Tuesday, October 6, 2015

Southland: The Olgas

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


The Olgas (Ancient-Kata Tjuta, also The Giants’ Playground)



Seven Sisters Myth: The Sisters sought the wisdom of the earth for help in their escape.  They blessed the rocks here with life for their assistance.

Ancient records call this “The Place of Many Heads.”  It is not immediately obvious to the casual observer, but the 30 large red stones here are sentient.  They radiate strong magic.  They may be conduits to entities in the Astral Plane or other distant places.  Perhaps they are giant memory stores for the Ancients.  Perhaps they are large stone beings.  They could be all of that and even more exotic possibilities. 

With the proper Calling ceremony, these rocks can be awakened and consulted.  (DC 12 or 18 Will Sv for the Calling character to awaken a Rock and have them acknowledge them.)  They understand any language and seem to have knowledge on any given subject.  Whether they want to say anything worthwhile to the petitioner, is up to them.  These divinations are a whimsical crap-shot, though if one rock is being obtuse, perhaps another will be more useful.  Regardless, they will always speak the truth, of a sort.  The main problem isn’t the rocks’ personalities though.    

This potentially valuable resource is not well visited.  The Giant clan inhabiting this place were put there as guardians by the Wizard-Kings.  These are completely unnatural creatures.  Essentially they are giant golems, artificial men.  They require no substance and are not flesh-eaters, but they are fiercely territorial about defending Kata Tjuta.  They do sleep, but are very light sleepers, with excellent hearing, sight, and sense of smell.  Thankfully, there are only a handful of them, and they aren’t disciplined or smart in their patrols (though they will mass to engage a dangerous threat and call for reinforcements).  Their range seems to be limited to the only the rocks area, likely needing the strong ambient magic there to animate. 

The Humanoids generally give this place a wide berth, as there is no native food supply there, and the Giants are dangerous, hard to kill, and inedible.  (It’s so frustrating because there’s so much meat on them.)  However, it is another mystical spot for the Humanoids.  Small, brave, stealthy groups will make trips there to “talk to the rocks,” for insight.     

Giant
HD 12+48, Hp 102, AC 20 (hide armor)
Fort +12, Ref +3, Will +4
Melee: Greatclub +16 to hit 2d8+10, Reach 10’
Grab: +15 to hit, DC 18 Str or Escape Artist or held

Ranged: Large Rock +8 to hit 2d6+7, L

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