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Enviroments of the Great Empire Volume One Wetlands

I am writing these great tomes in the hope that I will be able to portray the vast array of habitats and creatures that dwell within them as a complete guide the Empire of Karl Franz in the year 2521. I hope that you the reader will gain much insight into these various climates and from that insight you will be better prepared for the world around you. Volume One covers the Marshlands of the Empire, where I shall explain the basic Environmental hazards one may expect before delving into an in depth bestiary of creatures one is likely if unfortunate to encounter while in the marshlands of the Empire.

Wetlands in the Empire A marsh, or morass, is a type of wetland that is subject to frequent or continuous flooding. Typically the water is shallow and features grasses reeds and rushes, along with various types of moss. The marshes of the Empire contain simulor but different enviroments the two most common of these are Swamps and Bogs. A swamp is a wetland with some of large areas of land dispersed with large shallow bodies of waterr. A swamp generally has a large number of islands of dry land, covered by aquatic vegetationn. The two main types of swamp are swamp forests and shurbland swampsThe water of a swamp may be brackish stale and stagnent or seawater. Q wetland without woody vegetation which is shallower and has less open water surface than a swamp is known as quagmire whcich is a lowlying wetland of deep, soft soil or mud that sinks underfoot with large algae covering the water's surface. .A bog, quagmire or mire is a wetland that is built up from deposits of dead plant amd animal materal Thr ground in a bog is heavily waterlogged, and the water often a horrible deep brown Bogs form in a variety of different areas such as valleys amd across flat lands and provide a unique enviroment for species to survie. Wetlands can be found across our belovied Empire from the fabled Cursed Marshes, down to the imfamous Helfen and dangers from the Enviroment can be as hazardous as the creatures that dwell within. I shall list some more common hazards below. Navigation: These large areas of land are largely uncharted, and feature few landmarks, generally due to high volumes of rainfall it is scantly possible to see where the sun lies in the sky let alone a rought navigational bearing, yet to make matters worse, dense mists and fogs can appear out of nothing leaving a traveller unable to see more than scant inches infront of him. I would strongly recommend a local guide if you are forced to cross such terrian that and a silent prayer to Ranald. Quagmires: Boggy areas lead to treacherous footing, many travellers have met a slow death sinking into these muddy depths. With the poor visibility in wetland areas it can be impossible to spot these bogs, as such I advise travellers to never cross the wetlands alone and to walk in a spaced line so that if one traveller becomes stuck his comrades are able to come to his aid.

Disease: The water is stagnant, the ground is filled with rotting matter as such sickness and ill health are virolent. When travelling across the wetlands you will need to bring fresh clean water, keep your food dry and clear of the surrounding rot. I would also suggest clean bandages and wrapping for any injuries one sustanes have a high risk of becoming infected. Marsh Gas: Pockets of trapped natural gases bubble up from beneath the murky depths in swampland areas, if an unwary traveller is carring a naked flame the results can be quite explosive. Gas pockets can normally be detected by a foul smell and the water around it will be bubbling. I advise using on covered flames while in these areas, and only then when it is vitial to your journey. Bloodroot: This carniverious plant is a danger to any traveller in the wetlands wrapping its barbed vines around the unwary while they rest, it is rarely a fatal experence but one im sure we could all live with out. Travellers would be wise to carry a short blade to help cut away such dangerous plants. Bog Flowers: These virbrant exotic looking flowers are usually found on the waterways of the Wetlands. They may look exuisite but the aroma is a strong seditive leaving the unwary to fall into a deep coma like sleep, the large pads surrounding the flower slowly digest their victims. In this world that we inhabit I have often observed that beauty is best admired from a distance and in this case I couldnt be closer to the truth. Leeches: I have discovered that no matter what kind of wetland one ventures into one will always find these vamparic parisites. Leeches are by no means life threatening yet they will drain the strength of an unwary traveller, leaving them sleepy and weak. This can be extremely dangerous in such a dangerous enviroment.

Insects: A constant plague upon man, yet in the wetlands they seem to thrive in vast numbers. Swarms or hives of insects are very dangerous to unwarery travellers, their stings may be small but in hundred or thousands they can be as deadly as an venom, let alone having a vast number of small injuries is just asking for infection in water areas. Insects cannot abide smoke as such if you think they are likely to appear light fires and burn wet plant material this should keep them away. Poisonious Amphibious Reptiles: From snakes to toads these are best left to experienced trappers to deal with, as they often have highly virolent poisons that can kill in a matter of heartbeats. My advice is to carry anti-toxin kits with you at all time, and generally stay away from such poisonious animals.

A Compendium of Beasts in the Wetlands


In this section I will divulge details of a number of natural creatures found in the wetlands of the Empire, and I will provide vital statistics for those creatures not currently presented within other such manuscripts. Amoebae:

Primitive Bloodsedge:

Bog octopi:

Fenbeasts:

Cavity worm, Fenworm:

Chameoleeches, River troll:

Lashworms: Stir Pikes:

Insect swarms,

Monstrous leech:

Sentient Creatures of the Wetlands What follows is my in depth summary of the dominate sentient species that dwell within the Wetlands, I have not list creatures that can be found in a multitude of habitats instead I have gone into greater detail explaining two races that are only normally encountered within Wetland areas the Troglagobs and the Fimir.

Troglagobs: Troglagobs are an aquatic sub-species of goblins, making their homes in coastal or water logged regions. Troglagobs are slightly smaller in stature than their land based kin, getting no larger than three and a half feet in height. Their skin while being green tends to take a bluish almost turquoise hue, which they can alter slightly to blend in with their surroundings lending them excellent camouflage when submerged in water. The skin of Troglagobs excretes an oil like substance, which reduces water resistance, while masking their presence from aquatic predators. The hands and feet of a Troglagob are webbed, and they have both gills as well as lungs, allowing them to breathe comfortably above and below water, and swim with the same capability as their land based kin walk. Troglagobs never venture far from their water based habitats as they need to submerge themselves regularly or risk drying out. Troglagobs are have skittish nature, and like all goblin kind are cowardly when faced by competent prepared foes. As such Troglagobs primarily use stealth and ambush to take their foes unaware, commonly using hit and run tactics to weaken their quarry while remaining out of danger themselves. While hunting Troglagobs show patience and tactical cunning that is highly unusual amongst Greenskins making them a far more dangerous foe than their diminutive size suggests. Alarmingly unlike other Goblinoids

Troglagobs are not as prone to infighting, tending to work in a far more co-operative fashion, infighting only occurring to establish a new TrogBoss from amongst their hunters or Pike. Being able to live on land as well as underwater Troglagobs tend to make their lairs in semi submerged caves which preferably can only be accessed by underwater tunnels, where they can safely rest and keep their treasures or shinnies safe from thieves. Troglagobs way of life has evolved with very little influence or contact from common Goblins, leaving few social similarities. Troglagob communities or shoals as they name themselves have based their structure on the Fimir as the dominant humanoid species in their habitat. Within Troglagob shoals members are put divided into a caste system chosen at their sprouting. The larger members are hunters or warriors known as Pikes, while smaller members are the fungus farmers, and cooks for the shoal are known as Gobies. Troglagob shoals contain swamp Gnoblars, called Bait that are used as slaves. The shoals leading Pike is known as the Trogboss, who is the toughest and most cunning Troglagob of the Shoal. The highest caste of a Troglagob Shoal is its Shaman, who is the Shoals knowledge keepers and council. Troglagobs like other Goblinoids, capture and use river trolls, for heavy labour and as shock troops when forced to war. Troglagob Shaman do not pray to Gork and Mork like other Goblins, instead they have based their religion on their environment, giving sacrifice and worship to Stromfels, the lord of predators. Yet like all Greenskins their shamans magic is generated by a natural energy that is given off by all Troglagobs, as they become more excited the Troglagobs seem to produce more energy, whilst they giving off less when they are frightened or cowed. Troglagobs language is similar to goblin tongue but far more basic containing very few spoken verbs or adjectives, which are replaced by body language, and minor changes

in skin tone. Troglagobs rarely communicate verbally with each other, only using their spoken dialect to communicate with other humanoids. Troglagobs are self sufficient, but they will trade with other Goblinoids, and Troglagob shoals. Troglagob shoals based near Fimir strongholds will often have an alliance of sorts, providing regular tribute and warriors to the stronghold, but receiving protection of sorts in return. Troglagobs use a variety of poisons, charms and fungal concoctions that they trade to other sentient marshland creatures, in exchange for food or shinnies which they covet for their lairs. Troglagob Gobies also cultivate a aquatic squig variant, Gater Squigs which are trained guard their lairs, as well as to devastate the shoals foes in times of war.
Blow Pipes: Troglagobs use hallowed tubes made from tightly wound reeds to fire paralyzing sea urchin spines, dipped in viper venom at their quarry. DR 1 CR:5 Thrown (Ag not Str) Pirece 2 Enc:1 Exotic Cost 1s Sea Urchin Spines: Characters suffering one or more wounds must pass an average (2d) resilience test or gain the weakened condition until able to take an extended rest. If passed or not character gains sluggish condition for his next turn. Cost:50s per 10 Unique Enc:N/A Reik Viper Venom: A virulent mix of water snake venoms used by Traglagobs to bring down their target with as little risk as possible. (See card or page: 6) Cost 1gp per dose, Unique Enc N/A

numbers, they can sometimes even injure some of the enemy or failing that provide a distraction or target for the enemy to aim at. Special Rules. Amphibious, Blinding light, Expendable, Flammable, Lungs and Gills, Night Vision, Water Camouflage Cowardly: Will not become engaged in melee with any target that is not out numbered at least 3-1. Suffers 2 misfortune on all combat actions against targets not out numbered. Automatically fails discipline tests against fear, terror, or group moral. Throw Fish: Marsh Gnoblars use fish, shells and whatever else comes to hand as missile weapons. Treat as Improvised weapons with 1CR&DR. Troglabog Gobies Gobies are the most common members of Troglabog society they maintain the fungus farms, keep the Shoals weapons in good repair, cook meals and make sure the Marsh Gnoblars get there work done. Gobies are not warriors, but in defence of their lairs and in times of war they are reasonable if somewhat cowardly ambush troops. Gobies are fight with hand weapons and blow pipes. Special Rules: Ambush, Amphibious, Blinding light, Flammable, Lungs and Gills, Night Vision, Water Camouflage Cowardly: Will not become engaged in melee with any target that is not out numbered at least 3-1. Suffers 2 misfortune on all combat actions against targets not out numbered. Automatically fails discipline tests against fear, terror, or group moral.

Marsh Gnoblars Bait Marsh Gnoblars are the lowest members of Troglagob society, they do menial tasks from repairing the shoals equipment to washing the latrine cavern. Marsh Gnoblars work in groups under supervision from Troglagob Gobies as they are unable to follow even simple instructions without messing up. When a Troglagob Shoal goes to war, Marsh Gnoblars accompany them, fighting with what little equipment they can lay their webbed claws on, fighting with piles of enthusiasm with enough

Troglagob Shoalers Shoalers are the most experienced and elite of the Gobies, they are charged with the training of the shoals Gator Squigs, and Trolls. When a Troglagob Shoal is going to war, or forced to defend its lair Shoalers set loose trained Gator Squigs, and goad the Shoals trolls into conflict. Shoalers are better equipped and far more reliable in combat than their less experienced brethren. Shoalers are normally equipped with, whips, blow pipes and prodders. (Halberds) Special Rules Ambush, Amphibious, Blinding light, Flammable, Lungs and Gills, Night Vision, Skittish, Water Camouflage Herder: Trolls and Gator Squigs gain a fortune die on all tests and actions while within close range of a Shoaler. Troglagob Pikes Troglagob Pikes are the Shoals hunters; they are considered above all Troglagobs other than Shaman. Pikes spend large amounts of time away from the Shoals lair, setting traps, and

preparing ambushes to keep the Shoal fed. It is the Pikes job to defend the Shoal, and they are the Shoals warriors, fighting with uncharacteristic courage for greenskins especially in defence of their lair. In when the Shoal is forced into war, the most crazed Pikes are given fungus potions by the tribes Shaman and ride trained Gator Sqiugs into battle. Pikes are equipped with spears, shields and blow pipes. Special Rules: Ambush, Amphibious, Blinding light, Flammable, Lungs and Gills, Night Vision, Skittish, Water Camouflage Poison: Pikes coat all their weapons in the venom of various aquatic snakes. Treat as Red Viper Venom. Crazed Pikes: Gain swift, and their fungus potions mean they are frenzied and have +2 soak. Hunter: Pikes have stealth trained.

Troglagob TrogBoss The largest, strongest and most cunning of the Shoals Pikes, a TrogBoss is an expert hunter, and skilled warrior. It is his duty to train, and commit the Shoals resources in the most effective way. The Trogboss has the respect of his entire Shoal, and only need pay respect to his shaman. The Trogboss is selected though ritual combat, and can only be replaced when dead. In combat a Trogboss inspires Troglagobs around him leading them by example, if a Trogboss is defeated in battle it is likely the remaining Troglagobs will flee.

when trading with other species, and in times of war providing magical support to the Troglagobs.

All shamans are equipped with staffs and symbols of their faith. Shaman often have minor warding talismans while a Deep Shaman is likely to have a potent magical relic or two. *Note the stats and rules given are for a standard Shaman.*

A Trogboss will be armed with the Shoals best equipment, equipped in the same way as Pike with weapons having the superior quality. Special Rules. Ambush, Amphibious, Blinding light, Flammable, Lungs and Gills, Night Vision, Water Camouflage Poison: Pikes coat all their weapons in the venom of various aquatic snakes. Treat as Red Viper Venom. Master Hunter: A Trogboss has one rank trained in Weapon skill, Ballistic skill, and two in stealth.
Troglagob Shaman The most respected members of Troglagob Shoals, Shaman are lore keepers, healers and religious leader rolled into one, the eldest shaman known as a Deep Shaman is worshiped by other Troglagobs and has his needs attended to by the Shoals apprentice Shaman, who are expected to learn from the Deep Shaman, apprentices also create the fungus concoctions and poisons used by the Shoal. When an apprentice is considered learned or old enough he is given the title of Shaman, it is Shaman who provides the day to day support within the Shoal. It is Shaman who speaks for the Shoal

Special Rules: Ambush, Amphibious, Blinding light, Flammable, Lungs and Gills, Night Vision, Skittish, Water Camouflage Shaman: Shaman have magical sight, spell craft and channelling trained. Shaman can use spell actions up to 2nd rank from the Marshland Shaman lore. Protective Charm: Harmful spell and blessing actions targeting the shaman suffer 2 misfortune die.
Gator Squigs Squigs are a bizarre combination of fungus, flesh and teethMainly teeth. Gator Squigs are muddy red in colour, they slightly longer than normal squigs being around six feet in length but only three feet thick. They have developed gills allowing them to become amphibious, which has only increased the availability of thing to eat.

Special Rules: Amphibious,Instinctive, Lungs and Gills, Water Camouflage Razor Sharpe Teeth: Gator squigs attacks have pierce 2 and a CR2.

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