Forest/ Jungle
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Comments: 5
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Rating: 3.5
Condition: Normal
ID: 3896


May 6, 2007, 3:02 am

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Dire Swine


The earth holds the fool and holds the wise,
endures that good and bad dwell (upon her);
she keeps company with the boar,
gives herself up to the wild hog.

The Atharva Veda

Full Description
Stand half as tall as a man at the shoulder and as heavy as a small horse, dire swine are animals not to be triffled with. They are covered with coarse, wiry hair that generally thins as the swine age. Most come in shades of brown, though black, gray, red, and white are not uncommon. The head is large and the jaw well equiped for consuming plant matter, roots, nuts, and the ocassional animal that crosses their path wrong. Male swine grow tusks as long as a man’s hand and both genders have thick and very durable skulls.

The Beast of the Fold
Dire Swine are most commonly found in tropical and semi-tropical forests where they are foragers, eating insects, fruits, nuts, and the roots of various plants. In some cases, the swine will hunt and kill living prey to add protein to their diet though this is rare outside of lean food times. Druids, rangers, and Elves are able to communicate in a limited fashion with dire swine, though the porcine behemoths can be ill-tempered and as dangerous as wolves when provoked.

Attempts have been made to domesticate the large and robust dire swine to human use, but all have failed. By nature, the swine are solitary or travel in small family groups. In rare circumstances, herd, or sounders will form, but this is dangerous as when this occurs the swine are much more predisposed to hunting rather than foraging. Magical means can be used to ‘control’ a dire pig, but such efforts are seldom worth the cost of the magics used.

As mentioned above, a druid, ranger, or elf of the forest can take a solitary dire pig as a companion much as a wizard takes a familiar but there is no innate magical bond formed, merely a sympathetic understanding of nature.

Plot Hooks
Amok, Amok, Amok - A village has become the target of a larger and aggressive sounder of dire swine. The fields have been devastated and some livestock has been killed. The peasants cower in their huts never knowing if the swine will upon them dine. The PCs must deal with 20 to 30 dire swine, be it combating them, luring them away, or some other method. A great idea for a low level party.

The Green Druid
As above, the village is being assaulted by dire swine, but the cause is a radical druid who wants the village gone as it is, in his opinion, too close to a sacred grove. The PCs must face not only the giant swine, but also a armed and dangerous druid who has been in the green a bit too long.

Breakfast of Champions
One night, as the PCs fail to set up a watch, a few dire swine meander into their camp. The PCs awaken to find the swine rooting through their packs, muching on the grain and other special feed for their horses and anything else the pigs might think tasty. If the PCs dont over-react, the swine will move on and cause no more problems. If they shout, the largest of the swine, the male, will become angry and start attacking the noise-makers.

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Comments ( 5 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
May 6, 2007, 13:53
A hog with attitude.
Voted MindForge
May 6, 2007, 14:12
I like the plot hooks, especially the Green Druid hook. I love antagonists that are not evil, their outlook is just different.
Another thing that could be added to it; perhaps some of the local men are vandalizing the holy cairn that lies nearby. I mean there are a million things you can do with that hook.
I also like the Dire Swine, but I think your hooks really gave more flavor to the post.
Voted valadaar
May 6, 2007, 15:53
Solidly done critter. I'll be adding this to the encounters on the Unseen Fortress for sure!
Voted Murometz
May 7, 2007, 14:09

nice Scras. Love pigs, in all their sinister glory!
Voted PoisonAlchemist
March 21, 2013, 23:52
This is about as interesting as big pigs can be.


Random Idea Seed View All Idea Seeds

Hooper McFin's Two Shot Portal

       By: dudeington

Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!

You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.

Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.

So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.

A few of 'em as follows.

No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.

n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.

Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.

so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -

** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".

Dr. Clarke T. Mulligan - Professional researcher of Time & Space.

Hooper McFin's Ale & Steakhouse

Ideas  ( System ) | June 21, 2015 | View | UpVote 4xp

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