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

Monday, April 1, 2013

ON THE ROADS - WANDERERS in KOS


ON THE ROADS - (some) WANDERERS in KOS
When traveling the roads, PCs will encounter many other people traveling from place to place.  The Incantation for Safe Travel only prevents
non-sapient monsters and Bleed-Throughs from treading upon the road; other humans and beastmen are eager to relieve travelers of their valuables.

Make a check every 2 turns
Near a city: 85% of 1 encounter, 40% chance of 2 simultaneously
Near a town: 50%
Near a village: 25%
Near a bridge: 25%
Everywhere else: 5%

Most of the time, there will be a visible dustcloud to indicate the presence of another party at 1/4 miles.  however, if the encounter roll was double-digits (as in, 77, 88, etc)
then a curve in the road or a hill pass blocks the other party from view until the last second, at which point you will be in Close Encounter range.  Characters with survival training
or extraordinary senses may be able to avert surprise; this is left to the DM's imagination of circumstance

i

1. HOSTILE
2. CARAVAN
3. ADVENTURERS
4. PILGRIMS

1. HOSTILE ENCOUNTER
1. slavers
2. raiders
3. brigands
4. louts
5. local villain
6. "toll keepers"
7. con men
8. monsterfolk raid
9. Dust Devils
10. Wayward Knight

2. CARAVAN
 1. 1d20 freemen to market, +1d10 tradesmen, 50% chance of 1d6 youths armed with simple weapons, 25% chance of local authority figure (elder, warrior, etc).
 2. 1d20 farms from market, same as above but with smaller, more valuable possessions (+1d20 gold)
 3. moving away - 1d3-1 freeman and his family carting all their posessions on an pack lizard. eager to know road ahead, know little of area
 4. messenger - carrying an important message of some kind.  Heavily armed, well-paid and with an ill-tempered and very fast riding-bird
 5. 1d4 x 1d4 haunted-looking people.  they have seen ghastly things and wander without purpose
 6. LOCAL FIGURE & RETINUE
 7. surly locals - pretend to be traders/huntsmen, unwilling to trade, will give deliberately false and dangerous advice
 8. mishap - blocking the road and causing annoyance is an overturned cart, vicious donkey, etc.  delay of 1d4 hours (checking for encounters meanwhile)
 9. Slaves for sale
 10. Jon Mith
 11. "Rooster"
 12. rich folks traveling with large retinue
 13. Soldiers - templars, knights, light infantry, cavalry, heavy infantry, mixed units, mercenary band, militia, free companies
 14. evil caravan in disguise - yellow morths wait in the carts among other horrors
 15. giant mammalian creature carries a small town on its back
 16. fortune tellers! forecasts!  lucky charms!

3. Adventurers
 1. 1d2 MERCENARIES.  Currently looking for work (50%) or already on a mission (50%).  friendly with any other members of
 the Mercenary Brotherhood.  In general, their advice can be trusted.  Mercenaries often travel together for mutual protection.
 2. 1d3 Skalds, willing to play for money or teach  new song for 100 Lunars
 3. traveling smith
 4. Philosopher a) looking to hire somebody to get something, b) visiting a special and dangerous place, c) visiting a local friend, d) seeking muscle to take somewhere dangerous for little reason
 5. peddler / tinker
 6. woodsmen
 7. prospector(s)
 8. adventuring gang
 9. Enigmat


f the encounter roll is 00, you have encountered one of the Six Slain Thanes or the Pale King himself.  Pray to your Gods for clemency

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)

Wednesday, March 27, 2013

MONSTER-FOLK, MONSTERS, ANIMALS, etc


MONSTER-FOLK
Monster-Folk is an all-inclusive term for sapient human-like creatures who have one or several extremely abnormal attributes [relative to the human standard]
This classification includes humanoids who are part animal (centaurs, minotaurs, wolf-heads, dog-people), humanoids who display characteristics of multiple monsters
or animals (myreauthogue, mauristatia, mongrelmen), humanoids that look like humans but with abnormal features (snitch-men, filchers, ogres) or creatures which are sapient
but clearly unrelated to humans in any other regard (zutt, mercanes).  Many of these folk have always existed, but since the Great Cataclysm their numbers and varieties
have exploded.  Many are hostile to humans, but it should be remembered that the majority are not "evil".  Nonetheless, many humans have a policy of "kill on sight".  In most human societies, they are received as second-class citizens or worse.

MONSTER
Monster is an all-inclusive term for unintelligent creatures who display composites of animals attributes (frog-dogs, cave-lice, serpi), have magical abilities (cave-anglers, gem-spiders), or otherwise
show drastic deviation from pre-Cataclysmic animal norms (chop-hawks, lowders, kraw, Pelgrane).  They are generally hungry, predatory and unafraid of humans.
Monsters have always existed, but never in such great numbers or so many differing forms as they do now.

ANIMAL
Animals are unintelligent creatures who existed before the Great Cataclysm and continue to do so in a largely unchanged state.  Some animals such as Kossic Hounds
and Carnivorous Goats could debatably be classified as monsters, but since they are largely domesticated, people consider them animals.
The primary difference between a "Monster" and an "Animal" is that an animal responds according to basic needs and stimuli - hunger, fear, discomfort, desire to mate, etc
Monsters, on the other hand, behave according to laws which are largely foreign to humans and "normal" animals.  they may assume a hostile attitude without any logical provocation, behave in a manner which seems irrational, or seemingly defy presumed laws of physics and physiology.  they are often belligerent

BEAST
Beasts act like animals but are unusually large or otherwise dangerous to humans

BLEED-THROUGHs (also known as Ghosts, Demons, Dimensional Flotsam, Undead) are inhabitants or elements of the Other World (sometimes called Under-world, Otherworld, Spirit World, Afterlife, or Anti-Space) which
manifest themselves in the material world.  These manifestations take innumerable forms.  All are inimical to life and to the substance of existence in general.  They are generally uncontrollable and
unfathomable.

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