Wednesday, July 31, 2024

The Tower Lands Sex Post

Gin said he'd ban me if I didn't do this.

Family and Social Organization

The basic unit of Halish society is the house, which is both the dwelling and the extended family who live there (the word for both in Halish is the same). For all but the rich, homes are a single room with a large hearth at one end; everyone eats, sleeps, and does chores together in the same space.

At minimum, a house must be comprised of a married couple. An unmarried person with no living family is an outcast, a legal non-person. The most common way to escape being an outcast is to bind oneself to a house as a slave. Slaves are property of the house rather than members, but they have some customary protections outcasts lack--mainly that only their masters can kill or maim them without legal penalty, and they can make enforceable contracts with their masters' permission.

Property is owned by houses, not individuals. In practice, this mostly matters for slaves, livestock, and land, but technically, even the clothes on a person's back are the property of their house (and if you're an outcast, anyone can legally take anything you have at any time, since you can't own it).

Every house has a head who's responsible for its welfare and conduct and, in turn, has authority over all other family members. Heads of houses are expected to answer for the actions of their relatives outside the house, and if a member of the house has done some wrong, the head can administer justice as they see fit. When the head of a house dies, their position passes to their heir. Traditionally, this is their oldest living child; customs vary on who inherits if there are no children, and disputes often arise over the issue.

Gender and Marriage

The Halish have no word for gender as distinct from sex, which they regard as binary. Halish society is mostly quite gender-egalitarian. Women and men can both be heads of houses, and sex is a non-factor in inheritance, except for some remnants of old matriarchal customs in Astos. There is very little division of labor based on sex, with all common social roles open to men and women equally. The Halish are proud of their gender equality, mainly in how both men and women are warriors. They regard other cultures who restrict people from fighting based on gender as foolish and backward, and the non-warrior genders of those cultures as weak and pathetic. A Halish warrior, if attacked in front of their spouse, expects to see that spouse pull their dagger and leap to fight alongside them.

The main place where sex is an issue is in marriage and childbearing. Halish marriages are always heterosexual and monogamous, and everyone is expected to marry. The head of a house has the power to arrange or refuse marriages for all members; most marriages are arranged this way for the house's economic and practical benefit, though of course some house heads will listen to their children's preferences. Traditionally, when a couple gets married, the spouse from the poorer house moves in with the richer one. Thereafter, they're legally considered part of their new resident house, a member of that family. This is a matter of custom, not law; in practice, which spouse goes to live in the other's house is often a subject of much negotiation. The question is especially important because whichever spouse moves in with the other's family is expected to bring a dowry with them to compensate their new family for the extra burden of supporting them. Typically, a savvy house head will try to have their oldest child marry someone from a house that's just a little poorer than their own so they can collect the biggest dowry and keep their heir, then marry their younger children off to the heirs of the richest houses that'll take them to secure them better lives.

Fashion and Hygiene

The Halish are a big bathing culture. Bathing is a major social activity. In poor communities, everyone gets together frequently to bathe and do laundry in whatever natural body of water is handy. In wealthier towns, public bathhouses serve as community centers. The very rich will maintain private baths, usually large enough for themselves and guests. Private bathing is a sign of status, not modesty.

The Halish are not a prudish people. In bathing and in the home, nudity around others is normal regardless of gender, and many won't bother to dress at home even for guests. Nudity outside of the home is seen as a sign of poverty more than anything; others might take a naked stranger for a slave, but they won't demand they cover up. Conversely, bathing with clothes on is seen as extremely low-class, a sign that one is so busy they can't take the time to wash their clothes properly. Wearing wet clothing is believed to slow the blood and cause illness of the lungs.

Most Halish prefer to dress in a style of tunic or gown made from a single piece of linen or wool sewn together at one end to form a tube, which can be belted, pinned, and folded about the body at various lengths to create varied silhouettes. As a rule, younger men and women, and those doing physical work, favor shorter tunics, while the elderly and those with more sedentary jobs favor longer gowns. Knights will traditionally swap out the tunic for a thick quilted vest or coat--called an arming coat--and tight woolen leggings, made to be worn under armor or as light armor in its own right. Capes and cloaks are added as accessories and for cold weather. The standard footwear is leather sandals that wrap around up the calves, but leather shoes and boots are also used for those traveling and wanting more foot protection, mainly knights. Most people go without underwear, though when preparing for battle or other vigorous activity, women will sometimes use sashes to bind their breasts and men will wear loincloths to secure their bits.

Long hair is seen as a sign of health and wealth, styled protectively using braiding and macca oil and proudly displayed. Although only monks and nuns commonly shave their heads, shaving everywhere else is popular. All but the poorest will usually remove most of their body hair with razors, waxing, and chemical agents. Tweezing the eyebrows to create a more defined shape is popular. Wearing pubic hair, and facial hair for men, is traditionally reserved for those who have either had children or killed someone in battle; those men who do grow beards keep them short and well-trimmed. Wealthy men and women both wear makeup to darken the eyelids, rouge the cheeks and lips, and further define the eyebrows. Perfume is highly valued by all. Permanent body modifications like tattoos, piercings, and scarification are rare outside of certain specific cults, seen to disfigure the beauty of a healthy and well-made body. The ideal body is supposed to represent a warrior's strength and vitality, so height, muscle, and fat are all considered attractive for both sexes.

Sex

The Halish have two main words for sex, the act. The first translates as "non-reproductive sex" or "recreational sex," and describes everything that won't (normally) produce children. This is considered a social activity; any two non-related adults can engage in it without taboo, regardless of whether they're married and to whom, and there's little to no sense of privacy around it. The Halish don't really have a concept of romance as we might understand it; marriage is a legal and economic arrangement mainly concerned with producing children, where one hopes they might end up with someone they can be friends with as a side benefit. Recreational sex between friends isn't seen as a sign of anything deeper than friendship. This means people we'd call queer aren't persecuted for acting on their attraction to those of the same sex, or for their lack of attraction to the opposite. However, there isn't really any idea of two people of the same sex having an intimate relationship beyond being friends, and such people face the same pressure as anyone to marry someone of the opposite sex and produce children.

The other Halish word for sex translates as "reproductive sex," and is exactly what it sounds like. A married person having reproductive sex with someone other than their spouse is considered a crime against that spouse and their whole house. If it can be proven (meaning, in practice, if you can convince your family and neighbors that it happened), it's one of the few grounds for divorce. In the past, it was considered a valid basis for a house feud; these are less common since they were restricted under Old Kingdom law, but they still happen sometimes. However, the Halish don't really have a concept of virginity--a person who's had reproductive sex with someone else before marrying their current spouse, including one with previous children, isn't seen as any less marriageable. Indeed, it's seen as a good sign, assuming they're still young enough for more kids.

Sex work is ubiquitous. Most sex workers are slaves; free commoners who do it aren't judged any differently from those who do any other work, and nobles avoid it like any other labor that isn't religion or warfare. Just about every town has at least one brothel, and the wealthy will keep personal pleasure slaves. Like most things, sex work is not restricted by gender, with men and women both acting as purveyors and purchasers subject to the same judgment, i.e., none at all. Because humans and raun can't have children, raun pleasure slaves are especially valued.

Sex is considered part of hospitality similarly to food, bathing, and other entertainment. Wealthy hosts in particular will usually offer guests the services of their house's pleasure slaves. In poorer households without slaves, family members of lowest status--usually the youngest adults--will be pressured to fulfil the task instead, especially for high-status guests.

The Halish don't possess reliable contraceptives. They do make use of various chemical abortifacients. Abortion isn't considered a crime, but it's seen as shameful, since everyone is supposed to have as many kids as they can.

Maternity

When a couple tries to conceive, roll 1d6 exploding in secret to see how many weeks of regular effort it takes. Each time the die explodes, roll 1d6 for each partner in secret. On a roll of 1, that character is infertile. Characters who have already had children can still become infertile later in life.

A pregnant character is burdened in their second trimester and cannot adventure in their third. Pregnant women are socially obligated to refrain from hard physical labor and fighting. Breaking this taboo outside of an emergency is considered gravely dishonorable, as is attacking a pregnant woman, even in war.

A common Halish saying translates as, "Every child is born on a battlefield." Maternal and infant mortality are high. Midwives are essential pillars of every community. When a character attempts to give birth, roll 1d6 baseline, another 1d6 if the mother is well-fed and well-rested in a safe place, and another 1d6 if a skilled midwife or doctor assists. If all dice roll a 1, the mother dies. If she survives, she takes -2 to all physical checks until she rests for a full 3 weeks, -1 afterward until she rests for another 3 weeks.

Next, roll 3d6 baseline, 1d6 less if the mother is healthy and well-fed, 1d6 less if a doctor or midwife assists. If any dice roll a 1, the child is stillborn.

The Halish consider anyone born visibly disabled, deformed, or sickly to be cursed. Babies born so are often abandoned or murdered. Unless a player wants to deal with something like this, assume any children born to them are generally healthy and will develop typically.

The peril doesn't end at birth. For each season of a newborn's first year, roll 1d6 baseline, another 1d6 if the child has been well-fed and well-cared-for that season. If all dice for a season roll 1, the child dies. If the child survives their first year, they're out of the worst danger, and can be assumed safe unless something dire happens. Only then are they given a name.

Children

Only poor women nurse their own babies; any lady of status will have a slave wetnurse. Children are raised communally by the elders of the house. Every child is expected to try all sorts of chores and labor and learn as much as they can, with the head of the house ultimately putting them on whatever they're most capable at; a slightly-built man with quick hands faces no shame for spending his days spinning yarn, and a strong woman is welcome in the fields. There's no clear social or legal division between childhood and adulthood; children work as hard as they're able to at their age, and are given responsibility to match. People grow up young by our standards.

The Halish are not gentle parents. Children are seen as assets of the house first and people second. A parent refusing to beat their child for disobedience will be seen as highly unusual.

Bastards, whether born to unmarried mothers or by infidelity, are born outcasts. The head of the mother's house has the authority to enslave the child, and usually does so--rich house heads so they can keep the child as a worker, poor ones, so they can sell it. Although being a bastard is a source of shame, being the parent of a bastard isn't inherently so, unless one cheated on one's spouse to do it. Some unmarried women make a practice of intentionally having one or more slave children before marrying so their houses can profit. Others regard this as incredibly fucked up--the Halish aren't all monsters.

Wednesday, July 24, 2024

reCalled from Action Blogging Challenge

Sahh had this fun idea I wanted to get in on.

The Challenge

It really is as simple as:

  1. Pick a fight scene that isn't just two dudes hitting/shooting each other back and forth. Preferrably something with clever/weird manouvers and unconventional fighting techniques.
  2. Run as through how you would have adjudicated the fight, what kind of rulings would you have made to allow the players to pull off all the cool manouvers.

I'm gonna take Sahh's suggestion of doing the same scene she posted for comparison's sake: Guts' fight against Lord Zondark from the Guardians of Desire chapter of Berserk.

Tuesday, July 23, 2024

Foes of the Tower Lands: Knights

Blood Knights

By the scarlet gift of their liege the Blessed Afflictor, they transcend death as he has, for what is dead may never die again. By their eternal oath, his strength is their strength, his thirst their thirst. May their blades turn the oceans red, that he might be sated evermore.

Strength d8 [Fighter 4], speed 40', heavy armor [plate], polearm, sword, or bite [as dagger], morale 6.
Undead: immune to hunger, thirst, fatigue, poison, disease. No penalties from wounds.
Feeding: bite and drain blood of a helpless creature for a full round to heal 1 wound.
Expert fighters and cavaliers. Ordinary horses panic in their presence; can only ride the specially bred night steeds of the Black City. Sunlight causes them agonizing burns, killing them in 1 minute. 4d6+60 Đ.

Chain Knights

Vassals of Ioanna of the Black Star, descendants of the barbarian mercenaries who long ago swore fealty to the House of Ivaluna. Through the Rite of the Chain, they bind warrior daemons to their flesh, and so does each embody the mastery of all their forebears.

Do not mistake their serenity for peaceful nature--they know all too well the seductive lure of battle, and how it must be honed as keenly and precisely as a sword's edge.

Strength d6 [Fighter 6], speed 30', medium armor [chain], longsword, morale 8.
War Demon Dance: enter stance to gain a bonus melee attack action each round, on the same initiative. After the first round, if continuing the War Demon Dance, check morale at the start of each round. On a failure, the extra attack is directed at them.
Master fighters, skilled cavaliers. 4d6+60 Đ.

Circle Knights

When Sariel broke the Iron Circle, its pieces scattered to the winds, company by company. She hoped it would be their end. But iron endures.

They hunt the raun and the curseborn, selling their blades where they must to sustain their campaigns. Grim, devout, shriven clean by hate, they will purge all that threatens humanity, and leave the land pure. So the gods will it.

Strength d6 [Fighter 3], speed 30', heavy armor [plate], polearm or sword, morale 9.
Expert fighters and cavaliers. 4d6+20 Đ.

Green Knights

Those who serve Sariel, the Lady of Teeth, are said to be more beast than human.

Strength d8 [Fighter 4], speed 40', AC 1 [as leather], claw or bite [as sword], morale 8.
Regenerate 1 wound per round.
Master hunters, expert fighters. Keen hearing and smell.

Storm Knights

No order in all the Tower Lands claims more glory than those who serve Magor Stormruler. Privileged beyond compare are those chosen to fight by his side--to ride the winds of the Stormwall, to trade flesh for steel and blood for lightning. By the gift of Interface, they cleanse body and soul of weakness, embracing the strength and certainty of the machine. Such is required of those who hold the line amid the wastes of Doros, shielding the Tower Lands from the barbarism of the Zoah.

Strength d8 [Fighter 6], speed 40', AC 2 [as chain], polearm or sword, morale 10.
Interface: immune to fatigue, poison, disease. No penalties from wounds.
Master aviators, expert fighters and cavaliers. 4d6+60 Đ.


Thorn Knights

None remember their origin; they claim to serve a liege they call "Our Lady of the Rose." Under grime, stains, and generations of patchwork repairs, their remaining pieces of original armor are gleaming silver worked in exquisite floral motifs. Their banners are crimson. In their camps and forts, they conduct themselves as models of chivalry and courtesy. It's said they cultivate flowers in the corpses of their slain enemies, from which they brew the potent drugs that turn them into the frenzied, bestial berserkers their living enemies fear.

Strength d6 [Fighter 3], speed 30', medium armor [chain], polearm or sword and shield, morale 8.
Expert fighters and cavaliers. 4d6+20 Đ, 1d3 doses of Lady's Kiss (ignore wound penalties, must attack someone in melee every round, lasts 1 hour, addictive).

Tomb Knights

They can no longer say whose tomb the coffins they bear represent. They know only that long ago, their forebears committed a failure so great, no living deed could atone for it. Now masterless, they seek honorable deaths, braving battle without even the protection of armor or shield. Their companies attract others who find the weight of their own failures too great to bear. Those who survive become truly formidable.

Strength d6 [Fighter 3], speed 30', unarmored, polearm or sword, morale 12.
Expert fighters.


Veil Knights

In the early days of the Interregnum, the hero Caim Paleblood left the ruins of the capital behind him and led his hundred and eleven companions to Saldis. There, he knelt before Raedric the Divine and pledged him fealty.

They number one hundred and twelve still, each passing the Noble Veil that is their order's strength through generations. They show their faces only to their own and to their liege, for no one else is fit to look upon those who serve the Divine.

Strength d6 [Fighter 4], speed 30', Noble Veil [plate +1], polearm or sword, morale 8.
Expert fighters and cavaliers. 4d6+60 Đ.

Monday, July 22, 2024

Foes of the Tower Lands: Curseborn

There are as many curseborn as there are curses.

It's impossible to describe them all. Victims of blights that corrupt the flesh. Fools who trod forbidden ground and invoked the gods' wrath. Things with the shapes of humans and raun, conjured or spawned by forgotten powers to walk a land no longer their own.

Those whose flesh is touched by curse are shunned, hunted. In far corners, they seek refuge. Some are little different than beasts, all reason lost. Some turn against the world in anger. Some wish only to be left to their pain.

Perhaps there are even friends to be found among them. For it is whispered by some, even a curse may carry a seed of blessing....

Goblins

Strength d4 [HD 1-1], speed 30', AC 0 [unarmored], small claw or small bite [as dagger], morale 5.

Ghuls

Strength d8 [HD 2], speed 40', AC 0 [unarmored], claw or bite [as sword], morale 7.

Ogres

Strength d10 [HD 4], speed 30', AC 1 [as leather], large fist [as maul], morale 9.

To one of these basic forms, or another of your choosing, add any number of curse-marks (1d6+1 if you want a guideline).

Determine intelligence (choose or 1d3):

  1. Feral. As animals.
  2. Limited. Use simple tools and tactics, may be capable of some speech.
  3. Humanlike. Speak, can wear armor (if it fits) and use tools freely.

Fungus Goblins of the Silver Chamber: Fungal physiology, keen smell and hearing, reconstitute from Mother Fungus on death over 1d6 days. Limited intelligence, speak limited Halish.

Pale Ghuls of the Saltway Cave: Near-blindness, keen smell and hearing, pyrophobia, photophobia. Mostly feral, occasionally humanlike (though still cannibalistic).

Notes

I think monstrous humanoids are useful in D&D. They provide interesting tactical and often social challenges you don't get with other kinds of enemies. Powerful, solitary monsters don't allow for group engagements. Undead and similar creatures can, but they tend to be distinctly inhuman in how they fight and behave, in ways that have serious gameplay implications, like being mindlessly hostile, fearless, and immune to pain. And with regular humans, you lose out on some of the wondrous and fantastical.

However, a lot of presentations of monstrous humanoids are really fucking racist. It may well be that it's impossible to have them without being at least a little racist. I'd like to believe that's not true. The curseborn are my attempt at avoiding the worst of it.

The common appeal of monstrous humanoids is that they're evil, but still people. They act like people, they have communities and relationships and lead complete lives with all the behaviors we're familiar with, but they do it all in an evil way that makes them okay to murder without hesitation. I think the big problem comes with trying to keep these two conceits tied together, whether explicitly or covertly. You can't depict people as being inherently evil and universally valid targets for violence without getting racist.

Some treatments take the approach of making them not really people. See orcs as cauldronborn bio-weapons without individual lives. That can be cool, but functionally, at that point, you might as well just use undead. My preference here is to keep monstrous humanoids as people, but not inherently evil. PCs killing enemies that aren't objectively evil doesn't bother me in a game, so this approach lets me keep the benefits of monstrous humanoids--relatable needs and behaviors, consciousness, social relationships--without sacrificing anything I care about.

Like I said, I could just use humans, but I like the fantastical feel of PCs meeting people who are visibly weird and alien compared to them. (The raun are separate thing, I'll get into them in another post.) Monstrous humanoids can have features and behaviors that make them socially and tactically interesting without being evil. At the same time, I don't want to put a bunch of fully developed large-scale societies of non-human sapients in my setting, because the Tower Lands overall are meant to be very human-focused and specifically focused on the Halish people.

The curseborn are my solution. They're meant to be included in adventures as groups, but those groups are singular, local phenomena. The pale ghuls of the Saltway Cave were created by something that exists within that dungeon; they exist there and nowhere else. This is how the curseborn allow me to get the benefits of monstrous humanoids without any of the stuff I want to avoid.

  • They're people, or potentially more like animals, but not undead or automatons. They're alive, they're biological, they eat and feel pain and fear (unless they don't for some reason!), but they can potentially talk and have relationships and use tools and engage with the PCs socially and tactically.
  • They're weird and alien, but because they're all the product of specific local events, they all have a concrete reason why they're like that, not just committing the crime of being born the wrong race. The events that created them will inform their behavior and motivations and present problems for the PCs.
  • They're few in number and local in influence, so I don't have to develop large-scale cultures or societies for them and can keep the overall setting human-focused.

If you're gonna use curseborn, I highly recommend doing them this way. The templates here are baselines, but go beyond those--give them unique features to make them interesting, and think about where they came from. Otherwise, I think you'll be really bored.

Friday, July 19, 2024

Foes of the Tower Lands: Outcasts

Bandits

When war tramples one's field and burns one's house, honor becomes a luxury.

1-in-6 raun, otherwise human. 1-in-12 to bear a curse-mark. 1d6+4 per party, 3d12+20 per gang, led by a captain.

Strength d6 [Fighter 1], speed 30', light armor [leather], spear or dagger, morale 6. Skilled fighters.

Captain: strength d6 [Fighter 3], speed 30', medium armor [chain and shield], spear and shield or dagger, morale 7. Skilled fighter. 4d6 Đ.

Mercenaries

A warrior should face death before disgrace.

Easy to say.

1-in-6 raun, otherwise human. 2d100+50 per company, plus twice as many camp followers. 2 in 10 are archers, 1 in 10 are sergeants. Each company is led by a captain.

Strength d6 [Fighter 2], speed 30', light armor [leather and shield], spear and shield or sword and shield (bow or dagger for archers), morale 7. Skilled fighters. 3d6 Đ.

Sergeant: strength d6 [Fighter 3], speed 30', medium armor [chain and shield], spear and shield or sword and shield, morale 8. Warhorse, fights with a polearm on horseback. Skilled fighters and cavaliers. 4d6+20 Đ.

Captain: strength d6 [Fighter 5], speed 30', heavy armor [plate], longsword, morale 8. Warhorse, fights with a polearm on horseback. Expert fighter and cavalier. 4d6+60 Đ.

Nomads

In far corners, tribes dwell who still keep old ways, from times before the Lords. Those who yet resist servitude are not to be trifled with.

3-in-6 all are raun, otherwise all are human. 2d100+100 per tribe, plus half as many children and elders. Led by a chief, may be separately commanded in battle by a warleader if the chief is too old to fight. 3-in-6 all warriors fight from horseback.

Strength d6 [Fighter 2], speed 30', light armor [leather], sword or bow, morale 7. If mounted, fights with a polearm on horseback. Skilled fighters, skirmishers, and (if mounted) cavaliers.

Warleader: strength d6 [Fighter 5], speed 30', light armor [leather], spear or bow, morale 9. If mounted, fights with a polearm on horseback. Expert fighter, skirmisher, and (if mounted) cavalier.

Pirates

Take what you can. Give nothing back.

1-in-6 raun, otherwise human. 1-in-12 to bear a curse-mark. 50 hands for a light warship, all marines, led by a captain.

Strength d6 [Fighter 2], speed 30', light armor [leather and shield], sword and shield, morale 7. Skilled fighters and sailors. 3d6 Đ.

Captain: strength d6 [Fighter 4], speed 30', light armor [leather and shield], sword and shield, morale 8. Expert fighter and sailor. 4d6+20 Đ.

Relic Hunters

Just like you.

1-in-6 raun, otherwise human. 1d6+2 per party. 3-in-6 an adept among them.

Strength d6 [Fighter 3], speed 30', light armor [leather and shield], sword and shield or dagger, morale 7. 1-in-8 to bear a curse-mark. Expert fighters. 3d6+20 Đ, 2-in-6 random relic.

Adept: strength d6 [Magic-User 3], speed 30', light armor [unarmored], sword [dagger], morale 6. 1-in-3 to bear a curse-mark. Skilled fighter and tuner. Spells: Aeda's Kinetic Barrier, Hypatia's Igniter, Phaedra's Blinding Breath, Urizen's Focal Lance, Glamour of Multiplicity, Hypatia's Combustive Spray. 4d6+40 Đ, 4-in-6 two random scrolls, 2-in-6 random other relic.

Thursday, July 18, 2024

Foes of the Tower Lands: Beasts

Skriks

Four-legged dog-sized arthropods that live underground in hives. They hunt rodents and other critters, but will go after lone humans or, when hungry, groups. Their bite carries a paralyzing venom. Edible if cooked, but not very appetizing.

Strength d4 [HD 1-1], speed 30', AC 1 [as leather], small bite [as dagger], morale 5. On bite, paralyzes for 1 hour on 5-in-6 [save vs. poison].


Kepral

Carnivorous river otters the size of big dogs. Attack humans when hungry and with superior numbers. Crepuscular, will range up to several miles from the water to hunt, in packs up to a dozen. Edible, fatty and flavorful; their pelts are valued for their water resistance.

Strength d4 [HD 1-1], speed 40', AC 0 [unarmored], small bite [as dagger], morale 5.


Zoats

Mountain grazers, waist-high to a person with plated head-crests. Herbivorous, but grouchy and territorial; will charge and headbutt careless intruders, often knocking them off cliffs. Live in herds of up to a few dozen. Good eating and provide warm wool, but too ill-tempered to domesticate.

Strength d4 [HD 1-1], speed 40' (climb 40'), AC 0 [unarmored], headbutt [as mace], morale 7 (9 when defending young).


Vorn

Aggressive, territorial flightless birds, seven feet tall with long legs and necks. Diurnal, hunt in packs of up to a dozen, notoriously fearless, will attack humans without hesitation. Tough, gamey, not good eating. Nest communally in groups of several dozen; their head-sized eggs are delicious, but robbing a vorn nest is no mean feat.

Strength d6 [HD 2], speed 40', AC 0 [unarmored], bite [as sword], morale 8 (10 when defending nests).


Valit

Mountain-dwelling flying predators with leathery wings eight-foot span and wide mouths full of sharp teeth. Diurnal, hunt in flocks of up to half a dozen; will attack humans opportunistically, but not persistent. Attack by diving, either going for the throat or bearing prey aloft and then dropping it. Nest on cliffs in groups of several dozen. Minimal meat, not hunted for anything of value.

Strength d6 [HD 1], speed 10' (fly 80'), AC 0 [unarmored], bite [as sword] or bear aloft, morale 4.


Silt Strikers

Giant river-eels with cobra-like hoods, up to twenty feet long. Mostly nocturnal, but opportunistic feeders. They hunt by ambush, camouflaging themselves in riverbeds and striking at prey on the bank, grabbing it with powerful jaws and pulling it under to drown. Can crawl slowly on land, but seldom do. Thankfully solitary outside of mating. Edible, but no one hunts them on purpose.

Strength d8 [HD 4], speed 10' (swim 40'), AC 1 [as leather], large bite [as greatsword], morale 6. On bite, grabs and attempts to drown.


Sharruk

Apex predators of the woods, nine-foot-tall omnivorous ground sloths with scything claws. Crepuscular, serially monogamous, solitary outside of rearing young. Each claims a large territory. Hunt humans as eagerly as any other prey, but will avoid large groups. Flesh is tough but flavorful; hunted by the daring for hide, claws, teeth, and considerable prestige.

Strength d10 [HD 5], speed 40', AC 1 [as leather], large claw or large bite [claw as dagger/claw as dagger/bite as sword], morale 7 (11 when defending young).


Thunder Beasts

Storm-kings of old, strength of the lords of Doros. Their true name is obscured, for fear of calling them. The raun know, but won't speak it.

As befits a lord of beasts, they hunger for Dust. Their gorging fuels their lightning--some say they themselves are tuners. Kill one, it's said, and claim a fortune from within its gut.

Strength d12 [HD 8], speed 50', AC 1 [as leather], large claw or large bite [claw as sword/claw as sword/bite as greatsword], morale 9. Breath weapon: lightning bolt 100', damage roll +2 [damage equal to thunder beast's current HP, save vs. breath weapon for half], arcs up to 3 times within 30'.

Foes of the Tower Lands: Weapons

Cauldronborn Gather the dead. Render them down until body mixes with body. Pour and press the mixture into shape; armor and bone help provid...