Monday, December 7, 2015

Seven Animals of Agaran

Here are seven mundane beasts that will be featured in The Theocracy of the Wite Ziggurat, the first OSR Compatible setting in the Iron and Chaos line.

Aurochs


No. Enc.: 0 (3d10)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 14
Hit Dice: 7
Attacks: 1
Damage: 2d8
Save: F7
Morale: 9

This large, horned bull has a dirty black hide and an aggressive temper. Its horns are wide and sharp, causing an aurochs to be hunted by only the bravest and strongest of men. They are extremely dangerous when threatened, and even more so when injured. They are relentless in defending themselves from attack and will often attempt to trick pursuers through ambushes and surprise attacks. 

Emu


No. Enc.:(0) 3d8

Alignment: Neutral

Movement: 120' (40')
Armor Class: 13
Hit Dice: 2
Attacks: 2 kicks
Damage: 1d4 / 1d4
Save: F2
Morale:8

As tall as a human, this large, flightless bird seems to be composed mainly of a pair of legs that merge with a round, feathery body. Its long, skinny neck supports a rather small head that darts to and fro. 
 
Emus are most common in woodland areas, and least common in populated and very arid areas, except during wet periods. They predominately travel in pairs, and they can form enormous flocks if they are all traveling towards the same food sources. They have been known to travel long distances to reach abundant feeding areas. Emus are able to swim when necessary, although they rarely do so unless the area is flooded or they need to cross a river.

They are also known to be inquisitive animals, and are known to approach humans if they see movement of a limb or a piece of clothing. They may follow and observe humans in the wild. Sometimes they poke other animals and then run away after drawing a reaction, as though they are playing a game. An emu spends much of its time preening its plumage with its beak.
 

Hyena


No. Enc.: 2d6 (2d6)

Alignment: Neutral

Movement: 150' (50')
Armor Class: 14
Hit Dice: 3
Attacks: 1 (bite)
Damage: 2d4
Save: F3
Morale: 9

Hyenas are pack hunters infamous for their cunning and their unnerving, laughter-like vocalizations. They are covered in shaggy, tan-colored fur with black and brown stripes. They are largely scavengers, but aren't above supplementing their diet of carrion with fresh prey. They have fierce bites, and devour almost all of a carcass since they are capable of digesting most bone. Hyenas tend to hunt alone, but when hunting as a pack they typically send one or two members against a foe's front while the rest of the pack circles and attacks from behind.

Jackal


No. Enc.: 1d6 (2d4)

Alignment: Neutral
Movement: 150' (50')
Armor Class: 12
Hit Dice: 1d4 hp
Attacks: 1 (bite)
Damage: 1d2
Save: F1
Morale: 7

Jackals are crafty desert scavengers that thrive in many areas of Agaran. They cause trouble for rural folk by wreaking havoc on livestock populations, but generally do not bother men. They spend most of their time sleeping or scouting the desert in packs, looking for abandoned carcasses and fresh kills to steal from.
Jackals are usually encountered alone or as a mated pair, but sometimes they associate for a time with a small pack composed of two parents and their adult offspring, with the offspring serving a deferential support role to their parents. Although considered craven and foul by humans, jackals are relatively friendly and gentle with members of their own small packs.

Attracted to the edges of human settlements in their territory, jackals often make opportunistic raids on fruit crops and vulnerable domesticated animals. They're also attracted to large deposits of garbage that they can sift through for leftover food. Jackals are remarkably adaptable, and readily forage for insects or fruit, feed on found carcasses, or hunt small or vulnerable game as the opportunity presents itself. 

Llama


No. Enc.: 0 (2d8)

Alignment: Neutral
Armor Class: 11
Hit Dice: 1A
Attacks: 1 (bite)
Damage: 1d4
Save: F1
Morale: 9


This shaggy, hoofed quadruped sports an elongated neck and large, crooked teeth. Perhaps llamas' most distinctive feature is their long necks. Rival males violently bump their necks against one another during fights for dominance among the herd, but overall these social animals are remarkably tame.

Spit : Once per hour, a llama can regurgitate the contents of its stomach, spitting the foul material at a single target within 10 feet. The target must succeed at a save vs. poisonor be sickened for 1d4 rounds. A sickened character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Rhinoceros


No. Enc.: 0 (1d12)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 16
Hit Dice: 6
Attacks: 1 (butt or charge)
Damage: 2d4 or 2d8
Save: F3
Morale: 6

The rhinoceros is notoriously short-tempered and prone to attacking anything it perceives as approaching too closely, generally within a distance of 100 feet. A rhino can charge intruders if it has clear terrain and be able to run toward an opponent for 60 feet yards. The extra momentum of such an attack inflicts double the normal damage.

The rhinoceros feeds on leafy plants, branches, and even thorny shrubs. Its thick hide is a mottled gray color, and it can run surprisingly fast for a beast of its size. A herd of these beasts will stampede if threatened, in any direction to be determined randomly.

Vulture

No. Enc.: 0 (3d8) 
Alignment: Neutra
Movement: 50' (150')
Fly : 180' (60')
Armor Class: 14
Hit Dice: 2 + 2
Attacks: 1 (bite)
Damage: 1d6
Save: F1
Morale: 7 
 
These dark-feathered birds have bald necks and heads. Though related to raptors and other birds of prey, vultures mainly feed on carrion they spot or scent from on high. They have weak claws compared to predatory birds, but their sharp and wickedly hooked beaks tear living flesh as readily as the sharpest blade. 


Despite dining on carrion, vultures prefer their corpses newly dead rather than rotten. Some even hunt smaller prey when food is scarce.



 

 


Sunday, December 6, 2015

The Laws of the White Ziggurat

Government

The high priests of The White Ziggurat serve as administrators and political leaders for the entire valley, convening in councils to decide matters of state. High ranking military officers hold similar positions of authority and leadership, but remain subservient in all matters to the White Ziggurat. Local officiates are sometimes chosen by their communities, but the theocracy has taken to assigning priests and military officers to these positions.

Law and Order


Most transgressions against person or property are considered to be criminal acts. This includes theft, assault, murder, fraud, and so forth. Consideration is given to issues of self defense and mutually agreed upon duels. Weapons and armor must be surrendered to the authorities if the command is given, but may otherwise be worn by anyone except known criminals, who are often branded or otherwise marked.

Heresy is considered among them most severe of crimes. This includes the open worship of any god other than Ashun, consorting with demons or the undead, or anything else which the White Ziggurat deems unacceptable in the eyes of Ashun.

Justice is usually swift. Trials for minor infractions may be carried out by local law enforcement, while more severe crimes are usually handled by high ranking priests or military officers. It is the right of any citizen of Agaran to ask to plead his case before the high council of priests at the White Ziggurat, but the justice dispensed there is often so merciless that few ever ask for such an audience.

Petty crimes are often punished by fines paid to the government, restitution to the inured or offended party, floggings, or time spent at forced labor. Prisons do exist, but they are mainly for the purposes of temporarily storing those awaiting trial or transportation to labor camps.

Repeat offenders and more dangerous criminals are judged more severely. They are given a criminal brand so that all may know of their wrongdoings, and are often given life sentences of hard labor. Execution, public or otherwise, is the usual sentence for heinous offenses such as arson, murder, treason, and heresy.

Militias and Garrisons


Most settlements have some form of local defense force. In smaller towns and villages there will usually be a militia on hand to deal with raiders, dangerous beasts, and whatever criminal activity may occur. Smaller militias of this sort usually consist of poorly trained volunteers. These militias are occasionally led by more competent warriors, such as local citizens who have served time in the army, but it is more common for such forces to be led by the same community leaders who govern political, social, and economic matters. Such men are rarely better equipped to handle dangerous situations than the volunteers they are leading, making most local militias a poor match against a serious threat.

Cities and larger towns can support larger and more permanently installed militias made up of more skilled fighting men, with regular and organized patrols and watch duties. If the settlement is large enough, or close enough to the borders of the valley, they may have a military garrison in place of or in addition to a local militia.

The Army of Agaran


The army of Agaran is growing rapidly in size and capability. Their focus is on defending the borders, and to this end they have been building strongholds, bolstering their ranks, and sending scouting parties to explore new lands.