Tuesday, June 29, 2021

Lord Mountain-Roc: A pariah NPC

Lord Mountain-Roc was named for the mighty spirit of the mountains that exist close to his home jungle.

His exact age is unknown, as his troop does not keep track of moons or seasons, existing in a quixotic timeless state of mind.

Mountain-Roc was initially seen as the weakest of his many siblings, however he was clever beyond his fellows.

He learned that the other wandering people utilized strange plants to contact the spirits that his troop feared and did not understand, and so he found the Mystics Mushroom and the Sorcerers Vine and learned of the realms of Dawn and the ancestral There.

From the inhabitants, he forged a covenant, learning the secrets of sorcery in the process.

Lord Mountain-Roc is also a very very big Gorilla. Just like his family.


Among his peers, Lord Mountain-Roc is a legend already, a great culture hero. Among the settled people, he is a great forest demon who conducts raids against their food storage.
Lord Mountain-Roc has great ambitions, plans that would sound alarmingly human to anyone who heard them.

He has a Goal. It is the indefinite survival of his troop, and its expansion into a major jungle power. He does not want to be seen as a dumb beast. He is not a dumb beast. He wants his troop to become too powerful for the settled people and their ilk to consider threatening. He speaks softly, but he would like a much larger stick.

He has a Plan. It is alarmingly clever. He knows of the mystical properties of the Mystics Mushroom. He can be understood with its power. He will offer it. He will offer alliances. He will offer protectors and he will offer resources. They are bribes, he is honest about this. He wants to establish trade with other nomads as well as the settled people. He wants to incorporate other troops, and create a true culture. He does not revel in violence, but he considers it a tool as any other. Don't piss him off.

He has an Itch. His children are grown up, and he wants to pass on his knowledge of sorcery and mysticism. He wants his troop, his culture, his people to learn and know the arts he considers sacred. He is frustrated by their lack of interest. If any Pariahs can convince his children, or at least the children of his troop, to ignite their spark of curiosity, he would be deeply indebted to them.
He also desires to know of the other Realms. He is familiar with Dawn and There (as well as the Here and Now, clearly) but Sun, Moon and Dusk confuse him. If any Pariahs can share knowledge and access to these realms, he would be deeply indebted, but that knowledge could be quite dangerous...

The legendary Beast-King.

His troop count as a major nomad tribe, with the following Strengths, Weaknesses, Hopes and Fears.
  • Strengths: They're god damn gorillas. They're strong and have a strong internal structure. One of them could take on several warriors and come away alive and ready for more. They also have a surprising willingness to negotiate.
  • Weaknesses: They can't communicate without the Mystics Mushroom. Despite the troop having incorporated several other gorilla troops, it still has relatively low numbers, making establishing themselves difficult. They lack a certain amount of curiosity, and technology.
  • Hopes
    • To establish trade with settled people and nomadic people.
    • To gain knowledge of (or at least access to) the Dusk, Sun and Moon.
    • To incorporate the remaining gorilla troops throughout the region.
  • Fears
    • Internal struggles will tear them apart.
    • External threats will remove their power.
    • Violence will consume the humans, and them.

The following stat blocks are for Mountain-Roc and generic Gorillas. The first ones will be for Pariah as written, the second ones are for my own heavily edited system.

Note that "Mutant Pariah Clone" just refers to my house-ruled version of Pariah.

Generic Gorilla, Pariah

No Appearing: 2d6
HD: 4d10+8
Defense: 15
Attack: 1 Bite/ 2 Punches (16, 1d8/1d8/1d8)
Speed: 30' (90')
Morale: 9
Size: Humanoid
Mind: Bestial, Curious, Sapient, Social, Territorial

Treat as strength 18 skill 1d8 for grapple.

Generic Gorilla, Mutant Pariah Clone

No Appearing: 2d6
Flesh: 2d10+6
Grit: 2d10+4
Defense: +5
Attack: 1 Bite/ 2 Punches (+6, 1d8/1d8/1d8)
Speed: 30' (90')
Morale: 9
Size: Humanoid
Mind: Bestial, Curious, Sapient, Social, Territorial

Treat as strength 18 skill 1d8 for grapple.

Lord Mountain-Roc, Pariah

No Appearing: Unique, found among 2d6 Gorillas as part of a gathering/pathfinding party, or found among his tribe (Him + 45 gorillas, 5 of which have bound spell-spirits.
HD: 6d10+12
Defense: 15
Attack: As gorilla or bound spell-spirit.
Speed: 25' (75')
Morale: 7
Size: Humanoid
Mind: Curious, Sapient, Social

Lord Mountain-Roc is an NPC that you probably won't start out fighting. He's not unreasonably violent. He's likely to be a quest-giver or the like. Directly fighting him is unlikely. His tribe is immensely protective of him. He has a bound spell-spirit of the Dawn, a necklace with 5 stones, one of which has 3 bound spell-spirits of the here and now, another having 2 bound spell-spirits of There. The other stones are empty. He's saving them for other realms.

Lord Mountain-Roc, Mutant Pariah Clone

No Appearing: Unique, found among 2d6 Gorillas as part of a gathering/pathfinding party, or found among his tribe (Him + 45 gorillas, 5 of which have bound spell-spirits.
Flesh: 2d10+8
Grit: 4d10+8
Defense: +5
Attack: As gorilla or bound spell-spirit.
Speed: 25' (75')
Morale: 7
Size: Humanoid
Mind: Curious, Sapient, Social

This part involves actually hashing out my magic system, so until I get that done just use it as pariah.