The Scarlet Brotherhood
| Komazar | Kurg | Rullhow | |
|---|---|---|---|
| Komazar | Kurg | Rullhow | |
| Climate/Terrain: | Tilvanot peninsula | ||
| Frequency: | Uncommon | Uncommon | Common |
| Organization: | Clan | Herd | Pack |
| Activity Cycle: | Day | Day | Twilight, night |
| Diet: | Omnivore | Herbivore | Herbivore |
| Intelligence: | Average (8-10) | Low (5-7) | Low (5-7) |
| Treasure: | Nil | Nil | Nil |
| Alignment: | Lawful Neutral | Neutral | Neutral |
| No. Appearing: | 4d6 | 1d4 | 1d4 |
| Armor Class: | 9 | 9 | 10 |
| Movement: | 4 | 12 | 9 |
| Hit Dice: | 1 | 2 | ½ |
| THAC0: | 20 | 19 | 20 |
| No. of Attacks: | 1 | 1 | 1 |
| Damage/Attack: | by weapon | 1d4 | 1d2 |
| Special Attacks: | None | Head butt | None |
| Special Defenses: | Nil | Nil | Nil |
| Magic Resistance: | Nil | Nil | Nil |
| Size: | S (4' tall) | M (6' tall) | S (4½') |
| Morale: | Average (8) | Average (10) | Unreliable (4) |
| XP Value: | 15 | 35 | 7 |
The Scarlet Brotherhood has had three recent successes in its experiments with breeding new races of slave-servants. Each of the following types of creature is the result of crossbreeding between humans and another creature.
After many failures in trying to recreate the derro slave race, the Office of Thralls set its sights a little lower and developed the race they call the komazar. Resembling stunted humans with dark eyes, broad jaws, strong hands and disproportionately short legs, the komazar are an inbred mix of humans and dwarves. Most have Flan coloration, although some have the fairer coloration of Suel. Their short legs prevent them from easily escaping, and their strangely formed mouths make it difficult for them to speak. The komazar communicate largely in grunts and gestures. The komazar work the mines of the Scarlet Brotherhood. They wear simple shifts made of tough cloth.
Combat: A komazar uses whatever mining implement is available when forced into combat. However, their conditioning from the Brotherhood makes them very unlikely to attack unless threatened.
Habitat/Society: Komazar live in small clans in the upper caverns of the mines they work. Both males and females work. The young are left in a shallow pit while their parents are gone, as they are too small to climb out unaided. The adults are considered equals, and they have no leaders of their own-all komazar report to a human overseer.
Ecology: While any precious materials unearthed by these bredthralls are given over to their human masters, the komazar retain the dwarven fondness for creating beautiful works of stone. A komazar lair will contain many such things, normally carvings of faces and tools made of common stone; they give these items to each other as gifts, lacking any other valuables.
The Scarlet Brotherhood desired a slave race to move heavy objects, and the creation of the kurg fulfilled this nicely. Tall, with tiny bovine horns, sad eyes, bony foreheads and stiff fur on their heads, shoulders and backs, the kurg are very strong, gentle and not terribly clever. Their skins are usually a dark tan, although lighter specimens are not so rare as to draw attention. The kurg normally wear loose pants and jerkins of strong cloth. They are most often used in construction and other projects involving heavy labor.
Combat: The kurg are slow to anger but ferocious when wounded. They normally strike with their great fists, although they can also head-butt an opponent of their size or smaller. This attack causes the victim to save vs. paralyzation or be slightly stunned for one round, gaining a +2 penalty to Armor Class and attack rolls.
Habitat/Society: The kurg assemble as small groups when not working, sheltering under trees outdoors; they are nominally led by an older male. The young mature quickly and normally accompany their parents to the work-sites as soon as they are able.
Ecology: The kurg only work under the orders of their Brotherhood masters. If left alone, they are content to wander the countryside in search of grain and sweets. They do no particular harm to the environment and produce no useful goods.
The result of a crossbreed between captured Olman and a lemur-like creature native to the jungles, the rullhow are hairy humanoids with tan to reddish skin, black hair on their heads, very large eyes and short tails. Normally, their stature is hunched; they usually go barefoot and wear only breechcloths or loincloths. Agile climbers, the rullhow are responsible for keeping the streets and buildings of the Brotherhood cities clean.
Combat: The rullhow are timid and only fight if cornered. Their attack is either a feeble scratching or a desperate flailing with a brush, bucket, or other tool. When threatened, they escape if at all possible.
Habitat/Society: The rullhow live in secluded alleys and on roofs of buildings in the cities of the Tilvanot peninsula. They feel more secure in numbers, and young are raised by the pack.
Ecology: The rullhow pay meticulous attention to cleanliness, and the areas in which they live are free of refuse, litter and garbage. They help keep the population of vermin and insects low.