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Also, when noble zoogs feel a need for the guidance of other, lesser zoogs, they do not hesitate to call them to the council as participants.. When less-sweeping plans are needed, a sing

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Mythos Races

II

45

considered Also, when noble zoogs feel a need for the

guidance of other, lesser zoogs, they do not hesitate to

call them to the council as participants For example,

if a lower ranked zoog had traveled for a long period of

time with a group of captured adventurers, that zoog

would be interrogated at the council, and his testimony

may well determine the fate of those adventurers

When less-sweeping plans are needed, a single noble

may lead a group of zoogs in some major task—for

example, constructing a large trap designed to capture

a large animal

Zoogs also have an equivalent to human guilds,

in which all like-minded zoogs within a forest share

wisdom or work on large projects Typical zoog guilds

include trap-makers, magical researchers, alchemists

(a generic term for all tinkerers), loremasters, and

animal tamers Unlike human guilds, these are always

led and ruled by one or more noble zoogs and advised

by the rest The nobles are not necessarily the most

experienced workers in the trade, but they do receive

training and are always willing to listen to other, more

skilled zoogs Young nobles are assigned as apprentices

to the various guilds so that they can learn the trade

and be ready to take positions of leadership

Venturing Outside the Wood

The natural zoog habitat is dark, deep woods Often,

when zoogs wish to colonize a new region, they must

travel through the outside world, which is a dangerous

proposition Sometimes, they try to avoid trouble by

moving only at night Other times, they bargain with

fey to gain access to their strange magic or mysterious

portals Occasionally, zoogs make a treaty with groups

whose lands they must travel through, offering to

gift their hosts with magic or unusual forest herbs in

exchange for protection

Protection deals can lead to interesting adventures

for players, who may be tasked by their kingdom or

their friends to travel with the zoog host and keep them safe from enemies and ambushes Herding along

a large mob of small, ferocious zoogs while wolves, trolls, or other natural foes try to pick off some of the troop could be a fun travel scenario Hazards might include bandits hoping to kidnap a zoog noble or a family, bitter about past zoog predations, lusting for vengeance

Warfare

While zoogs are known to go into battle, these excursions would not be considered a “war” by human standards Instead, the zoogs treat their attacks as

an extension of their clever tricks, and usually try to encapsulate the whole conflict within a single huge ambush or trap Hence, a typical zoog war lasts only

a day or two and ends in a complete victory for one side or the other: either the zoog ambush works or it doesn’t

Zoogs are highly protective of their high-ranking nobles because they take so many generations to produce, so their wars are almost always triggered by the death (accidental or otherwise) of a noble zoog or zooglet

Zoogs recover populations decimated in war more quickly than other sentient races, thanks to their fast breeding cycle As a result, they are not particularly deterred by the threat of losses—except with regard to their nobles

Faith Zoogs are not very religious They recognize the existence of gods and demons, but are only interested

in them as potential sources of power or as threats

They are always, at their core, pragmatists in any kind

of religious devotion, though they are able to parrot belief in order to comfort or fool humans or other races

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