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Showing posts with label Horn-Kin. Show all posts
Showing posts with label Horn-Kin. Show all posts

Sunday 21 October 2018

Nyssian Minotaurs

Minotaurs are often considered a base humanoid as there are many other variants. On Nyssa they are one of the Horn-Kin, one of the original creatures to begin building civilizations. They are hunters to the core of their essence, it is part of their personality to be watchful and always protectionist in nature. Unlike their other Horn kin are a rapine species, they have no female cow as part of their species, instead they must mate with other creatures. In the past, when they had empires, they raided for slaves to use as breeding stock. Now they either pay or get into equal relationships to raise their calves, especially female horn-kin. More than half of Minotaurs are in male-to-male relationship with their own kind. It has been millennia since their empires scrawled the land, now they are a distinct species that make their living among others. In some they are heralded for their gladiatorial skill, act as bodyguards, but usually they work as rangers, protecting the outlands. It was discovered long ago, that because they rarely refuse a personal challenge, it is common for Minotaurs to break rank, thus despite their brute strength, are not a preferred warrior race for the front lines. Base Stats: +3 to strength, -1 to any two (intelligence, wisdom and charisma) Bonus: Tracking Skill +4 +6 to skills One free feat Skills and feats as ranger or fighter 2 HD Immune to maze magic, +1 to natural AC, +3 skill points, +2 to strength or constitution 3 HD Specialize in Large Axe, Spear or Mace +3 skill points, New Feat 4 HD Never flat-footed, +1 to natural AC, +3 skill points, +2 to strength or constitution 5 HD Divine Compass, (They never lose their direction), +3 skill points, New Feat 6 HD Hunt skill - Gain their HD as a one time boost to hunt rolls, +1 to natural AC, +3 skill points 7 HD Horn Attack - Double damage, +1 to natural AC, +3 skill points, New Feat, +2 to strength or constitution 8 HD Intimidation Gain their HD as a one time boost to intimidation rolls, +1 to natural AC, +3 skill points 9 HD Charge Attack - Gain triple damage on a hit if charging from more than 20 feet away +9 skill points, New Feat, +4 to any two ability scores
Minotaurs must finish their natural HD progression before they are able to select a new class. If they deviate, they are unable to gain additional levels in this progression path.

Tuesday 8 December 2015

Ferrasil - Forest Minotaur

My standard forest Minotaur, a creature often found lurking around abandoned temples or other sites. Unlike their labyrinth kin, they are less likely to attack strangers or even get involved, they would rather stay in the background.   

Ferrasil - Forest Minotaur

N Medium Humanoid
Init +0 Senses Perception +5

AC 15 touch 13, flat-footed 15 (+2 natural)
hp 11 hp (2d8+2 con)
Fort +4, Ref +0, Will +0

Speed 30 ft.
Melee Heavy Axe +5 (1d8+5) or Horns +4 (1d4+3)
Special Attack: Horn Charge +6 (2d4+3 or double base horn damage) usable with a 20 ft dash
Abilities: Scent

Str 16, Dex 10, Con 13, Int 9, Wis 10, Cha 8
Base Atk +2 CMB +4 CMD 14
Feats  Improved Charge (Double damage with horns)
Skills +3 Climb, +4 Handle Animal , +4 Survival, +5 Perception

Environment: Any forest
Organization: Solitary or pair of cluster (4-8)
Challenge Rating: 2

Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

Kin of the standard Minotaur, these neutral aligned hermits inhabit dark corners of great forests. These broad humanoids are comparable in size and build to an orc warrior in their youth with bull ears, short horns, and neatly combed green fur that covers their entire body except for their face, hands and hooves. They grow in size and brute strength as they age, especially their horns which eventually grow to be more than four feet high. Like all Nyssian Minotaurs, Ferrasil is a male species, with no female Minotaurs they must mate with other species to birth their young. Male offspring are Minotaurs 90% of the time, females are always of the mother's species.

Some believe the Ferrasil are less intelligent than their standard kin, this is untrue as they just prefer to observe opponents over confrontation until absolutely necessary. Their preferred companions are druids, followed by rangers or faerie. Although they can speak Minotaur, their usual response to any question is a snort; fortunately friends usually learn what any given snort means: yes, no, or leave me alone. They learn Elven, Faerie or Phaetox languages in that order.

Ferrasil are neutral on their interactions with many other races, caring little what other creatures do unless it directly interferes with the forest. They don't share territory with the labyrinth delving kind or other horn-kin, so they leave well enough alone. They generally don't get along with elves or small, talkative races, but as long as they keep their hands and voices to themselves, the Ferrasil won't do anything to them. They actively dislike dwarves, but they also rarely interact. For most others, it depends on why they are in the forest and if they intend to harm the land or its inhabitants.

Combat
Ferrasil usually fight with great axes, maces or spears but only if there is no other alternative, They usually charge with their horns as their primary gambit, then bash the foe down.

Character Adjustments
+2 constitution; +2 Strength
+2 racial bonus to Survival and Perception checks

Racial Hit Dice: 2d8; Attack Bonus, skill points and saving throws as Fighter for NPCs

Natural Attack: Horns 1d4+2 dmg 1st - 2nd level
Horns 1d6+4 dmg 3rd - 5th level
Horns 1d8+5 dmg 6th - 9th level, Large Size, +2 on strength and constitution scores
Horns 1d10+6 dmg 10th- 14th level
Horns 1d12+8 dmg 15th + level
Horn Charge inflicts double base horn damage when charging

The additional strength damage is inflicted regardless of their actual strength score. It is not further affected if they are given enhancing or weakening magic.

Preferred Classes: Barbarian, Fighter, Ranger, Rogue

Tuesday 29 September 2015

District - Sea of Stones

One of my districts that I have used in many games.

Sea of Stones

An area in the South East naturally protected from the cold, containing the only known large body of unfrozen water. A tropical temperature dominates with jungle environments found on many small islands that dot the region. It is also the last living vestige of the Hembrian Empire, the people blamed for bringing the Great Winter to the land. Those who live here best exemplify the ancient traditions, both good and bad, of the lost people.

Two main nations exist, Tharon & Lazell, each represent an extreme opposite outlook. Lazell is ruled by a mix of clerics and knights, voted into power by all of the citizenry. Isolated to one island, they represent an ideal as they are the only known location that has a compliant dragon population to help keep them safe. They do not accept an influx of refugees or visitors, only those of noble heritage or those of extreme wealth are permitted to reside here, outside of their citizens. 

The strongest nation, certainly in terms of size and population is Tharon, a human empire ruled by wizards, according to the ancient Hembrian customs. Everyone in Tharon society belongs to a caste; wizards are on top, followed by knights, priests, nobility, soldiers, guild-men and serfs. Each has a distinct set of responsibilities, but only the male wizards truly have power. Most bureaucracies in Tharon are determined by local counsel, and controlled by a family clan or house. Both the clan and bureaucrats keep these lucrative positions for as long as they prove successful.

The eldest male wizard has complete control of their noble house if they can manage it. If they cannot, family members may kill them without political or criminal consequence. Family issues are considered an in-house problem, and only failure of duty brings official prosecution. In fact, the eldest son is required by tradition to kill their fathers to grab the ring of power. The fathers do not resent them for trying, only for failing to do so. It is a weird power game that most non-Tharons fail to grasp. Fratricide is common, as positions within the family are also fought for as is the political connections for specific bureaucracies. Women, as a general rule are outside the political arena, thus, they are not prey to the same kind of machinations. However, once women throw their hat into the ring, they are fair game. Most women do not however play these games, many prefer to work behind the scenes to get wealthy rather than for pure power. Others try to gain power by getting involved in the church of Keran.

Beyond this, while other Tharon nobles cannot directly use force to gain new positions, there is much bloodshed and sponsored violence to eliminate other threats and failures. Those playing this game must be careful, for while murder in the family is ignored, between houses it is not; and failure is punished on both the individual and the house.

On a wider scale, there are seventeen districts each ruled by a Lord, and each has complete authority in their region. While district competition is rife violence is frowned upon the High Counsel. Each Lord has the requirement to attend the High Counsel at least three times a year where regional disputes are settled. They elect a High Lord, who essentially acts as a judge between the regions, and has direct taxation powers. The High Lord has, in theory, complete authority but there have been times when these kings have been silently replaced if they fail to act in the best interest of the Tharon people. Of course, those who try with a coup must make sure they are successful, as those who fail lose more than their power.

Knights fall under the auspices of the local houses, while not officially the power-arm of the nobility they are often treated as such. There are three kinds of knights; lesser nobles who fail magical training, guild-sponsored knights who serve a specific purpose for a special group, and lastly, military knights who arose from successful service in the military to be awarded their positions. All three types are in a given bureaucracy and serve their masters with great autonomy. Violence between knights is forbidden. The only way to grow beyond this position is through valuable service.

Priests are next on the line of power, but they serve a very limited function of succor, aid and advice. While in previous times, the priesthood could also serve as nobles, this was taken away as too many Keranic priests used their position to serve the church before the needs of the nation. With this being said, most family members do try to sponsor a few clerics in addition to their wizards, as it is useful for the house armies to access the healing and prophecy capacities. Most families tend to worship two or three of the powers, and make sure that some of their family members are in the hierarchies of these groups. Women, in particular are asked to serve and almost 65 % of all clerics are priestess. Often the youngest sisters of powerful older brothers in line for the knife…or ready to backstab the father are asked to serve. Sometimes, however, these priestess’ realize the futility of the entire Tharon power structure, and turn away from their family and their role, which is an utter disgrace to the house. Another role the priests serve, especially the lawful ones of Casna, Zalia, and Keran is to act as judges between houses in times when the local lord does not have to get involved.

Next are the noblemen and women - most serve charities or non-military functions. This is probably the most ignored and safest positions, as there is very little violence for those who don't seek power. Left alone, they help guide the nation in their quiet ways. They are always encouraging trade and communication between both the island districts and various races. They are one of the few groups that can hire independent soldiers, body guards and bounty hunters as long as things are recorded in the bureaucratic towers. They are one of the few groups to have strong non-family connections, so knight, wizard, priest and guild-man all have a few nobles as comrades, ready to bribe to sway things their way.

Soldiers and guild-men are next, and these form the bulk of the lower classes. They do every role except for farmer, which is usually reserved for tenderfoot slaves. Guild-men in particular while having no significant rights do have great chance for wealth if they are cunning or just lucky. Commerce is open in Tharon, and while they can not compete with a Noble House directly, what often happens is that two or three Houses tear each other apart (either literally or just in business) while the lower guild-men come up through the middle, having a fine business in dealing with the non-nobleman. Business is cut-throat and many guilders like it this way, as Nobles are just as busy with politics to realize what is going on. An even more so, due to the strict Tharon laws, many items are expensive and there are vast amounts of crowns (gold coins) to be made with smuggling.

Soldiers serve either in a bureaucracy or serve as part of a house’s standing army. Their lot is cruel; they get paid little and asked to risk their life constantly. Many flee, and willing to risk their lives among the pirates and monsters of the seas as sailors, than serve in a death march. For those who survive, the chance of becoming a knight with a lower house and all the privileges awaits.

At the bottom of the soldiers are two forms of scum: sailors and slaves. Sailors are treated as miscreants in Tharon, there to serve on the waters and be tucked away in the worst areas of the cities. They risk their lives every time they go to sea. Their pay is significant, but then again it has to be to get anyone in the open water. When they are on land, they live to drink and whore and waste their lives with jube and crake…and then when out of coin, to go back to the sea. This is actually the only half way decent life an elf can make officially in Tharon; usually they are killed when coming into the Common. But this is also a great way for criminals and escaped slaves to make a living.

Below even sailors, are slaves, or better put anyone other than human, dwarf or Minotaur. Tharon are slavers and do not give these non-humans full rights. Tenderfeet have an open bounty for capture. Elves are usually killed on sight, unless they are under a sea captain. Anyone else, they are usually captured, imprisoned and if they are not found to have a useful skill, are put to work in the fields. This is their life, unless they can escape.

Dwarves are the only race to have full rights within Tharon, and one of the reasons is that Tharon need the political and commerce connections that many Dwarven nations can provide. They are seen as guilders without guild, and do not need papers to walk freely in the cities. Many cities in fact have Dwarven ghettos, or the largest, actual embassies. Dwarven knights and mercenaries, while having no place under Tharon law, flourish for the same reason as guildmen - they can be trusted to do their job, and not betray their employer for wealth or prestige.. 

Minotaurs were the only significant threat the Tharon Empire ever faced. (Lazell is a political & philosophical enemy, while they may have fought skirmishes, they have never been at war.) However, more than five hundred years ago, after a millennium of war the Tharons finally won. They respected the Minotaurs for their strength and battle prowess, and rather than reducing them to mere slaves, they created a place for these hulks in their society. As spell-less creatures, Minotaurs serve a unique role for the nobles, body guards, without the usual fear of magical reprisals. Those who grow to maturity serve the nobles directly for significant pay. 

Laws
Taxes: Paid once a ten-day, depending upon role. Reasonable rates; most pay with service not coin
Prostitution: Officially sanctioned; much cheaper and non-reported in port areas
Weapons: Soldiers and knights only. Sell-swords only with a mark of standing.
Jube and other drugs: officially banned, but readily available in port areas
Magic Items: officially banned, many are readily available
Necromancy: banned, ruthlessly enforced by Jackalla who also hunt undead
Slavery: Any non-Tharon human or dwarf; without a Mark of Freedom, can be seized for service 
Thievery: Imprisonment or loss of rights.
Psionics: Banned and imprisoned/killed on sight
Wizard Spells: Rigidly controlled. Non-Tharon Nobles will be arrested on sight.
Clerical Spells: Taxed 300% at any obelisk or Temple
Sorcerer Spells: Treated the same as clerical spells
Gambling: Open; but no official guilds
Duels: Only soldiers, knights, men of standing and nobles. Note it is illegal for a non-noble to duel a noble unless it is sanctioned during Sword Day. This is the only way to legally kill a noble.

Style: The Sea of Stones is reminiscent of the Greek islands during the days when their city states ruled the Mediterranean. In terms of the military, nothing comes close to threatening their rule; while the green elves, giants, and lizardith harass the fringes, they are insignificant challenges to Tharon dominance of the region.

The greatest danger nobleman face is internal, as the rich and powerful outwit each other for wealth and favor. While there are many laws that prevent virtually any danger or vice, corruption is rampant, many cities have marketplaces set up to cater to the needs and whims of the criminal element. Assassins, poison, black magic, and even marks of authority or nobility are available without too much effort. Nobody acknowledges what lurks beneath the veneer of Tharon society.

Officially, adventurers exist to protect the borders, but many make their living by facing each other in the alleyways at night, sneaking into their rival houses, sabotaging trade or even planting evidence of betrayal. For those that can play the game, there is much profit to be made. The two side activities are pirating and adventuring in the desert Pharonic lands where there seems to be an endless supply of riches to find. Nobles lead in both of these activities, sometimes publicly but most often quietly. Virtually every noble house has at least one pirate ship, and they attack their rivals, especially traders in other districts. As long as cities are safe, and are not invaded, the royal houses allow the petty nobles to play their games.

Coin is not the most important tenet of Tharon society, but it is critical. Nobility understand that wealth is a means of showing and acquiring power. Territorial gain is exceedingly limited, as to the south the phastian desert lies, to the north and east – the wasteland, and to the west, the Endless Sea itself. So, those who provide tribute, are the ones who keep the favor of the royalty.

Monday 10 August 2015

Orynix - Gazelle Humanoids (Horn-Kin)

This is one of my core basic races, one of the Minotaur or Horn-Kin peoples that are found mostly on the cold barren plains. While intelligent and sophisticated, most of them disdain the lifestyle of abundance found in most civilizations. They are naturally high-speed runners whose speed matches that of a horse when they carry little.  Rangers or anyone that can provide food or other necessities in dire times are highly appreciated, they place the Survival skill as key to ensure the safety of the tribe.

Orynix

Personality: Determined and extremely focused, they are like athletes who never waver from their goal. Sometimes they can seem distant, but to allies they are warm, friendly and inviting. The capacity to run is a central motif to them and to perform the best they must always carry little as their speed is determined by how much they carry thus the Orynix put little value in material things. They believe strength lies in flexibility and they never carry something for decoration alone.

Physical Description: Gazelle humanoids, muscular and lean with short white silver fur with long strong legs, standing 6 ½ feet tall not including their foot-high, sharp, silver horns.

Relations: Orynix get along well most druids, nomads, barbarians and others who live off the land. They are comfortable with elves, halflings and centaurs, but they are reserved with humans and dwarves or those who are more lawful based. They have no preset judgement on other Horn-Kin, as they judge them based on how they live and if they are a team player or not.

Alignment: They tend towards neutrality and good. They care about little else other than for the needs of the tribe. Avoiding trouble whenever possible, they use their speed to get away;intervening only when allies are in trouble .

Lands: They are nomads, living off the land harmoniously. They tend to thrive in areas far from civilized lands only coming in to trade or share information.

Religion: They are strongly druidic, following the nature spirits that abound in the land and waters.

Language: They speak Minotaur, Jahlen, Centaur, Faerie, Orynix & the common tongue.

Adventurers: Orynix, quite like their Jahlen cousins, believe that individuals must chart their own course in life. Sometimes that means you run with the tribe and other times, you must run alone. But always, you return to share your experiences with the tribe. And, of course, all Orynix are there when the tribe needs help.

Racial Traits
+1 Natural Armor Bonus
Unencumbered Speed: 60 (see below)
Natural Weapon: Anthril Coloured Horns 1d6 *
+4 Constitution, -1 Intelligence, -1 Charisma
+2 Survival, +2 Knowledge (Geography), +2 Perception
Low-light Vision
Endurance Feat, Skill Focus (Survival)
Racial Hit Dice: 2d8; Attack Bonus and Saving Throws as Cleric;

Base 12 skill points; more if they have exceptional intelligence, to use on their core skills

Core Skills: Climb, Diplomacy, Escape Artist, Gather Information, Heal, Hide, Knowledge (Geography), Move Silently, Perception, Sense Motive, Survival

Encumbrance Level   Max Speed
              Light                  60
              Medium             40
              Heavy                30

Preferred Classes: Bard, Barbarian, Druid, Fighter, Ranger, Rogue or Sorcerer

Anthril Horns:
Anthril is a silver coloured magical metal found on Nyssa. It has the equivalent of silver and +1 magic items found on other worlds. At lower levels, Orynix have silver or Anthril coloured horns. Many elders and high ranking tribe members go through ceremonies to turn their horns into True Anthril. Assume any 6th level or higher non-Barbarian class will have magical horns enabling them to hit magical creatures using their horn attack. These horns are one of the major reasons Orynix tribes are attacked by evil creatures.