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Showing posts with label Wilderlands. Show all posts
Showing posts with label Wilderlands. Show all posts

Sunday, July 28, 2024

Exploring the Wilderness - Life with Rocs



More solo play with post background after the jump.  Next time they should be at the tomb.

Vineyard’s Bounty, 8th Rising. On the Old South Road in the Quean’s Waste at the Domain of Lanpugna.
Map 2 Hex 3003.

    After clearing Black Baron Pass (Map 2 Hex 3105), the Old South Road stuck to the foothills of Cloudwall Mountains. The road, as well as the adjacent fields, pastures and dwellings, was frequently shadowed by the tall ponderosa and red pines left standing as obstructions to the rocs and other aerial predators of the Quean’s Waste. Looking to the right the party could see the badlands and sands of the Waste stretching out to the distant heights of the Ered Losthain. On the fourth day out of Castrum Venterlapis they arrived at the manor of Lady Rusonia Brucetus in the Domain of Lanpugnia.



    Walker, the man at arms Hervey Stylle and the pack handler Otmar led the mounts and the pack animals down to the corral and stables behind the Lapungnian peasant, Herwig. Herwig had them remove the

saddles and pack frames by the stables, saying they could move them inside after they turned the horse and mules out into the corral.

    In the stable, he directed them to pile the saddles and tack on top of an existing pile of old harnesses. When Hervey placed the third saddle on top, the whole pile slid over with a metallic, jingling sound. A battered backpack, looking half burnt had slid out and blackened scale mail spilled from it.

    “Damn,” Herwig said, “the armorer was looking for that last week. I forgot we’d thrown it in the pile after we buried him.”

    “The armorer?” Walker asked sardonically.

    “No, some poor sod of an adventurer, like you, the goatherds found in the lower pastures. He was all burned up, you can see the damage to the backpack and look, ” he held up the remains of a set of scale armor out of the backpack, the right arm was missing and the right side looked half melted away. “I’ve heard there’s some red dragons in the Cloudwalls, I think maybe one of them got him.”

Otmar looked pale.

Hervey said, “Almost got him, if there was anything left to bury.”

Walker rummaged in the remains of the backpack and pulled out a scrap of burned parchment.


~~llow Moon Dog, 7th Rising

We left Alerion Affame early in the morning, but the sun was setting when we found the tom~ Wulfwin decided to camp w~~~~~~~~ng wall and clear the sand from the west entrance today, but n~ start exploring. We looked inside the corridor, I saw fou~~~~be five doors in the torchlight. The f~~~ ~~o on the right have already been opened. Hopefully the rest are waiting for us.


“When did you find this guy?” he asked.

“Six, eight weeks ago, I think.”

“Was there anything else in the pack?”

“You’d have to ask the steward. Anything of value would have been kept by Lady Brucetus.”


Monday, July 22, 2024

Exploring the Wilderlands - Castrum Venterlapis

   


Castrum Venterlapis
 Originally known as Bellystone Keep.  Since the Overlord gifted the Crispa family the lands of Zothay in exchange for giving up their original holdings in Mill Haven (now known as Skandry) the keep has been the chief holding of the Counts of Zothiem.

    They rule from the great hilltop castle brooding over Bellystone Ford, where the Old South Rad crosses the Mageven River, planning on retaking their old holdings and dealing with the usurper Balarnega on the throne of the City State.


    As I've said several times, I'm using the old Chivalry & Sorcery rules for designing the Feudal Nation to put together my Feudal Wilderlands settings.  This includes detailing each castle in the Wilderlands - and Castrum Venterlapis is one of the largest.  In C&S terms it is a Class V: Large castle.  It has two moats, inner and outer curtain walls with their own gatehouse strong points.  The inner wall has no less than six sixty foot towers to strengthen it and the out has ten slightly smaller towers.  The donjon or central keep is 90 feet tall with walls 18 feet thick at the base.  The area of the fortification covers over four acres.

Including the Count, there are twenty knights plus their squires, eighty sergeants and 200 men at arms along with fifty mercenaries available at the castle.  Additionally, the Count can muster another eighty four sergeants out of the yeomanry able to fight on horseback along with an additional 250 yeomen men at arms.

    This is a major upgrade from the Citadel given in the original Wilderlands of High fantasy supplement with 70 fighting men led by a 5th level N Bard.  Rob Conley maintained those numbers in his edition of the supplement also.   However, looking at the map, this castle is in the most strategic location within the bounds of Zothiem, controlling the Old South Road and Bellystone Ford make it extraordinarily defensible against any armies moving down from the north, like the City State itself or the Skandiks from the Pagan Coast.

    
Caius Atius Crispa
Comes Zothia

    The Count of Zothiem, Caius Atius Crispa, is the head of the powerful Crispa family.  They were some of the original settlers from the Empire and have holdings in Skandry and in the demesne of the Invincible Overlord himself as well as multiple holdings in Zothiem.

    As one of the great Virdian families that have ruled the Wilderlands for hundreds of years, he considers the Invincible Overlord a barbarian usurper, albeit a powerful one.  This has led him to seek closer ties to his Viridian heritage, including overtures to the World Emperor.  He has commissioned several projects among his feudal subjects to recover anything related to old Virdian writings and artifacts.  He's searching for a forgotten weapon to use to regain his family's original holdings in Skandry.   His incubating revolution is protected from the hosts of the Overlord by a series of castles guarding the Old South Road as it passes through Queans Waste as well as his great keep on the far bank of Bellystone Ford.

    This ends the subsidiary posts of my notes and background thinking from the first Exploring the Wilderlands post.  Next time another solo play write up to move the adventure along.

Sunday, July 21, 2024

Exploring the Wilderlands - Page 88

     Page 88 of the DMG is where Gary goes off on long exposition on Social Class and Rank in Advanced Dungeons and Dragons.  rather like his later comments on unarmed combat, this feels like something he included against his will.  I have from time to time characterized his prose on this subject as a rant.  Not quite there today, but I can feel frustration ooze from the words on the page when he writes 

"how pointless it is to blindly plug in a set of "birth tables" based on some form of hereditary quasi-European nobility" 

He could have cut over a column of text just by saying - 'The society of your campaign is up to you.'  

    Conversely, my other favorite RPG from the 1970's is Chivalry & Sorcery.  A game that is explicitly built around that description of birth tables, with the specific goal of providing rules for adventuring in a quasi-European Middle Age setting.   I know Backhaus & Simbalist are recorded to have tried to show Gary their draft at an early convention, so I do wonder if he had this explicitly in mind when he wrote that section.  Of course, it works for C&S because that is a limit they place on their game milieu.   Later expansions added information for fringe societies, Viking, Celtic and Mongol as well as Saurians (Dinosaur men) and Dinosaurs, but the core was always France in the Middle Ages.

    In my Feudal Wilderlands settings, I'm doing a kitchen sink mashup with AD&D (or other mechanics) on top of a quasi-European setting.  So far, because AD&D ignores milieu and I'm not doing the C&S mechanics the sink has drained without clogging.  Now I find the water backing up a bit.

 

Ithranel of Colsith

  As I mentioned in an earlier post, Ithranel rolled up as a High Elf or Gray Elf in AD&D.  And C&S has a note in character generation 

    High Elves, unlike Wood Elves, are always of titled rank and are treated as such both in their lands and in the lands of all other races.

Titled in this parlance means they or a very near relative are Barons, Counts, Marquises, Earls or Dukes.  No mere knightly status much less <gasp> a peasant background.  So they're treated the way Galadriel is in LoTR.  They are among the rich and powerful and everyone treats them that way.

    And I just had a somewhat naive young Gray Elf wander on stage and ask to join a couple of murder hobos on a tomb robbing expedition.   All of a sudden the focus of the party has to shift from Walker and Bitirc, who actually know what's expected, to Ithranel, because everyone they meet will assume she is the leader of the expedition.  Those of lower class will suck up and do favors for her, with the hope and expectation that she can do bigger favors in return.  Titled nobles, like the Count of Zothiem will immediately assess her as either a potential enemy or ally.  There is no middle ground for them.  (Count Atius has decided on potential ally, as indicated by the gift of a riding horse and a guard detail.)

    And we're back on Page 88.

"do you really believe that that one of your player characters should be the first born son of a major noble or ruler?  If so, why is he adventuring? Where are his guards and retainers?  Does his father know his whereabouts? If so, why is he allowing the heir to his title and estates to risk his life in such a foolish manner?"

Like I said, Gary is borderline ranting in this section.  But good and inescapable questions for players and DMs in any setting with a robust milieu. 

    My answers today may not stand up in further game play, but so it goes. Elven society is different in the Feudal Wilderlands, as in C&S the elves are immortal, but almost always sail the straight path and go to the West by time the they reach venerable age in AD&D. So Ithranel is good for a couple thousand years of game play. Their society is organized differently, and their heirs are expected to pursue excellence in their skills, abilities and interests wherever that takes them. ((In LoTR the sons of Elrond often rode with the Rangers.)

    Ithranel is off gaining experience as most elves do at one point or another.  Her society (although maybe not her mother) are OK with that.   Count Atius has decided to treat her like he would a second cousin who showed up.  After all she may be very useful to his descendants in the future.  He's gifting her with equipment and guards, and has made his court wizard take her on as an apprentice.  The guards make a nice way for me to add in two more of the party I had rolled up, a human fighter and a half Orc fighter cleric.  Those are the 'lads' Ivo mentions.  And then there is Ivo.  Ivo is unexpected to me as a DM, but sometimes these NPCs are called forth by the events of the campaign and you can't see how the campaign would work without them.  Atius wants to keep Ithranel alive, so he's not just giving her muscle of her level, he's assigning a tough experienced sergeant to protect her, advise her and in many ways to lead any expeditions for her until she becomes seasoned enough to do it herself.  Ivo is at least 5th level and I'm sure has a stash of items that makes him even more lethal.  More to come as Ivo reveals what he can do.




Friday, July 19, 2024

Exploring the Wilderlands - REG and the Orcs of the Ocher Spear

 

    One of the topics I have repeatedly posted on over the last dozen years are random encounters.  Generating them, running them, frequency, I've covered all of those.  One thing I don't think I've posted on is REG, my home rule Random Encounter Generator (not exactly a creative name, I know).  I developed REG a LONG time ago, so long ago that I need to retype it as all I have is the PDF copy, the original Word file was done several laptops ago.  I may not have recycled it yet, but not sure I want to try to boot an old Windows laptop up for one file.  Besides it needs some updates as I have evolved my approach for random encounters.

I wrote up the result of a Random Encounter from REG a couple of posts ago

"No, no, it's true the Ocher Spear threw what the orcs call a bridge across the Murmuring Stream, just up from where it flows into the Mageven. It cuts a full day off the ride to the Old South Road. But it will cost you a fair amount. Two gold crowns a leg, man and beast is what I heard. O'course the bridge is too rickety for a cart or wagon so I haven't used it me self." the driver passed the rumor on to them.

What's not obvious is what the random encounter actually is:  it's the information about a toll bridge.

    When I sat down and thought about random Encounters, I realized that while based on the tables in the old DMG and the incentives of gathering XP - most random encounters are run as straight combat encounters.  I've done it as a DM and been bored by it as a player.  So I gave some consideration to what the characters and players could gain by random encounters.  Combat and XP certainly stay in there, but encounters can also be designed to funnel information to the characters and to increase the players' immersion in the world.

My first breakdown is by type of Encounter

Challenge - both the classic monster encounters from the DMG and also mechanical challenges like dealing with toll bridges, flooded fords, rocks in rivers etc while the party travels.

    Information - information is simply any knowledge of possible use to the characters.  Whether about a Challenge, the current Adventure or a hook for another adventure.  The key is that the characters now have a data point for the players to consider and take action on or not as they see fit.  This also adds to player immersion as they're not rolling dice, they are considering course of action.

    Recurring NPCs - whether a Sponsor, like a Noble needing a team of deniable agents to advance her goals, a regular Informant (like Huggy Bear in Starsky and Hutch - for those of you old enough to know) or a pesky rival party trying to horn in on your loot.  The purpose is to introduce these NPCs organically into the campaign and see where the players go.  Again, dealing repeatedly with the same NPCs adds to immersion as the world stabilizes for the players.

    I have a fourth category - Gonzo in the original REG, where the party would meet a challenge from one of the other RPGs in my library.  However, I've shifted to a kitchen sink approach to generating random monsters and this is why I need to re-write REG.

    To get back to the toll bridge, I rolled Information about a Challenge.  The Challenge turned out to be a


Road Hazard (Toll Bridge) and the information was available verbally from an NPC, rather than the party discovering physical evidence.  Once I knew that it was a matter of figuring out where the bridge was and who was collecting the tolls.

    The map does not show a road from Zothay up to the Old South Road (dashed red line).  I've placed all the nobles in my Feudal Wilderlands, and I know there isn't a castle in that area.  That left looking at the monsters in the random encounters in the area and picking one.  Orcs seemed like a good choice, but since these were local characters and NPCs, I needed a name for the tribe.  Up in the Dearthwood there are the Orcs of the Purple Claw.  And of course, Saruman had the Orcs of the White Hand.  So naming them [color] [item] seemed like a good pattern.   I've always been intrigued by Ocher as a color, ever since I first played the board game 'Civilization' and encountered it as an early trade good.  Anyway, it refers to pigments from ferrous compounds, ranging from yellow to dark red. 

    Orcs of the Ocher Spear - a tribe ranging the Arthiop Mud Flats and northern reaches of the Fogbound Forest.  They use the Arthiop Hickory (carya arthiopis) to fashion spear shafts, new ones issued to young warriors are light yellow.  The shafts darken as the wood ages, and dark spears are a sign of rank and a reason to challenge a rival.  It is rumored that the High Chieftain's spear shaft is very ancient and a dark brown like dried blood. 

    The road from Zothay to Bellystone Ford is a long one and skirts the headwaters of the Murmuring Stream, as the lower reaches have wide soft banks at the confluence of the Mageven.  

    Now my world has a few more details.

Saturday, July 13, 2024

Exploring the Wilderlands - Character Generation Home Rules

 The Wilderlands is over 90% human, human society dominates the area.  While AD&D encouraged a human-centric play with the race & class character level limits, more recent editions have stripped that away to the point that as far back as 3rd Edition I've had to abandon campaign plans because the characters didn't support the premise anymore.

    Not being a fan of level limits for the last 45 years, I turned to my other old, old RPG rule set to steal ideas. And in the end I created my own version of Chivalry & Sorcery's Character Race random table. Indeed I based much of my chargen process on C&S, creating tables to determine family background and occupation; along with my own "elaborate set of tables ...which can locate a member literally within miles of a particular town" as Simbalist & Backhaus put it in their section on designing the feudal nation. Finally achieving a goal I've been aspiring to since the late 1970s.

Using that, I rolled up a party of four humans, a half-orc and an elf. Again I borrowed a C&S chargen idea that certain races have minimum characteristic values, and having determined the character of that race, if the minimums are not rolled, then the characteristic is raised. In this case the Elf exceeded the minimums on the rolls, so Ithranel became a High Elf, or Gray Elf in AD&D parlance.

Further rolls determined that two characters came from the city of Zothay in the County of Zothiem, so that became the starting point, one the son of a Merchant and the other the son of an egg seller. Characters are assumed to be basically competent in any skills from their family occupational background.

Other rolls were made for height and weight, again based on, but simplified from C&S. And for hair/hide and eye color, these are based on the information from the WIlderlands setting itself. Additionally, based on the location, the character's cultural background was determined.

I should mention, that I've taken to starting new characters at 2nd Level, as few players enjoy grinding out 1st level in old school games.

And so, determining that the Thieves Guildmaster had commissioned them to return with copies of any writings in Auld Viridian or 𐌀𐌖𐌋𐌃 𐌅𐌉𐌓𐌉𐌃𐌉𐌀𐌍  in the Etruscan (Marsiliana Tablet) alphabet as rendered in the 'Historic - Old Italic' font.  And the solo play began.

Friday, July 12, 2024

Exploring the Feudal Wilderlands - Assembling the Party

    In this series of posts, I'll be doing some solo play to test out my home rules for my Feudal Wilderlands setting.  Those rules cover character generation, the social structure of the setting and random encounter generation.   The format will be an initial solo play post, followed by posts exploring how the adventure developed.  As in all campaigns, the party has to come together before the adventure truly begins.  The dates use the canonical Wilderlands setting calendar of months, although day names come from classical Greek lunar calendars.  Maps refer to Rob Conley's Wilderlands Maps.


Midsummer's Eve, 2nd Waning - Rayner's Tankard, Zothay
Map 2 Hex 3611

 


   Walker approached the table in the tavern carrying two flagons. 

     Bictirc looked at him and remarked "If you're buying the first round you must have a job. And you need some muscle." 
     Sitting down and passing his friend one of the ales, Daniel Walker smiled and said "You're right on both. The Guildmaster gave me a commission. We're to go up to the Waste, find an old tomb and bring back anything written in Viridian, or at least make a copy of it." 
     "Which explains why you want me. The Wastes are bloody dangerous away from the road. Hell, the ROAD is dangerous, I still wake up with the sweats remembering what happened to Dankmar in the mud flats and we were within bow shot of the road then." 
     "I know, I know. And we agreed that if we ever made it big, we'd haul his statue out of the mud and get him turned back into a human. The deal is traveling money and we get to keep anything else we find. Bonus for each item we bring back written in Viridian.  And that's just anything written in a script like this." and he traced some characters out on a scrap of parchment.  𐌀𐌛𐌌𐌀𐌃𐌏𐌃-𐌁𐌏𐌂
   "What's it say?  I'm not a scholar."
    "Just the name of some old god." Walker shrugged.  "Like I said, they don't care what we bring back, as long it was written in this script.  I figure we spend tomorrow putting some supplies together and leave the next morning."
🝖🝖🝖
Vineyard Bounty, New Moon - Zothay
    Fog rolled off the Arthiop Flats and in from Damkina Bay, making the morning chill and dreary.  Wagons queued up at the Bellystone Gate, waiting for the guards to open them for the day.  Bictirc and Walker held their horses as they talked with one of the cart drivers.
    "No, no, it's true the Ocher Spear threw what the orcs call a bridge across the Murmuring Stream, just up from where it flows into the Mageven.  It cuts a full day off the ride to the Old South Road.  But it will cost you a fair amount.  Two gold crowns a leg, man and beast is what I heard.  O'course the bridge is too rickety for a cart or wagon so I haven't used it me self." the driver passed the rumor on to them.

    Walker and Bictirc mounted their horses when the gate opened and departed with the morning wagons and the farmers returning from a night of bucolic debauchery in Zothay.
    "A day is a day,' remarked Bictirc, "but twenty four gold is twenty four gold.  Does that fall under 'traveling money'?"
    Walker frowned, "I don't know and do you think the orcs will be happy to see us after our last little excursion?"
    "None of them survived that excursion, nor did we leave anything behind that would identify us as having dispatched that group of pig faces.  It's your call, as you're the one with the commission. I'm just the hired muscle."
    "I'd rather camp out with the trade wagons, than lose twenty four gold." Walker decided.
🝖🝖🝖    
Vineyard Bounty, 3rd Rising - The Godly Willow, Mageven village at Bellystone Ford on the Old South Road
Map 2 Hex 3308
 


   Improbably tall and incredibly thin, with hair like spun gold, the gray elven maiden gathered everyone's eye as she entered the common room in a rich, but travel worn cloak.  The innkeeper bustled up and bowed as she waited for her eyes to adjust to the dim interior from the afternoon sun.  Walker couldn't overhear their conversation, but the innkeeper shrugged and pointed to their table.  He kicked Bictirc under the table and they both rose as the elf approached.
    "Fey Lady", he greeted her as they gave her a half bow.
    "You are the 'expert treasure seekers' the teamsters say are looking for companions?" she asked without a preamble.
    "Uh," Bictirc stammered, "we are, but this is just a job, not a quest for a noble lady."
    "Perfect", she smiled and seated herself, gesturing for them to sit back down with her.  "I am Ithranel of Colsith, I have experience with sword, bow and spell.  My grandfather suggested that I should experience the world, even though my mother thinks of me as a child as I'm still in my second yèn.  What is this 'job'?"
    "Simple exploration of an old tomb." Walker said.  "Even split on treasures, other than items written in Auld Viridian.  Those belong to our clients.  How are you at copying letters and such?  If there are any on the walls or other structures, we'll want to bring back a copy, an accurate copy."
    Ithranel frowned, "I have heard of the tongue, but I have not seen nor heard it spoken.  I am an accurate scribe of letter, mark and inflection.  To be otherwise, would be to risk my life when transcribing spells."
    Shifting uneasily, Bictirc interjected, "Fey Lady, we are simple adventurers and we do not want to have to share more of the riches than we have to.  How big is your escort, it may be that the reward will not be worth the additional shares?"
    "Ithranel looked puzzled, "Escort? I am traveling alone.  Why would I have an escort?"
    Walker and Bictirc exchanged glances and shrugs.  "Fey Lady, to us your race is noble and pure.  In our experience with human nobles, they never go anywhere without a train of guards and servants.  Your choice puzzles us."
    "No one else in Colisth felt like traveling for a yèn to learn of the world.  The elders have already done so, and my peers don't feel the urge at this time."
    Walker nodded, "Very well Fey Lady Ithranel, welcome to our company.  If you would, you used a word we don't understand. What is this yèn you refer to?"
    "A yèn? It's a period of time, I'm not certain what the human term would be, but it's more than a hundred summers."

    At this point the door opened again, this time revealing a man in well made servant's clothes.  When his eye adjusted he headed straight for the table and bowed to Ithranel.  "Fey Lady, I am Abram Boteler, chamberlain of Castrum Venterlapis.  Count Atius Brucetus heard of your arrival and requests your presence at supper."
    Ithranel looked at her companions in surprise.  Walker responded for her, "The Fey Lady Ithranel of Colisth will be pleased to attend.  I assume her companions are also invited/"
    Boteler looked over the pair of humans and pursed his lips.  "Her servants will of course be accommodated at the lower tables."
    Ithranel stood up, and picked up her pack, "Well then let us see what the Count wishes to speak of."

    Boteler lead them up the hill to the great keep through the gatehouse, across both moats and through the outer and inner walls to the towering donjon in the center.  There he passed Walker and Bictirc off to a lesser servant with instructions to find them a bed and seat them at the lower tables.

    During the meal they could see Ithranel in a gown, instead of her traveling clothes, at the high table talking with the Count and Countess.  Later they were given straw pallets on the floor of the hall with the servants.
🝖🝖🝖
Vinyard's Bounty, 4th Rising.  Castrum Venterlapis
    When they went into the inner courtyard in the morning, they were met by a tough looking man with grizzled auburn hair leading a beautiful chestnut horse with a finely made saddle and bridle.  
    "You're the tomb robbers Fey Lady Ithranel met up with?" he asked.
    Walker shrugged, "Rude, but that's us.  Nice horse."
    "Yeah the Count's gift to her.  One of his gifts.  He's also giving her an escort, me and a couple of the lads.  I'm Ivo,   Get your bags and meet us outside the gatehouse.  As you know where we're going you'll lead."
    "Wait a minute, " Bictirc interjected, "We didn't agree to this, I don't know you or why I would agree to a six way split instead of a three way."
    Ivo laughed, "Take it up with the Count, he says you're doing this and he's the man with the big castle with a nice dungeon for you to wait in.  Besides he has an open hand with those who serve him well.  Tell you what, when it comes to splitting anything we find, we'll do it in the order we joined the company.  You two, the Fey Lady, then me and the lads."
    Walker caught Bictirc eye, "Less reward, but less risk too.  Besides, when we get back to Zothay...."
    After thinking for a moment, Bictirc nodded and said, "Let's get the horses." 

Sunday, January 29, 2023

Feudal Wilderlands: Cultures V - the emigrants

       The Wilderlands around the City State of the Invincible Overlord has settlers and inhabitants from a number of external cultures drawn by trade, raids or personal avarice.   

Amazon 


    The Amazons are female barbarians living far south and west of the City State. Relatively rare in the Wilderlands, when they appear they are respected for their reputation as warriors. They are armed in traditional Greek manner and like their wine mixed with water and spices. Amazon characters are all female, the male members of their society are sequestered and do not adventure. If you want to make a case that yours does - call me.

    Amazon also refers the language of the southern Amazon tribe. People with this background receive Common as a free language, although if they have an Intelligence penalty or are unable to learn more than one language, they really speak a horrible patois. Amazons tend to be thinner than normal, they receive a -1 Modifier on all Weight rolls.

Amazons generally try not to laugh at the pretensions of the male 'warriors' and 'fighters' in the City State, but it's hard. Within the City State and it's environs, they are almost legendary female warriors, whose reproductive proclivities are the subject of prurient speculation.

Amazon Culture Background Physical Appearance Distribution

RollHair Color   RollSkin Color   RollEye Color
01-15Black/Sable01-10Pale White01-15Light Blue
16-20Brunette        11-25Fair11-15Blue
21-25Brown26-40Bronze16-30Gray
26-30Chestnut41-55Olive31-35Gray-Green
31-36Auburn55-60Yellow36-40Green
37-51Red61-65Light Brown41-45Green-Brown
60-66Strawberry Blonde66-70Red46-50Hazel
67-81Blonde71-75Brown51-55Dark Brown
82-96Platinum Blonde75-80Dark Brown56-70Amber
97-98White/Gray81-95Ebony76-90Violet
99-100Exotic*96-100Exotic*91-100Exotic*
* Roll on the Exotic Hair, Skin or Eye Color Table


Antillian 


    Antil is the largest trade city on the Romilian Sea. The people are proud and insular, treating the citizens of both the World Empire and City State as almost the equals of the inhabitants of their small city. Their trade makes their city - and most of them - rich, that’s usually why they appear in the CIty State. They swagger like a Spanish hidalgo.

    Antillian is the trade language of the southern seas. People with this background receive Common as a free language, although if they have an Intelligence penalty or are unable to learn more than one language, they really speak a horrible patois. Antillians tend to be smaller and thinner than normal, receiving a -1 modifier on all height and weight rolls.

    Antillians know they are the Masters of the Romilian Sea and Traders Supreme, who grace these foreign lands with their presence, In the City State, you will be warned that if you count your fingers after dealing with them, they'll pick your pocket before you finish.
        

Antillian Culture Background Physical Appearance Distribution
RollHair Color   RollSkin Color   RollEye Color
01-10Black/Sable01-02Pale White01-05Light Blue
11-25Brunette        03-07Fair05-10Blue
26-35Brown08-17Bronze11-15Gray
36-50Chestnut18-37Olive16-20Gray-Green
51-60Auburn38-47Yellow21-30Green
61-70Red48-57Light Brown31-45Green-Brown
71-75Strawberry Blonde58-60Red46-60Hazel
76-85Blonde61-75Brown61-80Dark Brown
86-89Platinum Blonde75-85Dark Brown81-90Amber
90-95White/Gray86-95Ebony91-95Violet
96-100Exotic*96-100Exotic*96-100Exotic*
* Roll on the Exotic Hair, Skin or Eye Color Table

Skandik

    The Wilderland version of the Vikings. Their leader has recently been granted the Jarldom of Skandry on the coast of the Winedark Sea in an effort to reign in his people’s piracy - much as Rollo and his Vikings were granted Normandy in France.

    Skandik is spoken by the Overlord himself and the raiders of the Pagan Coast around Ossary. People with this background receive Common as a free language, although if they have an Intelligence penalty or are unable to learn more than one language, they really speak a horrible patois. Skandiks tend to be much taller and heavier than normal, they receive a +2 to all height and weight rolls. 

    Skandiks see themselves as unparalleled warriors, seamen and conquerors.  They walk with a swagger and are quick to take offense when they do not receive the deference due their might.  Others see them as cut throats and sea brigands, with no culture except arson, pillage and looting - Overlord Balanega Ingifastsson is obviously an exception to this whenever one of his spies might hear you.


Skandik Culture Background Physical Appearance Distribution
RollHair Color   RollSkin Color   RollEye Color
01-05Black/Sable01-10Pale White01-10Light Blue
06-10Brunette        11-30Fair11-25Blue
11-15Brown31-45Bronze26-45Gray
16-20Chestnut46-55Olive46-60Gray-Green
21-25Auburn56-60Yellow61-70Green
26-35Red61-70Light Brown71-74Green-Brown
36-45Strawberry Blonde71-80Red75-82Hazel
46-75Blonde81-85Brown83-87Dark Brown
76-85Platinum Blonde86-90Dark Brown88-91Amber
86-95White/Gray91-95Ebony92-95Violet
96-100Exotic*96-100Exotic*96-100Exotic*
* Roll on the Exotic Hair, Skin or Eye Color Table

This concludes the series on the cultures of the Feudal Wilderlands.

Feudal Wilderlands Index

Tuesday, January 24, 2023

Feudal Wilderlands: Cultures IV - the minor cultures

 


     The Wilderlands around the City State of the Invincible Overlord includes in the minor cultures of the Orichalan's, who claim to be the earliest humans along the Roglaroon, and the clans of Duneal Rangers in the Dearthwood.

Duneal 

The culture of the foresters of Dearthwood, strongly influenced by Elven culture.  They are consummate woodsmen, organized on clan lines.  Most of the clan chieftains have been granted minor titles of nobility by the Overlord.  The culture is flavored as Gaelic.

Duneal is the elven dialect spoken by the foresters of Dearthwood.  People with this background receive Common as a free language, although if they have an Intelligence penalty or are unable to learn more than one language, they really speak a horrible patois.  Duneal characters tend to be smaller and thinner than normal, receiving a -1 modifier on all height and weight rolls.

The Duneal know they are a people of great warriors, wisdom and songs. Others see them as crazy humans who choose to live next to the Orcs of the Purple Claw in the Dearthwood, and who are led by witches and druids of great power. They will agree that Duneal bards are favorites in the City State.


Duneal Culture Background Physical Appearance Distribution

RollHair Color   RollSkin Color   RollEye Color
01-10   Black/Sable01-05Pale White01-05Light Blue
11-25Brunette        06-15Fair06-15Blue
26-40Brown16-30Bronze16-30Gray
41-53Chestnut31-45Olive31-50Gray-Green
54-60Auburn46-50Yellow51-65Green
61-67Red51-65Light Brown66-75Green-Brown
68-74Strawberry Blonde66-80Red76-80Hazel
75-81Blonde81-85Brown81-85Dark Brown
82-86Platinum Blonde86-90Dark Brown86-90Amber
87-95White/Gray91-95Ebony91-95Violet
96-100Exotic*96-100Exotic*96-100Exotic*
* Roll on the Exotic Hair, Skin or Eye Color Table

Orichalan 

The remnants of the original human tribes living east of the Majestic Mountains and north of the Roglaroon,  They now wander the area in small family groups, hunting and gathering while trading for minor items - and are often accused of being thieves, much like Gypsies. 

Orichalan is the language of the nomads of the Moonraker Moors.  People with this background receive Common as a free language, although if they have an Intelligence penalty or are unable to learn more than one language, they really speak a horrible patois.  Orichalans tend to be smaller and thinner than normal, they receive a -2 modifier on all height and weight rolls.

Orichalans will say their ancestors saw the Tharbians sneaking in from the West and the Altanians pushing up from the South, always forcing the First People out of the Good Lands. Now they live in scattered migrant families, mostly north of the Roglaroon, travelling back to the Moonraker Moors to meet each other, exchanging news and arranging marriages every three to five years - 'when the stars are in the right places.' Others take little or notice of them, except to make sure they have left the village by nightfall, known thieves that they are.


Duneal Culture Background Physical Appearance Distribution

RollHair Color   RollSkin Color   RollEye Color
01-60   Black/Sable01-20Pale White01-10Light Blue
61-70Brunette        21-30Fair11-25Blue
71-80Brown31-35Bronze26-40Gray
81-85Chestnut36-40Olive41-45Gray-Green
86-88Auburn41-55Yellow46-53Green
89-90Red56-60Light Brown54-61Green-Brown
91-92Strawberry Blonde61-65Red62-69Hazel
93-94Blonde66-70Brown70-74Dark Brown
95-96Platinum Blonde71-80Dark Brown75-89Amber
97-98White/Gray81-95Ebony90-97Violet
99-100Exotic*96-100Exotic*98-100Exotic*
* Roll on the Exotic Hair, Skin or Eye Color Table


Feudal Wilderlands Index

Wednesday, January 11, 2023

Feudal Wilderlands: Culture III - Viridians, self declared lords of creation

 Viridian 

Viridian Nobleman 

Descendants of the original colonists of the World Empire and still maintaining ties to their relations in that decadent state, many of the higher nobles claim Viridian ancestry and true or not maintain Viridian law and customs on their estate.  Like the law of the Roman Empire, Viridian law makes the male head of the family the absolute authority within it, although it does allow for female succession to lands and title as independent holders.  Landowners are expected to represent themselves in a court or hire another member of the nobility to represent them.  Inferiors are expected to influence their lords to represent them.

Viridian is one of the three languages that Common developed out of and the language of the City State of the World Emperor and the founding colonists of the City State of the Invincible Overlord.  People with this background receive Common as a free language, although if they have an Intelligence penalty or are unable to learn more than one language, they really speak a horrible patois.  Viridians tend to be smaller and heavier than normal, they receive a -1 modifier to all height rolls and a +1 modifier to all weight rolls. Over the centuries they have bred with or adopted creatures of almost every race, resulting in a wide distribution of appearance.

Viridians see themselves as lords of all, even a humble farmer claiming Viridian descent believes themselves superior to the jumped up barbarians advanced above them.  Others see Viridians as stuck up, arrogant prigs at best and as debauched demon loving monsters in stories.


Viridian Culture Background Physical Appearance Distribution

RollHair Color   RollSkin Color   RollEye Color
01-10Black/Sable01-15Pale White01-10Light Blue
11-20Brunette        16-20Fair11-15Blue
21-30Brown21-25Bronze16-30Gray
31-40Chestnut26-30Olive31-35Gray-Green
41-50Auburn31-40Yellow36-40Green
51-59Red41-50Light Brown41-45Green-Brown
60-67Strawberry Blonde51-60Red46-50Hazel
68-75Blonde61-65Brown51-55Dark Brown
76-83Platinum Blonde66-70Dark Brown56-75Amber
84-92White/Gray71-80Ebony76-90Violet
93-100Exotic*81-100Exotic*91-100Exotic*
* Roll on the Exotic Hair, Skin or Eye Color Table


Sunday, January 8, 2023

Feudal Wilderlands: Cultures II - Altanian & Tharbian

The two cultures which have contributed the most to the 'Common' culture of the City State of the Invincible Overlord 


Altanian 



The barbarians living in the plains and jungles south of the Roglaroon. They tend to be taller and heavier than normal. Many of them still live as nomadic tribesmen, many others have been (rather forcibly) made into serfs and peasants for the nobility who have been granted the lands by the Overlord. They tend to favor things like trial by combat. Think of them along the lines of German tribes across the Rhine from the Romans.

The Altanian language is one of the three languages that Common developed out of.People with this background culture receive Common as a free language. Altanians tend to be taller and larger than normal, therefore they receive a +1 on all rolls to determine height and weight. They tend towards dark hair, ruddyskin and brown eyes. Rather xenophobic, they show slightly fewer traces of intermingling with other races than most cultures.

Altanian Culture Background Physical Appearance Distribution

RollHair Color   RollSkin Color   RollEye Color
01-60Black/Sable01-02Pale White01-05Light Blue
61-70Brunette        03-05Fair06-15Blue
71-80Brown06-10Bronze16-25Gray
81-85Chestnut11-15Olive26-30Gray-Green
86-88Auburn16-17Yellow31-40Green
89-90Red18-22Light Brown41-45Green-Brown
91-92Strawberry Blonde23-82Red46-65Hazel
93-94Blonde83-87Brown66-80Dark Brown
95-96Platinum Blonde88-92Dark Brown81-90Amber
97-98White/Gray93-95Ebony91-95Violet
99-100Exotic*96-100Exotic*96-100Exotic*
* Roll on the Exotic Hair, Skin or Eye Color Table



Tharbian 

The culture of the bulk of the commoners in the City State and many of the nobles.  It has many superficial similarities to Viridian through long association with the conquerors, yet the culture is quite distinct and most Tharbians would resent being mistaken for Viridians.

Tharbian is one of the three languages that Common developed out of, spoken by the peasantry north of the Roglaroon and east of WItches Court Marshes, along with their hillmen cousins in the area.  People with this background receive Common as a free language.  Tharbians tend to be thinner than normal and receive a -1 on all weight rolls. They tend to have brownish hair, bronze or olive skin tomes and green or brown eyes.


Tharbian Culture Background Physical Appearance Distribution

RollHair Color   RollSkin Color   RollEye Color
01-10Black/Sable01-05Pale White01-05Light Blue
11-25Brunette        06-20Fair06-10Blue
26-40Brown21-35Bronze11-15Gray
41-55Chestnut36-50Olive16-30Gray-Green
56-70Auburn51-55Yellow31-45Green
71-74Red56-70Light Brown46-60Green-Brown
75-78Strawberry Blonde71-80Red61-75Hazel
79-84Blonde81-85Brown76-85Dark Brown
85-88Platinum Blonde86-90Dark Brown86-90Amber
89-94White/Gray91-95Ebony91-95Violet
95-100Exotic*96-100Exotic*96-100Exotic*
* Roll on the Exotic Hair, Skin or Eye Color Table


Thursday, January 5, 2023

Character Context & Feudal Wilderlands 'Common' Cultural Background

      Where did the adventurer come from?  What's their background, peasant lad, goldsmith's daughter?  What skills and languages did they pick up in their childhood? What do they look like?  Who is the ruler of their home town?  Who is their guildmaster or feudal overlord?

     These questions exist at the intersection of the character and the setting.  And, I'll admit, are usually irrelevant in game play, but fascinating to me as both a player and a DM.  Exploring them is one of the seductions of world building for me.  Inspired by an aside in the Chivalry and Sorcery Red Book, "In the designers' own wargaming group, an elaborate set of tables was designed by a member which can locate a character literally within miles of a particular town in France..." which I have wanted to replicate since 1977; I'm embarking on an effort to give my players answers to those questions within the Feudal Wilderlands setting I've documented over the last few years. 

     In this series of posts, I'll be defining the various 'civilized' human cultures within the Feudal Wilderlands, which have co-mingled to form what sages refer to as the Common culture of the Roglaroon Estuary.  People born in this culture are a plurality within the City State, where migration from the hinterlands keeps them from becoming an outright majority; they are the majority culture in Brythange, Difrios, Losthaine and Severnais.  They are frequently encountered in all other demenses, except for Gwalion. 

     Characters born in the Common culture are ... average.  They are of average height, have no marked tendencies in skin, hair or eye colors.  They learn to speak Common at home and have no Bonus Languages.   The Common culture is a mixture of the older indigenous cultures of the Tharbian peasants to the north and the Altanean barbarians living south of the Roglaroon; overlain by the culture of the Viridian Empire which conquered, colonized and then receded from these lands.   Disputes are resolved in the courts, while the Invincible Overlord has banned lawyers, 'Litigation Tricksters' may be employed to help you argue your case.  

     A generic fantasy culture in many ways, I conceptualize them as being at the level of England during Henry VII, with lots of lumps in the cultural melting pot.

Common Culture Background Physical Appearance Distribution

Roll Hair Color   RollSkin Color    Roll Eye Color
01-25 Black/Sable 01-07 Pale White 01-07 Light Blue
26-36 Brunette         08-16 Fair 08-15 Blue
37-47 Brown 17-25 Bronze 16-26 Gray
48-57 Chestnut 26-34 Olive 27-35 Gray-Green
58-66 Auburn 35-40 Yellow 36-45 Green
67-71 Red 41-50 Light Brown 46-53 Green-Brown
72-76 Strawberry Blonde 51-74 Red 54-65 Hazel
77-83 Blonde 75-80 Brown 66-74 Dark Brown
84-88 Platinum Blonde 81-86 Dark Brown 75-85 Amber
89-94 White/Gray 87-92 Ebony 86-93 Violet
95-100 Exotic*93-100 Exotic* 94-100 Exotic*
* Roll on the Exotic Hair, Skin or Eye Color Table

Thursday, October 22, 2020

Feudal Wilderlands: Severnais Random Encounters

   The final aid I'll develop for adventuring in the Severnais is a set of random encounter tables.  As before, I'm pulling in creatures from pretty much every game in my library to give encounters that sense of whimsy I enjoy.  


     I should also note that I have a set of Random Encounter Generation home rules that are consulted before I get to these tables.  Over the years I've moved from most of my random encounters being combat and experience point oriented to designing a system that will generate information for the players about the area.  What I have below are tables of challenges they may encounter, or they may just see evidence of and start looking over their shoulders for the monster to appear.

     Encounter areas follow natural ecosystem and movement boundaries.  Looking at the map of the Sverenais, I determined that there are four encounter areas.

     North Dearthwood  The area of the forest north of river flowing out of the Dearthwood into the Roglaroon and the tributary of the Conqueror's River as well as the Conqueror's river upstream from there.  Looking at the Wilderlands of High Fantasy booklet, there are three "Lurid Lairs" listed in the area for Wood Nypmphs, Pixies and Hippogriffs.  From that I have determined that I will use the "Fairy or Sylvan" table in AD&D and the "Elf Wood" table in Runequest when generating the appropriate encounters.  I also ended up with two encounters from Call of Cthulhu in that area, so I've decided that the entire area is subject to planar instability, where 'nexus points' to use the Empire of the Petal Throne terminology naturally appear and enable all sorts of beings to enter the Wilderlands.

     Victory Hills  Not a canonical name, but what I'm calling the hills where the Conqueror's River rises.  They extend up to the River Stillring, most of them are outside of the Severnais proper, so I can re-use them as an area when I detail the heartlands around the City State itself.

     North of Severn  and South of Severn The Severn provides a natural barrier to movement dividing the encounter areas.

     Note that I'm leaving the actual boundaries of the encounter areas rather vague.  These are all or almost all mobile creatures that can have overlapping ranges.  Also, I can roll the encounter and if there's a reasonably close boundary, decide which challenge I want the party to encounter. 

About half the challenge encounters are from AD&D and I expect are familiar to most readers, the source of others are indicated below.

Roll North Dearthwood Victory Hills North of Severn South of Severn
1 Elf War Party (RQ) Humanoid #4 (MA) Centisteed (GW) Snake Python
2 Chimera    NPC Party    Halfling Changer (MA)
3 Al'mi-raj (FF) Giant Skunk Orc Ankheg
4 Wood Nymphs
Lair Hex 2818 (5)
Apparition (FF) Gnome Wild Dogs
Lair Hex 3515 (18)
5 Star Spawn of Cthulhu (CoC) Sphinx (ACKS)    Wild Horses
Lair Hex 3311 (12)
Amoeba (WFRP)
6 Men, BanditWeretiger (ACKS)    Patrol Men, Merchant
7 Bearoid (MA) Giant Ant Merchants (EPT) Arn (GW)
8 Patrol Wild Boar Fire Lizards
Lair Hex 3011 (3)
Hawk (normal)
9 Cthonians (CoC) Leprechaun Yexil (GW) Buzzers (MA)
10 Needlemen (FF) Patrol Llama (Dreamlands) Rust Monster
11 Elf Chénlh (EPT) Men, Brigands Wolves
12 Sprite Stirge Kobold Cockatrice
13 Troll Giant Stag Beetle Basilisk Throgrin (ACKS)
14 Hippogriffs
Lair Hex 3318 (2)
Men, Berserker Goblin Demon, Artificer (Infernum)
15 Pineto (GW) Men, Dervish Elf Giant Centipedes
Lair Hex 3612 (10)
16 Harpy Elf Url-worm (Dreamlands) Sun Worm (WFRP)
17 Cockatrice Men, Brigand Men, Bandit Rakox (GW)
18 Pixies
Lair Hex 3017 (40)
Dark Fungus (MA) Men, Merchant Patrol
19 Su-monster Rényu (EPT) Giant Toads
Lair Hex 311 (11)
Men, Merchant
20 Giant Stag Hlýss (EPT) Small Warrior (MA)  Wolves
(ACKS) Adventurer Conqueror King,    (CoC) Call of Cthulhu,    (Dreamlands) H.P Lovecraft's Dreamlands, a CoC Supplement,    (EPT) Empire of the Petal Throne,    (FF) Fiend Folio,    (GW) Gamma World,    (Infernum) Mongoose's Infernum - Role Playing in Hell,    (MA) Metamorphosis Alpha,    (WFRP)  Warhammer Fantasy Role Playing

(#) - A number in parentheses indicates the number encountered in the lair.  All are from The WIlderlands of High Fantasy.

Creature notes:
Al'mi-raj (Fiend Folio) - Chaotic unicorn bunny

Amoeba (Warhammer FRP) - converted this one to Chivalry & Sorcery earlier

Apparition (Fiend Folio) - ethereal skeleton, can cause heart attacks

Arn (Gamma World) - a 1.3 meter bug that can be used as a riding mount by very small humanoids

Bearoid (Metamorphosis Alpha) - 12' tall golden psionic golden bear.  Uses bows and clubs.

Buzzers (Metamorphosis Alpha) - mutated bees that can blast a party with pure energy.  Enraged by psionics and magic use.

Centisteed (Gamma World) - 16 legged horse that can carry two.  Comes equipped with a force field.  No cupholders.

Change (Metamorphosis Alpha) - mutated robin with chameleon powers.  No attacks, immune to spells and psionics (too bird-brained).

Chnélh (Empire of the Petal Throne) - ape mutants.  Sharp claws and teeth.  Use spears and clubs.  Treat as cavemen, but look like Australopithecus 

Cthonian (Call of Cthulhu) - immense thing squidly worms.  Can crush with their bodies, constrict and drain blood with their tentacles.  Oh, they can cause earthquakes too. 

Dark Fungus (Metamorphosis Alpha) - psionic fungus brain.  Don't touch

Demon, Artificer (Infernum) - a squat little demon, one of the Engineers of Hell.  This one can understand and fix mechanical devices on a roll of 5+; has +3 natural armor and weeps poison tears that it uses to coat it weapons.

Elf War Party (Runequest) - 1d6 brown elves (look like deciduous trees) armed with bows and swords (bronze) .  They have a decided resemblence to the local trees, oaks, chestnuts, laurel and pine, with bark like skin, interweaving bracnhes for hair and knobby fingers like twigs.  They will be neutral or hostile to halflings and humans; friendly or neutral to 'meat elves' and down right aggressive to other races.

Hawk (normal) (Adventurer Conqueror King) - just a normal small raptor.  If a character can plausibly attract it, it can be trained to hunt small game.  Otherwise, 50% chance it attacks a wizard's familiar.

Hlýss (Empire of the Petal Throne) - six legs and a chitinous shell.  FIght with weapons and a sting, ofetn have jewels set in their shell.  Collect humans, probably for hosts for their eggs.

Humanoid #4 (Metamorphosis Alpha) - Walks on all fours, has poison claws, low intelligence.

Llama (H.P Lovecraft's Dreamlands) - all the possible monstrosities and I roll a normal llama.  Treat as a pony that climbs like a goat

Merchants (Empire of the Petal Throne) - 3 merchants, 8 guards, 23 slave bearers with merchandise.  Merchants and guards have elaborate chlen-hide armor (treat as scale mail, but less cumbersome) and weapons (have 5% chance of being broken if parried by iron/steel weapons).  They have exotic glass wear and chlen hide armor for sale - preferably will trade for iron.  The leader has an "Eye of Abominable Detestation" (treat as double strength wand of fear) and an "Eye of Incomparable Understanding" (treat as area effect Comprehend Languages spell).

Needlemen (Fiend Folio) - humanoid zombie plant.  Shoots needles at you

Patrol (Chivalry & Sorcery) - one knight, a squire and two sergeants from a local fortress.  In the Dearthwood, 75% chance that it is instead 1d4+2 Duneal foresters (treat as rangers) or elves.

Pineto (Gamma World) - ambulatory plant that can carry heavy loads.  Can be ridden, but without the proper saddle, you take damage every turn.

Rakox (Gamma World) - oxen with eight horns and a carapace.  

Rényu (Empire of the Petal Throne) - Humanoid dogs.  Can speak and use weapons, can't use magic.  Can be captured and trained, exceedingly loyal servants.  Detect secret doors like elves.

Small Warrior (Metamorphosis Alpha) - mutated ants with a mass mind that can generate a force field

Sphinx (Adventurer Conqueror King) - I called this out to remind myself to check for the differences between sphinxes in ACKS vs AD&D.  Turns out you can generate a random encounter with a sphinx in ACKS, but there is no entry in the Monster section for it.  Treat as a Criosphinx. - 

Star Spawn of Cthulhu (Call of Cthulhu) - miniature, but still gigantic copies of Great Cthulhu, 60 feet tall.  Tentacles claws to match their size.  Use magic and cause insanity.

Su-monster (AD&D) - forty years of gaming, never encountered one of these or added it to one of my adventures.  Cross between an ape and an opossum with psionic attacks.

Sun Worm (Warhammer FRP)  Shjockingly, a 6' maggot that discharges electricity.  Double damage if you're wearing metal armor. 

Throgrin (Adventurer Conqueror King) - looks like a hobgoblin, paralyzes like a ghoul, regenerates as a troll.  Nasty little buggers.

Url-worm (H.P Lovecraft's Dreamlands) - man sized worms that feed off oils secreted by the dhole.  Used by the halflings of D'haz for unspeakable practices.

Weretiger  (Adventurer Conqueror King)  - treat as AD&D weretiger, with they are naturally stealthy and have a -2 on surprise checks

Yexil (Gamma World) - big (3 meter long with 8 meter wing span) orange furred mammal.  Shoot frickin' laser beams from it's eyes.