GORE
Found north and west of Middlechest, the rugged lands of
Gore hold many atavars and even some human savages amongst them. Those there are
known for their wilderness ways and bouts of ceremonial violence. Quite simply,
it is the atavars who are in charge, and any others who resist their claim to
the land are attacked- others are left alone, though they most likely are
relegated to a very primeval and unclad existence. Whatever the case, it is
fittingly a place of much ‘goring’, as well as much ‘gore’.
Gorian atavars are more likely to be Arcadian in type (roll 1d20: 1-14: Arcadian, 15-19: Antediluvian, 20: Minoan.
Gore encounters (roll 1d10)
1. 1d6 Wild Animals
(50% chance of being dangerous)
2. 1d12 Human
Folk (25% chance of being good at singing; 75% chance of being savage or
hippie-types; 95% chance of being unclad)
3. Roaming Atavars:
1d6-1 Deer-heads, 1d4-1 Goat-heads, 1d2-1 Bull-heads (50% chance of each being aggressive)
4. Atavar Hunting
Party: 2d6 Deer-heads, 2d4 Goat-heads, 1d4 Bull-heads (75% chance of being
aggressive, otherwise they are really aggressive!), plus a 25% chance of also having
1d2 minotaur or 1d4 satyr allies.
5. 1d2 Minotaurs
(100% chance of being aggressive)
6. 1d4 Satyrs
(50% chance of being intoxicated; 100% chance if being lecherous)
7. 1d3 Nature
spirits, dryads, or nature fey
8. Natural event
(roll 1d6): [1] weather change, [2] terrain change, [3] noticeable tree, rock
or hill, [4] pitfall, [5] bug swarm or coldness (depending on season), [6] poison
ivy or brambles
9. 1d2 Great
beasts (75% chance of simply being giant versions, otherwise are mutants/monsters)
10. Other (roll
on a general mountain, field, or forest table)
PENTAGRAM TANNERY
Located north and west of Strass Hill, Pentagram Tannery is
a cursed place, at least for humankind. Whether by some demonic influence or
simply because of the way the atavars there evolved, they tolerate no humans
running free. Any who are not immediately attacked and butchered are instead
sent to live as chattel for the atavars. There they live out what little
remains of their lives as either beasts of burden, foodstock, or even pets!
Pentagram atavars are more likely to be Antediluvian or Minoan in type (roll 1d20: 1-4: Arcadian, 5-12: Antediluvian,13-20: Minoan.
Gore encounters (roll 1d10)
1. 1d6 Wild
Animals (25% chance of being dangerous)
2. 1d6 Folk (75%
chance of trying to pass through Pentagram Quickly, otherwise here to fight the
atavars)
3. Atavar Ranchers: 1d2-1 Deer-heads, 1d4-1
Goat-heads, 1d6-1 Bull-heads herding 2d6 human ‘livestock’
4. Atavar Raiding
Party: 1d6 Deer-heads, 2d4 Goat-heads, 2d4 Bull-heads looking for human
livestock and pets, plus 50% chance of also having 1d4 centaur allies or 2d6 pack humans (see
below)
5. 1d4 Centaurs
6. 2d6 pack
humans used for (roll 1d3); [1] hunting, [2] carrying, [3] or being pets, with
1d3 Atavars of random types watching over them
7. 1d3 Nature
spirits or Demonic spirits
8. Other event
(roll 1d6): [1] weather change, [2] terrain change, [3] noticeable tree, hill,
or field, [4] pitfall, [5] bug swarm or coldness (depending on season), [6] human
mass grave
9. 1d2 Great
beasts (50% chance of simply being giant versions, otherwise are mutants/monsters)
10. Other (roll
on a general mountain, field, or forest table)