The Nature of Shogginess

Certain artifacts of great power can affect some people in alarming ways. In the 2000AD (comic) story about Slàine and the Shoggy Beast, a person touched one of the Drune Lords Weird Stones. As a result, his body was warped and he went “shoggy” on certain nights.

The shoggy beast can be llikened to a werewolf, but rather resembles a warthog than wolf. Shoggyness is not a disease, like lycanthropy, but a magical ailment. In Rune Quest terms, it occurs when a shoggy spirit overcomes the POW of a character. Spirit combat rules would apply.

When a character becomes shoggy, very little can be done, apart form killing the character or having a shaman defeat the shoggy spirit on the spirit plain and rescue the characters spirit.

The character will initially feel nauseous and tired in the daytime. Senses may start to feel a bit odd (enhanced). People infected by shoggyness usually take a few nights before they go fully shoggy and become a shoggy beast. In the nights prior to this, they may warp in and out of their shoggy form, grow excessive hair and teeth or become very violent.

Once in their shoggy form, they forget themselves and become the Shoggy Beast! See creatures for statistics.

The Shoggy Beast is the name of a story written by Pat Mills and illustrated by Mike McMahon, published in the British comic: 2000AD #348–351, 1983–1984

This extrapolation of The Shoggy Beast creator’s excellent work was last updated VIII August MMII

SHOGGY SPIRIT

The shoggy spirit is a kind of disease spirit. Full details for disease spirits are provided in the Rune Quest Creatures Book. The shoggy spirit attacks APP. Once it has possessed its victim, the sufferer loses once current APP point per day.

CharacteristicsAverage
POW3D6+415-16Move equal to POW

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.

Fossa (Cryptoprocta ferox)

A small predator from Madagascar.

A small, ferocious, cat like carnivore. Although it does occasionally hunt by day, it is primarily nocturnal. With sharp powerful claws and needle like teeth, it has the ability to seriously wound creatures up to twice its size. Although not a real danger to adult humans, it could be a threat to small children, halflings, ducks and pixies. Its ability to climb extremely fast and jump make it equally dangerous to small flying folk like faeries.

In its native Madagascar, the solitary fossa uses its powerful body and sharp claws to scale trees in search of its favourite prey, lemurs

This wildlife program inspired entry was first documented on VI August MMII

Fossa

CharacteristicsAverage
STR1D6 + 35-6Move 8
CON3D610-11Hit Points 7
SIZ1D6 + 14Fatigue 15
INT66
POW1D6 + 69-10
DEX2D6 + 1219
RH Leg01-0201-020/3
LH Leg03-0403-040/3
Hind Q05-0705-090/4
Fore Q08-1010-140/4
RF Leg11-13 15-160/3
LF Leg14-1617-180/3
Head17-2019-200/3
WeaponSRAttack%Damage
Bite1040 + 71D8
Claw750 + 7 1D6

Note: The fossa can claw its prey and bite in the same round if it so desires. If the fossa claws its prey with a special success, its claws will grip into its prey’s flesh, allowing it to hang on. It will continue to do claw damage every 3 strike ranks until its claws are removed. (No further hit rolls will required until its claws disengage).
Skills: Climb 70 + 6, Jump 60 + 4, Sneak 80 – 2, Scan 25 – 2, Listen 35 – 4.
Armour: None.

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.

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.

Black Wurt

Notes on the Black Wurt weed found in Northern Gaia.
Also known as: Orc Weed (Slang), Djudidench (Slavinian), Ggnurt (Northice Orcish) or G’nash (Orcish slang).

A tough scraggy plant found abundantly on rock faces in the colder regions of Northern Gaia. This resilient weed has thick moist leaves which, when crushed exude a powerful smelling black ichor, the stench of which is enough to turn the stomach of even the most iron-gutted horticultural enthusiast.

Although widely regarded as a weed in civilised (and barbarian) society, the plant seems to have acquired a special place in northern orcish (and some primitive clans) herb lore. The ichor exuded has the special property similar to the insulating property of oils and fats. Many northern orcs use the foul smelling ichor to protect themselves against the cold if caught outside in winter months, possibly being the “root” cause of the perceived noxious odour of the species. This cultural practice may be what has led to the speciest prejudice against foul smelling ‘orrible orcs.

Although the root has been used by orcish raiders as camouflage in the past, its properties as a concealing agent are (according to orcish legend) usually countered by it’s foul stench. (Leading to many a human joke of smelling the raiders way before you can see them).

Another interesting property of the oily ichor is its uses as a lubricant for weapons and armour maintenance. Although the oil protects and insulates against rust and weathering the ichor also has a slight acidic quality when dry, possibly leading to the unexplained disintegration (and perceived lower quality) of orcish arms and armour. Many a looter has been found gnashing their teeth (or being gnashed) when seemingly fine looted orcish armaments suddenly weaken and rust. For this reason the plant must be applied often and kept moist (or washed off in limewater) to remain effective.

“The Extended Tome of Applied Herbology”
Orpheus, Scribe.

This article was first published I July MMIII