Dorob-Drobor
Troll Cult of Beetle Herders
History
Before Time
Dorob-Drobor was the son of Stygia by the insect deity Arthra. He proved to be a gentle god, much given to caring for his fathers other children and for a while he was thought estranged from his mother and her troll children. But on the sundering of the Earth kindred from the Dark folk, when the beasts were taken from Stygia, Dorob-Drobor brought to his mother those creatures of his fathers that dwelt in darkness and taught those of her children who chose to to care for them. He took very little part in the Chaos Wars though he was notable in several defensive battles where he brought legions of insect kind to the aid of the trolls. Mythologically his deeds are all passive. Even when his sister was slain and eaten by Bagog, he dispatched his insect horde to look for her remains and, once found asked his half-brother Argan Argar to retrieve her.
Since Time
In those parts of the world where insects are domestic animals, the cult of Dorob-Drobor is worshipped by the herders and drovers of beetles. Hence it is quite common in Troll society. The beetle drovers are well known for their abilities to handle Arthra's children. Though not aggressive in any way, they are respected out of fear of their ability to control their charges.
Life after Death
Worshippers believe that Erebus is their destination on death where they shall tend the enormous herds of insects there. The cult allows all forms of resurrection including death divints.
Runic Associations
Dorob-Drobor inherited the Darkness rune from his mother and the Insect rune from his father Arthra. He became a gentle god concerned with Harmoniously ordering the creatures of Insect within Darkness.
Nature of the Cult
The cult serves as a vehicle for those who follow the profession of beetle drover – mostly trolls. It is quite common in the troll lands. Cultists are herders and drovers, often unconcerned with life outside their immediate environs. Others, particularly non-trolls, regard the drovers as being very pernickety, desiring things ‘just-so’ and very orderly.
Socio-political Position and Power
The cult is vital to trolls for without it they could not control their working creatures and therefore the drovers are respected by all but the Zorak-Zorani trolls. The drovers do not wield political power and it is not a cult for Mistress Race trolls. Individuals are often encountered away from troll lands as every Argan Argar caravan has a drover to tend the pack beetles. Occasionally, there are other reasons why a drover leaves the troll lands – seeking a particular insect only found in isolated locales.
Particular Likes and Dislikes
Dorob-Drobor is a passive god and strong passions are not common in inter-cult relations. He is associate to his mother and very close to his full sisters and to Argan Argan for retrieving the remains of his sister. He is friendly to most of the troll pantheon, the exception being Zorak-Zoran as he distrusts Dorob-Drobor’s peaceful nature and was responsible for bringing about the Chaos Wars. The Fire/Light cults are avoided and so are the Moonlight cults and the races of dwarves (save Lead dwarves), elves and ducks. Chaos is disliked and fought strongly in conventional troll society. In chaos zones, it is tolerated uneasily but Dorob-Drobor does not do well in such places. Phoenix is regarded with pure fear but the one cult that is totally anathema is Bagog for the slaying and eating of the herder's sister Nakala.
Organization
The cult is decidedly non-templar, usually forming family groups headed by a priestess. Herders, as with their human counterparts, tend to be solitary and often worship privately. Individuals are often attached to Argan Argar caravans to tend the pack beetles.
Centres of Power and Holy Places
The cult is not concerned with power but with order, peace and harmony. Hence it is strong only deep in troll dominated areas where the landscape is erebian. There are no known holy places of any real importance.
Holy Days and High Holy Days
The cult has a holy day on Freezeday of Harmony week each season, and that in Dark season is the High Holy Day. Cultists may not speak to non-trolls on these days.
Lay Membership
Membership is open to anyone who is no naturally antagonistic to trolls. Very occasionally Lead dwarves have joined. Among trolls, generally only Dark Trolls join – herding being beneath a Mistress Race troll's station and too peaceful for Great trolls. Trollkin are of course permitted to join but have difficulty rising far due to prejudice, though they are treated better by the herders than by any other troll cult save Xenoiré. An applicant is generally assessed over a season, any troll being automatically accepted, non-trolls on a CHA ×5% modified according to race. Apprenticeship involves 5 years of servitude in return for basic training in the cult skills.
Others become laymen for political reasons or for purchasing skills and spells. To these, beetle droving and tend insect are half price. Insect Healing, Harmonize and Darkwall are half price. All other spells not of a Fire/Light or disorderly nature are full cost. Light, Lightwall, Ignite, Firearrow, Fireblade and Fanaticism are not taught; Demoralize is double cost. Laymen attaining 50% in both tend insect and beetle droving are candidates for initiate status.
Initiate Membership
Initiate membership is open only to qualifying laymen who must pass a test of (beetle droving + tend insect + CHA×5%) ⁄ 3, with charisma modified for race – Trollkin: −5, Human: −10, Lead Dwarves: −15). Failures may reapply after one year.
Initiates are referred to as drovers and in troll society are respected by all save Zorak-Zorani as vitally skilled professionals.
Drovers are welcome in most troll dominated areas but are unlikely to receive free room and board, as their herds are voracious.
Initiates receive free training in beetle droving and tend insect and half price training in bargaining, evaluate treasure, spot hidden, spot/set ambush, map making, thrown rock, and sling attack. Most other skills can be purchased at full cost including 1-handed mace and shield. Pick locks will not be taught.
Spell teaching is available and Harmonize and Darkwall are free. Insect Healing, Detect Enemies, Detect Life, Dispel Magic, Speedart and Ironhand are all half price. Demoralize is double cost and all Fire/Light spells plus Fanaticism are forbidden and will be forgotten if known. All other battlemagics can be bought at full cost if a teacher can be found.
Drovers can always find a position as tenders of insect kine in the troll-dominated areas. However, non-trolls are very wary of the drovers due to insect phobias. Initiates may serve under rune levels or not depending upon the circumstances and numbers of insect kine involved. Initiates are not permitted to use insects offensively unless specifically ordered by a rune level. Drovers generally stay put save for seasonal drives and tending to Argan-Argar caravans. They must sacrifice three points of power on a Holy Day and five on a High Holy Day.
Rune Lord Membership
Rune Lord status is open to any initiate of at least one year’s good standing. The candidate must have 15+ power and mastery of beetle droving, tend insect and three from bargaining, evaluate treasure, spot hidden, spot/set ambush, map making, and sling plus thrown rock attacks (the latter two must both be mastered to count as a single qualification). Candidates are tested by a priest; the test is abstracted as (INT+CHA)×2.5%. Successful candidates are invested on the next High Holy Day. Failed candidates must wait a full year before applying for a retest.
Successful candidates gain all the normal benefits of their status. The may attune, but are not given, lead. Their allied spirit is an awakened insect, which they must purchase, and becomes awakened in a special ceremony conducted on a seasonal Holy Day. Runelords are looked upon as masters of their profession and they may train and drive insect kine into battle. Fellow cultists obey without question their directions in all things relating to practical insect care. However, if proven wrong, they will suffer severe charisma loss. A Runelord may sacrifice for Speak to Insects on a reusable basis. Many also sacrifice for the associate rune spell Grow Specific Limb and replace at least one limb with an insectoid appendage – claw, antenna, etc.
Runepriesthood
A candidate for drover-priest must be a Runelord or an initiate in good standing for 2 years, have 18+ power and 90%+ in tend insect and know Insect Healing VI. The test is (INT×5% + CHA×5% + beetle droving) ⁄ 3. Failures may reapply after one year.
Priests gain all the normal benefits of their status and awakened familiars. They may claim free board for themselves and their familiars from fellow cultists. They too may train and drive insect-kine into war, and anyone aware of the nature of their runemagic will treat them with respect in the presence of the kine for the drover-priest can cause such kine to turn upon bystanders in an instant. Fellow trolls who upset a priest may find all their kine desert them or refuse to mate, etc.
Runespell Compatibility
Drover-priests gain access to small shades and the following standard runemagics: Absorption, Dismiss Elemental I, II, and III, Divination, Divine Intervention, Reflection, Spell Teaching. They also gain access to the following cult special Runespells.
One Point Spells
Chitiny: Range 160m; Duration 15 min; Stackable; Reusable
Usable only on trolls and insect rune creatures, this spell causes the recipient’s skin to double its armour value. Stacking allows multiple targets
to be affected simultaneously. Each recipient can only have one use of the spell active on it at one time.
Pheromone Taxis: Range: 160m; Duration 15 min/permanent; Stackable; Reusable
Causes all insects within spell range to be affected making them move in response to a given stimulus (e.g. light, gravity, other phenomena). Movement
may be towards or away from the stimulus, or merely random in the presence of the stimulus. For example, light may cause the insects to be attracted
or repelled or cause them to run about until encountering shade. Both the effect and the stimulus must be stated at the time of sacrifice. Multiple
pheromones may be in effect at one time and in unison may have highly complex effects. This spell may be used non-reusably for a permanent effect.
Scentmark: Range: 160m; Duration 15 min; Stackable; Reusable
An offensive spell that causes the target to exude a subtle ‘smell’, detectable only to insectoids, thereby labelling the target. The pheromone
spells can all be made specific to a given scentmark provided the same person casts both or is able to discern the scentmark herself. Thus Scentmark
may be cast on a lead beetle causing all other beetles to move towards it under the influence of Pheromone Taxis. It can then be driven and the herd
will follow. Similarly, a herd of insects may be fanaticized using Pheromone Motivator. Intruders are then very vulnerable to being scentmarked as
enemies.
Stacking enables multiple targets to be hit simultaneously. If the spell is used non-reusably, it has a permanent effect.
Note that a scentmark does not carry its own message, it is merely a ‘label’. The reaction is entirely governed by which pheromone spells are used in conjunction. A scentmarked individual will be the object of cursory interest to all passing insects much as ‘marked’ trees are of interest to dogs.
Speak To Insect: Range: 160m; Duration 15 min; Non-Stackable; Reusable
Allows the recipient to converse with all creatures with intelligence of 3 or less of a basically arthropod type. Any number of creatures of different
types may be conversed with, one type per round. Successful use of oratory allows the caster to influence them as she would a crowd.
Two Point Spells
Chrysalis: Range: touch; Duration special; Non-Stackable; Reusable
This spell is usable only on trolls and insect-rune creatures. If it is not cast on a seasonal holy day then it is non-reusable. The duration is four
weeks plus one week per three size points of the recipient. The recipient immediately gets sleepy and must find a cool, dry place to sleep before
dawn. Once asleep, she will secrete a resin that sets into a tough, rigid covering within which the chrysalis will develop. At the end, she emerges
perfectly healthy, having re-grown any damage and lost limbs as per the normal template for the creature's species, unless such spells as Grow
Specific Insect Appendage are stacked at the time of casting.
However, the spell is far from infallible. Upon hatching, the recipient must make a CON ×5% roll. A fumbled roll indicates death during pupation and failure results in gross deformities - missing limbs, lost statistics, etc. A special result indicates superior development with a d6 points evenly distributed among strength, constitution, and dexterity. A critical success allows a d6 points to be added to each of those characteristics. All deformities, statistic bonuses, and altered limbs, etc. will be restored to the original template by any subsequent use of this spell.
Any physical interference with the pupa will result in death or deformity. Deformity should be handled by rolling (POW+CON)×2.5%, for each limb, pair of eyes, antenna, etc and ruthlessly slashing physical statistics.
Note: it is known that certain esoteric four point runemagics can cause complete metamorphosis of the individual.
Pheromone Fence: Range: 160m; Duration permanent; Non-Stackable; Reusable
This spell requires a control post of wood smeared with aromatic insect secretions such as beeswax. It produces a circular boundary, with radius of up
to 160m, unmarked visually but detectable by pheromone sensitive creatures. Those creatures inside the boundary will be disinclined to leave. The
boundary marker will taint any creature that enters the boundary as if they had been scentmarked, causing the insectoids within to become agitated.
Such an intruder is vulnerable to the pheromone spells. The spell lasts for as long as the post remains in place. Its reusability can only be regained
after the post is retrieved, when all the effects are cancelled.
Pheromone Motivator: Range: 160m; Duration 15 min; Stackable; Reusable
This spell functions exactly as Pheromone Taxis save that it induces a much more complex effect such as celibacy, sexual frenzy, feeding frenzy,
appetite suppression, fanaticism or demoralization, silk spinning frenzy, etc. linked to the same type of stimuli as the one point spell, or even
as absolute effects. This spell, in combination with Scentmark, can cause a herd of peaceful insects to suddenly fall upon an intruder and tear
her limb from limb. The effect must be specified at the time of sacrifice. The spell has a permanent effect if used non-reusably.
Summon Insect: Range: 60m; Duration 15 min; Non-Stackable; Reusable
This spell summons an insect to the caster's presence, which may be conversed with via the spell Speak to Insect, and influenced to do the
caster's bidding. There is a POW ×5% chance of the caster successfully nominating the type of insect required, otherwise roll on the table below.
The creatures that are summoned may stay depending on their reaction.
| D100 | Type | d100 | Type |
|---|---|---|---|
| 01 | Bee1 | 46-49 | Locust4 |
| 02-15 | Beetle | 50-60 | Mantis |
| 16 | Butterfly1 or Moth2 | 61-71 | Scorpion |
| 17-23 | Centipede or Millipede2 | 71-85 | Small Insect Swarm |
| 24 | Crab3 | 86-92 | Spider |
| 25-31 | Flea | 93-96 | Termite4 |
| 32-45 | Fly | 97-00 | Wasp |
Notes:
- Bees and butterflies are attached to the fire/light element and are always hostile to summoners of darkeness.
- There is a 50% chance of either
- Crabs are attached to the water rune and will not appear far from water.
- Locusts and termites attached to the earth rune and are never better than neutral to summoners of darkness.
Three Point Spells
Hive Mind: Range: 160m; Duration 15 min; Non-Stackable; Non-Reusable
This spell is reusable to High Priestesses of Dorob-Drobor. It binds together all the minds of the Dorob-Drobor initiates within spell range to
produce a single enormous intellect under the control of the priestess. All save her become automata under her control whilst she gains one point
of power and one point if intelligence per worshipper plus access to all spells and knowledge skills known by all the participants. Each participant
retains all dexterity-based skills and perception skills, and is in mindlink with the priestess. It is usual for the priestess to remain out of sight
and well guarded. In combination with the pheromone spells, etc., this is a very powerful defensive spell used only in extremis.
Pheromone Enhancement: Range: 5 miles; Duration 1 hour; Stackable; Reusable
This spell allows any amount of subsequently cast pheromone spells to last for the duration of the enhancement spell. Each extra use stacked doubles
the duration of the enhancement spell, e.g. Pheromone Enhancement IV lasts 8 hours. This also prevents the dispelling of the lesser spells unless the
enhancement is dispelled first.
Subservient Cults
Spirit of Reprisal - Pheromona's Revenge
Pheromona is the spirit that gave Dorob-Drobor his abilities with pheromones. She is his wife, a daughter of Arthra. (Yes, he married his sister - trolls are like that.) A cultist who transgresses will suffer the attentions of Pheromona who will induce appropriate effects upon him. She is concerned with gratuitous harm to insects, especially those under the charge of a herder. Minor transgressions are punished with nuisance effects and are easily assuaged with penance and contrition. She may induce permanent effects causing berserk fury in all insects inside a five mile radius of the transgressor if he were to leave the cult, murder a High Priestess, etc.
Associate Cults
Arachna
The weaving spider goddess has always been close to her brother. He cared for her spiders and silkworms and in return she wove his clothes and homes for him. In recognition that non-trolls have an innate fear of insect kind and that this can be a useful defensive weapon, she offers
Fear: Range: 160m; Duration: instant; Non-Stackable; Reusable; 1 point
This allows the caster to afflict one target with the innate fear of the darkness insect. On a successful POW vs. POW attack, the victim must roll
once on the shade attack table. The victim's feeling towards darkness and insect may modify the effects of the spell, i.e. adjust defensive power.
Argan Argar
The troll merchant is friendly to all his mother's children. He is particularly close to the Herdsman thanks to Argan Argar's help in retrieving the remains of Nakala, Dorob-Drobor's full sister. Argan Argar gained pack beetles and the two are very close so the merchant offers
Darksee: Range: 160m; Duration 15 min; Stackable; Reusable; 1 point
This spell allows creatures that see best in darkness to see in daylight and vice-versa. It negates the effect of sunlight on trollkin and cave
trolls. Each extra point stacked doubles the duration.
Arthra
The Lord of Primal Insect offers his son the following peculiar spell.
Grow Specific Insect Appendage: Range: touch; Duration: 15 min; Stackable; Reusable; 1 point
This is a very peculiar spell that enables a recipient insect to sprout one limb as listed below from any segment not already bearing an
appendage or enables a recipient insect or troll to convert one appendage to an alternative as listed below. The appendage must be named
at the time of sacrifice. If stacked with Chrysalis, then the effects are permanent, at least until a future pupation, but the spells cannot be
reused until the limbs are relinquished by re-pupation. If the CON ×5% roll for the Chrysalis spell is failed, then the Grow Specific Insect
Appendage spells are lost and must be resacrificed for.
The following is a selection of possible appendages:
- Legs - one per spell
- Grasshoppers: Hit points as normal. Confers leaping ability.
- Running Leg: Hit points as arms. +2 on movement rate.
- Wings - one per spell, trolls and insects can have up to two pairs of wings. Hit points as arms -1, vulnerable to fire, no skin armour.
- One pair - flight at movement rate 10.
- Two pairs - flight at movement rate 12.
- Elytra - one per spell. As a beetle's and can be coloured. Adds +6 armour to the back. Trolls and insects may have one pair if elytra and one pair of wings. This can protect the pair of wings but reduces the flying movement rate to 8.
- Arms - one per spell.
- Scorpion Claw - Hit Points as ?????, 2d6 slashing damage, Strike Rank 3.
- Mantis Claw - Hit Points as ?????, d10+1 slashing damage and grip, Strike Rank 2.
- Jabber - Hit Points as arms, d10+1 impaling damage, Strike Rank 1.
- Digging Claw - Hit Points as chest, d6 punch, crushing, Strike Rank 4, +6 strength.
- Antenna - one pair per spell, no helmets allowed.
- replace ears - feathery, +20 bonus to listen skill.
- replace nose - rat-tail like, allows pheromone sence, and sensitive to touch.
- Eyes - one pair per spell.
- compound - −15% on spot hidden but allows illusions to be seen through.
- simple - up to eight pairs, allows rear view, i/r, uv.
- Jaws - one pair per spell, up to two pairs in combination - biting, piercing, sucking, etc.
Generally, most Dorob-Drobor trolls prefer their natural template. A few take the antennae options and sometimes wings on a permanant basis. There are of course many other insect appendages, including thorax organs, spinnerets, tails with and without stings.
Nakala
The Herder's sister hasn't much to offer but still gives this
Envenom: Range touch; Duration 15 min; Stackable to 4 points; Reusable; 1 point
Each point of the spell adds 1d6 to the dose level of a poisoned weapon for one hit only. If a victim is overcome by this spell and is not actually
killed then he will make a very rapid recovery as the spell poison will cease to have any effect after 15 minutes. This spell is double effect against
scorpion men.
Stygia
Stygia is close to all her children and offers the Beetle Herder the following spell to help defend the herds.
Fiend I: Range 60m; Duration 15min; Non-Stackable; Reusable; 1 point
This spell transforms a small shade into a small fiend. This is a demonic winged figure of SIZ 2d5, STR 2d6+12, CON=h.p. of the shade, DEX ?????. In
all respects it is like a gargoyle. It has 6 points of armour all over and attacks with claws for d6 + d.b. @ DEX ×5%. Anyone facing a fiend
must make a roll of POW ×5% or only parry and defend. Anyone hit by a fiend for actual damage suffers a fearshock but the attack roll is made
on damage of the blow vs. remaining hit points. Fiends never use weapons other than their claws. They also radiate a Chill II effect.
Xenoiré
The troll Healer Goddess offers the following spell to aid the fertility of the insect herds.
Fertility: Range 40m; Duration: 1 hour; Non-Stackable; Reusable; 2 points
This spell is cast during a ceremony on Xenoiré's High Holy Day. The ceremony requires the sacrifice of a beast and causes all female insects
within spell range to conceive at their next mating. Also all female trolls in the ceremony will conceive at their next mating on a POW ×5%. When
cast at any other time, the spell becomes non-reusable and affects one female creature. This spell is responsible for the high fecundity of insects and
trolls.
Miscellaneous Notes
Cult Battlemagics
Insect Healing: Permanant; Instant; Focussed on others, Unfocussed on self; Variable - no limit
This spell functions as normal healing save that it heals any insect-rune creature and those parts of any creature of insect origin.
Cult Skills
Beetle Droving: Knowledge; Base 05%; Cost 100/200/400/800
This skill allows the drover to drive one or more insect kine in a desired direction. Some insects are more amenable to droving than others, beetles
being the easiest. Circumstances can also make a difference, it being almost impossible to drive beetles towards fire.
Tend Insect: Knowledge; Base 00%; Cost 400/800/1600/3200
This skill embraces all the acts involved in raising insect kine. It includes basic stockmanship - feeding, watering, housing, and such like - plus an
ability to troubleshoot crises.
Human Reaction to Insect Kine
There is something about all insects that makes non-trolls nervous. Upon seeing insect kine for the first time, a human must roll on the average of their INT and POW.
- On a ×1 roll or less, then he will regard insect kine with equanimity, possibly as potential pets.
- On a ×5 roll or less, then he can tolerate them but cannot like them.
- On a ×7 roll or less, then he will avoid the insects and will voice opposition to their presence at every opportunity.
- On a failed ×7 roll, the person will develop a phobia of all insect kine.
- A fumbled ×5 roll causes the person to have an unreasoning hatred of all insects and connected creatures.
| Type | STR | CON | SIZ | POW | DEX | Drove Modifier | Armour | Attacks | SR | Damage |
|---|---|---|---|---|---|---|---|---|---|---|
| Bee*,F12,C | d6+6 | 3d6 | d6 | 2d6+6 | 2d6+6 | −30 | 1 | Sting | 4 | d6 + poison |
| Beetle+,F4,M,C | 6d6+6 | 2d6+6 | 6d6 | 3d6 | 3d6 | +20 | 6 | Bite | 4 | d6 |
| Butterfly*,F10,M | 3d6 | 3d6 | 3d6 | 4d6 | d6+12 | −30 | 3 | - | - | - |
| CentipedeH | 2d6+6 | 3d6 | 2d6 | 2d6+6 | 2d6+6 | −10 | 2 | Bite | 4 | d6 + poison |
| CockroachD | 3d6+6 | 2d6+6 | 3d6 | 2d6+6 | 3d6 | −10 | 3 | Bite | 4 | d6 |
| Crab# | 4d6+6 | 2d6+6 | 4d6 | 3d6 | 3d6 | −10 | 12 | Claw | 3 | 2d6 + db |
| Dragonfly*,F12 | d6+6 | 3d6 | d6 | 4d6 | d6+12 | −50 | 1 | Bite Fire | 4 Dex | d6 d6 per size point |
| FleaL,S | d6 | 3d6 | 1 | 3d6 | 3d6 | −20 | 1 | Bite | 4 | d3 + bloodsuck |
| FlyF10,M | d6+6 | 3d6 | d6 | 3d6 | 3d6 | −20 | 1 | - | - | - |
| LocustL,H | 3d6+6 | 2d6+6 | 3d6 | 2d6+6 | 3d6 | −10 | 3 | Bite | 4 | d6 |
| MantisS | 4d6+6 | 3d6 | 4d6 | 4d6 | 4d6 | −30 | 4 | Bite Claw | 4 2 | 2d6+db d10+1+db+grapple |
| MillipedeM | 2d6+6 | 3d6 | 2d6 | 2d6+6 | 2d6+6 | −10 | 2 | - | - | - |
| MothF10,M | 3d6 | 3d6 | 3d6 | 4d6 | d6+12 | −30 | 3 | - | - | - |
| ScorpionH,S | 4d6+6 | 2d6+6 | 4d6 | 2d6 | 3d6+3 | −20 | 4 | Sting Claw | 4 3 | d6+db+poison 2d6+db |
| SpiderW,H,S | 2d6+6 | 3d6 | 2d6 | 4d6 | 3d6+3 | −10 | 2 | Bite | 4 | 2d6+poison |
| TermiteC | 2d6+6 | 2d6+6 | 2d6 | 4d6 | 3d6 | −10 | 3 | Bite Spit | 4 Dex | d6 acid: d6 + 1/size pt |
| WaspF12,H | d6+6 | 3d6 | d6 | 3d6 | 2d6+9 | −50 | 1 | Sting | 4 | d6 + poison |
| SilkwormW | d6 | 3d6 | d6 | 3d6 | 3d6 | +0 | 1 | - | - | - |
This is not an exhaustive list and does not mention unusual subtypes.
| Notes: | |
| * | Insects apparently attached to the Fire/Light rune. Bees give honey in lightbringer lands. Black bees are known of in troll lands and give black honey. Butterflies and dragonflies are enigmatic creatures, very rare and rumoured to be intelligent. |
| + | Beetles are used as pack animals and bred for their meat. There are several different breeds, some specialized for certain purposes (e.g. burrowing, acid spraying, etc.). |
| # | Crabs and a host of related creatures are water insects found in the sea. |
| L | Creatures can leap 10m. |
| F | Creatures can fly at the indicated movement rate. |
| S | Creatures used mainly as guards or war animals. |
| H | Creatures used as hunting animals. |
| W | Creatures used in silk weaving. |
| M | Creatures used for meat or food. |
| C | Creatures used in construction - secrete hard setting wax. |
| D | The cockroach is a hideously chaotic insect which spreads disease and is ruthlessly stamped out wherever it is found. |
Starting Character Drovers and Herders
| Skill | Troll | Trollkin |
|---|---|---|
| Beetle Droving | 70%+ | 70%+ |
| Tend Insect | 50%+ | 30%+ |
| Bargaining | 50%+ | 30%+ |
| Evaluate Treasure | 50%+ | 30%+ |
| Spot Hidden* | 30%+ | 30%+ |
| Spot Set Ambush* | 30%+ | 30%+ |
| Map Making* | 30%+ | 30%+ |
| Hide in Shadows | 30%+ | 50%+ |
| Move Quietly | 30%+ | 50%+ |
| Read/Write Darkish | 30%+ | 30%+ |
| 1-handed Mace attack and Shield parry | 50%+/50%+ | 50%+/50%+ |
| Thrown Rock attack | 50%+ | 50%+ |
| Sling attack* | 30%+ | 30%+ |
* One of these skills may be selected to be at 50%+.
Generally only dark trolls join Dorob-Drobor but anyone may be accepted.
Spells:
They start with Harmonize, Darkwall, and Insect Healing II and may select 1500s worth of spells from Detect Enemies, Detect Life, Dispell Magic,
Speedart and Ironhand.
| D10 roll | Armour |
|---|---|
| 1-3 | none |
| 4-8 | light infantry armour |
| 9-10 | medium infantry armour |
See Mithras for armour descriptions.
Equipment:
Drovers start with a mace, shield and sling. They have armour as shown.
Cash: d100 bologs
Beetles:
The drover may start the game owning beetles. Roll on his power:
POW ×1 : 2d6 beetles and one random insect.
POW ×3 : d6 beetles
POW ×5 : 1 beetle