This wetlands hex is filled with obstructive plant life. Gnarled roots ensnare oars, low-hanging branches are covered in poisonous lichen and mats of aquatic vegetation clog waterways.
The hostile aquaculture was cultivated by a tribe of sixteen Water Centaurs (stats as Cyprian Centaurs, CC1) to protect their herd of two dozen cattle and buffalo (stats as Herd Animals, OSE). The buffalo centaurs are much larger than their equine counterparts. Their height lets them fight with their upper halves above water, wielding polearms and bows.
Water Centaurs keep livestock for food and sex. When they mate with a bovine, the resulting child is one of their own. They don't view this as being strange or immoral. When someone inevitably casts Speak With Animals, they find the buffalo enthusiastically agree.
The colonial project has nearly destroyed the tribe. The Druid Mafia terraformed wetlands into farms, starving and hunting the buffalo. The centaurs began "liberating" livestock to rebuild their population (something made easy by the cows adoring the sexy monstermen). The mafia responded by siccing scalphunters on the cattle rustlers.
Steve Milner |
The rock formations of this hex hide a cave entrance open to the sky. A careful examination finds Druidspeak carved into the wall. Speak the command word and a crude staircase assembles, wide enough for an oxen to comfortably descend.
The cave slopes upwards after the initial drop, ending in wide sandy chamber. A huge clay statue of Bloody Tongue, bovine god of slaughter and sacrifice, dominates the room. Piles of meat, rotting and fresh, are piled at its base along with 3,100 GP in jewels.
The room is occupied by three Catoblepas (OSE Adv). They appear as rotting buffalo carcasses, until they blast you with their death gaze. The monstrosities were created by Anong, who commands them with his Ring of Animal Control. The priest normally worships Trembles the Earth, bovine god of unity and strength, but he's sacrificed three of his children to Bloody Tongue out of desperation.
Anong feels terrible guilt over his actions. He'll only make more Catoblepas if his tribe suffers further losses. By then he's descended into demon-worship, plotting a doomed war on the colonial powers.
Markassan Traders |
This wetlands hex contains a trading outpost from the Shattered Islands. Thatched-roof buildings elevated on stilts, seaworthy perahus and praus outriggers moored among lush green reeds, the sound of foreign dialects and the pungent smell of exotic foodstuffs.
The islanders wear little armour, but carry massive ivory-handled knives and ornate pistols. They pay in pearls and pieces of turtle shell (count as platinum coins), of which they have 41,180 GP worth.
The traders like sailing up to longhunter riverboats and poaching the choicest picks before they arrive in Fort Southfur. They buy pelts, precious metals, alchemical reagents and foodstuffs. They also happily trade with local monstermen, when they can get away with it. This undercutting of colonial profits and trade embargoes incenses Southfur's Druid Mafia to no end, but they can't risk a war with the Shattered Islands.
There's sixty merchants, a mix of 1st and 2nd level Fighters. They're led by 5th level Cleric Sulawei, who wields a Staff of Healing and sells the usual mix of adventuring gear. Converts to the God of Mercy, the cleric and his followers off protection and free clerical healing for anyone who consecrates their soul to the One True God.
The islanders are also accompanied by a wizard from the Sand Castles, an undersea nation of fishmen. Athanasius the Saltman (stats as Triton, casts as 9th level Magic User, OSE Adv), carries an Amulet of Airbreathing and Scroll of Summon Air Elemental. He also sells magic items:
- +1 Shortsword of Light - 8,000 GP.
- +2 Shield of Water Breathing - 17,500 GP.
- Staff of Striking (20 charges) - 12,500 GP.
- 1st level Scrolls of Charm Person, Hold Portal and Ventriloquism - 600 GP each.
- 2nd level Scrolls of Continual Light, Mirror Image and Phantasmal Force - 1,250 GP each.
- 3rd level Scrolls of Dispel Magic, Lightning Bolt, Protection From Normal Missiles and Protection From Evil (10' Radius) - 2,000 GP each.
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