reward from his gods, for building temples in all the lands he conquered and thereby spreading their worship.

Further legends tell of how the staff is the key to finding the ancient empire whence it came.

Description: The staff is 1.2 metres in length and resembles a shepherds crook. It is made of bronze and is covered in raised hieroglyphs. The hieroglyphs are in an ancient, forgotten language. Should the two halves ever be reunited, the result will be no more than a fancy walking stick, unless the activation word of power is spoken. This word is coded into the hieroglyphs and would take considerable study and hands on knowledge of a language, which has been dead for millennia.

Should the activation word ever be deciphered and spoken while the staff is whole, the following will result:

  • Anyone holding the staff will become invulnerable to all but the most powerful of magical attacks. (The staff will boost their POW with its own POW.) Weapons, which have been magically enhanced, will only be able to do their normal damage, non-magical damage.
  • •The holder of the staff will also be covered in a faint bronze aura, which for game play, can be considered as an additional 2 AP in each hit location.

These effects will depart as soon as the staff is released. A further word of power is required to separate the staff back into its two halves. This word can also be deciphered from the hieroglyphs upon the staff in the same way as the activation word.

The Crook of Ruling

Extremely rare – One of a kind.

History: The Crook of Ruling is part of a two piece set. (See Rod of Oration). In ancient times, the Crook belonged to a king from a long since disappeared kingdom. The king was a military genius who conquered all his kingdom’s neighbours and launched successful campaigns against powerful nations from across the sea.

Description: The Crook is made of bronze and resembles the traditional Egyptian Pharaohs crook in most ways. It measures 70 centimetres in a straight line from base to tip, the curved part taking up one third of its entire length. It has a diameter of 5 centimetres, which narrows to 4 centimetres at the base, as if the Crook were to be fitted into something. The Crook is covered in raised hieroglyphs and is surprisingly light for its size.

The Crook is more a symbol of rulership than anything else. It is magical though and bestows a calm upon the holder, allowing them to clear their thoughts and concentrate on a task at hand. Treat as a 5% bonus on all intelligence based skill rolls.

This article was last updated XXIII August MMII

The Rod of Oration

An unusual artifact from a bygone age.

History: The Rod of Oration is part of a two piece set. (See Crook of Ruling). In ancient times, the Rod belonged to a king from a long since disappeared kingdom. The king was a military genius who conquered all his kingdom’s neighbours and launched successful campaigns against powerful nations from across the sea. His armies became so vast that he was unable to address them all at one time. In exasperation, he turned to his court wizards to create something to help him address his people. Their reply was the Rod or Oration.

Description: The Rod is made of bronze and is 50 centimetres long, with a diameter of 5 centimetres. It has raised hieroglyphs all over its surface. These hieroglyphs spell out command words in a lost language. For its size, it is surprisingly light. One end is hollow, as if something was meant to fit into it. The Rod has two charges, which are replenished daily, but do not accumulate – thus it can be used up to 2 times a day.

Should someone hold the rod when making an orate roll, their base chance of success will increase by 15%. Thus if a character with an Orate of 10% holds the rod when making an orate roll, he will have to roll less than or equal to 25 (10 +15) on D100 to succeed. Orate rolls made with the assistance of the Rod do not allow the character to make a mark in their Orate check box.

The Rod has other drawbacks. Characters who use it regularly (more than once a week) will become addicted to it over time. They will try to orate (with the Rods help) whenever there is an opportunity. Glib loudmouths are not always welcome everywhere and interesting events could result. Its second major drawback is that as much as it helps a character orate, it will also make their fumble so much worse if they fumble. Fumbles are on the characters normal Orate %, not on the rod-adjusted %. EG: A character who fumbles a normal Orate may get booed, but a character who fumbles while using the Rod may get stoned.

Secret: The real secret of the Rod is in the hieroglyphs. If the activation word can ever be deciphered and spoken, it will immediately boost the speakers Orate by 70% and will allow the speakers words to be heard for a radius of 2.215 kilometres (1 Roman League). The speakers words will be heard as they are spoken – a whisper will be a whisper and a shout a shout.

This article was last updated XIII August MMII