War Wolves
War Wolves are a genetically altered creature that appeared in the years following the end of the final wars. At first glance, these creatures always appear as Pure Humans, although anyone with heightened senses will get a strong predatory scent from them, one that is always associated with Canines.
They go about their lives always disguised as Pure Humans, living in Pure Human only communities and acting as if there was nothing abnormal about them.
However, the simple fact is that they are predators, and due to their nature, can only survive by eating the flesh of other Pure Humans and it has to be living while they consume it.
Our co-publishers at Skirmisher Publishing LLC have just released Lives of Kos, the latest sourcebook for the Swords of Kos Fantasy Campaign Setting. Lives of Kos details 115 swords & sorcery NPCs. Following are two bonus characters, Old Aspasia and Fother the Mucker, that you can incorporate into your games — and which will hopefully want to make you check out the other Lives of Kos!.
Daughter to the river god Achelous and the muse Melpomene, Aspasia is one of a race of immortal sirens who sustain themselves on the flesh of sailors. During the Titanomachia, Aspasia committed a wicked deed that so angered Poseidon that the god of the sea robbed her of her enchanting beauty and beguiling voice. Aged, ugly, and mute, Aspasia’s sisters drove her from the reef that was her home. In time, Aspasia found her way to Kos City and its harbor district.
Now lairing in a hovel made from discarded crab pots and other jetsam beneath the docks, Old Aspasia drowns those sailors too drunk or aged to escape her frail arms, consuming their remains at her leisure. Aspasia makes a point to avoid attacking members of the Guild of Beggars, Guides, Locksmiths, & Exterminators, as this particular group does has the courtesy to disposing of bodies in the harbor and occasionally delivers a fresh, struggling meal weighted down with chains.
Old Aspasia is wise in the ways of the sea and for the price of a young sailor or beauteous maid she will share the Aegean’s secrets, be it the route to a lost island, the location of sunken treasure, or a kraken’s fatal weakness.
Fother the Mucker
There is an old saying in Kos, “Behind every contented horse you’ll find Fother the Mucker.” A stunted humanoid of unknown origin — Dwarves insist he’s Human, Humans insist he’s a Dwarf – Fother has the unenviable job of clearing away the leavings of horses, oxen, and other beasts of burden that befoul the streets of Kos City with their feculence. Neither city government or Carter’s Guild claims to be Fother’s employer, yet every day the bent, homely man can be found shoveling manure and hauling it away from the city.
Those who can tolerate Fother’s odor still prefer to avoid him, as his luck is so bad most fear it will rub off. When Fother gambles, everyone looses. Where he drinks, the wine sours. When he makes eye contact, something always gets in one’s eye.
Fother is neither Human nor Dwarf. He was born a demigod, the son of a Titan who’s temples are rubble and a woman who’s bones are dust. During the Titanomachia Fother stole one of Poseidon’s own horses, a steed so swift only Hermes could outrun it. The messenger of the Gods pursued, and through trickery captured both rider and horse, returning both to Poseidon. In his wrath, the god of the sea stripped Fother of his divinity, turned his beauty into ugliness, and banished him to what would become Kos City.
Now cursed to sweep up after Poseidon’s favored animals in a city dedicated to Hermes, Fother nurses a festering grudge against both Gods. Fother knows many secrets lost during the Titanomachia — after all, he was there — and would gladly share his knowledge with anyone who could stand his presence for more than a moment and strike out against the priests and temples of his two divine nemeses.
No. Enc: 4d6
Alignment: Chaotic
Movement: 120’ (40’)
AC: 5
HD: 8
Attacks: 1 bite and two claws
Damage: 2d4+3 / 2d6+3 / 2d6+3
Save: L8
Morale: 11
Hoard Class: None
No. Enc: 1 or 3d20
Alignment: Neutral
Movement: 240’ (80’) or 90’ (30’) (note the second set of stats are for newly hatched)
AC: 6 or 2
HD: 20-30 or 1
Attacks: 10-15 tentacles, or 1 harpoon or bite / 1 harpoon or bite
Damage: 10-15 2d6 or 4d4 plus blood drain or 5d6 / 1d4 plus blood drain or 1d6+1
Save: L20 or 1
Morale: 11 or 5
Hoard Class: None
No. Enc: 2d8
Alignment: Any
Movement: 90’ (30’)
AC: 4 (or by armor type, with an additional -2 to the AC)
HD: 6
Attacks: 2 weapon attacks
Damage: by weapon, but with a +4 damage to all weapons, +3d6+4 with any melee weapon
Save: L6
Morale: 7
Hoard Class: VI (100% x4), VIII (85%, x3), X, XII (75% for both coin), 1d2 high-tech weapons.
No. Enc: 2d20
Alignment: Neutral
Movement: N/A
AC: 5
HD: 10-15
Attacks: 20-30
Damage: 1d6+2 plus poison (see description)
Save: L10-15
Morale: 4
Hoard Class: Incidental
No. Enc: 1d4
Alignment: Neutral
Movement: 240’ (80’)
AC: 0
HD: 12
Attacks: 1 bite
Damage: 3d6 or swallow whole
Save: L12
Morale: 6
Hoard Class: None
No. Enc: 3d12, or 60d10
Alignment: Neutral
Movement: 180’ (60’) Swim
360’ (120’) Fly
AC: 5
HD: 6
Attacks: 1 Bite and special
Damage: 2d6 and special
Save: L6
Morale: 8
Hoard Class: None
No. Enc: 2d12
Alignment: Chaotic
Movement: 120’ (40’)
AC: 6
HD: 5
Attacks: 3 bites
Damage: 2d4 / 2d4 / 2d4
Save: 15
Morale: 10
Hoard Class: I, II, III, VIII, always primitive armor and melee weapon, 50% modern armor, 80% 1d3 primitive firearms, 25% 1d2 high tech firearms
No. Enc: 1
Alignment: Neutral
Movement: 240’ (80’)
AC: -2
HD: 60
Attacks: 1 bite
Damage: 10d6
Save: L20
Morale: 11
Hoard Class: None
No. Enc: 2d4 (6d10 in communities)
Alignment: Chaotic
Movement: 210’ (70’)
AC: 2
HD: 6
Attacks: 2 bite or 4 claws or by weapon (2 attacks)
Damage: 2d4+1 / 2d4+1 plus special, or 2d6 / 2d6 / 2d6 / 2d6 or by weapon
Save: L6
Morale: 5
Hoard Class: I, II, VIII (weapons, not gizmos)
No. Enc: 1d4
Alignment: Chaotic
Movement: 90’ (30’)
AC: 7
HD: 6
Attacks: Special or 2 (fists)
Damage: See description or 1d4 / 1d4
Save: L6
Morale: 10
Hoard Class: Computer, robot or other high tech wireless device (100%)
No. Enc: 1
Alignment: Neutral
Movement: 90’ (30’)
60’ (20’) Swim
AC: 5
HD: 18
Attacks: Special or 2 (fists)
Damage: 1d10+3d6+ special (see description)
Save: L14
Morale: 10
Hoard Class: None
No. Enc: 1d6
Alignment: Chaotic
Movement: 90’ (30’) or 240’ (80’)
AC: 4
HD: 10
Attacks: 3 (bite, claw, claw)
Damage: 4d6 / 1d12+3d6 / 1d12 + 3d6
Save:L10
Morale: 8
Hoard Class: I, II, IV, IX, XIV