Thursday, August 27, 2020

OSR: When they come for the Orcs, give them Bird People

 D&D is a game rapidly becoming unmoored from the myths that once breathed life into it.  This shift towards removing or rewriting Orcs because racialists think they are a caricature of black people is just one example.  This, along with Dan's recent post has made me want to add my two cents.  

I like the idea of Orcs.  I think the idea of a Black Mirror so to speak, of a Human with (almost) everything good about them is a useful thing to have, especially in a fantasy story.  I also just think they're neat.  There's something almost refreshing about a race so morally repugnant that almost everything they do is evil.  Even when Orcs aren't Orcs, but something similar like the Trollocs in the Wheel of Time, they're cool.  

Though I do prefer Tolkien's Orcs, as while Trollocs are definitely cooler looking, they seemed more like automatons made of meat.  The Orcs, even though they were evil, degenerated and completely unsympathetic still felt like they had thoughts and feelings.  They were a race of brutish, amoral people who didn't care about anyone but themselves and just wanted to destroy things.  

The scene with the famous line, "Looks like meat's back on the menu, boys!" from the Two Towers really sums up the culture of Tolkien's Orcs in a nutshell.  

As such, I would have definitely included Orcs like this in Nukaria.  However, I already did as magical Predators-types who live for the hunt and go after The Most Dangerous Game.  So, it's time for a bit of innovation.


                                 by Lintu Friikki

Note that none of the pictures in this post really look like what the Gralei do, except for some near the bottom.  But they capture the essence of what I was trying to convey.  

The Gralei, (pronounced "Gra-Lee") are foremost of the savage races, a race of murderous freaks and degenerate desperados that have ravaged entire nations, cast down Empires and ground whole cultures beneath their taloned feet.  They are the perpetual enemies of civilization, order and peace. 

The Gralei are the Umman Manda, those who dwell beyond the edge of the civilized world.  They are queer and primitive, harassing and bullying whoever around them who is weaker than they.  They are a largely nomadic people, scorning the customs of civilization.  They do not build cities or have complex social structures, and tend to live together in Flocks of several hundred to a thousand.  As such, they are rarely a threat to large population centers, usually the only ones endangered are the frontier people, the small towns and occasionally a poorly defended city.

Occasionally though, they gather together in a massive horde and sweep down into the lands of the civilized races to burn and pillage and destroy everything in their path.  They are the Barbarians, the Raiders, the Savages. 

Description:


The Gralei are tall and thin, made of sharpened bones wrapped in thin, yet powerful muscles causing them to move with a rolling, swaying gait. Their feet are three-toed claws like that of a bird and their hands are similar, multi-jointed and tipped in razor sharp nails.  Gralei are dangerous, even without any weapons.  Their limbs are long and seemingly delicate, and they are extraordinarily flexible.  Gralei dancers and acrobats are said to be the best in the world, effortlessly matching the efforts of any other race. 

Gralei possess wings and despite their large size, they are capable fliers, able to soar through the air.  They use this ability as their primary means of long-distance travel.  Most of them do not do anything else besides flying or walking.  They tend to be distrusted by horses and have great difficulty riding them, as they never participated in the Covenant of Hoof-Foot. 

Gralei have little in the way of fur, hair or feathers, their skin largely covered in small, fine scales that come in a variety of colors, usually light brown, grey, black or muted red or blue.  There wings, heads and tails are, by contrast all  covered in dense manes of feathers.  The males tend to have strikingly bright feathers, usually in colors of bright yellow, russet gold, or snow-white.  They are also known to have patterns, such as white feathers speckled with black, stripes of gold or red across brown or dark blue framed by black and white.  They tend to have scales that accentuate their colors as well.  Most females of their race are more drably colored, favoring modest browns, or swirls of black, white and brown.  Additionally, the females are smaller and lighter, though not by much.  While most males range from 5' 10" to just under seven feet, females usually range from 5' 6" to 6' 4".  

Gralei's faces are more reptilian than avian, with long muzzles like a wolf.  However, instead of opening into a traditional mouth, Gralei's muzzles split open like petals on a flower, or tentacles on a squid surrounding the beak.  The inside of each of the muzzle's sections has a row of teeth and in the center is a powerful tongue that can extend outward and be used to grab things. 

In ancient and hard times, Gralei have been known to use their tongues to catch insects and small creatures that stray too close, covering them in adhesive saliva and slurping them up while still alive.  Among Gralei women, one of the most prized features is a long and flexible tongue.  Their tongues also have other purposes as well- certain Gralei Sages are known to be able to predict the weather with shocking regularity, just by tasting the air with their tongues.  Gralei also have a reputation for being the best at kissing, due to these tongues.  Of course, the number of lewd jokes and dark rumors about what Gralei use their tongues for is too large to be recorded, but I'm certain you can find someone who will tell you them all.


                                             by Yazsh

Gralei Raider
HD 2 + [6 Armor]
Armor Thick Furs
Atk Atlatl (1d6) or Spear (1d6+1)
Mor 10
Saves 9 or less

Flyer: Gralei can fly. They add +4 to their Initiative rolls and Armor if they are flying.  Gralei cannot fly if they are wearing Medium or Heavy armor.

Dive Attack: A Gralei can fly up into the air and dive down towards someone.  If they wish, they can attempt to crash into someone and make an attack roll.  If they successfully hit someone with this attack, they do an additional +2d6 bonus damage.

Sonic Screech: Gralei can unleash a horrific shriek that forces morale checks against weak-willed enemies if they hear it.  NPCs have disadvantage on this save if they have seen the Gralei kill one of their allies.  PCs who hear this shriek and have seen an ally die or been seriously injured by a Gralei must make a save or become frightened, taking 1d6 COG damage each time they hear it.  If this COG damage reduces their COG to 0, they must immediately retreat if possible.   

Tactics:
- If possible, fight honorably
- Pair off with opponents
- Support those who are fighting the strongest
- Only use ranged weapons if the situation calls for it

Gralei Raiders are the rank and file of a Flock's warbands.  They swoop in, descending like like a storm of steel and feathers.  They sometimes attempt to crash into their enemies and drive a spear through them, but just as often they land to engage in pitch combat. 

Gralei Raiders are armed with Atlatls, or Spear-throwers, which hurl long darts and spears.  They use the former for ranged combat and the latter for close range engagements.  The Gralei are an honorable and proud people, so they will prefer to use their spears and fight one-on-one in a ritualized sort of way, but they know that most outsiders do not fight like that.

If you are honorable and respect their ways, they will fight you one on one, and if you lose, they will grant you a quick death.  They will also try to only injure you on the front of your body, so that others can see you died a warrior's death. 

They will use their Atlatls to throw long darts at an enemy if the enemy is attacking from range or running away.  Cowards deserve a coward's death.  They will also use them to even the odds- if a weaker Gralei is fighting a stronger looking opponent.  They won't rain down projectiles on you if it looks like a fair fight.  For this reason, sometimes highly skilled warriors will wear poor armor and carry shoddy weapons to go battle the Gralei, so they will be underestimated.

The Gralei also possess a terrible shriek that chills the blood of those who have heard them.  You can hear it from miles off, especially if the entire flock is crying out together.  Gralei warriors know the intimidation factor they have, and use it when possible to weaken an opponent's resolve.  A courageous individual stands out to them all the more as someone worthy of killing or dying at the hands of. 

The Gralei are still people and don't want to die, but their culture is one where to die in battle is a great honor.  Their religion is similar, a fusion of ancestor worship, adoring their horrific monster Gods and the cult of heroic death.


                                               by Gomalemo

Gralei Shriekdiver
HD 2
Armor none
Atk Atlatl (1d6) or Bomb (see below)
Mor 15
Saves 8 or less

Flyer: Gralei can fly. They add +4 to their Initiative rolls and Armor if they are flying.  Gralei cannot fly if they are wearing Medium or Heavy armor. 

Bombing Run: A Gralei can fly up into the air and dive down towards someone.  While diving, the Shriekdiver doubles his usual armor bonus from flying.

Sonic Screech: Gralei can unleash a horrific shriek that forces morale checks against weak-willed enemies if they hear it.  NPCs have disadvantage on this save if they have seen the Gralei kill one of their allies.  PCs who hear this shriek and have seen an ally die or been seriously injured by a Gralei must make a save or become frightened, taking 1d6 COG damage each time they hear it.  If this COG damage reduces their COG to 0, they must immediately retreat if possible.  

Bomb: Shriekdivers carry 1d3 Bombs.  To see what this bomb does, roll on the table below. 

Tactics:
- Go in for a bombing run
- Dump your payload
- Then fly away

The Gralei prefer to fight in an honorable way, where skill is measured against skill and the mettle of each warrior is determined.  They are social darwinists to the extreme- to them the weak deserve only what the strong permit them, and the strong deserve whatever they can take.  If someone dies, they were weak and it's good that they died.  Even if they weep bitter tears in the privacy of their own tent, they must maintain their stoicism outside.  To shed tears for someone weak would be a sign of weakness.

However, life is not so simple, and often fighting like the Gralei would prefer is impossible.  When fighting a small group they use only the honorable tactics they prefer (see above) but when it comes to war or raids against harder targets, such niceties must be discarded. 

As such, the Shriekdivers are unleashed.  Shriekdivers are the best fliers of their flocks.  Their job is to fly over settlements or armies and dive down to just above their targets and use their feet to hurl their bombs at it, then scramble to get out of their before they crash.  These bombing runs are usually accompanied by the Gralei's signature shriek, thus causing all the survivors to associate that horrible cry with death from above. 

The bombs they drop are made by the Sages and Wizards among the Gralei, and can have a variety of effects.  To see what this bomb does, roll on the table below.

What does the Bomb do?
1d8

1- Incendiary.  The Bomb does 2d6 fire damage, save for half, to everything within 30' and sets anything flammable in that area on fire.  This fire is caused by a primitive version of napalm/Greek fire and cannot be extinguished by water.
2- Blizzard.  The Bomb does 2d6 ice damage, save for half, to everything within 30' and traps any creatures in the blast radius in a thick coating of ice.  The ice has 2 HD and takes half damage from sharp damage.
3- Green Slime.  The Bomb splatters a sample of Green Slime everywhere, which does 1d6 acid damage to anything in the blast radius and starts to convert any organic matter into more of itself.  It can also dissolve metal.  It cannot dissolve stone, glass or plastic.  It can only be destroyed with salt, large amounts of water or a strong base.  Sunlight, fire or cold can contain it temporarily.  They will only use this one if they really, really hate you. 
4- Explosion!  The Bomb does 3d6 damage, save for half, to anything within range.
5- Blackheart.  The Bomb unleashes a blast of necrotic damage, doing 2d6 damage to anyone within 30', save for half.  It also unleashes 1d10 bound Souls of the dead.  These Souls will attempt to possess the dead or if none of those are possible, the living.  Any dead are automatically possessed and raised as unbound undead with 2 HD.  The Gralei will only use this Bomb at night.
6- Plague.  Anyone within 30' of this Bomb must save or catch some horrible disease.  This is most likely to only be used in a siege situation.   
7- Mutagenic.  Anyone within 30' of this Bomb must save or be mutated.  This is most likely a warning shot.
8- Gas.  Anyone within 30' is exposed to a concentration of the gas.  The gas can have varying effects.  This gas 1d4 [1= Puts people to asleep, save to avoid; 2= Makes them hallucinate, no save; 3= Causes 2d6 acid damage, save to escape blindness; 4= Does 3d6 poison damage to anyone inside it.]    
 


                                             by thebeewolf

 Gralei Pikers
HD 3 + [15 Armor]
Armor Breastplate [11 Armor] + Shield [2 Armor] + Helm [2 Armor]
Atk Pike 1d10
Mor 12
Saves 10 or less 

Flyer: Gralei can fly. They add +4 to their Initiative rolls and Armor if they are flying.  Gralei cannot fly if they are wearing Medium or Heavy armor.  Pikers wear medium armor.   

Sonic Screech: Gralei can unleash a horrific shriek that forces morale checks against weak-willed enemies if they hear it.  NPCs have disadvantage on this save if they have seen the Gralei kill one of their allies.  PCs who hear this shriek and have seen an ally die or been seriously injured by a Gralei must make a save or become frightened, taking 1d6 COG damage each time they hear it.  If this COG damage reduces their COG to 0, they must immediately retreat if possible.   

Link Up: If two Gralei Pikers are next to each other, they get +1 Armor for each one of them is in the same line, up to a maximum of +3.

Tactics:
- Stick with others, form a line of pikes
- Focus on the strongest enemy
- Hold the line, let them tire themselves out

All Gralei can fly, and they use this fact to its full advantage.  Their enemies have immense difficulty reaching their mountain lairs or traveling the great distances they easily navigate with their wings.  Additionally, many Gralei flocks are nomadic, making them that much harder to find.

However, there is one little problem.  Not everything the Gralei have can be carried on their backs, or can fly itself.  For example, their livestock usually cannot.  So for larger Flocks, or ones laden down with the spoils of a successfully completed raid, they are left with a hard choice: abandon their gains or stay on the ground and protect them. 

Most Gralei Flocks choose the latter option, and thus, the Pikers.  Gralei Pikers cover their frailer bodies in hard plates and carry large shields to protect themselves.  They train in forming shield walls and other tactics more common among the races with greater mass or higher amounts of muscle when compared to the tall, but lithe Gralei.     


                                       by Jens Kuczwara

Gralei Sage
HD 2
Armor none
Atk Varies, see below
Mor 11
Saves 9 or less

Flyer: Gralei can fly. They add +4 to their Initiative rolls and Armor if they are flying.  Gralei cannot fly if they are wearing Medium or Heavy armor.  Pikers wear medium armor.   

Sonic Screech: Gralei can unleash a horrific shriek that forces morale checks against weak-willed enemies if they hear it.  NPCs have disadvantage on this save if they have seen the Gralei kill one of their allies.  PCs who hear this shriek and have seen an ally die or been seriously injured by a Gralei must make a save or become frightened, taking 1d6 COG damage each time they hear it.  If this COG damage reduces their COG to 0, they must immediately retreat if possible.

Tactics:
- Depend on abilities

To customize a Gralei Sage, roll on the Tables below. 

This Gralei Sage is protected by...

1d4

1- Nothing.  He didn't expect to be fighting. 
2- Cowardice.  He runs as soon as fighting breaks out around him.  If fleeing is impossible, he will hide.
3- A Ring of Armor.  This Ring grants him 10 Armor points per day.  Armor points that are expended return by the next sunrise.
4- A spirit pact.  As long as he sacrifices one creature a day to his patron, he cannot be harmed by any direct attack.  Indirect harm can still kill him.  Ex: An arrow fired randomly that struck him by chance can hurt him, but one fired at his face will miss.  Assume he has sacrificed one creature at the start of today.

This Gralei Sage fights with...

1d6

1- An Atlatl.  As Gralei Raider.
2- Bombs.  Roll on the "What does the Bomb do?" Table.
3- A Dagger.  He is unprepared for combat.
4- A spear.  See Gralei Raider.  He also has the "Dive Attack" ability, see Gralei Raider.
5- A Wand.
6- This Sage has unlocked the power of Sorcery, and can cast spells as a level 1d4 Wizard.  He has an equal number of Mana Dice and spells prepared as he does Wizard levels. 

This Gralei Sage is knowledgable in...

1d6

1- Necromancy.  The Gralei have Undead fighting alongside their living soldiers and Ghouls following them.
2- Bomb-Making.  The Sage knows how to make Bombs and carries a few with him.  The Shriekdivers in this Flock carry 2 types of Bombs.
3- Poison Brewing.  The Gralei in this Flock have poisoned weapons and each group has a 2-in-6 chance of having a poison gas Bomb.
4- Alchemy.  Each group of Gralei from this Flock have a 2-in-6 chance of carrying a random potion pertinent to the current situation.  
5- Healing and Medicine.  The Gralei in this Flock have +2 HP because of the treatments and advice the Sage has provided.
6- Artifice.  Each group of Gralei from this Flock have a 2-in-6 chance of carrying a work of cheap artifice, such as a device that helps them fly better or an enhanced weapon that one of them is carrying.  Additionally, there are 1d10 Constructs fighting alongside the Gralei.

The Gralei are one of the so-called Savage Races, those who scorn many of the trappings of civilization.  However, they are not stupid.  They have an incredible oral tradition and pass down knowledge in amounts that would embarrass the written cultures of the more fertile lands, which have grown lazy thanks to their archives and alphabets.

This fact is no more emphasized in the Gralei's learned classes and their Sages.  These experts work with the leadership to enhance a Flock's lethal capabilities, granting them sorcery, alchemy or simple medicine to aid them.  Usually you won't encounter these Gralei on the battlefield, only in the tents of the Gerents.  But you will likely encounter their work long before then.  And when you do, you will learn that the so-called Savage might not be unable to develop a civilization like yours, but instead doesn't want one.    


                                          by Sixth Leaf Clover

Gralei Demoniac
Damage Threshold 1d3+3
Armor none
Atk Varies, see below
Mor Varies, see below
Saves (Damage Threshold) or less

Flyer: Gralei can fly. They add +4 to their Initiative rolls and Armor if they are flying.  Gralei cannot fly if they are wearing Medium or Heavy armor. 

Sonic Screech: Gralei can unleash a horrific shriek that forces morale checks against weak-willed enemies if they hear it.  NPCs have disadvantage on this save if they have seen the Gralei kill one of their allies.  PCs who hear this shriek and have seen an ally die or been seriously injured by a Gralei must make a save or become frightened, taking 1d6 COG damage each time they hear it.  If this COG damage reduces their COG to 0, they must immediately retreat if possible.

Damage Threshold X: Gralei Demoniacs have a Damage Threshold.  They only take damage from sources if the amount of damage equals or exceeds their Damage Threshold.  If a source of damage cannot equal or exceed the Threshold, instead ignore it, as if it did no damage. 

SHP: Stands for "Super Hit Points".  All Gralei Demoniacs have a number of Super Hit Points equal to their Damage Threshold.  Each time the Damage Threshold is equaled or exceeded, they lose 1 SHP.  When they lose them all, they die.

Shape-changer: The Gralei Demonic can change its host body at will.  This does not change its stats, but it can change the host's shape, appearance, scent and everything else about them. 

Tactics:
- Charge in, be overconfident
- Use your powers

To customize a Gralei Demoniac, roll on the Tables below.

This Gralei is possessed by...

1d4

1- An Angel of War/Demon of Slaughter.  This Angel/Demon lives for slaughter and blood.  It has a number of Demonic Gifts as determined by this table.  Potential Demonic Gifts include: It has the power to conjure weapons from the ether, regenerates if it can hit the person who hurt it last, and can drive those it touches into a mad, killing frenzy. 
2- An Angel of Isfet/Demon of Chaos.  This Angel/Demon lives for Chaos.  It seeks to undo the bonds of order and bring freedom, color and random fluctuations to the world.  It has a number of Demonic Gifts as determined by above table.  Example Gifts include, but are not limited, the ability to mutate creatures on a touch, the ability to cause spells to go haywire or enhance their power, to trigger random magical events.
3- An Ancestral Spirit.  This is a Ghost jumping bail and attempting to continue living.  This Gralei has the abilities of someone with a number of levels in a random class equal to its Damage Threshold. 
4- A Green Angel/Druidic Demon.  This Spirit seeks to destroy civilization and symbolic thought.  It has a number of Demonic Gifts as determined by this table.  Potential Demonic Gifts include: Being able to transform into animals, cause localized earthquakes, set itself on fire without taking damage or cause technology to malfunction by touching it.

This Gralei Demoniac fights with...

1d4

1- Regular Weapons provided by its commanders. 
2- Demonic Weapons, summoned from the ether.  Does Damage as per the Tables in the Outsider Megapost.
3- Has new-found natural weapons in the form of horns, claws, fangs, tentacles or stingers. 
4- Can project blasts of energy that burn, freeze, melt or something similarly nasty.

All weapons or attacks do Damage as per the Tables in the Outsider Megapost.

This Gralei Demoniac is...

1d4

1- Completely untrustworthy and openly treacherous.  The Demoniac resents the bindings keeping it here and will tell you how to undo them.  It may be grateful if you free it, or it may not.  But it will say almost anything to get you to free it.  Mor 9.
2- Kept on a tight leash, but not openly disloyal.  The Demoniac would defintely like to be free and if you help it, it would surely give you something, but it is content to serve for now.  Mor 11.
3- Loyal.  The Demoniac is willing to help the Gralei, but it does not wish to die for them.  Mor 15.
4- Fanatic.  The Demoniac will fight and die for these Gralei.  Mor 17. 

Gralei Demoniacs are created when lesser Outsiders are summoned, placed within willing Hosts, then sealed inside with magical runes and bound in service to someone, usually the summoner or the Flock's leader.  These Spirits enhance the power of their host's bodies, making them into living weapons the Outsider wields. 

This is usually done in preparation for a large assault or if a Flock has no casters.  However, it is also a risky tactic as the Outsider or Spirit summoned might not be on board with being forced to follow the orders of someone else, and some try to rebel as a result.  

 


                          by Russell Dongjun Lu

Gralei Hero
HD 1d4+3 + [10+1d4 Armor]
Armor Masterwork Light Armor, see Below
Atk Varies, see below
Mor 15
Saves (7+HD) or less 

Flyer: Gralei can fly. They add +4 to their Initiative rolls and Armor if they are flying.  Gralei cannot fly if they are wearing Medium or Heavy armor.     

Sonic Screech: Gralei can unleash a horrific shriek that forces morale checks against weak-willed enemies if they hear it.  NPCs have disadvantage on this save if they have seen the Gralei kill one of their allies.  PCs who hear this shriek and have seen an ally die or been seriously injured by a Gralei must make a save or become frightened, taking 1d6 COG damage each time they hear it.  If this COG damage reduces their COG to 0, they must immediately retreat if possible.

Tactics:
- See below

To customize a Gralei Hero, roll on the tables below.

This Gralei Hero is...

1d12

1- The Gunslinger.  The Hero is armed with a pair of Guns that function as Wands.  He also has 2d6 bullets that he can fire.  These are special bullets, see here, here or here for potential effects.  If his guns get wet, he will need to dry them off before he can use them again.
2- The Bombadier.  The Hero is armed with a bandolier of fire bombs that he can throw with pin-point accuracy, such as through a window, into a sewer through an open manhole cover, or right into the King's lap while he is under cover.  Tends to attack from the air and do bombing runs.  If his bandolier is damaged, it could explode.
3- Ironwing.  Is an Expert of Pattram Sword Hand.  His feathers cut through flesh and bone with terrifying ease.  Tends to come in for "strafing" runs and could be tackled out of the air or attacked on his way in.
4- The Sky King.  This Hero can shape and mold clouds into solid shapes, and pull them down to earth.  He can also walk on clouds, fog or smoke as if it were solid.   
5- The Rain-Maker.  Has the power to control the weather in a localized area.  This may be because of his own sorcerous power, magic items he is carrying or something else (Referee's Discretion). 
6- Thunderhead.  This Hero has the ability to conjure and hurl lightning bolts at people.  This may be because of his own sorcerous power, magic items he is carrying or something else (Referee's Discretion).
7- The Feathered Phantom.  This Hero has the power to create illusory duplicates out of himself or turn invisible, though he cannot do both at once. 
8- The Wind-weaver.  This Hero can manipulate the winds, blowing clouds of dust up, summoning small tornadoes and flying faster and further than any other.
9- The Phoenix.  This Hero can light himself on fire without harming himself and breathe fire every 1d4 rounds.  If slain while on fire, the Hero reincarnates as a baby with all his memories, though he might pretend to be a normal baby for a while. 
10- The Rockheart.  This Hero is much more muscular than other Gralei.  He is too heavy to fly but is strong as a Giant and can throw heavy objects such as trees, horses and wagons with ease.  His favorite tactic is to throw people into the sky and watc them splatter hundreds of feet away.    
11- The Prophet.  This Hero is divinely chosen by one of their horrible Monster-Gods, empowered to give commands to one of the God's domains in his vicinity. 
12- The King of Swords.  This Hero is a Sword Mage who knows a number of spells from that list and has a number of Mana Dice equal to his HD.

This Hero wears...

1d6

1- A Dragonscale Vest.  Also grants resistance to damage from the type of Damage that Dragon's breath weapon would have produced.
2- Mithral shirt.  Light enough to be mistaken for a leather coat, but as strong as steel.
3- Silk Shirt.  Stops the first arrow and prevents all damage.
4- Fish leather.  Highly flexible and takes up one less inventory slot.
5- A Magical cloak that when wrapped tight around the creature wearing it becomes hard as chain armor.
6- A Magical Shield that levitates next to its user and moves to intercept attacks.  Provides Armor points and can intercept 1 projectile a round without reducing total Armor points.

This Hero is also accompanied by a...

1d8

1- Griffon.  Griffons are Proud Beasts who are not tamed, but befriended.  They do not serve, but give freely to those they trust.
2- Dragon Whelp.  As a Dragon Child.  Highly intelligent, but immature and likely to get into serious trouble.  Their parents are likely looking for them and very worried.
3- Wild-Shaped Druid in the form of a bird.  The Druid will shape-shift back if he needs to cast spells.   
4- A Giant Eagle.  An Eagle, but with a wingspan the size of a sedan and claws that could split a man like an overripe melon.
5- A Flying Construct.  Could be anything from the size of a human child to larger than the Gralei.
6- A Flying Undead.  Only accompanies the Hero at night.
7- A Small Humanoid of another race who rode on their back.  Examples include but are not limited to 1d3 [1= Kobold; 2= Goblin; 3= A Hoba.]
8- A Rogue* Elemental.  The Elemental is from the 1d4 [1= Court of Air; 2= Traitor** Court of Storms; 3= Traitor Court of Dust; 4= Court of Steam.]

*The Elementals are all Rogue, as they have deserted their duties.

**The Traitor Courts are composed of Elementals who are either traitors from one of the legal Courts or who are from mixed heritage and were "born" Traitors as the result of illegal Elemental production.


                           by BenWootten

Generate a Gralei Flock:

This Flock is...

1d4

1- Tiny.  It is composed of several clans of Gralei, enough to overrun a small city or a large town.
2- Small.  It is composed of many clans of Gralei, enough to overrun a large city or a small province.
3- Large.  It is composed of several sub-Flocks of Gralei, enough to overrun a small nation.
4- Huge.  It is composed of many Sub-Flocks of Gralei, enough to overrun a large nation, were they all gathered together.

Does it have a homeland or place of refuge?

1d3

1- No.  They are purely nomadic.
2- Yes.  This is just a raiding party, the majority of the Flock is elsewhere.
3- They think so, but right now it is being attacked by one of their enemies.  When they get home, they may find enemies or only ash and ruin.  There is also a 2-in-6 chance that they come home to find their home under siege instead of burned to the ground or full of enemy soldiers.

Does it have any Sages?

1d4

1- Yes.
2- No.
3- No, but they have some of his knowledge.  This Flock receives half the advantages from a random result on the Sages' knowledge table.
4- No, and they need him back.  If you are friendly with them, they may want you to help them look. 

Does it have any Demoniacs?

1d6

1- No.
2- Yes, 1.
3- Yes, 1d3.
4- Yes, 1d3+1.
5- Yes, 1d6.
6- Yes, but some of them went rogue.

Does it have any Heroes?

1d4

1- No
2- Yes, but he is away at the moment
3- Yes, one.
4- Yes, they have 1d3-1

The Flock is lead by...

1d6

1- A Sage.
2- A Hero.
3- A clever Raider.
4- An experienced Shriekdiver.
5- A foreigner.  The Foreigner is a 1d4 [1= A brutal and effective Warrior; 2= A wise Sage with Sorcerous Powers; 3= Highly learned and intelligent man; 4= A quick-talking Conman who is in way over his head.]
6- Roll again, but one of the Demoniacs is secretly manipulating the ruler and the ruler is none the wiser of how much they rely on the Demoniac.

Gralei Plot Hooks:

1d6

1- A Flock of Gralei attack the city/town you're in!  You can help the disorganized defenders, or you can take advantage of the chaos.
2- A Flock of Gralei recently attacked a settlement and carried off a bunch of the people as war-booty.  You are hired to pursue the Flock and bring back one of the people they kidnapped.
3- A Flock of Gralei have been spotted and are headed toward a nearby settlement.  Everyone begins preparing for battle.  You will be rewarded if you stay and help.  Alternatively, you could use this as an opportunity to get out of there. 
4- You encounter a group of Gralei in the wilderness.  They want to fight you to see if you're strong.  They will fight honorably until you do.  If you're strong, they will ask you to come back to their Flock.  They will promise you glory in battle and war-booty if you do so.  They might also want you to take some of their women to strengthen the Flock.
5- A Gralei Flock's leader recently died.  As such, strong challengers are gathering at the Flock to try and take control.  Once they get their, the elders of the Flock declare that there will be a tournament to determine the strongest and most suited to rule.  The tournament will be fair until someone gets caught cheating, then it might descend into a blood-bath.
6- A Sage has discovered that the secret location of a source of an ancient Wizard's magical power is underneath or nearby a Gralei Flock's current home base.


                               from Caravan

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