Unique Encounters

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A listing of rare or unique encounters.

Angry Peasants

{{#if:"Angry Peasants"|Default "Angry Peasants"}}
Placeholderperson.png}}
Creature Statistics
Danger Rating >2}}
Type Human}}
Size Humanoid}}
Terrain Plains}}

{{#if:Plains|}}

Basics

"You must be wary of the little people. Though easily scattered, they sometimes return having multiplied in number." Somewhat akin to certain other creatures, peasants seem to draw bravery from the numbers around them. If anger is allowed to simmer over a long period of time, sometimes it comes to a boil and a horde of peasants will come screaming out of the fields.

Behaviour

Peasant hordes can be terrifying to behold. Considered to be completely irrational, having been abused and then allowed to gather in large numbers, the unwashed masses have been known to attack even large groups of well armed warriors. Even seasoned fighters need to not take them to lightly, for a wave of unarmored bodies can still bear down "their betters" when outnumbered. Caution is advised if such a gather is accidentally allowed to form.

Combat

Probably by sheer probability peasant hordes are generally better armed then smaller groups of peasants (by variety if not by quantity). While the majority of the rabble will probably be armed with a variety of clubs, the normal variety of threshing implements/flails, axes, spears, and polearms will also always be in attendance. In addition there will likely be a small number of shields (perhaps from former times as conscripts) and bows & arrows (likely from poachers).

While the mob will likely work itself into a lather and rush across the battlefield, the variety of equipment can sometimes result in haphazard formations, and the sheer numbers can bog down better equiped warriors while the woodsmen and poachers amongst their numbers do the real damage.


Giant Troll

{{#if:"Mutant" Troll|Default "Mutant" Troll}}
Placeholderperson.png}}
Creature Statistics
Danger Rating }}
Type Giant}}
Size Giant}}
Terrain Forest}}

{{#if:Forest|}}

Basics

A giant troll is the size of two average trolls. Standing several feet taller, it has vast bulk, though seemingly skinnier by comparison.

Behaviour

Unknown if intelligent by conventional definition, though highly aggressive and with a savage cunning, giant trolls are not put off by large parties, and will attack regardless of group size.

Combat

Utilizing a weapon of giant dimensions, the giant troll will quickly circle groups, smashing into and through shields and armor. Though polearms and arrows have their standard effectiveness, the greater bulk of the creature seems able to absorb more punishment. In addition it seems to heal at an increased (sometimes startling) rate. It is unknown if they have a weakness to fire, or how it correlates to common trolls.


Templars

{{#if:Templars|Default Templars}}
Placeholderperson.png}}
Creature Statistics
Danger Rating >6}}
Type Human}}
Size Human}}
Terrain Mountain-city}}

{{#if:Mountain-city|}}

Basics

Once the nation of Albion stood in the mountains south of Newholme and what would later become the homeland of the Explorers Guild. When that ancient nation fell, it was in some ways luckier than others, for some of the church-knights chose to stay and guard the ruins of the city.

Behaviour

Little is known about the reclusive templars. On one occasion a diplomatic party from the Explorers (with a represenative of Legion and Alliance) traveled to the city and departed in pease; while there Count Arminius presented terms upon which the Templars could join the Explorer nation as a allied protectorate. The response was to the effect of: "When our lord Garath returns we will converse and perhaps will relax our vigil."

Combat

Little is known about the capabilities of the templars. They are certainly knights of a kind. But whether some or all are also members of holy orders or are ordained warriors, and consequently wield magic, is unknown.


Sailors

{{#if:Sailors

(HMS Kingfarer)|Default Sailors (HMS Kingfarer)}}

Placeholderperson.png}}
Creature Statistics
Danger Rating }}
Type Human}}
Size Human}}
Terrain Ocean}}

{{#if:Ocean|}}

Basics

While most ships upon the oceans of Dargarth are owned or sponsored by established nations, and consequently are manned by their citizens, infrequently a independent vessel is encountered. Sometimes they are the remnants of a former nation, sometimes they are built by small independent territories, sometimes the result of a mutiny by a mistreated crew, and on occasion sailing from the lands reputedly outside of the known lands of the First Kingdom. In these situations the ship will often be manned by average rank-and-file sailors.

Behavior

It is impossible to guess how exactly a crew of a ship will behave. If the result of a mutiny, they will likely defend their independence ferociously, and might attack other ships for supplies and/or loot. However if press-ganged they might be seeking sell their ship so they can return to their former lives (with a bit of profit). And if from outside of known waters, they will have whatever goals their nation (and specifically their officers) have.

Combat

Sailors can have a wide range of equipment. Ranging from long boarding pikes, to bows and crossbows, to cutlasses, daggers, and belaying pins. They are experts on swinging from the rigging (especially in between ships) and sticking a knife in the small of the back. All that can really be said is that they will be lightly armored (light leather in general) in case they fall overboard, and will not carrying bulky tall shields or long swung weapons.