Centaur
- Kin, Eldier
Climate / Terrain: |
Woodland |
Frequency: |
Rare |
Organization: |
Tribal |
Activity Cycle: |
Day |
Diet: |
Omnivorous |
Intelligence: |
Ave to High (9-14) |
Treasure: |
G |
Alignment: |
Lawful Neutral |
# Appearing: |
2-16 (2d8) |
Armor Class: |
6 |
Movement: |
17 |
Hit Dice: |
4 |
THAC0: |
16 |
# Attacks: |
2 |
Damage / Attack: |
1d6 or by Weapon |
Special Attacks: |
None |
Special Defenses: |
None |
Magic Resistance: |
None |
Size: |
Large (8'-9' tall) |
Morale: |
Elite (13-14) |
XP Value: |
275 |
Appearance:
Eldier appear as being a crossbreed of an elf and a large white-tailed deer. The Eldier is lithe and graceful in appearance and movement, with the agility common to elves also apparent in them. Their faces are marked by finely tuned features, with pointed ears. They are thin to the point of appearing frail, although their finely tuned muscles lend more strength than is at first apparent. Their hair is usually a sandy brown color and the entirety of their bodies is covered with soft brown hair. The eyes of the Eldier are most commonly found to be a fierce green or a light hazel color. The Eldier normally disdains armor in all of its forms, preferring to rely on quickness and grace to keep them out of danger.Combat:
The Eldier normally revert to cowardly tactics in battle, choosing to use overwhelming numbers whenever possible. They will attempt not to engage in combat when evenly matched, but when forced to do so the Eldier will try to stay out of melee range of the aggressor and fire down on the enemy with a bow. The Eldier take great pride in their bows, and it is considered shameful to lose one in misplacement or in combat, as well as letting them break for any reason. These bows are kept in the best possible shape, and are often ornately carved. The higher-ranking Eldier will even adorn their bows with jewelry and other ornamentation. In the rare instance when the Eldier is found alone and within melee range, they will attempt to fend for themselves in any way possible, preferring to flee at the first opportunity to return with reinforcements.Habitat / Society:
The Eldier thrive in a tribal society, the strongest male serves as the Chieftain. The Eldier spend most of their time on the hunt to feed their villagers, as well as attempting to overrun any Orcx or Reptaurs that they happen to come across. They will attack these creatures on sight, provided that they sufficiently outnumber the opposition. The Eldier believe these races to be abominations, and that they should be killed pre-parley, and inquired upon at a later date.Ecology:
The Eldier eat many foods, but seem to sustain themselves largely on the diet of vegetation from the surrounding forests. The Eldier are a very proud race, and believe that their way is the best way, and are too hard headed at most times to listen to reason. Despite this, the Eldier have built trust from most of the other races, du mainly to the fact that the Reptaur and Orcx are largely misunderstood. The Eldier spread these falsehoods on half-truths intentionally, hoping to build as much help as possible to eradicate their enemy.
Centaur
-Kin, Orcx
Climate / Terrain: |
Swamps/Broken Plains |
Frequency: |
Rare |
Organization: |
Tribal |
Activity Cycle: |
Night |
Diet: |
Omnivorous |
Intelligence: |
Low to High (5-13) |
Treasure: |
O, L |
Alignment: |
Lawful Evil |
# Appearing: |
11-20 (1d10 + 10) |
Armor Class: |
5 (4) |
Movement: |
15 |
Hit Dice: |
5+2 |
THAC0: |
15 |
# Attacks: |
3 |
Damage / Attack: |
1d6+3 / 1d6+3 / 1d6 |
Special Attacks: |
See Below |
Special Defenses: |
None |
Magic Resistance: |
None |
Size: |
L (8'-10' tall) |
Morale:> |
Elite (13-14) |
XP Value: |
650 |
Combat:
In combat the Orcx relies primarily on their brute strength. They use weapons that allow them to use their strength to the fullest extent, such as wicked maces, flails, morning stars, halberds, and other axes. The favored range weapon of the Orcx is the spear, of which the Orcx usually carries three. The Orcx have developed an attack method referred to as a 'headbash.' The creature stands on its hind legs, and uses its weight to strike at an opponent with an incredible force, which causes double damage. Orcx have also been known to trample victims, which can cause 5d4 points of damage. When a moment of surprise presents itself to the Orcx, the creature will lower its head and charge, intending to skewer the victim with its massive horns. This method of attack gains a plus 1 modifier to hit, and causes 1d6 points of damage. If the attack roll succeeds by more than three for this attack, the horns have impaled the target, causing double damage.Habitat / Society:
Orcx live in heavily forested plains as well as swamplands. Their leader is generally the strongest and most able of the tribe. The elite of the Orcx warriors serve as the village guardians, while the remainder of the tribe tend to more mundane things, such as food gathering and craft making. Females excel in the making of pottery, and are capable hunters and foragers. As such, the Orcx females are treated as equals in the tribal structure, with a parallel voice.Ecology:
The Orcx feed on the vegetation of the surrounding areas of their home, seeming to enjoy the taste of everything equally well. The Orcx are largely a territorial predator, mostly because the hunters of the tribe are forced to stay close at hand because of frequent attacks from the Eldier. The Orcx have been in a long standing war with the Eldier, whom the Orcx see as greedy and a bit too racially proud for their own good. Eldier hunt the Orcx on a regular basis, considering them to be their racial enemy. These battles have caused many to believe that the Orcx are at fault, due to their monstrous appearance, but this is not the case.
Centaur
- Kin, Reptaur
Climate / Terrain: |
Swamps / Deadlands |
Frequency: |
Rare |
Organization: |
Tribal |
Activity Cycle: |
Any |
Diet: |
Omnivorous |
Intelligence: |
3-16 |
Treasure: |
M, Q |
Alignment: |
Chaotic Neutral |
# Appearing: |
1-8 (1d8) |
Armor Class: |
4 |
Movement: |
18 |
Hit Dice: |
5+2 |
THAC0: |
14 |
# Attacks: |
3 |
Damage / Attack: |
1d6 / 1d6 / 1d6 |
Special Attacks: |
Tail Whip |
Special Defenses: |
None |
Magic Resistance: |
None |
Size: |
L (8'-9' tall) |
Morale: |
Elite (13-14) |
XP Value: |
270 |
Appearance:
Reptaurs are creatures that appear to be comprised of the upper torso of a lizard man and the lower body of some unknown type of reptile. Their powerful legs end in three pronged claws, which they use for climbing and gripping. Their entire bodies are heavily muscled, and their scaly hides are usually a deep green to black coloring. They have tails that reach lengths of eight feet, which are totally prehensile. A few Reptaur, 5%, have grown horns from the sides of their heads as well, which will be black in color.Combat:
The Reptaur uses stealth to hunt their victims, and are able to move very quietly, causing opponents to incur a -3 penalty to their surprise roll. They are able to use this ability on both solid and wet grounds, such as swampland, to the same level of ability. The Reptaur generally uses its clawed hands and front feet to attack, each causing 1d6 points of damage. They are also known to possess a strong bite, which can also cause 1d6 points of damage. The true terror of these creatures is made apparent when their bite strikes true enough to infect the victim with poison. This happens on a 5% chance per point of damage caused by the bite, to a maximum of 30%. The poison is a class F injected, with debilitative qualities. The rare Reptaur that have horns can use these to inflict 1d6 points of damage.Habitat / Society:
Reptaur generally live in secluded, heavily dense swamps, and some have been known to survive in rocky badlands. Their structure is largely tribal, with hunting a primary source of food and craft making. They are largely non-hostile except when they are hunting for food, although they are fairly territorial, and will not back down from protecting their homeland. These tribes will be ruled by a king, usually as highly skilled warrior and hunter, often the best of the given tribe. These rulers are generally just to their own kind, and ruthless in encounters with other beings. For this reason, the Reptaur are seen as a lowly civilized race, a barbarian type culture.Ecology:
Reptaur eat what they hunt, as well as using the entirety of their hunting's for other purposes, such as making clothes and tools. They prefer the meat of warm-blooded creatures, and although they rarely encounter them, they have a craving for deer meat, and other closely related animals. They are generally found to be hostile towards other centaur-kin, especially Centaurs and Eldeir. This hatred originated from the sides of the goodly creatures, and more or less caused the Reptaur to breed hatred for them as a result of self-defense. This conflict has caused the Reptaur to befriend the Orcx, who are also branded by the Eldeir's hatred and racism.