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Wednesday, July 1, 2009

[Milieu] Funhouse Mirror Reflection-

This post just makes me so happy:

by bat

The People of the Summer Wind

Hey Chalk, you gotta check this out!” called Koram from across the table as the adventurer leered at the attractive tavern girl.

What is it?” asked the wizard as he poured over a text the duo had recovered from their last adventure.

This girl has no belly button!” the fighter replied.

With a jolt the spellcaster reached across the table and grabbed Koram’s arm.

We need to get out of here. Now!”

[“Just sit there and shut up, we aren't after you two idiots.”] hissed a voice in Chalk’s head.

Turning to the dancing girl Chalk saw her look him in the eye. And wink.

The People of the Summer Wind

No. Enc.: 1-4 (20)

Alignment: Neutral

Movement: 120’ (40’)

Armor Class: 4

Hit Dice: 1+2

Attacks: 1

Damage: 1d6 or weapon

Save: F5

Morale: 9

Hoard Class: VII

A mysterious offshoot of humans, from another material plane, the People of the Summer Wind are an enigmatic race who blend so seamlessly into human societies that it is nearly impossible to detect them as they can and do appear as any race or ethnicity. Their only distinguishing mark is the lack of a navel, or belly button and the fact that all of them are considered attractive by human standards (which sometimes makes them easier to pick out of a lineup in backwater places).

For the most part, the People of the Summer Wind monitor those around them, otherwise acting like normal people, yet they form secret societies within the communities they live and perform strange rituals to conjure weird monsters, sometimes creating elaborate traps within buildings in towns and cities to lure the unsuspecting in to meet their demise. All of the People of the Summer Wind have minor telepathic powers (being able to send and receive messages up to 1000′), the ability to cause Confusion as per the magic-user spell with the following adjustments: (Range 150′, Duration 5 rounds, affects 2d6 targets see Labyrinth Lord core rules, page 29 for reaction table) as well as the ability to conjure extra-planar creatures in relation to their number (i.e. a lone Person may only conjure a minor creature, a group of eight or more can summon a truly nightmarish beast).

The few sages aware of the existence of these strange humans have theorized that these traps set up by the People of the Summer Wind are not really fatal, but complicated teleportation rituals that send people to the plane of origin of the People of the Summer Wind. For what purpose is unknown.

I'll leave it to my readers to puzzle-out why.