Southlands (or Lustria) critters and ideas

By valvorik, in WFRP Gamemasters

Apparently Skeggi has descendents of Losteriksson so perhaps ineed someone translating just caught a Norse explorer born in Skeggi introducing proud heritage and "yadd yadda Olaf Eriksson yadda yadda Losterikssson [thumps chest] yadd yadda" became "Losteriksson". When really it was "I am Olaf son of Erik, a descendent of Losteriksson".

There's a reference to the explorer recounting discovering in Altdorf.

I don't know WFRP Norse naming conventions but in some Norse conventions there weren't actually family names just "son of", "daughter of". So "Losterikkson" would not be a family name in that case.

Erik the Lost, who was called Lost Erik or simply as Losterik. And his son Losteriksson. True. And also true that second Losteriksson should have similary named father, because Norse don't really have family names.

But, again - this is mistake in the fluff. And let's not make this too difficult to correct (I use Olaf mentioned by Valvorik):

  • Maybe Skeggi child is given name Losterik. And his son (the founder of New Coast) is Olaf Losterikson.
  • Losteriksson (or Losterik) -clan name could be something they might use to honor their ancestor - So, for example Olaf son of Bjorn (who would be Olaf Bjornson), might call himself Olaf Losteriksson, so he could carry the "mighty" god-blessed name of his ancestor. I believe some Norse-clans may start sharing common last names eventually - It's got to start somewhere...
  • Or this could be honorific title earned by Olaf, who could for example be the Chosen of Losterik(sson)-clan.
  • OR as Valvorik suggested, just little mistake done by Old Worlders.

PS. I even taught little about that "to-the-future" theory :P Losteriksson last quest in c.890 takes him against Lizardmen and spoils of war are great. He departs with his ship to Norsca, with number of Lizardmen artifacts - and is never heard again. Taugh to be killed in the voyage by his family and clan. And then in c.2420 he reappears mysteriously with his ship and crew ?!

In honour of Jackdays' immense contributions I shall on this point adopt whichever outcome he prefers, also as it may cross-over to his Norsca work.

How about one of:

For one option, the mistake, I do like the idea that Olaf Bjornson earned an honorific, used among the Skeggi Norse, and awarded to those who are "true mariners and explorers in the wake [as in ship's wake, for they would say that not footsteps] of Eric the Lost and thus a spiritual son to Losteriksson. Any great explorer of their number may earn this honorific, which a good norse speaker familiar with Skeggi customs would recognize as such but a poorer speaker unfamiliar with their customs would not. Thus the "translation error".

For the other option, yes, the original Losteriksson departed Lustria with great and mysterious treasures. Perhaps ships claim to sight him at times (a sort of Flying Dutchman), he discovers the New Coast and relays this discovery somehow before vanishing again (indeed some sort of Flying Dutchman).

PS - I continue editing and adding but not updating pending more feedback. The Ivory Kingdoms aren't coastal as the western coast is a bit of a desert (cf real South Africa), which adds to isolation/protects them from naval assaults.

There's lots of room to expand the reach and works of Hakhar/New Empire and the Ebonian Old Kingdom as each lasted a good stretch of time before its end. Lots of ruins.

There could even be elves who didn't abandon the colony when recalled though "jungle elves" felt like going a bit too far (elves not reproducing that quickly).

Edited by valvorik

And there is new side-bar in my Norsca Project (next version) now (below). Also I have added the Norse-colony Longaxe in the timeline there too.
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Two Losterikssons?
Erik the Lost or more commonly called as the Lost Erik, which changed to Losterik was the father of original, legendary, Losteriksson. Losteriksson who found passage to the Lustria and the colony of Skeggi. This happened in the year 888. See more information below.

But there is second Losteriksson mentioned in various sources, who found great bay in the west coast of the Southlands and the protected coast in the bay, which was named New Coast. This happened in year 2421.

Second Losteriksson is actually Skeggi-born Norse, Olaf Bjørnsson. He was from the Losteriksson-clan and mighty seafarer and Chosen of his kin. So, he was given the God-blessed name of the clan ancestor, the great Losteriksson. He then became Olaf Losteriksson, son of Bjørn. But the Old World explorers later counted the Norse, who found the New Coast, just Losteriksson.

-----

Let's still leave the fate of original Losteriksson "to-be-decided-later"...

Edited by jackdays

As for more comments about the actual project... Well, here is some:

It's all good, but I liked these very much:

  • Kai-Itano <-> Serpent People (and just the Serpent People) connection. I was going to suggest something like this, but went even further with the "Southland look". This is good stuff. I'm a great fan of Lovecraft also. Even this is borrowed, it suits well in Warhammer.
  • Biloko. These are great. I don't think we need any more Ebonian-cannibals.

Questions:

  • The Great Ape Races. These are intelligent and not anymore "animals". Are there "normal" apes (Gorilla, Orangutan, Chimpanzees) there too then?
  • Could the White Apes be actually the Beastmen?
  • Do you have the latest WFB:Lizardmen book? The new books have had pretty nice looking maps and alot of new info there and there - I haven't checked the Lizardmen book for Southland-info, but it might be worth of checking...

I would add each and every race native (except Humans) in Southlands some trait, that identifies them as Southlanders. This basicly tells, that they are immune to the "hot-weather-rules" and more customed to other Jungle-diseases and problems, but very much vulnerable to any cold rules...

PS. The new Archaon - Everchosen novel, will take Archaon to the Southern Wastes. It is pretty much hell-on-earth there and even worse than Northern Wastes. No people there - just endless Beastmen hordes and Daemons. And the Beastmen are Daemon-infested beasts and not the "weak-type" as encountered anywhere else. So, another source finally to verify that Southern Poles do also produce the Magical Winds and have the same gateways as the north.

Ooh nice about Archaeon novel (bookstores here in Toronto say they won't have it till 2015 :o

Yup there would be regular apes and gorillas. I have been leaving "white apes" as a "mystery for a GM to answer as they like" so far.

Good point about native races and traits. Lizardmen are actually mentioned as being a bit sluggish in cold weather and not liking deserts a whole lots, in different places.

I have the most recent WFB Lizardmen book. It scales back on Southlands info DRAMATICALLY - to point of being pretty useless on this front! I find the earlier edition WFB books have much more fluff in them generally. It has a lovely detailed map but only of Lustria really.

Re "no more Ebnonian cannibals", does that mean the "Leopard" and other societies should be cut?

I sort of like them, as they are "another kind of bad guy" who can appear in Jungles or Ivory Kingdoms (who knows, maybe some colonials become members of cult.....). Since they have real world and fictional precedents there's also more grist for a GM to flesh them out if they want to (some of their practices - eeee, reality is creepier than fiction, torture porn movies could not do worse).

I should say, Paizo has also "robbed" from Lovecraft/ D&D yuan ti and their "serpentfolk" are good visual image. Download (if you have account) the free player guide for Serpent Skull - cover art is perfect!

Their paper minis for that series of adventures also have lots of jungle creatures normal and supernatural, as well as more serpentfolk ones. I would say the Racing to Ruin one has the most variety of animals.

BTW regarding Biloko, they are inspired by an actual African "monster" of folklore, Paizo did their own riff on them (little cannibal fey). The artwork for Paizo's could be used for mine though it's not really halfling and a bit too much fey. Paizo has a variant called Eloko - which is a little funny as it's really the same - Eloko is singular of Biloko:

http://en.wikipedia.org/wiki/Eloko

Ok, checked all the stuff you posted earlier (Serpent Skull, Eloko...). Good stuff - and with the picture you probably meant this one (real nice): Serpent People

Well, the entire idea of Biloko is so good, that normal human cannibals are just lame. But the secret society and their twisted habits is another good idea. And I started to think about those "cults".

In anywhere else it would be most logical, that these "blood-cults" would connect somehow to the Chaos Gods. Also Shapeshifting could have come from mutation then - Ulfwerenars of the south... But probably in the Southlands it is most unlike place for the Dark Gods, because the power of the Dark Gods just don't really reach there. Unless - Ivory Kingdoms are pretty much in the Normal-zone from the south, right?

But, Chaos cults are just one idea. Just plain blood-cult is good one too. These cults/societies have probably learned how to use/channel Wind of Ghur (Amber-magic) and this way do the Shapeshifting (you probably had this idea). This is well taught.

Another idea for the Southlands - Cults there could be connect to some "heretical" old blood religion (which would not be Dark Gods). Like for example some Nehekhara-cult (Djaf, The God of Death; Qu'aph, The God of Snakes and Subtlety; Ualatp, The God of Scavengers). Don't really know details how those would work (which one are "bad" gods and which one "good" ones), but for example Qu'aph-cult could be connected to the Serpent Folk.

Thanks, will mull those. Yes that one with the collection of heads, they have a mini of it too.

Ivory Kingdoms are pretty much "normal zone" yes. They haven't been invaded so less latent chaos influence than same zone in north but still could have mutants. They have "standing stones" of Old One origins.

Hadn't worked out what "powers" the jungle tribes propitiate are in WFRP terms or if they have any really rather than it all being necromancy and weak sorcery using Dhar (as you say, "just plain blood cult").

However, partly because of some other artwork I've seen, the idea of " immense totem-like statutes of strange beings " (think herdstone x3 in ickiness) deep in the jungle comes to me - these could be prisons for daemons. Perhaps the Slann Chicotta when he "banished daemons" ended up "petrifying/imprisoning some" - their prisons seeming now to be great monoliths with twisted leering inhuman faces full of teeth..... These can be a little channel of Chaos influence and power, behind the cults. But - I'm a bit more inclined to make that more a "one-off hazhard".

I poked around for info on Nekharan gods long time ago (running 1000 thrones), found a little (Nagash book and 2nd Expansion 1000 Thrones) but not lots and they are supposed to be "all gone". Personally, given the Nekharans were "favourites" being raised up, I imagine their "gods" to have been projections used by the Slann as part of their "project". They "went away" when the Slann became concerned about Nekhara's "direction" (or perhaps that devotion to them was having warp realm consequences). This makes the Old Gods giving undead their weaknesses with their curses of sun, water etc. (1000 Thrones Expansion 2) then answer question "why did the Slann do nothing about the rise of necromancy etc." by saying "silly goose, they did lots - if they hadn't given undead those weaknesses nothing living would be left!"

However, I've avoided going into the Nekharan gods too much as "that's a whole other project!" That said, anything with Egypt flavour is always tasy of course. The reason for Hakhar.

Serpent people and snake gods fun idea. How about them later masquerading as serpent gods in Hakhara (timing fits). "Archeology" would see that in the 200 or so years before the Great Awakening, Hakhara focused more and more on the gods Asaph and Qu'aph. When the Tomb Kings awoke they 'restored the full pantheon' and "cast out the false priests", a few wall pictures of the "Casting out of the false priests" might be fun (the Altdorph professor explains it's merely symbolism that the priests of the snake-aspected gods are represented as serpent-headed - likely a headress of some sort).

This could combine with the "lost mining settlement" idea and the "lost colony of Nekharan culture" could really be a "snake pit". Ooooh, thank you for sparking that idea. Good "conan lost city" stuff.

Added:

Have come up with what happens with most mutants. Will be in updated document coming in few days.

Edited by valvorik

Your environmental rules are interesting for the jungle. Not bad. But are your going to give for example Ebonian characters the same type of racial ability as Nordlanders have (I mean Northerness, but in this case Southerness and with bonuses against hot/warm)?

I ask this, because I had to think about cold environment rules for the Norsca and this is basicly doing the opposite to that.

I developed first Familiarity to Cold -rules, which in this case could be Familiarity to Hot/Warm -rule. This is basicly what is your familiarity to this environment (what is the native environment) and what penalties that gives, before you adapt the new environment. I divided the world roughly to four zones:

  • Cold : Those living in the most northern areas (or the southern pole, except there isn't but Beastmen) of the world. Includes Chaos Wastes, Norsca, Kislev Oblast, Eastern Steppes, Land of Chill...etc. Moderate penalties. People of the north are probably pretty much in the same line as temperate - the adaption just takes more time. In north there are number of creatures that have adapted the cold so good, that they will suffer permanent penalties if ever go to warmer climate. For example immunity to cold, which will cause weakness and death in the opposite environment.
  • Temperate : Those living in Kislev, the Empire, northern Bretonnia, Naggaroth, high mountain ranges...etc. Moderate penalties.
  • Warm : Those living in areas with very mild winters or very warm winters. Like southern Bretonnia, Estalia, Tilea, Border Princes, Badlands, Dark Lands, northern Araby, Grand Cathay, Ulthuan...etc. Minimun penalties.
  • Tropical : And people from the warm places. The Lustria, Araby, the Southlands, Ind, Khuresh...etc. No penalties. Again, some creatures that are native to this environment may suffer permanent penalties in the north - even die there.

The "Southlander" ability I've given to resist hot environment effects is the same as WFRP 3 gives Nordlanders to resist "cold effects" (being at the north end of Empire with the brisk winds off the Sea of Claw) - I've changed that to "Southlander" and made it common to all native creatures per your suggestion.

One could divide zones more etc., though I've not been inclined to get that complicated.

If wanting to, your Tropical is about the same as my winds Very Poor zone (the line in middle of that is the equator), Warm also Poor, Temperate and Cold would be Normal (though Cold merges into Chaos Wastes).

Ulthuan could also be temperate due to ocean currents' influence.

BTW, wherever there are yellow highlights in the draft doc, that's a flag "hey folks, any suggestions?", like the name of the Ulthuan colony?

Pretty please :rolleyes:

Updated version, same link

https://www.dropbox.com/s/zqnkk94n5iiqafz/Southlands_draft.pdf

A little bit more across board, worked out the Ivory Kingdoms more including what they call themselves, some history, mutants and what they think of evil etc.

More maps including the New Coast.

Some more stats for a few creatures.

Have not added but I think their mythology will view the greater moon as the wife of the sun, and the green moon her jealous sister. Will think about that in terms of their belief in their creator.

Still hoping for help where there are yellow highlights and questions xxxx's.

Edited by valvorik

One more creature (actually Greenskin) type for the project: Jungle Kobolds.

I've been working on Greenskins again and I think this type could be something very suited for the Southlands. This is taken from the Thousand Islas (WFRP2 fan-sourcebook). Kobolds are mentioned in WFB6 Orcs & Goblins and in White Dwarf sources.

"Here dwell primitive tribes of Jungle Kobolds, misshapen ape-like Goblins, adapted to swinging through the dense tree canopy..."

"Identical in size to a common Goblin, a Kobold has a narrower waist and longer arms that give it a distinctive gait that is crooked and irregular. Jungle Kobolds are a subspecies that have adapted to living in the tree-tops of forested areas, swinging from vines to ambush those walking below"

As for the stats - probably as Goblin, but maybe with ST of 4. And some ability that gives bonuses for climbing...

Interesting, is that a direct quote from WFB 6 Orcs? I have a Orc WFB book and didn't that in it, I think it is later edition though.

Would make a good "question" when mixed with the two arboreal great ape races helping confuse reports, make people unsure what lurks. I have to add in that "apes of course have no tails and often stand up-right" (that's the difference between an ape and a monkey) - e.g., apes are more humanoid.

I should add there may be a bit of delay before next big update, I'm focused right now on creating the immediate adventures etc. for my players.

Edited by valvorik

No, quote is from the Thousand Islas , which is partly taken from the White Dwarf 268 . WFB6: Orcs & Goblins doesnt really have these "special" sub-species on it, but they are in the map found from the book (Hill Goblins, Kobolds...etc.). I dont think they are on the maps after that.

Just taught that Southlands, which should be troubled with savage Greenskins, serves something special from that direction too. Jungle Kobolds could be arch-enemies of the intelligent ape-races...

Great Stuff so far. The PDF is just great, I like the most the different Monsters plus action cards, plus additional rules.

Great.

We have recorded a Podcast Episode for converting a german adventure into a southland campaing. Will show it when it will air. Only for germans though. :mellow:

Thanks for comments and yes do post podcast even if only for German speakers (I don't speak it but let's support all communities)..

As noted in it, suggestions for names of settlements etc. all welcome. I have been focusing on the present of my campaign for past few weeks so haven't done more than edit for typos etc. really lately.

Slightly updated version.

https://www.dropbox.com/s/zqnkk94n5iiqafz/Southlands_draft.pdf

Mostly edits and typos fixed, a bit of clarification, a bit more stats (tribesmen), what heatstroke means. Again, these things focusing on what is surest to appear in my own game.

Still disappointed no suggestions on the highlighted bits such as elven names for ruins and things.

Edited by valvorik

Southlands:

http://youtu.be/FHdKGq3spnA

Edited by Emirikol

Yes, I have subscribed as a supporter of that project.

On page 35 Elves using slaves to extract diamonds and something else. What if that something else was emeralds. The wikipedia entry for emeralds has this:

One of the quainter anecdotes on emeralds was by the 16th-century historian Brantôme , who referred to the many impressive emeralds the Spanish under Cortez had brought back to Europe from Latin America. On one of Cortez's most notable emeralds he had the text engraved Inter Natos Mulierum non sur-rexit mayor ("Among those born of woman there hath not arisen a greater," Matthew 11:11) which referred to John the Baptist . Brantôme considered engraving such a beautiful and simple product of nature sacrilegious and considered this act the cause for Cortez's loss of an extremely precious pearl (to which he dedicated a work, A beautiful and incomparable pearl ), and even for the death of King Charles IX of France , who died soon after.

Another interesting thing could be mercury, or just salt.

Edited by d6 Evil Men

Emeralds, mercury (quicksilver) -> cinnabar, salt all good stuff.

Any suggestions for "what is found with what" when mining that?

My lack of activity here doesn't mean I haven't been puttering. Some "mummy rules" for example, ancient dead being another thing WFRP has gone light on. My sea travel approach is also not in the document, but once I use it at table and see if I want to adjust it I will add since "getting there is half the fun" - it combines the 'location cards' in the dreadfleet POD with my typical "different roles for PC's" approach.

Edited by valvorik