TEXT: Moreau �
  Page 1
  The Moreau
  Even before the fall of the Seelie Court and 
  the attack by the horrible creatures from the 
  mountains, the Sidhe were creating the ﬁrst of 
  the Moreau. The Sidhe recognized the moral 
  pitfalls in slavery, but they also recognized the 
  economic beneﬁts of cheap labor and labor 
  that the other races found too distasteful. So, 
  in answer to this dilemma, the Moreau--an 
  animal magically given the gift of speech and 
  humanoid mobility (standing upright and 
  hands)--were created.
  The ﬁrst Moreau were sheep, goats, and cattle 
  creatures. Each in possession of human-like 
  bodies, but with the heads and minds of their 
  respective animal stock. And in the beginning, 
  these beings served their masters well 
  enough, but each successive generation of 
  Moreau grew in intelligence. Particularly the 
  Goat Moreau, they became more difﬁcult to 
  manage.
  At about the time the experiment was deemed 
  a failure, the dark age of the mutants began. 
  After a number of horrifying defeats, the Sidhe 
  created additional fodder for what appeared to 
  be a lost war; more and different Moreau were 
  created. First were the Liuns and then the 
  Hoks and Wolves. Within months, hundreds of 
  additional Moreau were created to ﬁght the 
  Sidhe�s battles.
  The Moreau, though simple-minded, nearly 
  held their own against the incoming tide of 
  darkness, saving many Elven cities that would 
  have otherwise fallen. Then, suddenly, the 
  dark creatures disappeared. The war was 
  over. And the Sidhe were left with hundreds or 
  even thousands of Moreau, many of which 
  were carnivores trained for war.
  The ﬁrst approach to the problem was mass 
  extermination, which, although moderately 
  successful with some of the more passive 
  early Moreau, failed miserably. The Moreau 
  that remained were not necessarily more 
  violent or any more evil than their creators, so 
  instead of an outright war, they uniﬁed in order 
  to escape the known continent. 
  Those Sidhe who know anything about this 
  dark time in their history, also know of a rumor 
  that equally dark magic was employed to plant 
  the suggestion in the Moreau�s minds to run 
  instead of ﬁght. In either case, the Moreau 
  stole a number of ships and travelled east into 
  the open sea. 
  There are no records of any major islands 
  thousands of miles to the east, let alone small 
  continents, but after a long and harrowing 
  journey, the Moreau found a home near the 
  equator. The small continent was eventually 
  colonized by the survivors, each type of 
  creature ﬁnding its place and purpose.
  Although bad blood exists between some of 
  the Moreau (particularly the Scorpions and 
  many of the others), most of the Moreau live a 
  relatively peaceful existence only slightly more 
  civilized than the animals from which they 
  were created. The one enduring, shared law of 
  all Moreau is that none may feed upon 
  another. 
  The Moreau were barely more than myth even 
  when they existed on the known continent. 
  Over the centuries, the Moreau were entirely 
  forgotten by the world, forgotten, that is, by 
  everyone but the nearly immortal Sidhe, who 
  assumed the Moreau died lost in the endless 
  sea, ending an embarrassing segment of their 
  history.
  The curiosity of some of the human races, 
  however, has led them further and further from 
  shore, and it is only a matter of time before the 
  world discovers the Moreau, an entirely new 
  race of beings sequestered on their own little 
  continent.
  
  Moreau �
  Page 2
  Description
  The Liun�s tend to be noble, courageous, and 
  perhaps a little arrogant. Many of the other 
  Moreau look to the Liuns as the natural 
  leaders of them all, and even the scorpions do 
  not wish direct confrontations with them. 
  Physically the Liuns are powerful, sporting a 
  feline�s head (maned if male), and tawny fur 
  over their bodies. They are also blessed with a 
  tail that aids in balance. Mentally, as with most 
  of the other Moreau, the Liuns are not overly 
  intelligent; although, they tend to think of 
  themselves as quite witty.
  Liuns live in small grass-hut villages surrounding 
  a large ﬁre pit. They tend to stay to warm, wide-
  open areas, savannah usually. They are usually 
  very giving, and their communities share most 
  possessions communally. Liuns like to live life to 
  its fullest, but they are also fond of enjoying quiet 
  moments in the sun or shade. That said, they hunt 
  wild game for most of their diet, which keeps a 
  Liun village population limited by the food supply. 
  It is rare to ﬁnd a village of greater than 80 
  individuals.
  When arriving on the new continent, it was the 
  Liuns who ordered that no Moreau would feed on 
  another. 
  Moreau
  Specialties: Preach, Bully, Brawling, Sincerity
  Age: Intelligence + Knowledge +1d6
  Racial Ability: Roar
  Uses per Day: Three
  Effects:  With a majestic roar, Liun�s 
  increase their ﬁghting prowess, such that all 
  hand-to-hand attacks are +1 column shift for 
  Bully vs. Passable turns. 
  BASE SKILLS
  LIUN
  Agility
  10
  Alertness
  9
  Charm
  8
  Cunning
  5
  Dexterity
  6
  Fate
  2
  Intelligence
  4
  Knowledge
  7
  Mechanical
  3
  Nature
  11
  Stamina
  12
  Strength
  13
  Liun
  Nightvision: Yes
  
  Moreau �
  Page 3
  Strength +d6
  Size
  15
  average
  16
  average
  17
  tall
  18
  tall
  19
  tall
  20
  tall
  21
  very tall
  22
  very tall
  23
  very tall
  24
  enormous
  25
  enormous
  Stamina + d6
  Weight
  14
  average
  15
  average
  16
  average
  17
  heavy
  18
  heavy
  19
  heavy
  20
  heavy
  21
  heavy
  22
  very heavy
  23
  very heavy
  24
  very heavy
  Size and Weight
  Fate +d6
  Background
  Starting 
  Bronze
  Free Skills
  Specialties
  4
  hermit
  $10
  8
  will, empathy
  5
  farmer
  $10
  8
  plants, intuition
  6
  gladiator
  $10
  8
  sword, intuition
  7
  gatherer
  $10
  8
  plants, intuition
  8
  tent maker
  $10
  8
  repair, build
  9
  hunter
  $10
  8
  forage, aim
  10
  hunter
  $110
  7
  forage, aim
  11
  hunter
  $110
  7
  forage, aim
  12
  warrior
  $110
  7
  polearm, brawling
  13
  warrior
  $110
  7
  polearm, brawling
  14
  chief
  $210
  6
  literacy, sword
  
  Moreau �
  Page 4
  Description
  Slightly more numerous than the Liuns, the Wulves 
  live in the forests of the new continent. They are 
  happiest left alone to live out their lives with their 
  soul-mates, the one other Wulf they will remain with 
  in this life (and the next, according to the Wulves). 
  Wulves make excellent trackers and Rangers, and this 
  has made them a target of the Scorpions, who see the 
  Wulves as easy prey for slavers. By capturing a young 
  Wulf, the Scorpions have been able to convince a 
  parent to take up a life of indentured servitude in order 
  to continue to protect the youth.
  Not all Wulves suffer under the yoke of the Scorpions. 
  Most live tranquil lives in the shadows of the great 
  forests, hunting game, raising their children, and loving 
  their mates. Wulves are, however, powerful warriors, 
  and some--especially those who have yet to ﬁnd their 
  soul-mates--take on less savory professions where 
  their martial talents earn them many comforts they 
  couldn�t ﬁnd in the forest. Because of this, Wulves are 
  one of the few races who are familiar with a wider 
  variety of weapons, including swords and other forged 
  weapons created by the Scorpions.
  Because they are swift, near tireless runners, some 
  Wulves act as trusted messengers between all of the 
  Moreau.
  The Wulves are on the best terms with the Liuns, and 
  it was with their support that Liuns were able to 
  inﬂuence all of the Moreau.  
  Moreau
  Specialties: Track, Stealth, Run, Listen
  Age: Intelligence + Knowledge +1d6
  Racial Ability: Howl
  Uses per Day: Two
  Effects: Wulves mimic their brethren�s 
  haunting howl, frightening up to four 
  creatures within listening range, causing 
  their attacks to be disjointed and more timid. 
  For Nature vs. victim�s Hostility turns, the 
  wulf and her companions add +1 column 
  shift on all defensive rolls. 
  Wulf
  BASE SKILLS
  WULF
  Agility
  9
  Alertness
  11
  Charm
  7
  Cunning
  8
  Dexterity
  6
  Fate
  3
  Intelligence
  5
  Knowledge
  4
  Mechanical
  2
  Nature
  12
  Stamina
  13
  Strength
  10
  Nightvision: Yes
  
  Moreau �
  Page 5
  Strength +d6
  Size
  12
  average
  13
  average
  14
  average
  15
  tall
  16
  tall
  17
  tall
  18
  tall
  19
  very tall
  20
  very tall
  21
  very tall
  22
  enormous
  Stamina + d6
  Weight
  15
  average
  16
  average
  17
  average
  18
  heavy
  19
  heavy
  20
  heavy
  21
  heavy
  22
  heavy
  23
  very heavy
  24
  very heavy
  25
  very heavy
  Size and Weight
  Fate +d6
  Background
  Starting 
  Bronze
  Free Skills
  Specialties
  15
  slave
  $10
  8
  dodge, empathy
  16
  derelict
  $10
  8
  bargain, lie
  17
  gatherer
  $10
  8
  plants, intuition
  18
  assassin
  $110
  7
  contacts, crossbow
  19
  spy
  $110
  7
  search, conceal
  20
  guard
  $110
  7
  bow, polearm
  21
  messenger
  $110
  7
  customs, direction
  22
  warrior
  $110
  7
  swords, brawling
  23
  hunter
  $110
  7
  climb, bow
  24
  beast master
  $110
  7
  tame, will
  25
  counselor
  $210
  6
  sincerity, customs
  
  Moreau �
  Page 6
  Description
  The Sidhe created the Hoks as air support 
  during the coming of the darkness. And as 
  such, they had to be fast and very 
  maneuverable, which they are. However, the 
  Hoks are not the most intelligent of the 
  Moreau. Their mannerisms are obviously bird-
  like, and they are easily distracted. In many 
  ways they are the least human of the Moreau, 
  and don�t always feel comfortable with anyone 
  other than their own kind.
  Hoks wear little clothing because their feather 
  make excellent insulation against the cold of the 
  mountains and wind. Yet, they are attracted to 
  bright cloth and ribbons, which they use to 
  decorate their bodies and nests. 
  Hoks live in inaccessible aeries high on mountain 
  peaks or cliffs overlooking vast stretches of 
  lowlands or ocean, which become their hunting 
  grounds. The aeries are preferably cave 
  complexes, but more often simple cliffs and 
  overhangs.
  As with most of the Moreau, Hoks make excellent 
  warriors. They learn to throw spears and javelin 
  while very young, and they use these skills for 
  hunting food, but also for killing snakes of any 
  sort, which Hoks view with an almost unreasoning 
  genetic hatred. 
  Moreau
  Specialties: Search, Forage, Direction, Aim
  Age: Intelligence + Knowledge +1d6+2
  Racial Ability: Flight
  Uses per Day: Unlimited
  Effects: Hoks ﬂy at their Agility +2 column 
  shift speed..  
  Hok
  BASE SKILLS
  HOK
  Agility
  12
  Alertness
  13
  Charm
  6
  Cunning
  7
  Dexterity
  11
  Fate
  3
  Intelligence
  4
  Knowledge
  5
  Mechanical
  2
  Nature
  9
  Stamina
  10
  Strength
  8
  Nightvision: Yes
  
  Moreau �
  Page 7
  Strength +d6
  Size
  10
  very short
  11
  very short
  12
  short
  13
  short
  14
  short
  15
  average
  16
  average
  17
  average
  18
  average
  19
  tall
  20
  tall
  Stamina + d6
  Weight
  12
  very thin
  13
  very thin
  14
  very thin
  15
  very thin
  16
  thin
  17
  thin
  18
  thin
  19
  thin
  20
  thin
  21
  average
  22
  heavy
  Size and Weight
  Fate +d6
  Background
  Starting 
  Bronze
  Free Skills
  Specialties
  5
  hermit
  $10
  8
  will, forage
  6
  farmer
  $10
  8
  Plants, intuition 
  7
  ﬁsher
  $10
  8
  swim, repair
  8
  rodent catcher
  $110
  7
  listen, traps
  9
  guard
  $110
  7
  polearm, listen
  10
  egg warder
  $110
  7
  sincerity, empathy, 
  11
  healer
  $110
  7
  plants, medical
  12
  mercenary
  $110
  7
  polearm, stealth
  13
  hunter
  $110
  7
  polearm, track
  14
  snake ﬁghter
  $110
  7
  brawling, dodge
  15
  chief
  $210
  6
  customs, preach
  
  Moreau �
  Page 8
  Description
  Although shiny black or red skinned, the 
  Scorpions, aside from their four-foot stingers, 
  are the most human-like in appearance of the 
  Moreau, with human faces and nearly human 
  bodies. Scorpions are the bureaucrats, 
  wizards, slavers, and the closest purveyors of 
  civilization on the new continent. Whereas most of 
  the other Moreau have the best qualities of man 
  and animal, the Scorpions, it can be argued, have 
  the worst traits of both. 
  The most numerous of the Moreau, the Scorpion 
  population continues to grow rapidly, in part 
  because they produce many young at birth, but 
  also because they try to imitate the stories and 
  legends of their creation and their creators. 
  Scorpions build cities and live like they believe the 
  Sidhe live. Of course, the centuries have distorted 
  the image of the Sidhe dramatically.
  In order to build and maintain these cities, but 
  structurally and culturally, the Scorpions use other 
  Moreau as slaves. Those Moreau who make poor 
  slaves (Liuns and Goats, for instance) ﬁnd 
  themselves in the arenas. Still, for now, even the 
  Scorpions respect the letter, if not the spirit, of the 
  law set down in the beginning by the Liuns--no 
  Moreau shall eat the ﬂesh of another.
  Scorpions have a wide range of personalities, 
  again a trait from their human halves, but as a 
  society, they tend to be vindictive, aggressive, and 
  staunch advocates of “the ends justify the 
  means.” They believe that if all of the Moreau live 
  as little more than animals, they will eventually die 
  out, leaving nothing to show that they were ever 
  here. Thus, the Scorpions have cities, literacy, 
  magic, and culture.
  Moreau
  Specialties: Lie, Bully, Poison, Quickness
  Age: Intelligence + Knowledge +1d6
  Racial Ability: Poison Sting
  Uses per Day: Two
  Effects:  Twice per day Scorpions can 
  attack with their tails for Brawling damage. If 
  the attack succeeds, the victim is poisoned 
  for Poison vs. Stamina turns, suffering -2 
  column shifts on all actions. If the victim rolls   
  Catastrophic, he dies instantly.
  Scorpion
  BASE SKILLS
  SCORPION
  Agility
  11
  Alertness
  4
  Charm
  2
  Cunning
  13
  Dexterity
  12
  Fate
  8
  Intelligence
  7
  Knowledge
  6
  Mechanical
  5
  Nature
  3
  Stamina
  10
  Strength
  9
  Nightvision: Yes
  
  Moreau �
  Page 9
  Strength +d6
  Size
  11
  short
  12
  short
  13
  average
  14
  average
  15
  tall
  16
  tall
  17
  tall
  18
  very tall
  19
  very tall
  20
  enormous
  21
  enormous
  Stamina + d6
  Weight
  12
  very thin
  13
  thin
  14
  thin
  15
  thin
  16
  average
  17
  average
  18
  average
  19
  average
  20
  heavy
  21
  heavy
  22
  very heavy
  Size and Weight
  Fate +d6
  Background
  Starting 
  Bronze
  Free Skills
  Specialties
  10
  slave
  $10
  8
  will, listen
  11
  derelict
  $110
  7
  run, dodge
  12
  scribe
  $110
  7
  literacy, customs
  13
  gravedigger
  $110
  7
  caves, sanity
  14
  thief
  $210
  6
  ﬁlch, conceal
  15
  shopkeeper
  $210
  6
  bargain, contacts
  16
  concubine
  $210
  6
  entertain, empathy
  17
  engineer
  $310
  5
  build, repair
  18
  slaver
  $310
  5
  interrogate, business
  19
  sorcerer
  $310
  5
  bewitch, literacy
  20
  noble
  $410
  4
  contacts, preach
  
  Moreau �
  Page 10
  Description
  As a rule of thumb, there are only two Moreau 
  capable of performing magic, the Scorpions and 
  the Turtles. But where the Scorpions are power 
  hungry and dangerous, the Turtles are tranquil 
  and passive. Tending to be so contemplative 
  that the other Moreau lose patience with them, the 
  Turtles are attracted to professions that are suited 
  to their long lives and introspective ways. 
  Because of their close association with the natural 
  world, Turtles make ﬁne Shamen, relying upon 
  their Nature, Stamina, and Fate scores to decide 
  their ability to become Shamen.
  That said, Turtles will defend themselves and 
  others, however, only relying upon the bare 
  minimum force necessary to turn aside an 
  attacker/force. Many learn to use the staff or 
  spear.
  Turtles decorate their shells with arcane symbols 
  and will pierce their shells with trinkets and 
  fetishes in an effort to show their appreciation of 
  the natural world. Turtles value a savannah grass 
  that they claim will allow them to perceive the 
  world more clearly when smoked in special 
  carved pipes.
  Turtles live in villages of birch-bark teepees or 
  stick huts built on stilts, near large bodies of water 
  because of their love of swimming. And because 
  of their slow metabolism, a Turtle can hold her 
  breath for up to her Stamina score in minutes. 
  Although certainly not fast runners, Turtles are 
  excellent swimmers from birth.
  Moreau
  Specialties: Swim, Intuition, Memory, Will
  Age: Intelligence + Knowledge +3d6
  Racial Ability: Shell
  Uses per Day: Unlimited
  Effects: Turtle Moreau�s torso and, to a 
  lesser degree, the rest of their bodies are 
  protected by a bony carapace, which 
  provides them with +3 defense scores to all 
  body parts but their chest, which receives a 
  +5 bonus. However, because of their 
  metabolism and shells, Turtles� Run scores 
  are halved.
  Turtle
  BASE SKILLS
  TURTLE
  Agility
  2
  Alertness
  4
  Charm
  7
  Cunning
  8
  Dexterity
  5
  Fate
  9
  Intelligence
  6
  Knowledge
  11
  Mechanical
  3
  Nature
  13
  Stamina
  12
  Strength
  10
  Nightvision: Yes
  Drawing by the singular Lela Dowling
  
  Moreau �
  Page 11
  Strength +d6
  Size
  12
  Very Short
  13
  short
  14
  short
  15
  average
  16
  average
  17
  average
  18
  average
  19
  tall
  20
  tall
  21
  very tall
  22
  very tall
  Stamina + d6
  Weight
  14
  average
  15
  average
  16
  average
  17
  heavy
  18
  heavy
  19
  heavy
  20
  heavy
  21
  heavy
  22
  very heavy
  23
  very heavy
  24
  very heavy
  Size and Weight
  Fate +d6
  Background
  Starting 
  Bronze
  Free Skills
  Specialties
  9
  hermit
  $10
  8
  sanity, caves
  10
  Builder
  $10
  8
  Repair, build
  11
  Warrior
  $10
  8
  Polearm, Brawling
  12
  farmer
  $110
  7
  plants, wagoning
  13
  weaver
  $110
  7
  repair, artistry
  14
  ﬁsher
  $110
  7
  boating, direction
  15
  Berry picker
  $110
  7
  forage, plants, 
  16
  Seer
  $110
  7
  legends, empathy
  17
  Herbalist
  $110
  7
  Plants, forage
  18
  Healer
  $110
  7
  Heal, Medical
  19
  Shaman
  $210
  6
  Protect, Preach
  
  Moreau �
  Page 12
  BASE SKILLS
  GOAT
  Agility
  13
  Alertness
  12
  Charm
  11
  Cunning
  5
  Dexterity
  10
  Fate
  3
  Intelligence
  6
  Knowledge
  4
  Mechanical
  2
  Nature
  8
  Stamina
  9
  Strength
  7
  Description
  As one of the very ﬁrst Moreau�s created through 
  the Sidhe magic, the Goats, as herd animals, were 
  meant to be submissive, passive creatures, like 
  the Moreau created from sheep and cattle. But as 
  anyone who has raised goats will tell you, goats are 
  something else altogether.
  Goats are not violent, aggressive, or angry. They are, 
  however, tenacious, stubborn, and fun-loving--none of 
  these traits made them particularly useful as slaves. 
  They did quickly develop an interest in music and 
  dancing. Fortunately, unlike the satyrs that the goats 
  only vaguely resemble, goats do not care for alcohol.
  Interestingly, Goats will eat almost anything else, 
  including organic material (and sometimes non-
  organic stuff) that would poison almost any other 
  creature. Because of this unusual and unexpected 
  tolerance for toxins, Goats receive a +1 column shift 
  against any poisons, including the affects of alcohol. 
  This resistance to poison is one more aspect of the 
  Goats that places them at odds with the Scorpions.
  Goats live throughout the continent and are very 
  adaptable. Many live in villages of ﬁeld-stone huts, but 
  they are often wandering--usually quite aimlessly--
  from place to place, singing and dancing, and eating 
  whatever no one else will touch. Goats can survive 
  well in the Scorpion cities as entertainers, but make 
  miserable slaves in every sense of the word.
  Often covered in brightly dyed leathers and linens, 
  Goats are welcome diversions for most of the other 
  Moreau. 
  Moreau
  Specialties: Entertain, Forage, Dodge, Climb
  Age: Intelligence + Knowledge +1d6
  Racial Ability: Iron Stomach
  Uses per Day: Unlimited
  Effects: Goats can eat many things thought 
  to be indigestible. This provides a +1 column 
  shift vs. poisons and allows the Goat to not 
  need to depend on typical food/rations for 
  survival. Also, the Goats� horns provide +1 
  defense to their heads, but limits their use of 
  armor heavier than leather from covering 
  their heads.
  Goat
  Nightvision: No
  
  Moreau �
  Page 13
  Strength +d6
  Size
  10
  very short
  11
  short
  12
  short
  13
  short
  14
  average
  15
  average
  16
  average
  17
  average
  18
  tall
  19
  tall
  20
  very tall
  Stamina + d6
  Weight
  11
  very thin
  12
  very thin
  13
  very thin
  14
  thin
  15
  thin
  16
  thin
  17
  thin
  18
  average
  19
  average
  20
  average
  21
  heavy
  Size and Weight
  Fate +d6
  Background
  Starting 
  Bronze
  Free Skills
  Specialties
  5
  slave
  $10
  8
  run, will
  6
  garbage picker
  $10
  8
  poison, will
  7
  gravedigger
  $10
  8
  caves, sanity
  8
  grazer
  $10
  8
  search, plants
  9
  pickpocket
  $10
  8
  ﬁlch, conceal
  10
  con artist
  $110
  7
  contacts, lie 
  11
  farmer
  $110
  7
  intuition, forage
  12
  tanner
  $110
  7
  repair, artistry
  13
  dancer
  $210
  6
  empathy, quickness
  14
  minstrel
  $210
  6
  legends. customs
  15
  virtuoso
  $210
  6
  artistry. preach
  
SOURCE: textdata/thevault/Legendary Lives [editions]/3rd party/LL_TheMoreau.pdf