Lizard, Land Dragon (Saurus draco terra)

This reptile was inspired by an old Viking Forge / Tabletop Fantasy / Asgard Miniature called “Land Dragon with Lizard Man Rider”.

These large bipedal beasts are not dragons at all, but rather large relatives of the Desert Walker, whom they resemble in many ways. They live in arid, open expanses such as deserts and semi deserts and are carnivorous. Although they live almost exclusively on fresh killed prey, they have been known to take carrion and even eat their own kind at times.

In the wild, these are solitary animals who only meet to mate. Males will often fight for supremacy when they do come into contact with each other. Land dragons are vicious beast who have been known to run down and devour many unsuspecting travellers

Their almost limitless endurance in hot climes has, like the desert walker, many of these large, horse sized lizards to be domesticated so as to provide mounts and, on occasion, to act as beasts of burden. They do not however make good draft animals as their tail, with its lethal bone spike tends to cause much damage to any wagon they are hitched to.

Due to the fact that the land dragon is so viscous, domestic ones are reared from egg. It is extremely rare to encounter one that has been tamed from the wild. Although they thrive in almost any conditions, bar sub zero arctic climes, they are most suited to warm, open places. Land Dragons average between an eleven and eighteen year life span and are oviparous.

The Land Dragon was initially defined on VII August MMII

Land Dragon

CharacteristicsAverage
STR3D6 + 818-19Move 9(6)
CON3D6 + 818-19Hit Points 20
SIZ5D6 + 623-25Fatigue 40
INT33
POW2D67
DEX3D6 + 314-15
Hit LocationMelee(D20)Missile(D20)Points
Tail01-0201-033/6
R Leg03-0504-063/8
L Leg06-0807-093/8
Abdomen09-1110-132/10
Chest12-1514-172/10
R Arm16182/6
L Arm17192/6
Head18-20203/8
Weapon SRAttack%Damage
Claw735-62D4 + 1
Bite6501D10 + 2D4
Tail7304D6 + Knockdown

Notes: A land dragon will usually 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 land dragons strength with its own to escape. Should the prey be large or troublesome, it will lash out with its tail. When a tail attack is special or better, the bony spike has hit the victim and full damage is taken. Domesticated dragons are usually trained to attack first with its tail or bite, depending on the battle situation. The land dragons movement is high over short distances (maximum 100 metres) after which it will drop.
Skills: Dodge 18, Track 35, Jump 55.
Armour: Varies according to location.

The Sausage Fruit Plant (Planta salsicia)

A dangerous plant that characters should approach with caution.

This plant is encountered in arid regions and appears as a common cactus, with oversized spines – which average between 5 and 10 centimetres in length. It stands up to 5 metres tall and can grow to a diameter of 70 centimetres around the base. Although most plants encountered are a single spike from base to tip, some may produce branches. Its name is evident from its fruit, which look very much like pork sausages. The fruit is borne as white “sausages” which are speckled with red dots, which hang in bunches from nodes near the plants apex.

What makes this plant unusual is that it is classified a carnivorous plant. It is very long lived (up to 500 years) and is thus not as vulgar in its thirst for flesh. Instead it plays a very patient waiting game:

The stalk of the sausage fruit plant is but one tenth its total size. Underneath the soil a large shallow root system fans out in a circle, extending up to 10 metres from its base. These roots are sensitive to pressure, serving as a deadly kill zone. Anyone approaching the plant will stand on an area where pressure is exerted to the root system. This pressure is communicated to the stem of the plant.

Pressure excreted must be significant. Thus small animals like skinks and birds, which make meals of the tasty sausage fruit, do not trigger the plant. Only larger animals, weighing 20 or more kilograms will exert enough pressure on the roots.

The first step within the kill zone will arm the plant. Alerting it to the presence of a possible meal and allowing it to identify from which quadrant said meal is approaching. The next step acts as a trigger. Once the trigger is set off, the plant reacts with lightning speed. The spines which face the quadrant where the first, arming step was taken, shoot out at a high velocity.

Each spine is laden with a deadly, fast acting toxin. This toxin has a dual function. Its first action, once it enters its victim’s bloodstream, is to incapacitate its voluntary muscles, effectively paralysing the victim within seconds but leaving its heart and lungs functioning, to ensure the toxin is distributed throughout the entire body. The toxins second function is as a digestive. Within an hour of rendering its prey immobile, the toxin starts to dissolve tissue it comes into contact with. This whole process works on volumes. The greater the amount of toxin in the body, the quicker the time in which paralysis will occur and the quicker the prey will digest.

While the plants prey is digested from within, its root system will start producing specialised rootlets, which grow upwards towards the point where the prey lies. Within a day they will have pierced its tenderised skin. Within two days, they will have anchored the corpse and started to secrete even more powerful digestive acids than those of the spines, to dissolve muscle and bone. Within a week, the corpse will have collapsed in on itself, as its now liquid inside’s seep into the soil, to be hungrily absorbed by the plants underground root system.

This article was last updated VI August MMII

Statistics

Spines:
The spines are hard and sharp.
Per spine:
Damage = 1d4
AP = 5
Toxin POT = 50. POT will increase by 10 per extra spine. Thus, is 3 spines, POT = 70. Spines must draw blood for toxin to work. The digestive agent will start to function within an hour of entering the bloodstream and from then on will remove 1d4 HP per hour until HP = 0 or the toxin is neutralised. Please refer to RuneQuest Poison rules for specifics on how poisons work.

Fruit:
If a person should be so lucky as to obtain a sausage fruit without perishing in the attempt, it will be worth their while. Not only do the fruit contain an antidote to counteract the toxin in the spines. (This antidote must be ingested before the digestive takes effect, to avoid permanent loss to CON. If the digestive has taken effect, CON must be reduced by 1 for every passing hour until the digestive has been neutralised.)

In addition to the above, the fruit is delicious and the antidote has generic healing properties which will speed the healing of wounds and revitalise the body of people who consume it. To simulate this effect, make a first aid roll for each wounded area and add 1D10 to Current Fatigue Points. This is a once off effect and wounds cannot be speed healed by eating lots of fruit

Hydra (Hydor udras monstrum)

This Hydra was designed long before I obtained the Elder Secrets box, which also contains details of a Hydra. Later on, I also noticed that the Monster Coliseum box has different statistics for a Hydra as well as the Glorantha Bestiary. This one is quite different to the others however, which I hope will mean that it is quite fun to come up against. It also gives any owner of a d30 an opportunity to use it.

This article assumes a quadruped creature and not the alternative serpentine bodied version.

Hydras are extremely rare terrestrial dragonoid creatures with many heads, that prefer to inhabit swamps and salt marshes (mangroves). Some hydras have however been encountered in river estuaries, shallows of lakes and jungle rivers. The most common ones have three heads but there have been tales of ones with seven heads. They are relatively intelligent and have the ability to breath fire and/or noxious gas. Hydras are solitary by nature and only converge for their infrequent mating.

he smaller wild hydras prefer to avoid confrontation with anything unknown and are likely to withdraw and hide if approached. They will fight however if they feel threatened or are attacked. Larger, intelligent hydras are more often than not in the employ of dragon kind or powerful sorcerers, drawing on their employers vast sources of knowledge in return for services rendered.

No one really knows where hydras come from. Some cults believe that they are the offspring between the dragon god and an unknown partner while sorcerer generally believe them to be the result of an arcane experiment. Shamans on the other hand know full well that hydras are manifestations of spirits, bonded together and trapped in the body of a serpent by a powerful shaman, centuries ago. The statistics below are for fully grown hydras.

These hydra statistics were first defined on MMVI July MMII.

Hydra

CharacteristicsAverage
STR18D663Move 5
CON9D632Hit Points 48
SIZ20D670Fatigue 95
INT1D6 + 1D46
POW2D6 + 613
DEX2D67

3 Headed Hydra

Hit LocationMelee (D20)Missile (D20)Points
Tail01-020118/13
RH Leg03-040218/17
LH Leg05-060318/17
Hind Q07-0804-0718/20
Fore Q09-1008-1218/20
RF Leg11-121318/17
LF Leg13-141418/17
Head 115-16 15-16 18/17
Head 217-18 17-18 18/17
Head 319-2019-2018/17

7 headed Hydra

Hit LocationMelee (D30)Missile (D30)Points
Tail01-020118/13
RH Leg03-040218/17
LH Leg05-060318/17
Hind Q07-0904-0818/20
Fore Q10-1209-1418/20
RF Leg13-141518/17
LF Leg15-161618/17
Head 117-1817-1818/17
Head 219-2019-2018/17
Head 321-2221-2218/17
Head 423-2423-2418/17
Head 525-2625-2618/17
Head 627-2827-2818/17
Head 729-3029-3018/17

A note about d30: A d30 roll may be achieved by rolling 1d12 + 2d10 and subtracting 2 from the result. Or (1d20 + 2d6) -2.

WeaponSRAttack%Damage
Breath355 – 5*Flame/Poison
Claw6201D6 + 4D4
Bite940 – 5*3D6 + 7D4
Tail9204D6

Notes: A hydra may make an attack with each of its heads (breath or bite, not both) every round and may attack with either its tail or claws in the same round. The same head that breathes may not bite during the same round. It may either breathe fire or poisonous vapours per round and not a combination of the two. The hydras flame is more a ball of fire which can affect a target area of one square meter. The range of this fire ball is equal to the hydras POW.

The flame does 4D6 damage to each of the targets hit locations. 4D6 is rolled once and the damage rolled is applied to all hit locations simultaneously. Armour does protect against this damage. The hydra must expend 1D4 fatigue points each time it breathes fire. Poison can be breathed as an alternate to fire. The cloud can take up an area of one square meter and has potency equal to the hydras POW.

Each head may breath at the same time, thus a 7 headed hydra could conceivably blanket a seven square meter area with fire or poisonous vapours. Tail damage is an area sweep effect.

* The hydra will lose 5% on its bite and breath attacks per head that is severed or incapacitated.

Armour: 18 point skin.
Magic: Intelligent hydras will have learned sorcery and/or spirit magic. These will have an INT of 3D6.
Skills: Scan 25 + 5 (per head).

Tangle Vine and Death Tendril

An interesting and deadly form of symbiosis.

The Tangle Vine, (also known as snag claw vine) is an arboreal plant that has formed a symbiotic relationship with a deadly fungus. Distantly related to the arboreal orchid family of plants, the vine still retains certain familiar characteristics. It grows in trees, hanging its roots from branches and produces a magnificent flower, the resulting seedpods of which bear a vanilla like aroma. The similarities end here however. It is thought that changing climate conditions forced the vine to adapt or die. Where once it may have thrived in a moist, jungle environment, it is now encountered in far harsher, dry climate climes.

The lack of nutrient laden jungle air is thought to have forced its adaptation. The air in arid climes is dry and bereft of any nutrients. To gain the nutrients necessary for its survival, the vine forged a mutualistic relationship with a deadly fungus, the Death Tendril. The fungus body resides inside hat of the vine, laying in wait for the vine to catch its prey.

Elongated roots covered in sharp hook thorns hand from the vines perch, waiting for an unsuspecting animal to brush against them. When this occurs, the hooks snag and easily pierce sin. Creatures snagged usually panic and try to break away. Although this is sometimes successful, it mostly casts them against other roots and soon they are well and truly stuck. While many thorns may break off, they are numerous enough to ensure that some remain embedded in skin.

The thorns contain a tiny opening just below their tip. Within this opening resides the Death Tendrils offensive weapon, an anaesthetic acid secreted in preparation for the trap to be tripped. Blood from the stricken creature carries the anaesthetic to its muscles where it swiftly goes to work. As the acid is secreted in every thorn, even ones that have broken off are still effective in paralysing the prey.

Once the prey has been sufficiently incapacitated, the fungus grows rapidly. The anaesthetic also acts as an anti coagulant, ensuring that the openings made by the thorns are not closed.

Thin fungal tendrils issue forth from the same holes where the anaesthetic was stored. They enter the prey and begin secreting digestive enzymes. As tissue is dissolved, it is absorbed by the tendrils, which then grow into the gap left, anchoring them further into the preys living flesh.

The tendrils are sensitive to the anaesthetic acid levels within the prey, any drop in which cause them to secrete more, maintaining the status of paralysis. Thus the prey is slowly digested alive until loss of blood and/or vital organs cause it to die. As the aesthetic is only local, incapacitating voluntary muscles, the prey is not even spared pain as it is slowly digested.

Being a fungus, the Death Tendril cannot use all of the nutrients it absorbs and excretes them from its main body, where they are absorbed by the vine, providing it with sustenance to sustain its growth. The Death Tendril is also interesting in that it can occur/live without the Tangle Vine. This is rare however as their mutualistic relationship is so beneficial, but when it occurs, the tendril can be spotted at night due to the phosphorescent glow emanating from it. This is due to the unused nutrients it has excreted being burned up by bacteria, a by-product of which is the luminescence.

The deadly twosome has one more trick up to play. In order to assure mutual propagation, the tendril releases its sticky spores into the vines seedpod ensuring a high likelihood of spores being carried with seeds when they are distributed. Anyone mistaking a Tangle vine seedpod for that of a vanilla orchid will be truly surprised to find the spore infested seeds somewhat disastrous to their digestive tract, causing searing abdominal pains accompanied by cold sweats and a general sense of delirium. While not poisonous as such, the effects of digesting the spores could be disastrous to anyone facing imminent battle or attempting some dangerous task.

This article was first published on XXXI July MMIII

Tangle Vine

CharacteristicsAverage
CON2D6 8Hit Points 10
SIZVaries15
POW11
Hit LocationMelee (D20)Missile (D20)Points
Vinen/an/a10
Thornsn/an/a1/thorn
WeaponSRAttack%Damage
ThornSpecialSpecialEntangle – See Notes

Death Tendril

CharacteristicsAverage
CON1D32Hit Points 2
SIZVaries6
POW44
Hit LocationMelee (D20)Missile (D20) Points
Tendriln/an/aMust destroy host
WeaponSRAttack%Damage
AnaestheticSpecialSpecial
TendrilSpecialSpecialSpecial – See notes

Tangle Vines: Depends on the prey’s reaction. Classically, someone brushing a vine will be pierced by a number of thorns. Thorn damage is negligible, any sort of armour will stop them piercing skin. If skin is pierced, the preys reaction will determine how entangled it gets. If it thrashes around in panic, it will become more entangled, if it freezes and takes stock of the situation before slowly removing thorns, it will likely escape.

Anaesthetic: The anaesthetic has a POT of 1 point per thorn. E.G. If 5 thorns pierce, its POT is 5. It will start acting two turns after the thorn first pierces flesh. Match POT vs. CON on the resistance table. The anaesthetic lasts 10 turns; so further piercing will increase POT. E.G. Prey is pierced with 5 thorns and resists vs. POT 5. It is pierced by 7 more thorns and then has to match vs. POT 12 etc. Failing to resist will result in local paralysis of areas pierced. (Use logic here. If 20 thorns pierce the prey’s arm and 1 its leg, clearly the leg will not go lame. Perform resistance vs. POT I two separate checks).

Death Tendrils: These will start growing 5 turns after first piercing. Digestion will commence in a further 3 turns (8 turns after first piercing). Digestion does 1 point of damage to affected body area (as well as global HP) per 5 tendrils or part thereof per turn. E.G. 7 tendrils are growing into an arm. 7/5 rounded up = 2 points damage per turn. Remember the tendrils can secrete more anaesthetic. Treat this like the thorns, 1 point POT per tendril.

Pod Spores: Best to role-play this, but if you have to resist, treat them as having a POT of 10 (if full pod is consumed).

Post Script: Needless to say, the Tangle Vine flower is of enormous value within botanical circles. The danger in gathering such a flower is enormous. Tangle vines, which sprout without their mutualistic partner never, reach maturity.

Goblin (Cobalus malignans)

A cave dwelling elfin subspecies. Encountered on many worlds, these malignant creatures have dwelt on Gæa for along time.

Goblins are a species of cave and underground dwelling humanoids. A degenerate form of elf, they prefer to dwell in caves, ravines and rocky land where trees do not easily grow. They despise elves, experiencing a racial obligation to battle them, and are despised and battled on in turn by elves. Generations spent stooped stooped underground have caused goblins to evolve into a far smaller stature than their tree dwelling kin. Their underground nature has led to them becoming adequate miners, resulting in the occasional skirmish as their mines encroach on the domain of other subterranean species.

When goblins do venture into the open, it is usually at night as they are easily demoralised in daylight, with only the hardiest of their kind being able to function normally diurnally. Their elven ancestry is not commonly known and most people view them as a sort of subspecies of orc, a misconception which orcs have been known to take exception to. While orcs will often enslave and sometimes even employ goblins, they hate them as much as elves and will not have a qualm with any action, which may result in the death of goblins.

Goblins come in many sizes, sometimes growing as tall, but not as bulky, as an average human, but they are generally of a far smaller stature. Although usually timid when alone, they can become most aggressive when encountered in numbers, an occurrence that their fast breeding readily facilitates.

Known for their mischievous ways, goblins are often blamed for any small thing, which may go wrong. As such, they are actively hunted to punish them for their misdeeds. They are not very intelligent and lack the ability to plan far in advance, often starving in winter as a result. They also routinely fail to maintain their weaponry, a fine sword in a goblins hand will be rusted and blunt to the point of being useless in a short span of time.

The depredations of orc slavers and other persecutors may keep their numbers in check, for if left to themselves for too long, a tribe will experience a population explosion, resulting in a migration akin to a locust swarm as the excess population leaves it mother tribe to search for a home where they can found a new tribe. Although extremely rare, goblin migrations extremely destructive as the massive number of goblins plunder the land they traverse in search of a new homeland.

See also Elves and The Lopsloss.

This take on goblins was first defined VIII August MMVIII

CharacteristicsAverage
STR2D6 + 29Move 2
CON1D6 + 46-7Hit Points 7
SIZ1D6 + 36Fatigue 15
INT2D68
POW3D6 10-11
DEX2D6 + 613
APP2D67
R Leg1-41-32/3
L Leg5-84-62/3
Abdomen9-117-102/3
Chest1211-152/4
R Arm13-1516-172/3
L Arm16-1818-192/3
Head19-20204/3
WeaponSRAttack%DamageParr%PTS
Short Spear7401D8+12510
Pole Lasso330 + 54
Sling*315 + 51D8
Knife925 + 61D4 + 225 + 64

Skills: Agility + 4; Jump 15, Climb 30, Communications +11; Speak Other Language (Orc) 9, Knowledge 0; Mineral Law 20, Evaluate 10, Manipulate + 5; Devise 18, Perception + 3; Listen 30, Track 10, Stealth + 10; Hide 48, Sneak 42.
Armour: Generally no more that 2 point hard leather, although more protective helmets are often worn.
Magic: Although goblins mostly use spirit magic, some have been known to use sorcery. Due to the generally high mortality rate, it is rare to find a goblin sorcerer of much power. The contrary is true for shamans who are often them most powerful being next to the chieftain in a tribe. Many goblins will give their life to protect the tribal shaman and as a result goblin shamans can become surprisingly powerful.
* Few goblins live long enough to master the sling.

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

The Minorian Clan

A people who reside on a distant, isolated island in the cold north.

Geography

Elzimazia is a medium sized island, approximately the size of Britain. It is quite isolated from the rest of the world. The distance from the far north to the far south is 452 km. The distance from the far east to far west is 233 km. Elzimazia is situated approximately 8000 km to the North-North-East of the continent of Gaia. To far for a trade route in this day and age.

Climate

It has a reasonably cold to moderate climate, temperatures varying from –5 (minus five) degrees Celsius in winter to 25 degrees Celsius in high summer – generally not an uncomfortable or uninhabitable place.

Population

Sparse
The Minorian Clan

The Clan

The Minoria clan has a reputation for being rough and aggressive barbarians. In past years the clan used to raid their neighbours on a regular basis, but after the war, they have become more peaceful, trying to live in harmony with their neighbours and trading, instead of raiding has become the means of the day…. This isn’t always easy.

traditions

As a mark of manhood, the male members of the clan tattoo designs on their faces. The ink they use is normally blue, which stings painfully when applied. The new adult members of the tribe see it as a sign of strength to show no pain when the tattoos are applied. As part of their initiation, the boys design their own tattoos, before the tattoo master applies them. The spiral is central to the Minoria clan’s culture and is often used in these tattoos. The mythological Lynx is also often depicted in these tattoos.

Religion

The Minorians worship the war god of Elzimanzie.

Personages

Chief Angus The Brave
Chief Angus is a man of his middle to late years. Today he is wearing his bearskin cloak. You remember the day he killed that bear… One year, during the great annual hunt, when the men of the clan hunt the purple reindeer, Angus took his youngest son (Markus the young) out for his first great hunt. The bear appeared from nowhere. Markus was taken totally by surprise! Angus attacked the bear with his spear and killed it, before any of the other young men could even react. He is respected within his own clan and throughout the lands. Known as a principled man, Chief Angus is known for swift and harsh justice!

As members of his elite guard, you respect and fear him. You know what he is capable of and you know what he perceives as wrongdoing. His blue tattoos have, like many of the older male members of the clan’s, turned blue-grey with age as has his once black hair. However, when you look at the chief, you see that his eyes are as sharp as the first day you met him as a young initiate of the clan.

Chief Angus the brave was a warrior of note in his heyday and even now, in his middle to late years, most of the clan’s young men would prefer not to get into a fight with him.

Granny P
She is the clan mother. Whenever members of the clan come to visit the roundhouse, Granny P is there to greet them. She is always ready with food and drink for the traveller. She is wonderful in the kitchen as a cook and supervisor.

Granny P always knows all the clan news first. She is mother and caretaker to the young children and has seen many generations of Minorian children grow to adulthood.

The Elite Guard
The chief’s men or the chief’s elite guard are the chief’s trusted advisors, his personal bodyguard. They protect the chief whenever this is required and also go on diplomatic missions with the chief and on behalf of the chief. The men and woman of this guard have special skills and experience that are valuable to the chief. They are very dedicated to him and would offer their lives for him.

Places

The Roundhouse
A very large structure built (as the name suggests) circular. From the outside it looks a bit like a spiral tower. Central to the roundhouse is a spiral staircase with doors leading off to the sides. These doors open into bedrooms, activity rooms etc. The chief’s chambers is at the top of the stairs. The chief’s men have rooms next to the chief’s chambers, for protection and company. The ground floor is occupied by the kitchens, sculleries, cold rooms (Granny P’s domain) and conference rooms.

Artist – Garrett Murphy

Outside the Roundhouse
Smithy
Stables
Barracks for permanent members of the clan guard – elite guard’s chambers are next to the chief’s chambers in the roundhouse.

This article was originally published on IX June MMV

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.

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.