The Valley: The Xolome Caves (7)

  1. The Copse of Trees (6)
  2. The Valley
  3. The Bear Caves (8)

These are volcanic caves. The roofs are scattered with organic-looking pock-marks, as of long-erupted bubbles. The rock is hard and shiny. The floors are rippled and striated almost like a beach.

There are four entrances, but only two are guarded. The two unguarded ones are blocked with rocks and dirt. While within the caves, the chance of encountering xolome is 50% every ten minutes. There will be d12 xolome in any group..

Every part of the cavern is riddled with smaller holes, one to two feet wide. The area has been mined for gems by the Xolome. The Xolome can also use the holes to escape and to move throughout the caverns.

There are two tribes of xolome in these caves. Originally, the Black Deer tribe lived in this set of caves, and the Dark Water tribe in the caves at (8). But when the bear took over the Dark Water cave, the Dark Water xolome tried to move into the Black Deer caves. There was a war. Nobody won, and now both tribes share these caves. They have two chieftains, one from each tribe. It is an uneasy truce. While they no longer fight it with spears and knives, they still fight it in their stories over their night fires.

The original xolome come from the realm of the Haikiutl, in the world of Highland, across the Great Mountains from Highland. They carry the story of Black Deer.

Before the world, there was Rock In Darkness, there was Water Dripping Down, there was Sun Always Burning, and there was the Moon Still Whole. Water Dripping Down called out to Moon and to Sun. It told them of three deer jumping out of holes in Rock. The first deer would be both black and white, the second, white, and the third, black.

Whichever deer were killed first would determine whether the xolome or Haikiutl would never need sleep, would sleep during day, or sleep during night. Each, Sun and Moon, carried three arrows.

Sure enough, a black and white dappled deer leapt from the hole in Rock. Moon fired one arrow at the deer, but Sun fired her arrow at Moon. Moon turned sideways to avoid Sun’s arrows, but one of Sun’s arrows hit Moon and made Moon miss. So neither xolome nor Haikiutl could go without sleep.

When the next deer jumped out, Moon saw that it was white. Sun let this deer go. But Moon took Sun’s arrow from his face and fired it at the white deer, and killed it.

“Your people shall have to live in the burning heat,” laughed Moon. “For it was your arrow that killed the white deer!”

Sun slunk away beneath the rock.

When the next deer jumped from the caves, it was the black deer, and Moon took one of his own arrows to kill it. So, the xolome sleep during the day when the sun is hot, and wake during the safety of the night when game is plentiful.

So it is that the Haikiutl work in the burning heat and Sun watches over them. The Xolome work in the cool of the night and Moon watches over us. And Moon sometimes comes out early to scare Sun beneath the rock, and Moon sometimes stays up late to laugh at Sun’s people rising in the heat.

The invading xolome carry the story of Dark Water:

The xolome were the first to leave Mud World and climb into Water In Darkness. Moon Still Whole welcomed us. The Jewels of Moon were ours for taking. When we hungered, we needed only reach out to choose the fish of our desire. Fish was plentiful, and we ate it raw.

Other creatures grew jealous of our bounty. They followed our trail up from Mud World. They ate our fish, and wore our jewels to mock us.

Moon Still Whole became annoyed at their greed. He fled into the sky to escape their demands.

When Moon rose, he left cracks in the sky of Water In Darkness. The cracks were too small for the other creatures, but we followed into Dark Water Scattered, where we live today.

The other creatures grew hungry in the empty world below. They scratched at the walls until they poked a hole in the side of the world. All of the water drained out of their world, and the hot sun poured in. Many died in the world below, and they still scratch at the sides of their empty lands, looking for the bounty that belongs to us.

The xolome are armed with spears, knives, and bows. Their knives, spear tips, and arrowheads are stone or obsidian. They live off of the fields of berries across the river, fruit from the trees, and the occasional pigasi.

Not including the twin chieftains and their four lieutenants, there are sixteen adult xolome in the Black Deer tribe, and twelve adult xolome in the Dark Water tribe. The chieftains have taken the name of their tribe as their names: Black Deer and Dark Water. Both chieftains have leather armor and a shield with their insignia on it.

Black Deer (xolome: 1-1, warrior: 2; survival: 10; Ordered Evil; Movement: 8; Attack: spear; Damage: 1d6; Defense: 5)

Dark Water (xolome: 1-1, warrior: 2; survival: 11; Ordered Evil; Movement: 8; Attack: spear; Damage: 1d6; Defense: 5)

Each chieftain has two lieutenants who have one level in warrior.

Black Deer Lieutenants (xolome: 1-1, warrior: 1; survival: 10, 5; Ordered Evil; Movement: 8; Attack: spear; Damage: 1d4; Defense: 5)

Dark Water Lieutenants (xolome: 1-1, warrior: 1; survival: 7, 10; Ordered Evil; Movement: 8; Attack: spear; Damage: 1d4; Defense: 5)

The rest of the adult xolome are normal xolome, with spears (50% at any encounter also have obsidian daggers). As for armor, 25% will have leather armor (+2 defense), and 25% a shield (+1 defense). One quarter (25%) also carry bows and arrows. The bows of the xolome are small compared to normal-sized bows. They do d4 damage and have a range of 14.

Xolome (Fantastic: 1-1; Ordered Evil; Movement: 8; Attack: spear; Damage: 1d4; Defense: 2, 3, 4, or 5)

Each xolome carries 1-6 minor gems worth 1-20 shillings each.

Xolome Cave.png

Guard Rooms (1)

[Two, three, etc.] little creatures leap up snarling, pointing spears at you, ready to throw. One of them makes a high-pitched squealing noise; their faces, tiny, misshapen mockeries , almost weasel-like, bob back and forth as they speak.

Two to six (2d3) xolome wielding spears and daggers, and fully armored (both shield and leather) guard the entrance from pigasi, bears, and other strange things that might have fallen through the hole. In general there isn’t ever a problem, so while they are guarding, they aren’t guarding well, and are often pre-occupied with card games, sleeping, and arguing. They play for gems taken from the mountain, stories, and for whatever else they might have of value.

Each xolome guard d6 minor gems (worth d20 shillings each), and may also have any other weird things you choose to give them.

Xolome (Fantastic: 1-1; Ordered Evil; Movement: 8; Attack: spear; Damage: 1d4; Defense: 5)

There will also often (40% of the time) be one lieutenant in a guard room, unless the “on-duty” lieutenant has already been killed.

Home Room (2)

Piles of furs cover the floor. An animal smell fills the cavern, a sweatiness on the air.

There is a 50% chance that 2d4 xolome will be here. This is where all of the stuff they happened to have with them when they came through is kept. There are straw mats, baskets, up to forty-nine gems, and small bone icons throughout the furs.

Gathering Halls (3)

There is a 50% chance that there will be d20 xolome in each of these parts of the cavern.

The Xolome Caves (7): Temple (4)

The makeshift door creaks open. A tall, thin form stands motionless in your flickering light. Bright colors adorn the walls. You see another door across the way, beyond the tall figure, still motionless and gray in your flickering light.

Belts of leather, embedded with hundreds of tiny colored rocks or gems, hang from every part of the cavern walls. Nets woven around bone and stick hang from the crevasses and cracks.

Their temple contains leather belts of bright colors, bones and sticks bound into nets, and a statue of a tall, lithe man or woman wearing a metal helmet. The statue is oddly deformed, with long, thin arms and legs that seem abnormal even in the flickering of a torchlight.

The statue is Lesertfar, a lesser dragon turned to stone while in its “human” form by Cirkegrad. Lesertfar is from beyond Venethtlas in the world of Barcelas.

The metal helm on the stone statue is a helm of consciousness. The helm keeps Lesertfar conscious as a punishment for her attempted murder of the Blue Sun’s wife. Lesertfar can mentally converse with the xolome. She can read their minds, or the minds of anyone within ten feet, if the target fails a Willpower roll. She can talk to anyone through telepathy.

Lesertfar first toyed with the xolome, but now has come to regard them as useful and is trying to turn them into a competent fighting force.

Anyone attempting to take the helmet off will take 2d6 points damage on touching it, and another 2d6 points damage on pulling it off. An Evasion roll on touching the helmet allows the character to choose not to grab the helmet, and not take any damage.

If Lesertfar were to be turned from stone back to normal, she can become a brood of vipers and breathe a poisonous gas. Her eyes can hypnotize a victim into immobility. She is the offspring of forest and mud dragons and is a level 6 creature. She is Evil.

There is one hidden door in the east, and doors which can be barred to the south and north.

The xolome worship Lesertfar as an oracle.

Lesertfar (lesser dragon: 6; Move: 12/24; Attacks: claw and bite; Defense: +7; Damage: 2d6/2d4; Special Attacks: earthquake breath, telepathy)

Note that Lesertfar can only use her telepathic power; the others would only be usable if she were returned to from stone. Her earthquake breath causes everything in its path to shake and bend violently. It causes 4d6 points damage to any who fail an Evasion roll, 2d6 to those who succeed. It will crack wood and shatter glass, stone, and ceramics. Anything that isn’t secured will likely topple. It affects a spherical area up to thirty yards from Lesertfar and six yards wide.

  1. The Copse of Trees (6)
  2. The Valley
  3. The Bear Caves (8)