Showing posts with label WIP. Show all posts
Showing posts with label WIP. Show all posts

Wednesday, October 2, 2013

HOW ANIMALS (and lots of monsters) FIGHT (in Kos)

In ancient times, the Gods (in their wisdom) divided all animals & monsters into two types:

1. ANIMALS THAT LOVE TO STOMP & ROMP

2. ANIMALS THAT ALWAYS FLEE
the Gods aren't perfect, though, and most creatures do a mixture of both.


TYPE 1: ROMPIN' STOMPERS 
Those That Stomp use the Rampage Circle Style of Combat (some humans use this style too - including berserkers, Blood Bull worshipers, and other desperate / mentally unstable people).
the attack power of a Type 1 animal or monster (or a person using the Rampage Circle Style) is dependent on its size, strength, endurance, and desperation.
- Smaller than a medium dog: -1
- is pretty big and strong, like between a wolf and a tiger - +1
- is really big and strong, like a bear or a buffalo - +3
- is enormous and overwhelmingly strong, like a rhinocerous or a triceratops - +5
- is truly huge and monstrously strong, like a brontosaurus or an elder serpus - +8
- is unusually ferocious (tiger, hyena, displacer beast) - +1
- is unfathomably, unreasonably ferocious (troll-wolf, tyrannosaurus) - +2
- protecting young or a mate - +3
- wounded - +1
- badly wounded - +2
- in its lair - +1
- has powerful natural weapons, such as giant claws or powerful jaws - +1
- has supernatural weapons, such as acid for blood or firey breath - +3

Add up these bonuses.  This is the amount of "attacks" it can make.  Anybody entering its range is subject to these attacks.  The full total of the bonuses can be applied in one attack against one character, or it can be divided against a number of attackers.

OR, it can make a SPECIAL ATTACK.  these depend of the type of animal, but here's some example:

- POUNCE: monster jumps at you.  you get a free attack if you're aware of it and can respond, but if you're flat-footed, caught off guard, etc it's an automatic success.  animal can knock you down.  and at that point, you're on the ground with a tiger/bear/whatever on top of you

- CHARGE: bull through / over enemies, trampling them / knocking them down

- ATTACH TO VICTIM: some monsters tend to attach themselves to people - ticks grab on and suck blood, crocodiles bite + shake, wendigos grab and then strangle, etc.  usually, this involves an initial attack, and then further automatic damage every round until the victim finds a way to get it off OFF GET IT OFF GET IT OFF

- DIVE-BOMB: some creatures can fly, and this is often how they attack.  the dive-bomb involves swooping in, making an attack, and then swooping away.  the defender get an attack of opportunity, but only 1 attack per Fight mod (minimum 1).  if the dive-bomb is a natural 1, the attacker accidentally crashes into the ground or something. flying creatures don't normally end their turns in melee distance, so all you can do is attempt to shoot it or attack it as it dive bombs



- sting/venomous strike/breath weapon etc ???: the "everything else" category


TYPE II: THOSE THAT FLEE
will come later



some more on FEATS

there are 3 classes in Kos:

1. Those who ACT
2. Those who CAST
3. Those who PRAY

none of them are really "classes", though - they just determine some of your starting equipment and abilities.  anybody can learn anything.  more on this later.

anyway, MEN or WOMEN who ACT are partly distinguished from the other classes because they often get to start with some FEATS.  There are many feats to be learnt, but here are some extended notes / features from feats that have been used in game:

the Salmon Leap
Req: 14+ Fight
a leap of incredible distance and/or height.  for every point above 13, the ACTION-PERSON can jump 6' ft. straight up in the air, or 8' laterally.  Once you get above 20 Fight, you no longer track your Fight stat and are instead simply said to have HEROIC Fight.  Once you reach HEROIC Fight, there is no longer any need to track exact distances for the SALMON LEAP and you instead can be assumed to routinely jump over rivers, castle walls, etc.

the Weapon Feat
Req: +1 Reflexes, 13+ Fight
Perform incredible weapon dances / tricks.  Some common tricks:
- juggle several swords or battle-axes at once
- repeatedly stab the spaces between your own fingers or toes with shocking alacrity
- perform excellent flourishes and leap over your own weapons
These tricks can be used to impress people.  If you take the time to perform a Weapon Feat before a battle or duel, you can give +1 morale to your followers or -1 morale to your enemies (if they are intelligent - it has no effect on oozes, skeletons, etc).  Every 2 points in Fight above the minimum provides an extra +1/-1.  This feat can also be used at parties or other social endeavors to increase the odds of success in social endeavors.

the Death-Lord's Stare
Bore into somebody's soul with a glance.  Petrify the puny, bend lesser spirits to your will

the Great Toss - hurl a very heavy object, or a smaller object very far
Req: Fight 10+
You are just so good at throwing!  You can hurl giant rocks or logs a short distance, or throw a small object such as a rock hard enough to seriously hurt somebody (1d4 damage + Fight mod, range = 20 ft. + Fight mod x 10)

the Iron Hands & Feet
Req: Endurance 13+
plunge hands into boiling water without harm, dance on coals, etc.  This feat requires a few moments of mental preparation, but once you are ready, you can stick your hands in boiling water, through the flame of a torch, walk on daggers, etc.  This usually impresses people very much and can grant social bonuses.  Once your Endurance reaches HEROIC, this feat can be used to endure anything, including lack of oxygen, endless cold, standing inside a bonfire, etc.

the Hero's Chant
Req: 10+ POW
This remarkable chant is the death-song of the valiant.  It can only be used in combat.  As long as the chant continues, your followers will never flee.  In addition, this chant marks a hero.  Intelligent enemies may single a hero-chanter out for duels or missile attacks.

the Battle-Howl
Req: None
This howl focuses rage and unleashes predatory instincts.  If used more than once per battle, the Howl loses its efficacy.  When the howl is used, the howler should choose how to use it:
1. AT THE BEGINNING OF A BATTLE: POW mod * +1 damage when charging during the battle.  If multiple allies take up the Howl, charge damage is increased by +1 for every Howler and enemies may have to make a morale check or else withdraw.
2. WHEN THE ENEMY IS WEAK: Enemy must make a morale check immediately; failure indicates weak creatures will flee and stronger ones will suffer -2 modifier to attack.
3. AFTER KILLING AN ENEMY: All allies within 20' regain 1d4 HP due to rampant bloodlust
4: WHEN PURSUING THE ENEMY: All allies within hearing distance gain +10'/round to movement

the Feat of Thunder & Lightning
Req: 18+ Fight or POW
A magnificent thunder-clap stuns enemies as the hero bangs their shield, hurls javelins, tears up the ground and stomps with unfathomable ferocity.

the Squirming Feat
Req: None
The hero can fit through any opening the size of their head or larger.

the Trick of Walking on Eggs
allows you to either
a) walk without leaving any tracks
b) walk without making any sound
A hero with HEROIC Thievery can do both at the same time.


the Feat that Dazzles, like the Sun
Req: 14+ Pow, Panoply of War or better armor in battle-ready condition
by revealing his highly-polished armor and heraldry in their full resplendence, the hero catches the light and exudes brilliant beams which stab the eyes of enemies.  Once it has been used on an enemy, it will never affect them again.

Endure Labor
Req: Endurance 10+
This is a very common feat amongst common-folk.  It allows the character to work from sun-up til sun-down without becoming bored or overly tired.  "Work" only includes basic manual labor; skilled crafts-work and combat do not count.

Sober Up / Sober up Another
Req: Endurance 11+
This is a very popular feat amongst old soldiers.  It can be used at any time to more-or-less banish the deleterious effects of alcohol, at least for a little while.  The hero will still be drunk, but will be able to act sober for the purposes of speaking normally, marching, performing manual labor, etc.  When used on another, it entails using ancient tricks of warrior-folk (such as splashing the victim with cold water, slapping them around the face and body, feeding them special concoctions of herbs, etc) in order to quickly sober them up enough to walk home or avoid arrest by zealous local authorities.

Always Awake
Req: Endurance 13+
Another popular feat amongst veteran warriors.  When this feat is learnt, the hero becomes an extremely light sleeper.  They gain the normal effects of rest, but count as being awake at all times for the purposes of surprise.


these feats can be combined - for example, a warrior with the Iron Hands and the Salmon Leap could run across the tips of spears.  A warrior with the Wolves' Lope and the Always Awake feat can run while sleeping.
PEOPLE of ACTION gain 1 free feat at character creation, and some STARTING EPITHETS grant others.  All others must be learned in the course of the game.

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


Friday, March 29, 2013

some FEATS


Some FIGHTER FEATS
Each feat must be learnt from a person who already knows it.  The cost of training depends on the trainer but is generally 100-200 for a simple feat,
and as much as 20 years of service for an awe-inspiring one.  Sometimes feats can also be learnt from ancient texts or strange magic visions, etc
Only PERSONS of ACTION (not PERSONS of LEARNING or PERSONS of the GODS) can learn these feats.
You can know any amount of feats, as long as you meet the requirements.  


the Salmon Leap - Req: Fight 13 a leap of incredible distance and/or height

the Weapon Feat - Req: Fight 12 perform incredible weapon dances / tricks / juggles.  amuse onlookers,

the Great Toss - Req: Fight 12 hurl a very heavy object, or a smaller object very far

the Iron Hands & Feet - Req: 14 End plunge hands into boiling water without harm, dance on coals, etc

the Incredible Juggling - juggle whatever

the Hero's Chant - Req: Pow 13.  inspire allies, banish all fear of death, dismay weak foes

the Battle-Howl - terrible scream frightens enemies, effectiveness based on Fight of character

the Perfect Shot - Req: Agl 18+, Fight 18+, this is the goal of all Northmen.  the Perfect Shot is the one shot which always succeeds and always pierces, no matter the distance.

the Feat of Thunder & Lightning - Req: Fight 15+, Pow 15+.  clashing of arms cracks the sky and terrifies everyone, causes flying creatures to fall and blinds the weak

the Squirming Feat - Fit through anything the size of your head!

the Trick of Walking on Eggs - Req: Thievery 13

the Feat that Dazzles, like the Sun - Req: Pow 17.  Shock enemies by revealing your total majesty.  inspire awe in your followers such that they bow at your feet

Endure Labor - you can just work endlessly.  when the sun beats down and when the whips are cracking you can just fucking take it.  no problem.

Sober Up / Sober up Another - the seemingly magical trick of appearing sober when confronted with danger or authority figures.  Can also be applied to others: symptoms of substance abuse are reduced by -1 every turn spent slapping and pouring water on the target

Always Awake - also known as "Soldier's Eye" or "One-Eye Trick".  Use normal rules for surprise at all times, even while sleeping or otherwise engaged

Splendid Amongst the Glorious - Req: Pow 18+.  Men gladly follow you into the maw of death.

The Wolves' Lope - Req: End 14, must be lightly encumbered.  Loping run conserves energy while doubling normal overland travel speed

Torch Trick - hold a torch and a shield at the same time, keep torches from going out during battle

Fire Trick - start a fire anywhere!

Graceful Slayer - when fighting, swap Agility and Fight any time you want

Corpse-Reaver - Fight 14+.  Enemies are terrified by your horrifying bloodlust / martial accomplishment.  they must test for morale every time you kill someone

The Stomping Trick - Favorite trick of Blood Bull God!  wild stomps and leaps encourage friends, amuse onlookers, harm foes based on Fight of character.  a true devotee can stomp through shield-walls and crack the earth with his mighty stomps

these feats can be combined - for example, a warrior with the Iron Hands and the Salmon Leap could run across the tips of spears


this list does not include most of the Archery feats except for the Perfect Shot (the most well-known one)

Tuesday, March 26, 2013

INCANTATIONS



INCANTATIONS require no special stats and can be cast while wearing armor.  anybody can learn them and there's no limit on how many you can know.
They take a variable amount of time to cast but usually are too slow to use in combat.
The only restriction is, you have to find somebody to teach you them.  Usually, it costs about 100 Moons to learn an incantation.  rarer/more powerful ones cost more (as much as 10,000 Moons)

THE ESSENTIALS - you will find it extremely difficult / impossible to survive without these

INCANTATION for a SAFE REST - very common, requires only a shelter.  must be cast before nightfall
INCANTATION for SAFE TRAVEL - very common.  prevents assault by monsters when on a road.  ensure the spell's protection by offering at roadside shrines
(you'll see them - stone plinths covered in coins of all age and description).  stealing from roadside shrines will forever banish this protection

THE OTHERS

INCANTATION to SAFEGUARD THE HEARTH - protects a newly-built house.  expensive but common
INCANTATION of PEACEFUL REPOSE - passing-rare.  protects corpses
INCANTATION of TRADE - known only to servants of the Laughing God.  ensures a trade area is safe and allows comprehension of languages within that area.  Duration depends on favor with the Laughing God
INCANTATION of COMPREHEND LANGUAGES - rare
INCANTATION to START A FIRE - passing-common.  starts small fires, torches, campfires, etc
INCANTATION of MENDING
INCANTATION of DRYING
INCANTATION of WARMTH
INCANTATION to WARD OFF INSECTS
INCANTATION to CATCH A FISH
INCANTATION to AID in HUNTING ANIMALS
INCANTATION of QUICK COUNTING - very useful when you find a hoard of treasure
INCANTATION of ACCURATE MAPPING - almost essential for subterranean explorers
INCANTATION of the THUNDEROUS VOICE
INCANTATION to CREATE A SPECIAL BOND
INCANTATION to FIND A THIEF
INCANTATION to MAKE A FIGHTING STICK - a magic fighting stick might not be the ideal weapon but sometimes you don't have options
INCANTATION to BANISH A GHOST - expensive
INCANTATION to MAKE FOOD - expensive but worth it
INCANTATION to JUMP SAFELY
INCANTATION to FIND A CHEATER

Tuesday, March 19, 2013

a few notes on the GOD KOS


KOS NOTES

Kos is the god of Stoicism.  He teaches people to work to change the world around them a little at a time.  He is a River God.
In good years, he will flood at the right time and the Red Wheat will grow healthily for the year to come.
In poor years, he will flood too early or too late, or spread too thinly causing drought, or spread too thick and cause destruction.
He is said to have strange Elfin maidens who control the floodgate of the Great River Kos which leads to the Conduit of the Great Glacier.
The King of Kos was once the incarnate representative of Kos on Earth.  Now, the King is dead (or missing).
Nobody knows if Kos is dead or not.  He may or may not have caused the Great Cataclysm.


RITUALS
the symbolic drowning
the true drowning
the serpent's bond
the salmon's pilgrimage
the wolf does not speak
the dog owns nothing
the praise of the nautili
the praise of the great pike
cenobitism
the stoic's burden
the gauntlet is thrown
the blood and the water
the death of the faun

PRIESTLY ORDERS

Hermitic Wanderers
Drowned Ones
Fig-Drinkers
Spring-Steps
Battle Chaplains
Menders



The Ancient Keepr of the Temple of Ghosts at the City of Par-Kos-Now-Ruined possesses the Ghost Sword.  The Ghost Sword will make a man mighty, if it is his destiny.

There are 4 other ACCOUTREMENTS of KOS.  Legends say whoever collects all 5 will re-unite the Shattered Land of Kos and become the new King.
THE MAGIC THRONE, upon which only the king can sit, and which does other cool stuff too.  Said to be located at the TOWER at PAR-OSS, once the King's favorite vacation spot
THE MAGIC MIRROR, which always reflects what is true.  said to be possessed by the Wolf-Lord of Ar-Arak
THE MAGIC JEWEL, which heals any wound.  Location unknown.  The Royal Dragon might know more, or perhaps Agni, Ring-Giver and Fire-God, who lives in south-eastern Kos, or perhaps the Trader Jon Mith, who always travels and knows many esoteric legends
THE MAGIC MASK, which always foils a traitor.  said to be possessed by one of the Drunken Lords of Loe

Barbarian Gods (western)


BARBARIAN GODS (western)




WAHU, Who Administers the Sacred Cut
Taught mankind the Peaceful Cut, which allows animals to die without pain and sends them to the good afterlife.
Teaches men to survive and fulfill the circle of life or whatever.  gives men moral guidance in life.  renders the meat of the animal.
guides animals and men into death.  Promises that Heroes shall never die.  Teaches men warfare.  priests are spiritual leaders / social psychiatrists and preside over many important functions of hunter-gatherer society
Epithets: Gentle One, Found-Child, Peaceful Slayer, Butcher-God


BONE-SMITH GOD, the Sculptor of Corpses
Processes the dead animal to make tools.  Melts hooves & bones for glue.  Uses feathers for fletching.  Uses bones as needles or arrowheads.
Tans and sews hides.  Makes bowstrings from guts.  Makes thread from hair.  Renders dead trees into timber and charcoal.  Renders the Earth's bones
into knives and other tools.  mastered fire and invented art, weapons and traps.
Works with Wahu to ensure nothing goes to waste.  Guides dead animals to the afterlife.  priests are craftsmen; better craftmanship = more favor, but they are viewed as creepy corpse-handlers by some.  Sometimes said to be an aspect of the
Iron Lord
Epithets: Great Renderer, Skinner-God, Old Bones, Rattler


DOG-FRIEND, Who Guards the Herd
Simple god who is friend to gentle animals.  Protects the herd and also disciplines them.  He & Wahu are allies.
Guards the spirits of animals on their way to and from the afterlife.  Chases Sun-Elk across the sky and eats her at night.
Then he regrets it and howls at the moon til she is re-incarnated the next morning.
Priests are intelligent dogs or dog-trainers or people who love dogs.  this cult is mostly popular amongst the Dog Folk Tribe and is considered subsidiary by all other Animal Nomad Folk
Epithets: Brother-Dog


MOTHER DARKNESS
Friends: None. Primordial goddess.  Lives in the dark places of the Earth and between the stars.  Ally of creatures which prefer
darkness.  Teaches witchcraft, shape-changing, how to stay hidden and contact spirits.  Some say all will return to her one day


GRANDFATHER MORTALITY, Who Judges the Dead
The first man, and also the first to die.  Sun-Elk licked him from the ice. Mated with Mother Darkness and so produced the human race.
Resides in the afterworld and judges men according to their deeds.  Jealous of the living.
Epithets: Flesh-Man


SUN-ELK
the first animal, a cow with nourishing teats who also carries the sun in her antlers.  she licked Grandfather Mortality from the Primordial Ice.
Nourishes the world with her milk.


The MOUNTAIN that WALKS
Primordial being of the earth, mountains, and ice.  he is currently deep in slumber, and has been for eons.
it is said that in ancient times, he mated with the Sky-Serpent to produce the World.
Said to resemble a furry mountain with immeasurably large tusks and gaping caverns for eyes
worshipped by mountain animals and the Wild Polar Tribesmen.  prophecies say that one day he will come out of the North
to crush all before him and freeze the seas, ushering in a new ice age.  his worshipers despise technology, and most humans.
Sometimes considered foremost among the SULLEN GODS of the NORTHMEN


BULL-GOD is also worshiped in the WESTERN BARBARIAN LANDS of PARAX


STAG-LORD, God of the Forest
Stag-Lord lives in the Wildwood.  He teaches human worshipers mastery of the bow, and encourages them to hunt other men.
He hates humans who deface the forest and wishes to see them brutally slaughtered.
his antlers are wide and his arrows drip with human blood.
Wild forest animals obey his call.
there are some Pygmy-Tribesmen who worship this red-tooth'd god, and a few others here and there in the isolated forests of BARBARIAN PARAX, in the WEST

Alright, listen / WESTERN WILDWOOD

i'm just going to start posting my notes. i don't have time*, ever, to update a blog with actual posts / essays / etc, although i admire very much those who do.  so instead, i'm just going to start posting my notes, in unadulterated and unedited format.  many of them will not be original, good, or even faintly coherent, but i dunno.  maybe there will be some ideas here and there for people to swipe.  here's an example




WESTERN WILDWOOD

Ferocious caws are audible from up to a half-mile distant.  Here, a murder of 15 Gorecrows are attempting to fight off an invasion of 5 Chop-Hawks.
The Gorecrows have been living in the branches and in a hollow halfway up a large tree hanging out over the cliff for many generations now, but the Chop-Hawks
want it because of the superior vantage point it offers over the nearby Wildwood.  Both groups are willing to fight to the death, although if the Gorecrows
become badly wounded they can be seen flying into the large hollow in the tree order to hide (where they will make a last stand).  Gorecrows are well-knowwn
to collect trinkets, and they have a few objects in the hollow of the tree (which is somewhat dangerous to reach).  Inside, amidst a huge amount of nesting,
eggshells, some lizard and mammal corpses, and other bird stuff, can be found
a) a human skull with some shreds of flesh & hair still attached.  belongs to a former member of a gang in Amble Edge and is inhabited by his ghost.  if touched, capable of communicating very faintly that it desires to be returned there, where it will haunt the gang forever (because they drove the skull's original owner off, hence his ignominious death at the hands of birds)
b) a simple gold ring consisting of two paralell bands.
c) a necklace of 2 large gold coins strung together, each about half the diameter of your palm.  One coin bears an emblem of a shield, and the other a spread-winged eagle.  belonged to a member of a defunct knightly order
d) a small, cheap, gold earring, with a setting where a gem was once attached.
e) some junk - part of a belt with buckle, a tangle of copper shavings, and a dented and battered tin cup.


COMMON CREATURES d20
1. Carnivorous Goats (infinite number)
2. Fanged Impalas (3 herds of 3d12)
3. Gem-Spiders
4. Gore-Crows
5. Chop-Hawks
6. Lizards
7. Lowder
8. Kraw
9. Giant Slugs
10. Fire-Flies (night only)
11. Yard-Long Crawler
12. Bale Snail
13. Screaming Crickets
14. Snakes (Boa, vipers, Stake)
15. 1 Tyrannosaur lives in eastern Wildwood (there was a mated pair, but one was slain by a man with a sword.  The remaining dinosaur is a female who is afraid to leave her eggs)
16. 1 flock of Blaggers sometimes floats overhead
17. 1 Bagu lives in south-eastern wildwood
18. 2 Leopards roam the forest.  Their lair is a willow tree
19. 1 Giant Bear roams the forest
20. 2 Corbins (not affiliated with each other- night only)


SAPIENT CREATURES d8
1. Ulnot the Leaf Collector - strange little blue man on the run from intergalactic mercantile authorities.  sells potions at illegal prices.  rare things  = better potions.  Mercane will pay a hefty reward for his whereabouts
2. The Blue Knight - challenges everybody to duels for some reason.  very insistent.  very skilled fighter.  wears blue platemail, rides a giant blue horse, and has a blue sword + lance + shield + tent + flag.  when armor is removed he is revealed to be a giant half-blue half-normal human with stupifyingly bad hygiene.
3. The lonely carnivorous goat herder - nice old guy.  can talk to goats.  sells goats / goat-related products.  desirous of news from the outside world.
4. Gunder the evil animal trainer - travels with 1d8 random mammals (1. Bear 2. Leopard 3. Wolf 4.Double-Wolf 5.juvenile giant leopard).  trains his animals to kill people and bring back the treasure.  feared throughout the forest
5 - 6. Hunter (1d4:
   1. Amble Edge Hunter - amiable, folksy, violent
    2. Amble Edge Gang Member - conducting nefarious business
    3. Northman Hunter Group - 1d3 northmen, friendly but taciturn, willing to trade walrus tusks, sea-lion       pelts, or even their famed Giant Longbows for metal goods
    4. Tark the Croc-Man: very friendly for a crocodile-man; exiled from Crocodile-Man society for religious crocodile reasons)
7.-8/ A small tribe of Ape-Men.   act like the apes from the beginning of 2001: a Space Odyssey.  Led by a shaman who can summon ape-ghosts in the form of flying screaming ape skulls that harass enemies

OTHER STUFF
1. Fallen pukel pole.  Connects to two defunct Pukel generators and 1 inert Pukel Man (stats as stone golem).  Can only be operated/understood by devout Kos worshippers
2. Mortally wounded tyrannosaur atop man with silver sword - sword is Space Alien
3. Corpse has some *minor random treasure but a viper beneath - Ref save or get bit then Fortitude or take 1d6 damage per round for 1d6 rounds
4. Treasure-Moth - glowing moth always leads to nearest major treasure.  attacking it is a dire sin (-1d100 respect from ancestors, superstitious people)
5. Yellow area... (see DUNGEON ALPHABET)
6. The birds here have a defense mechanism in the form of song that makes beings become confused and fall asleep, and there are carnivorous vines and lichens nearby to reap the spoils.  Fieldcraft save of best Fortitude character or everyone falls asleep for 1d20 hours and finds they have lost most of their treasure to sticky trees.  if you roll a 1 you are being swallowed by a carnivorous tree when you wake up. no treasure
7. There are a number of sticky slime-covered vines here, and a small but opportunistic hyena pack lurks nearby.  the vines stay sticky even if cut, and can be used for various purposes including making a powerful glue; they are highly flammable (but resistant to acid).  Fieldcraft save of most Skilled character or get stuck + attacked by hyenas if you make any noise trying to get free (Violence check or something better)
8. Touching a shriek-vine will cause it to emit a high-pitched ultrasonic whine, which predators have learned means
there is food nearby.  Fieldcraft save of most Skilled character or +85% chance of encounter
9. Candlebloom is a small, wierd little plant that emits light at night to attract insects.  Useful as a dim candle.  Goes
out 2d2-1 hours after being plucked, growing gradually dimmer in the meanwhile
10. SERPUS ATTACK














*by "time", i mean motivation