Monday, September 30, 2013

COMMON ANIMALS of KOS pt. 1: RIVERS/LAKES

Once, there were ordinary animals in Kos.  Dogs, hawks, and fish are some examples.  These types of animals, though rare today*, formed the "base creatures" which compose many of the animals which exist in Post-Cataclysmic Kos.
In game terms, this is for those times when you need to say "Dungo the Luckless rolled a 1 on his Fieldcraft check and succeeded only in bringing in [vermin] for dinner..." or "Your last biscuit is suddenly snatched by a..."

first, select an interesting-sounding creature or roll d12 for one
then, in case you need to know,  roll 1d4 to discover what these creatures actually are and what they do

d12

1. Great Swan
       1. Enormous swans, always black, large enough to pull boats, totally docile
       2. very large and territorial but otherwise normal swans
       3. not really so "great" after all; this appellation is a fancy of inebriated local river-men
       4. large swans, always come in matched pairs of black & white, mate for life.  Considered good omen             for love

2.Ebon & Ivory Eel
       1. they're just black and white eels.
       2.-4. come in both colors, but only appear together over the location of sunken treasure

3. Peckel
       1.-4. this is what all uninteresting fish are called

4. Drowned Lady
       1. an actual dead ghost of a drowned lady who tries to tempt lonely men to a watery tomb.  Usually               effective only on the deeply inebriated, badly wounded or suicidally depressed
       2. a fish which is created when an unloved woman dies, they are considered exceptionally tasty by               certain jaded epicureans and valuable in several alchemical processes.  Hard to catch, though, because        you have to sing a true love song to get them into a net.
       3. A fish with pliant flukes on the sides of the face that resemble the hair of a woman.
       4. A frog that has beautiful hair and appears to be flush-cheeked and red-lipped; sings loudly at night

5. Soil-Fish
       1. a spiny fish which dwells under the sand and is very uncomfortable to step on.
       2. a bottom-sucker or cat-fish
       3. slang term for any fish considered unfit for human consumption
       4. a minor magical creature which draws nourishment from dirt and leaves everything sparklingly white;        large fleets are often spotted cleaning the teeth of sea-monsters

6. Savage Pike
       1. descendants of former battle-pike of the Aquatic Southland Invasion.  Bred to chew holes in the        bottom of boats and attack anything flailing around in the water.  Otherwise eat only small peckels.
       2. Crocodile-sized monsters, highly territorial but easy to avoid on land
       3.-4. the same as a normal pike but incredibly vicious, using a strong thrashing motion to rend prey and        attacking anything that moves; easily spotted by the constant thrashing a school of them makes at all times        as they constantly fight for dominance

7. Knight-Fish
Knight-Fish are covered in armor, and
       1. Totally subservient to a golden Emperor-Fish, and follow him in silver swarms.  Have lance-like horns attached to their foreheads.
       2. carnivorous fish which attack other fish by ramming them
       3. beautiful fish admired for shimmering scales
       4. small fish that aggressively try to defend small "fortified" areas

8. Emperor-Fish
       1. local name for a dunkleostus spotted in the river
       2. Large, yellow pufferfish, so named for the pompous look it presents when it puffs up
       3. Fish with a large fin strung with iridescent semi-precious accumulations of sand
       4. mistranslated South Land name for "whale" or "small volcanic island", re-imagined as a fanciful beast

9. Glittering Crab
       1. vicious but beautiful little predators with crystalline shells.  Painful to step on, and sharp pincers
       2. bio-luminescent flashes allow them to find one another in the dark. Considered appealing by song-writers and other sentimentalists in certain parts of Kos
       3. Highly organized expansionists.  Always attack in squares, with one crab facing out each direction.  Make sorties onto to land and kill small lizards and insects.  Only come out at night, where the moon reflects on their shells
       4. a type of tiny crab that collects shiny objects.  usually has a small hoard of minor treasures

10. Snake-Fish
       1. just a common name for any aquatic snake or eel
       2. the Northern Snakehead fish we have now, except much worse.  They are plotting to invade and settle, and most humans are not yet aware.
       3. actually the infant form of the Serpus, who must travel to water to lay her eggs
       4. a brightly-striped fish with a venomous bite

11. Nautili
       1. are quite numerous in the River Kos and are said to be sacred to God Kos.  Some believe they are the souls of river-worshippers.
       2. have survived the Cataclysm remarkably well. Sometimes become so numerous during the spring melts that men claim they could cross the River Kos without wetting their boots
       3. are considered a pleasant species, tasty and attractive in their jetting swarms.  a staple of life for many people, their spiral shell is said to represent infinity and rebirth
       4. Held as the emblematic animal of Kos, frequently featured on heraldry

12. the Submerged Crawler
       1. Kossick translation: "horseshoe crab"
       2. Kossick translation: "Trilobite"
       3. Kossick translation: "crawfish"
       4. a type of minor magical creature which burrows under the sand and eats ancient detritus; can only be seen by the lump it makes as it travels near the surface.  Produces an irritating rash if stepped on.


OLD FISHERMAN'S LYRIC
Nautili, Nautili, you are a friend of mine;
Your whole life is in a spiral, but mine seems stuck on a line


*except dogs in the vast countryside of Barbarian Krax.  don't worry, they're actually doing fine

Thursday, September 12, 2013

the CLASSES of KOS

in KOS, there are only 3 classes:


THE MYSTIC
Cannot gain Feats.
Choose 1 of 3:
1. Starting favor of 100 with a God of your choice.  Roll on the Priest table.  If you wish, you may begin         as an initiate of a church/cult of your choice
2. Starting favor of 50 with a God of your choice, and you know 1 Spell and 2 Incantations.  Roll on the Priest table.  If you wish, you may begin as an acolyte of a church/cult of your choice.
2. Starting favor of 25 with a God of your choice, and you know 2 spells and 3 Incantations.  Roll on the standard chart of Starting Epithets.

Mystics start with no gold, and no items except simple garb and a walking-stuff or cudgel.  The exception are Initiates of a Cult/Church, who begin play with the standard vestments of that faith


THE PERSON of ACTION
Gains +1 to all attacks and damage, and +1 to AC.  Starts with one Feat from the list found at my last post.
Roll on the chart of Starting Epithets.

Begins play with 100 Moons or possessions equivalent to that amount.



THE PERSON of LEARNING
A PERSON of LEARNING has a chance of knowing some pertinent facts about any situation.  the chance of success depends upon the esotericism of the fact.
EXAMPLES
"Io is a stern God who seeks to proselytize the land of Kos." - automatic success
"Those creatures are known as Chop-Hawks - they are very aggressive but will not attack outside their territory." - 5 in 6 chance of success
"Amble Edge is ruled by the Axe-Witch who dwells in a ruined oak.  Her guardsmen are a troop of 7 elite swordsman led by a veteran named Graysword." - 4 in 6 chance of success
"This scroll is written in the ancient language of the Stone-Folk".  - 3 in 6 chance of success
"This scroll written in Stone-Folk and details the legend of Arr the Iron, a silent priest who fought a wolf-like creature in a swamp.  It details the location of his tomb." - 2 in 6 chance of success
"Here, let me point out the exact location of the Hidden Tomb of Krynn the Hero on your map."  1 in 6 chance of success
If the information concerns the area in which you grew up/studied, you gain a bonus of +! or more

Persons of Learning begin play with 3 random spells and 3 random incantations, in addition to any bonus spells from Magic score.
Do not roll on the Standard List of Starting Epithets; instead, your nickname will simply indicate where you are from.  E.g, "Bort of Water-Fall Library", "Bort of Downflow", etc

Persons of Learning begin play with 2d10 Moons or possessions equivalent to that amount, along with simple clothing, a simple weapon of choice, and some writing materials in a haversack or pouch.
They also know 2 Facts of the player's choice.  These can be anything - "How do I become immortal?"  "What is the exact location of the greatest treasure of Kos?" "What really caused the Great Cataclysm?"  "How can I defeat Sheriff Dronlan 3-Swords?"

Barbarian-folk cannot be Persons of Learning.




THE PRIEST TABLE
determine your god, then roll randomly


KOS
1. Hermitic Wanderer - sworn to own nothing.  protectors and philosophers.  Must immediately give away all possessions as soon as they are aquired.  In return, respected by Folk everywhere.  Wanderers may utter blessings or curses.  Able to restore fallen Pukel Poles and control the Pukel Men.  Goal: Seek the lost secrets of the God Kos, whom you know you know yet lives, in your heart
2. Drowned One - a priest who has completed the Ritual of True Drowning.  Death now holds no fear.  Do not need to eat, drink or breathe.  Unnerving gaze induces obedience in the tremulous.  Respected & feared by Common Folk.  Animals tremble at your passing and the creatures of the water - even the mighty Kraken - obey your beck and call.  The rivers foam and burst their banks with your wrath. Goal: Restore the lost faith of Kos, cast out the evil of the foreign gods
3. Fig-Drinkler - Priest who specializes in horticulture and fermentation of Figs, the sacred fruit of Kos.  Everyone loves a Fig-Drinkler, for their merriment and fine times wherever they go.  Goal: None in particular
4. Spring-Step - where you go, things grow.  BeLoved as a fertility monk, often indulgent in material pleasures.  Known to be excellent travelers. Goal: Bring growth back to Kos - untangle the wildness of the woods, heal the cancerous and corrupted lands, and spread sacred wheat to every corner of the continent
5. Battle Chaplain - often found in attendance with the Red Knights of Kos.  Specialists at healing and battle-magic.  +1 to attack and +3 to Healing.  Roll on the MAN of ACTION starting FEATS.  Goal: Stand against the dark things of the world; heal those who fall in the line of duty that they may continue to fight the good fight (eternally, if necessary) .
6. Mender - can mend anything that is broken.  Goal: Unite the shattered peoples of Kos, create peace, and install a rightful King on the throne to bring order to the realm.  Always help the broken-hearted.

IO
Flagellant - specialists in whips and flails (+1).  Inured to pain and bleeding damage.  Can see and smell sins and evil creatures.  Goal: Purge the world of evil by excising it like a cancer
Watcher - protected by a sacred closed helmet bearing a great eye, they see deceptions while wearing it.  specialist in hammers and spears.  Goal: Discover the inequities of the world
Templar of the Crusading Flame - the righteous fist of the Church, able to smite Bleed-Throughs and evil-doers.  Goal: Bring the cleansing flame to every dark corner of this evil world
Excorcist - specialist trained in removing and fighting ghosts and parasitic Bleed-Throughs.  Can make knowledge checks as a PERSON of LEARNING in regards to matters of posession, Bleed-Throughs, etc
Cult Prostitute
Word-Bearer

ISSUS
Explorer
Many-Tongue
Merry Muleskinner
Golden Boy/Girl
Skald
Go-Between


IRON LORD
Sword
Cunning
Alchemy
Wizardry
Dominion
Secrecy

BLOOD-BULL
Stomphouse
Everything-Smasher
Party-Maker
Berserker
Ghoul-Finder
(see: Brute from SCRAP PRINCESS)


MINOR GODS
minor gods include any god from Petty Gods, Barbarian Gods, living demi-gods, any god the player makes up, or a number of sub-cults that are indigenous to Kos
AGNI, FIRE-GOD, RING-GIVER -
AGNI-MAGNI, SUN LORD, HORSE-THANE -
THIRD-EYE-BLUE -
RED LUNAR GODDESS
WAHU, the PEACEFUL BUTCHER
the PALE KING
ANCALAGON, the LIVING LORD of POISON
MAGLUBIYET, the INSANE GOBLIN GOD-KING of the ASH LANDS-by-the-TWISTED RIVER
VESKERILE the USELESS, FACELESS GOD of WRETCHES


YOU HAVE SPENT TIME AMONGST THE WRETCHES

THIS CHART SHALL BE ROLLED WHENEVER A PLAYER-CHARACTER'S TIME IS SPENT AMONGST A LESSER STRATA OF SOCIETY (see *1  and *2 and *5)

ROLL 1d20 (see 3* and *4)
1. You have slowly and methodically acquired a life-long immunity to bloodborne pathogens
2. You got fleas, but not as bad as everybody else (-1 to all rolls and AC until 2 weeks are spent in better company)
3-10. You have got fleas and lice.  The itching is unbearable, and will remain so until you seek proper medical and spiritual treatment (-2 to same)
11-12. You got fleas, lice, ticks; rats have crawled on you and worms have squirmed into you.  constant scratching has turned bite areas and rashes into oozing sores  -2 to all rolls and lose 1 level (until nursed properly and patiently)
13-15. Parasites are winning the war against your body.  -1d4 to all attributes per week (starting immediately) until healing from a soothe-wound
7-18. Emerged from the situation unscathed, but will forever carry a faint stench of sewage.  -2 Charisma
19. Rats and other vermin bit you amidst filth, and you have contracted a veneral disease
20. Rats and other vermin bit you, and you have the plague










*1. That is to say, a lower strata of society than that which they currently enjoy
*2. Reduce roll by -1 for every level of Rogue/Thief/Specialist (See *4), or every quantifiable level of Foulness in a Fighter, or every positive Constitution modifier
*3. aescetic PRIESTS & MYSTICS need not roll; they have all of these symptoms already
*4. MAGSMEN, THIEVES and MASTER THIEVES need not roll for similar reasons
*5. Reduce roll by -1 if player-character spends the whole time waving a hankie around and inhaling special salts and smokes, while complaining