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Page 1: Orc's Head Peninsula & Dragons/AD&D 2n… · Orc's Head Peninsula Sourcebook Copyright 1996, TSR, Inc. All rights reserved. Printed in U.S.A. RED STEEL, DM, DUNGEON MASTER, MYSTARA,
Page 2: Orc's Head Peninsula & Dragons/AD&D 2n… · Orc's Head Peninsula Sourcebook Copyright 1996, TSR, Inc. All rights reserved. Printed in U.S.A. RED STEEL, DM, DUNGEON MASTER, MYSTARA,
Page 3: Orc's Head Peninsula & Dragons/AD&D 2n… · Orc's Head Peninsula Sourcebook Copyright 1996, TSR, Inc. All rights reserved. Printed in U.S.A. RED STEEL, DM, DUNGEON MASTER, MYSTARA,

Orc's HeadPeninsulaSourcebook

Copyright 1996, TSR, Inc. All rights reserved. Printed in U.S.A.

RED STEEL, DM, DUNGEON MASTER, MYSTARA, and the TSR logo are trademarks owned by TSR,Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR,Inc. AD&D and MONSTROUS COMPENDIUM are registered trademarks owned by TSR, Inc.

Random House and its affiliate companies have worldwide distribution rights in the book trade for Englishlanguage products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.Distributed in the toy and hobby trade by regional distributors.

This material is protected under the copyright laws of the United States of America. Any reproduction orother unauthorized use of material or artwork printed herein is prohibited without the express writtenpermission of TSR, Inc.

TSR, Inc. TSR, Ltd.P. O. Box 756 120 Church EndLake Geneva Cherry HintonWI 53147 Cambridge, CB1 3LBU. S. A. United Kingdom

ISBN 0-7564-0387-2 9501XXX1901

Page 4: Orc's Head Peninsula & Dragons/AD&D 2n… · Orc's Head Peninsula Sourcebook Copyright 1996, TSR, Inc. All rights reserved. Printed in U.S.A. RED STEEL, DM, DUNGEON MASTER, MYSTARA,

2 Orc's Head Peninsula

Credits

Design & Development: Nicky Rea

Editing: Doug Stewart

Original Design: Bruce Heard

Special thanks to Tim Beach, Bruce Heard, John Terra and Merle, Jackie Rasmussen, and Sean Reynolds.

Thanks to Susan A. for her help with research and mapping, to Jackie C. for proofreading, and very specialthanks to Tim Beach for his help and unending patience.

Editor and Typographer: aia (avatar of the Spam Overlord)

PDF Version: 1.0June 2006

Table of

contents

Introduction ...................................................... 3Character Creation ............................................. 5New Character Kits ............................................. 6

Wallara and the Chameleonmen ...................... 14Wallaras .............................................................. 14History ............................................................... 17The Land of Wallara ......................................... 18Immortal Patrons of Wallara ............................ 20

The Phanatons of Jibarú .................................. 21Phanatons .......................................................... 21History ............................................................... 23The Land of Jibarú ............................................ 24The Phanaton Pantheon ................................... 27

Nimmur and the Manscorpions ....................... 28Manscorpions .................................................... 28History ............................................................... 33The Land of Nimmur ....................................... 35The Manscorpion Pantheon ............................. 37

Denizens of the Dark Jungle ............................ 39Orcs of the Dark Jungle .................................... 39

The Tribes of the Dark Jungle .......................... 42Giant War Canoes ............................................ 43The Overking ..................................................... 44History ............................................................... 45Flora and Fauna ................................................ 45The Dark Jungle Pantheon ............................... 46

Ee’aar and Enduks ........................................... 48Aeryl ................................................................... 48History ............................................................... 50The Kingdom of Aeryl ...................................... 50The Ee'’aar Pantheon......................................... 51Eshu ................................................................... 53History ............................................................... 54The Kingdom of Eshu ...................................... 55The Enduk Pantheon ........................................ 55

Other People, Other Places ............................. 56The Lizard Kin ................................................... 56The Western Orclands ...................................... 60The Colony of the Horn .................................. 61The Unclaimed Territories ............................... 61

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Introduction

The Orc’s Head Peninsula supplement is part ofthe SAVAGE COAST setting. It deals with a primiti-ve and barbaric land mass located to the west of theSavage Coast, inhabited primarily by nonhumans. Tofully enjoy these adventures, the reader should havethe SAVAGE COAST campaign setting. Familiaritywith the other SAVAGE COAST products is helpful,but not essential. Access to the MonstrousCompendium® Appendix for Mystara is alsorecommended, particularly if the DM enjoyscustomizing random encounters.

The Orc’s Head Peninsula can be included as partof an ongoing campaign or used to introduce newcharacters to SAVAGE COAST and the Savage Coastregion. It is recommended that characters be fromthe Savage Coast or the Orc’s Head Peninsula. Severalnew races suitable for player characters were introducedin the SAVAGE COAST boxed set, and six more newcharacter races are available in this supplement.Included in the card sheets are six characters that canbe used for this purpose or can serve as templatesthat players can use to generate their own characters.New character kits are also included. Though it ispossible to play races, classes, and kits from outsidethe area covered by the SAVAGE COAST campaign,part of the area’s distinct flavor will be lost by doingso.

Extra DM information, maps, and player handoutinformation are also included in this electronicproduct. Though they are briefly detailed, neither theKingdom of Aeryl nor the Kingdom of Eshu on theArm of the Immortals is shown on the main area map.The plateaus upon which they lie are just to the westof the Western Orclands, with the Kingdom of Aerylbeing the more northerly of the two.

Using this Sourcebook

“Character Creation” covers character creation andfive new character kits. All characters should utilizeeither one of these kits (as appropriate for their raceand class) or one from the SAVAGE COAST campaignsetting. Dark Jungle orcs are not available as playercharacters, but should a player and the DM agree toinclude one, most are Savage Warriors or Shamans,and further information on generating such a charactercan be found in the Complete Book of Humanoids. Therest of this book is divided into chapters, each onecovering a geographic location and the primaryintelligent race inhabiting that area. These races maybe used as player characters (with some restrictions).

In each chapter, general information is given aboutthe specific race of that area, followed by special

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knowledge that pertains to members of the race whoare the player characters (or important NPCs). Thisinformation should be used in concert with“Character Creation” to provide the players andDungeon Master with a complete picture of the raceand its special capabilities and disadvantages.

Following those entries is a brief history of the areaand its people that can be used to give the player adeeper sense of the character or that might form acore of knowledge for such nonweapon proficienciesas local history or ancient history. Some of thishistorical information may be unknown even to theinhabitants (see “Wallaras and the Chameleon Men”on the wallara). Parts of it may be useful to the DMwho wishes to further customize a campaign or gene-rate special treasures or ruins.

Flora and fauna provide insight into the terrain andcreatures that inhabit the area. This section may beused to give descriptions to the players, to decide whatrandom encounters are likely to occur in the area, oreven as an aid to deciding what wild game is availablefor those characters who utilize hunting, fishing ortrapping proficiencies.

The unique territories or features of an area followthose descriptions. Whether there is a capital city ora particular magical device in the area, each entry givesinformation sufficient to build upon should the DMso desire.

Finally, most chapters include a section on theImmortal patrons of the denizens of the area. Thesemay be used as “deities” for Mendoo, Shamans, andother clerical types. Often a people’s beliefs and typicalbehaviors can be inferred from the gods whom theyworship, and the Immortals may provide such insightsto the DM and players alike.

The adventures provided in Savage Steel draw heavilyon the sourcebook for specifics as to places,descriptions, and general customs of those whom thecharacters are likely to meet. Additionally, the historyand powers of the artifact that lies at the center of thetreasure hunt are found in “Nimmur and theManscorpions” of this book. Familiarity with thechapter that covers the area the characters are travelingthrough for each adventure is highly recommended.The information given on Pyre in “Denizens of theDark Jungle” is required from the very start of thefirst adventure and should be kept handy throughoutthe game.

A Geographic Overview

Clinging to the western underbelly of the SavageCoast, the Orc’s Head Peninsula lies atop the We-stern Sea and between Yalu Bay, the Savage Gulf andTrident Bay. Shielded from the west by its fellowpeninsula, the Arm of the Immortals, it is home toseveral primitive societies.

The southern part is dominated by the Dark Jungle,where barbarous orc tribes serve the whims of thegreat dragon known as Pyre while covertly warringamong themselves. The northern portion featuresthree distinct areas: forested Jibarú, where theecologically-minded, monkey phanatons dwell; theoutback land of Wallara, home to the mysticalchameleon men known as wallaras; and the Colonyof the Horn, an outpost and penal colony of Texeira,located on a sandy arm that juts out into Trident Bay.

Rocky desert and hills known as the ForbiddenHighlands form a partial barrier between WesternHerath and the lands of Wallara and Jibarú. Lying tothe west of the Forbidden Highlands and watered bythe rivers that find their source in those rugged hills isthe Kingdom of Nimmur. Once home to the spiritualwinged minotaurs known as enduks, Nimmur is nowunder the control of evil manscorpions who stole boththe enduks’ land and their cultural identity. Alongthe western coast stretches a desolate strip ofgrasslands, sand, swamp, and mosquito-infestedwasteland called the Unclaimed Territories. Colonies,trading posts, and human settlements are few in theOrc’s Head Peninsula.

For the most part, the peninsula is unaffected bythe Red Curse permeating the lands to the east.Cinnabryl is still in demand, however, for a small partof the land near Herath still carries the Red Cursewithin it; cinnabryl is also coveted by the great vermiliondragon known as Pyre.

To the west and extending farther to the south, liesanother peninsula. The Arm of the Immortals is hostto the mountain kingdoms of Aeryl, home of theee’aar (winged elves), and Eshu, land of the enduks(winged minotaurs). These lie atop plateaus founddeep within the sheltering slopes of high mountainsknown as the Great Immortals’ Shield in the centralportion of the peninsula. The Western Orclands aredivided between three competing tribes and stretchalong the eastern coast, with their jungles framing thesea hydra-inhabited Grubb Nest Marshes. To thenorth, seedy Porto Maldição, once a Vilaverdan tradingpost, now an independent backwater, abuts thedreaded Rot Swamps.

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Character

Creation

Orc’s Head profiles several new character races. Thewallaras or “chameleonmen” are wise outback cousinsof dragons; phanatons are small monkeylike creatureswho act as defenders of the forest; and manscorpionswere once usurpers of the kingdom of Nimmur whonow fight to right that old wrong. The enduks arewinged minotaurs, servants of the Immortal Idu, whowere once the rulers of Nimmur. There are the wingedelves, the ee’aar, who befriended the enduks and wholive in glass cities, high in the mountains. The threeraces of lizard kin—the shazaks (inhabitants of Shazak),the gurrash (who live in Ator), and the caymas (whopopulate Cay)—were once slaves, but now live in theirbayou and woodland homes at the western end ofthe Savage Coast. Information on each of these racesis to be found in the individual chapters. The chartsfor generating characters as well as information on newcharacter kits is placed here.

Table 1.1: RACIAL ABILITY REQUIREMENTSStr Dex Con Int Wis Cha

Cayma 3/13 8/18 3/18 3/16 3/16 3/18Ee’aar 3/18 6/18 8/18 7/18 3/18 8/18Enduk 12/18 3/18 8/18 3/18 6/18 3/18Gurrash 10/18 3/18 8/18 3/12 3/18 3/16Manscorpion 3/18 3/18 8/18 3/18 3/18 3/18Phanaton 3/18 6/18 3/18 3/18 3/18 3/18Shazak 8/18 3/18 6/18 3/17 3/18 3/16Wallara 6/18 6/18 6/18 6/18 8/18 3/18

Table 1.2: RACIAL ABILITY ADJUSTMENTSCayma +2 Dex, –1 Str, –1 WisEe’aar +2 Dex, –2 ConEnduk +2 Str, –2 DexGurrash +2 Str, +1 Con, –2 Wis, –2 ChaManscorpion +1 Str, +1 Con, –1 Int, –1 WisPhanaton +2 Dex or +1 Dex and +1 Wis, –2 Str, –1 IntShazak +1 Str, –1 WisWallara +1 Dex or Wis, –1 Str

Table 1.3: MULTI-CLASS COMBINATIONSCayma GurrashFighter/Thief Fighter/PriestThief/Psionicist Fighter/ThiefEe’aar ManscorpionFighter/Wizard Fighter/ThiefFighter/Priest Fighter/PriestPriest/Wizard Fighter/Psionicist

Enduk PhanatonFighter/Priest Fighter/ThiefFighter/Psionicist Ranger/PriestPriest/Psionicist Fighter/PsionicistShazak WallaraFighter/Thief NoneFighter/Psionicist

Table 1.4: AVERAGE HEIGHT AND WEIGHTHeight in Inches Weight in Pounds

Race Base* Modifier Base* ModifierCayma 12/12 1d6 6/6 1d4Ee’aar 54/50 1d10 95/75 2d6Enduk 66/64 4d6 220/210 2d20Gurrash 84/84 2d12 275/275 3d20Manscorpion 60/58 2d6 170/150 1d10Phanaton 32/30 2d8 40/45 2d10Shazak 66/66 3d6 200/200 5d10Wallara 82** 1d4 200** 2d6* Base numbers are listed male/female.** There are no female wallaras.

Table 1.5: AGE Starting Age Max. Age Range

Race Base Variable (Base+Variable)Cayma 6 1d4 60+2d10Ee’aar 80 4d6 300+3d100Enduk 20 2d8 200+1d100Gurrash 10 1d4 72+3d6Manscorpion 20 3d6 80+2d20Phanaton 12 1d4 80+3d10Shazak 15 1d4 150+5d10Wallara 0* 1d4 75+7d20* Because of the unique conditions of wallara

breeding, wallara characters can be quite young, butalways spend at least one year with the tribe to learna profession.

Table 1.6: AGING EFFECTSRace Middle Age Old Age VenerableCayma 30 40 60Ee’aar 150 200 300Enduk 100 133 200Gurrash 36 48 72Manscorpion 40 60 80Phanaton 40 54 80Shazak 75 100 150Wallara 38 50 75

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6 Orc's Head Peninsula

New Character

Kits

The following are new or adapted character kits thatare particularly suited to a SAVAGE COAST campaign,especially the area of the Orc’s Head Peninsula.

Mendoo (Medicine Men)

The Mendoo are the priests of the wallaras. Theyare identified at birth by other Mendoo. Thoughtful,mysterious, and in some ways quite powerful, theyknow much about the universe and always seek tolearn more. Mendoo learn their first spell when theybecome adults (level 0).

Character Class: A Mendoo is a priest devoted toworship of the Great One (whom they call Agundji).Mendoo also revere Barramundje (Calitha Starbrow),

Genjoo (Ka), and Warruntam (Ixion).Races and Nationalities: Only wallaras can be

Mendoo; all wallara priests must be Mendoo.Requirements: Wallaras have no social class and

only one gender. Mendoo cannot be evil and musthave Wisdom scores of at least 13.

Role: In wallara society, Mendoo are respected andrevered, the ones to whom others go forenlightenment and spiritual guidance.

As an adventurer, a Mendoo is quiet andthoughtful, never angry, always calm. While othersmight seek self-awareness, the Mendoo has it. He issure of his place in the universe, but must sometimesseek the road needed to get there. He gives good adviceif asked, but never forces his desires on others. If hispath takes him elsewhere, he will leave with barely a

Table 1.7: RACIAL CLASS AND LEVEL LIMITSRace Fighter Paladin Ranger Wizard* Priest Druid Thief Bard PsionicistCayma** 8 — — 12 8 — 14 — 8Ee’aar 14 — — 15 12 — 8 10 7Enduk 14 — — 12 U — 8 9 8Gurrash** 15 — — 6 7 — 9 — 7Manscorpion 12 — — 12 12 — 7 10 7Phanaton 9 — 10 8 10 13 15 8 7Shazak** 12 — — 7 10 — 11 8 9Wallara** 12 — 15 10 10 — 11 10 9

* This entry covers all wizard classes; some races are restricted from some wizard classes. See the entry undereach race for specific information.

** These races are relatively primitive, and have not developed extremely specialized professions. Thus, theyhave a limited number of kits available, usually only one or two per class.

Table 1.8: THIEVING SKILL RACIAL ADJUSTMENTSRace PP OL F/RT MS HS DN CW RLCayma –10% +10% +5% +10% +10% — — —Ee’aar — –5% +5% — –5% +15% –20%1 —Enduk — — — — –5% +5% –20%1 +10%Gurrash –5% –10% +5% +5% +5% +5% — –10%Manscorpion — +5% — –20% –5% +5% –25% —Phanaton — –10% +5% +10% +10% — +20% –10%Shazak –5% –5% — +5% +5% +5% –5% –5%Wallara — –20% +5% +10% —2 +5% –5% —

* These beings usually fly rather than climbing, and are thus, less apt at the skill.** The Wallaras’ blending ability makes this skill unnecessary.

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word, returning when the time is right.A Mendoo is respectful of all natural things and

never takes life unnecessarily. Through example, heencourages others to behave with respect as well. AMendoo expresses dissatisfaction or disappointmentwith a frown and a cold look, sometimes with a shakeof the head, explaining his way only if asked.

A Mendoo may hunt and kill animals for food,but always thanks an animal’s spirit before eating it.If he shares the kill with anyone, they must thank thespirit as well, and show proper respect.

Class Modifications: Mendoo cannot turn undeador cast animate dead. They are allowed all other priestspells, including those usually restricted to druids.However, they regard many of them as useless or toopowerful, and do not pray for them; this is a personaldecision for each Mendoo (with the DM’s guidance).For example, a Mendoo seldom prays for flame blade,call lightning, or flame strike; they are too destructive.Mendoo who pray for such spells must convince theGreat One of the need before they are granted.

To cast a spell, Mendoo need a small piece of quartzor opal that is consumed when the spell is cast. Thiscan usually be acquired in caverns, near great rocks,or in the mines of Tooburra and Wirrawa.

To recover their spells, Mendoo must participatein corroborees, which are gatherings for sacred, festive,or warlike purposes. Singing, dancing, and thehandling of sacred objects are major parts of the rituals.A Mendoo may perform alone at a corroboree, ifconditions dictate, or may invite his companions tojoin him.

Mendoo tend to concentrate on spells from theanimal, charm, divination, plant, and protectionspheres.

Weapon Proficiencies: Mendoo are restricted towallara tribal weapons.

Nonweapon Proficiencies: The character receivesthe following bonus proficiencies: Direction sense,weather sense, and fire-building. Recommendedproficiencies are: Artistic ability, cooking, dancing,healing (regular or veterinary), herbalism, set snares,hunting, and weaponsmithing (crude).

Equipment: The character never owns more thanhe can carry. Mendoo start with only a few tribal items.They do not wear armor, but may carry shields.

Special Benefits: Mendoo sleep lightly, in a sittingposition. The presence of another person within 10feet wakes them.

They can detect the presence of spirits, includingincorporeal undead, within 10 feet. Mendoo cannotpinpoint a specific location, but they know when suchspirits are present. They can tell if a spirit has been in

an area within the last 24 hours, and recognize spotsfrequented by spirits.

A Mendoo’s most impressive special benefit is hisability to dream, which he can do once per week. Whenusing the ability, the Mendoo sinks into a trance andcan tap into the mystical knowledge of wallara spirits.The dream can imitate the effects of one of the followingpriest spells: speak with animals, speak with dead, speakwith plants, speak with monsters, commune, control weather,and creeping doom. To dream, the Mendoo must build afire, let it fall to embers, and stare into the embers fora full turn as he slips into a deep trance. The spellchosen has normal range, duration, and area of effect.If a Mendoo communicates with someone by dream,that individual sees a mental image of the Mendooand the Mendoo sees an image of the personcontacted. If the trance is interrupted, the dream isbroken and cannot be used again for a week.

Special Hindrances: Besides the restrictions listedelsewhere, Mendoo must spend at least four hourseach day in meditation, preferably by staring into theembers of a fire.

Because of their unusual nature, Mendoo receive a+3 penalty on reaction rolls when outside their ownculture.

At times, Mendoo are called upon by theImmortals to perform a certain task. The exact natureof the task is left to the DM, but should probably berelated to the wallara’s tribe or race, or some obscurebit of knowledge. A Mendoo might be asked to gosee if a certain animal or person still lives, or be requiredto track down an enemy of his people. Every once ina while, he must return to his homeland, sometimesto perform a specific task, like choosing a new tribalchief, other times just to see that things are well. TheMendoo must do what the Immortals ask them to,but can usually take along companions, if such arewilling.

Wealth Options: Mendoo gain no starting money,and do not really understand the need others have forwealth. They prefer to make their own equipment orto barter for what they cannot make.

Shaman

Also called “wise ones,” these special people arechosen at birth to learn the ways of the Shaman froma very young age. A Shaman is a priest devoted to aparticular tribe, stressing the needs of that tribe overall other concerns. Most priests are identified withtheir Immortals or religions; Shamans identify withtheir tribes. A Shaman is a mediator between the

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spirits and the members of the tribe, and a religiousleader in all tribal endeavors, from war and huntingto agriculture and art. Usually only one or two arefound in any primitive village. Shamans are lessregimented, more down to earth, than other priests.

Character Class: Only a priest can take the Shamankit, and is restricted in certain spheres.

Races and Nationalities: Shamans are found onlyamong phanatons, lizard kin, and goblinoids. No otherraces can become Shamans.

Requirements: A Shaman, no matter how youngor new to the job, is always considered a tribal leader.There are no gender restrictions for Shamans, but avillage usually has either male or female Shamans, notboth. Shamans may have any alignment, but areusually of the same alignment as the majority of theirvillage.

Shamans have no special requirements for abilityscores.

Role: The well-being of the village is the mostimportant business of Shamans, for they are therepositories of all of the lore and wisdom of the tribe.No problem is too trivial. They provide divinations,though the form is often improvised and the sourceof information usually dubious. They give sympathyand moral support, healing ills with skills and folkremedies more often than spells, and they teach theyoung how to serve the community.

Shamans must undergo arduous rituals beforetaking their posts, as well as apprenticing to currentShamans. The rituals include long periods of fasting,initiation ceremonies that require some pain andsuffering, and trials of courage.

Most adventuring Shamans have a greater purpose.Some adventure to aid their tribes, while others travelas part of their initiations and have specific goals thatmust be achieved before they can return to theirpeople. A few are the last survivors of their tribes;guilt-ridden because they failed to protect their people,they consider the adventuring party their new tribe.Rare Shaman PCs have rejected their tribes and seek anew one to comfort, ministering to the adventuringparty in the meantime.

A Shaman casts spells to help the group, but onlysparingly. The character believes others should betough and self-sufficient, and avoids coddling them.

Class Modifications: Shamans have major access tothe spheres of divination and protection, minor accessto the spheres of all, animal, combat, healing, andplant. If the Tome of Magic is used, they also have mi-nor access to the war sphere. Shamans seldom prayfor healing spells on a daily basis, preferring to use thehealing proficiency and saving spells for major injuries.

A Shaman cannot turn undead, and never has directaccess to raise dead or resurrection spells. At 9th level, aShaman can cast reincarnation as if it were a fifth-levelspell.

Weapon Proficiencies: Shamans are limited to theweapons of their tribes. They avoid large weapons.

Nonweapon Proficiencies: Shamans receive healingand local history as bonus proficiencies, and arerequired to take herbalism. Recommendedproficiencies include agriculture, animal lore, animaltraining, fire-building, fishing, fortune telling, reading/writing, religion, rope use, set snares, spellcraft,veterinary healing, weaponsmithing (crude), weathersense, and weaving. Shamans cannot take read/writeat 1st level.

Equipment: Shamans receive no starting money.Instead, Shamans start with one of each weapon withwhich they are proficient. The Shaman may also haveup to 20 items of other equipment common to thetribe. The list must be approved by the DM, but mightinclude rope, food, clothing, weapon sheathes, itemsimportant for the character’s nonweapon proficiencies,and so forth.

Shamans can also possess one unusual item specificto their culture. It might be an artifact from an ancientculture, a strange decoration from another tribe, or apiece of equipment from a more technologicallyadvanced society. Examples include a statuette froman ancient ruin, a feathered headdress for a phanaton,or a normal lantern! The piece of equipment issomething that the character received in tribute, tradedfor, or was given by a mentor. It is often used as abadge of office.

A Shaman can wear only leather, padded, studdedleather, or hide armor.

Special Benefits: Phanaton Shamans receive thefollowing special benefits bestowed upon them bytheir Immortal patrons: Shamans of Uí may movesilently and hide in shadows as thieves of the sameexperience level so long as they remain in trees. MotherEarth’s Shamans may speak with animals. Shamans ofThe Huntsman receive tracking and alertness inaddition to any other proficiencies they wouldnormally receive.

Special Hindrances: Shamans are consideredunusual outside their homeland, and receive a +2penalty to reaction rolls.

Shamans also have a special holy symbol, a gri-gri,which is the only material component needed foralmost any spells they need to cast. This might seemlike a benefit, but it can cause problems for a Shamancharacter.

An initiate Shaman is assumed to have a gri-gri,

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either handed down by an older Shaman, or made bythe character before attaining 1st level. It is a specialitem constructed of natural materials. Attached to astaff or rod, it is symbolic of the tribe and the Shaman.For instance, since phanatons consider spiders adelicacy, a phanaton Shaman might fasten a driedspider, or a spider symbol made of fur and bone, tothe top of his staff. A Shaman with a name like“Snakeslayer” might attach snake skins to hers. ManyShamans use a skull, or a hollow gourd, putting stonesor beads inside so it rattles when shaken. (Some evenplace small stones in a hollow staff so they rattle whenthe staff is turned upside down.) The gri-gri is used inplace of a normal holy symbol and is never consumedby spellcasting. Successful adventuring Shamansupdate their gri-gri with items or carvings symbolic oftheir travels and experiences.

If the gri-gri is destroyed, the Shaman mustconstruct a new one and is unable to cast any spellsuntil it is finished. Making a gri-gri requires a staff orrod and any other components the Shaman desires.Finding the materials usually involves a short questand might take as long as a week. Afterward, theShaman must meditate with the gri-gri, dancing andchanting as appropriate for the tribe (DM’s discretion)for no fewer than eight hours without interruption.

In addition, a Shaman learns spells in a mannersimilar to a Wokan. While praying for spells, theShaman must dance and chant; many have specialsteps, rhythms, or chants for each spell. Memorizationtimes and rest requirements are the same as for astandard priest.

Finally, the Shaman must go through a specialceremony each time he attains a new spell level,regardless of any other training required by the DM.For instance, upon attaining 3rd level the Shamangains the ability to cast second-level spells; in additionto any training required to advance a level, the Shamanmust take part in a long ceremony during which helearns how to cast spells at the new level. The riteinvolves fasting without sleep for at least 24 hours,while the Shaman creates and performs chants anddances for the new spells.

Wealth Options: Shamans receive no starting funds.

Savage Warrior

A Savage warrior is one from a primitive tribe,usually a tribe with no more than a stone agetechnology and hunter-gatherer or basic agriculturalmethods of food production. The character is in tunewith the natural world, and usually serves as a tribal

guardian and hunter. In this case, “savage” refers onlyto a person from a primitive tribe, and does notnecessarily imply brutality, cruelty, or rudeness; in fact,many Savages of the Savage Coast are peaceful.

Character Class: Fighters can take the Savage kit.The only societies that have Savage rangers arephanatons and wallaras. There are no primitive humantribes along the Savage Coast, so a Savage paladin isunheard of—but might be possible if a human wereraised under special circumstances by shazaks orphanatons.

Races and Nationalities: Savages come from Cay,Shazak, Ator, Jibarú, and Wallara. Goblinoids of theDark Jungle and the Yazak Steppes have savage cultures,as do the Yazi goblinoids of the coast. It is possible,though very rare, for members of most other races tobe captured and raised as Savages by shazaks,phanatons, or even Yazi or Yazak goblinoids.

Requirements: Savages have no real social classes,but Savage warriors are automatically in the middleand upper echelons of their societies. Savages can beof any alignment and either gender. Savage warriorsmust have Strength scores of 11 or more andConstitution scores of at least 15.

Role: A Savage warrior can be crude or civil, coarseor noble, depending on the character’s culture oforigin and the desires of the player. Phanatons,wallaras, and shazaks are almost always peaceful andnoble in bearing, feeling a responsibility to their landsand disdaining cruel or devious methods. Caymas arealso usually peaceful, but somewhat temperamentaland occasionally shifty. Gurrash and goblinoids comefrom warrior cultures and avoid devious methods.

The Savage must be played as an outsider,unaccustomed to the accoutrements of civilization,such as excessive clothing or armor, complex toolsand weapons, money and materialism, and deceit andtreachery. Savages, even the more warlike specimens,often serve as the “voice of the conscience,” speakingout against the more base values and ethics of“civilization.”

Class Modifications: A Savage ranger takes theterrain of his or her tribe (plains for wallaras, forestfor phanatons) as a primary terrain. Followers ofSavage rangers are almost always from the same savageculture, while their species enemy is usually whatevermost threatens their tribes or an important foodanimal (manscorpions or giant spiders for phanatons,iguanas or wild dingoes for wallaras). The very rareSavage paladin owes allegiance to a tribe and its elders.Such a paladin gains a bonded mount (a mobat) onlyif raised in Shazak.

Weapon Proficiencies: At 1st level, a Savage can

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choose proficiencies only in tribal weapons. Tribalweapons are clubs, nets, javelins, blowguns, hand axes,and bites for phanatons; knives, spears, clubs, andboomerangs for wallaras. Shazaks, caymas, and gurrashtake those weapons peculiar to their tribes. Many ofthese weapons are made of stone, bone, and wood.

As the Savage gains more experience with the world,he can choose other weapons, but Savages tend tostay with familiar implements as much as possible. Itis a rare Savage who learns skill with firearms.

Nonweapon Proficiencies: A Savage receives bonusproficiencies in direction sense, weather sense,endurance, and survival. Recommended proficienciesinclude alertness, animal handling, animal lore, animalnoise, animal training, boating, fire-building, fishing,herbalism, hunting, jumping, religion, rope use, setsnares, tracking, and weaponsmithing (crude). A 1st-level Savage can choose only the proficiencies on therecommended list and any others the DM permits.He must have experience in the outside world beforetaking others.

Equipment: A Savage warrior starts with no moneywith which to purchase equipment. Instead thecharacter starts with one of each weapon of proficiency.A Savage warrior can also have up to 10 items of otherequipment common to his tribe. As with Shamans,this list must be approved by the DM. More complexitems are common only in Shazak, so mirrors, lanterns,and the like are rare among Savages. They are restrictedto armor that is common to their tribespeople.

Special Benefits: Besides the bonus nonweaponproficiencies that the Savage character receives (thesereflect the Savages’ struggle to survive), each warriorgains a special ability resembling a spell. The ability isnot magical, so cannot be discerned by detect magic,nor does it require components of any sort. A charactercan use the ability once a day per level (a 3rd-levelSavage could use the ability three times a day). Successis automatic.

Shazaks and gurrash have an “alarm” ability,automatically being alerted to an intrusion within 10feet; a sleeping Savage awakens when a creature ventureswithin that zone. Only creatures the size of a normalrat and larger are noticed in this fashion. The talentincludes flying and levitating, invisible, incorporeal,and gaseous creatures, but not ethereal or astral beings.An active character can concentrate for a full roundwithout distractions (such as combat or noisycompanions) to enact this power consciously.

Caymas can detect magic within 10 feet.Wallaras can detect evil in a monster, place, or magical

item within 10 yards; like the priest spell, this abilityallows the wallara to find the degree of evil and its

general nature, but not its exact alignment. The DMmight occasionally allow these powers to be activatedinvoluntarily by overwhelming emanations of theappropriate type; this should not count against thenumber of times a character can use this ability.

Phanatons have an animal friendship ability similarto the 1st-level priest spell. To use this ability, a Savagemust confront the animal face-to-face, within thecreature’s attack range. The warrior can have no ulteriormotives that could be detected by the creature. Withthis ability, the phanaton Savage warrior can makefriends with a normal animal that is not angry orthreatened or calm a hostile but normal animal. Tomake friends with a belligerent animal, the charactermust use the ability twice.

Special Hindrances: Savage warriors areuncomfortable in civilized clothes and armor. Whenwearing clothing more encumbering or concealingthan tribal dress, Savages suffer a –1 to attack anddamage rolls and nonweapon proficiency scores. If thecharacter wears armor not common to his society(gurrash and wallaras do not normally wear armor,while other societies are restricted), he isuncomfortable, suffering a –3 penalty to attack anddamage rolls and nonweapon proficiency scores.Natural abilities are often impaired as well. If thecharacter ignores the discomfort and continues to wearatypical clothing or armor, the negative modifiergradually gets worse. An additional –1 per day isassessed until the character stops wearing the offensi-ve materials. The character can stop the penalties bydropping the kit, accepting a civilized lifestyle, andlosing all his or her bonus nonweapon proficienciesand special abilities.

Savage warriors are not all that unusual in the landsof the Savage Coast, so the character does not suffer apenalty to reaction rolls.

Wealth Options: A Savage character has no startingfunds, receiving necessary items as explained under“Equipment.” Of the cultures described here, mostrely on barter or, more often, make their own weaponsand equipment.

Wilderness Warrior

These characters come from a culture that lives indangerous or unusual environments such as plains,mountains, or deep forests. Wilderness warriors arein touch with the environment, but are often loners,people who shun settlements of more than about adozen persons. They are familiar with the amenitiesof settled areas, but prefer natural, usually untouched

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settings, where they can enjoy nature’s wonders inpeace.

It is also possible for a tribe to contain several dozenWilderness warriors in savage lands like the territoriescontrolled by shazaks, phanatons, and wallaras. Inthese cases, the entire tribe shares the attitudes of theWilderness warriors.

Character Class: Fighters can take the Wildernesskit. Wilderness rangers are acceptable in Robrenn,Herath, and Jibarú. Wilderness paladins are acceptablein Herath and—rarely—in Robrenn.

Races and Nationalities: The Wilderness kit isavailable in Robrenn, Eusdria, Herath, Shazak, Jibarú,and Wallara, and for enduks and ee’aar. It is possiblefor characters from other cultures and races to takethis kit if they have turned their backs on theirhomelands and spent formative years in the wilderness.

Requirements: Wilderness warriors can come fromany social class present in their societies; social class isabandoned when the character takes this kit. Thereare no gender or alignment restrictions, but individualstend toward neutral alignments. Wilderness warriorsmust have a Constitution score of at least 13.

Role: Wilderness warriors are outsiders in mostcivilized lands. Even if they originally come from cities,they have chosen to live in the wilderness and areuncomfortable in urban settings around people theydon’t know. This edginess spreads to others, who areoften uncomfortable in the presence of these taciturn,nature-loving warriors who lack civilized manners.

Like the members of other kits, Wilderness warriorsdisdain the deceit of civilization, preferring the honestyof nature. They might also misinterpret some of theconventions of normal society.

In their home settings, Wilderness warriors reignsupreme, recognizing small marks, noticing whensomething is unusual, and knowing all about survival.While nervous around people or in cities, thesecharacters are confident around animals and in naturalsurroundings.

Class Modifications: The Wilderness kit epitomizesthe ranger class in some ways; a Wilderness ranger hasno special restrictions. A Wilderness paladin is usuallyindependent, but may have a mentor.

Weapon Proficiencies: Wilderness warriors mustchoose from weapons available to their cultures. TheSavage warrior kit discusses shazak, phanaton, andwallara weapons. Ee’aar weapons include crossbow,short sword, bolas, lasso, net, blowgun, and spear.Enduks prefer footman’s mace, club, crossbow, andflight lance. If the culture has no special restrictions(Herath and Robrenn for example), the character isrestricted to bows, hand axes, battle axes, clubs,

quarterstaves, slings, spears, and swords.Nonweapon Proficiencies: Bonus proficiencies for

the Wilderness warrior are survival (in the character’shome environment) and endurance. Recommendedproficiencies include alertness, animal handling,animal training, fire-building, fishing, herbalism,hunting, set snares, swimming, mountaineering (ifappropriate), and tracking.

Equipment: Beginning Wilderness warriors can onlyhave equipment appropriate to their cultures. MostWilderness warriors prefer hide, leather, or studdedleather, avoiding metallic armors.

Special Benefits: Wilderness warriors receive aonetime +5 bonus to their survival proficiency scoresfor their home terrains (a roll of 20 still fails). If theylater take survival proficiencies for different terrains,the bonus does not apply.

Special Hindrances: Wilderness warriors areoccasionally hindered by unfamiliarity with society andcivilized settings. This should be portrayed throughrole-playing and encouraged by the DM.

Wealth Options: Wilderness warriors receivestandard starting funds.

Savage Wizards and Psionicists

Like their warrior brethren, Savage wizards areassociated with primitive tribes. In some cases, theSavage is a tribal spellcaster; in others, the wizard is amysterious hermit.

The Savage wizard (or psionicist) is associated witha people in one of the more primitive lands along theSavage Coast. Among phanatons and wallaras, theSavage is important in the tribe and becomes the warleader when one is needed. They are respected amongand helpful to their tribes. Local people refer to Savagesas “wizards” (or the local equivalent), no matter whattheir actual character class.

Among the lizard kin, the feared Savage wizard isan eccentric hermit who lives on the fringe of the tribe.Sometimes threatening and always mysterious, thecharacter can help tribe members in ways a Wokancannot. Most lizard kin tribes ask them for favors onlyin dire circumstances and when they are ready to payfor a favor with food, beadwork, service, or other gifts.

Away from his or her homeland, the Savage wizardis considered unusual and a little intimidating.

Character Class: Psionicists and any wizards exceptwild mages, abjurers, and enchanters can take theSavage kit. Savage wizards are often elementalspecialists.

Races and Nationalities: Savage wizards are found

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in the lands of the wallaras and the phanatons, butrarely among the lizard kin. They seldom train membersof other races in their skills.

Requirements: Savage tribes have no real socialclasses, so the character’s origin is unimportant.Among phanatons and wallaras the Savage isconsidered to be of the upper echelons of the tribe,while among lizard kin, the Savage is almost entirelyoutside of the tribal structure. Savages may be of eithergender and any alignment. (Evil and chaos are commonamong lizard kin Savages, while good and lawful arecommon among wallaras and phanatons.) A Savagewizard must have a Strength score of at least 11 and aminimum score of 13 for Constitution.

Role: Savage wizards are something of outsiders inmany situations; this is especially true of those fromlizard kin regions. They are a voice against certaincivilized manners, or persons who do not do thingsthe normal way. Deceit and intimidation are nostrangers to a Savage wizard character.

Savage wizards and psionicists like to cloakthemselves in an air of mystery. Doing so alwaysimpresses the locals, so it ought to do the sameanywhere. Phanatons and wallaras with this kit areusually combatants who hold (or held) high positionsin their tribes; they expect respect from theircompanions. Lizard kin with this kit are usuallyhermits who tried to dominate the local tribe withfear and who expect their new companions to paythem tribute just as the locals did.

Savage wizards become adventurers for a variety ofreasons. A character’s mentor might tell his studentto learn more about the world or launch the individualon a quest for a special item or spell component. Atribe might exile the character or drive him away fromhome for some real or imagined wrong. A charactermight even have performed some transgression againsttribal law and been sentenced to undertake a missionto atone for it.

Class Modifications: Unlike other spellcasters oftheir cultures, Savage wizards can use any spells exceptwild magic. However, they generally avoid any spellthat is not useful for survival in the wild, combat withother tribes, or the intimidation of other tribalmembers. A Savage psionicist can have any primarydiscipline, but prefers Psychometabolism orPsychokinesis.

Weapon Proficiencies: A Savage wizard or psionicistis permitted only the weapons of his tribe, as detailedunder the Savage warrior kit. However, Savage gurrashwizards and psionicists cannot take proficiency in greatclub, brol, or maga.

Nonweapon Proficiencies: Savages receive bonus

proficiencies in either direction sense or weather sense(player’s choice), as well as endurance, survival, andreading/writing.

Lizard kin read and write Shazak.Phanatons and wallaras come from cultures that

have no literature; phanaton and wallara wizards andpsionicists with the Savage kit are the only people inthose cultures (other than traders) who can read andwrite as beginning characters. Both cultures’ Savagewizards use Risil pictographs.

Phanatons scratch their spells in bark, though theycan switch to paper when they manage to find it.Wallaras generally have nonportable spellbooks,drawing or carving the pictographs on cave walls orthe great stone outcroppings known as dreamstones.They can memorize spells only in that place, and sucha spellbook can be shared. These “books”are almostalways handed down by masters to their apprentices.

An adventurer can create a “traveling spellbook”on flattened bark, by copying the main spellbook.The Savage can copy spells of up to two levels higherthan he can learn. The character can learn copied spellson the road, but can copy new spells only at the“main” spellbook, so must return to the areaperiodically.

Recommended proficiencies include: animalhandling, animal lore, fire-building, fishing, healing,herbalism, hunting, local history, rope use, running(for wallaras), set snares, and tracking.

Equipment: Savage wizards and psionicists receiveno starting money. Instead, these characters start withone of each of the weapons in which they are proficient.Savages can have up to 20 other items of equipmentcommon to the tribe if the DM approves.

A Savage wizard can also have one unique item notfound in his culture, like those received by Shamans.A Savage character can wear armor natural to hischaracter class (none for wizards, leather, padded, orstudded leather for psionicists).

Special Benefits: Savage wizards receive one specialability as described below:

A phanaton can make a protective talisman once aweek. The talisman is a small pouch of herbs and otheringredients hung on a leather cord worn around thesubject’s neck. For one day, the recipient receives thebenefit of the wizard’s version of protection from evil.Dispel magic ruins a talisman, permanently cancelingits dweomer. It takes one hour to make a talisman.

Lizard kin can make a small, crude figurine of avictim once a week. The figurine must contain a lockof hair or another small piece of organic material froma victim. It takes one hour to construct and lasts butone week. During that week, the Savage can attack

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the replicant. Making any single attack, from stickinga pin into it to breaking an arm off, causes 1d4 pointsof damage to the victim regardless of the attack formused or how far away the victim is; pain is felt in theaffected part, though no sign of the attack is visible.Once the victim has taken 10 points of damage, thedoll falls apart. It also becomes useless if dispel magic iscast on it.

A wallara can, once a week, forecast the generalfortunes of some major undertaking by interpretingnatural signs as omens. To interpret the omen, thewallara must concentrate without interruption for oneturn. While concentrating, the wallara notices minorthings that determine the nature of the omen. Ifinterrupted, the ability is lost and cannot be used foranother week. Wallaras generally use this ability beforea major battle or other significant task. Ideally, theDM should have a good enough grasp of the upcomingsituation to give an accurate omen to the character.

If the wallara character is unable to make aprediction, the DM should roll a d10. A 1 or 2indicates a very bad omen; the characters should not

attempt the task that day. A result of 3 or 4 signifies abad omen; caution is advised. One of 5 or 6 representseither a neutral omen or none at all. A 7 or 8 pointsto a good omen; those involved will probably succeed.A roll of 9 or 10 signifies a very auspicious omen,suggesting that great success is possible.

If the characters ignore the warnings or omens, theycan suffer the consequences. The DM should feel freeto increase the strength of the opposition if theyignore bad omens or reduce resistance in the case ofgood omens.

Special Hindrances: Savage wizards and psionicistsare odd-looking and possess strange manners; thesecharacters receive a +2 penalty on all reaction rollswhen dealing with those outside the tribe. For lizardkin, the penalty applies within the tribe as well.

Wealth Options: Savage wizards and psionicistsreceive no starting money. Of the cultures mentioned,only the shazaks really understand and use money;others use barter and make their own weapons andequipment.

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The arid, grassy outback of Wallara is the homelandof the primitive wallaras, who may be among the eldestraces on Mystara. Also known as chameleonmen, thesetall, spindly beings have lived on the northern coastof the Orc’s Head Peninsula for many centuries. Thewallaras of Wallara are different from those of otherlands, being slightly less primitive.

Wallaras

Related to dragons and once the companions ofthe Immortals, the wallaras degenerated into a moreprimitive society due to a Herathian spell gone awry.Today, they have struggled back from a nomadichunter-gatherer existence and have begun to relearnfrom the past. Many wallaras have settled in smallvillages, but most now reside in the ancient city ofRisilvar, where clues to their past abound.

Appearance: Wallaras are humanoids of many colorswhose 7-foot height is emphasized by their extremelyslender build. They have spindly arms and legs andwalk with a gangling gait that appears awkward to otherraces. Their skin is slightly scaly with multicoloredmottled red tiger stripes, interrupted by blue, yellow,

green, orange, brown, black, and white spotting. Hairis found only on their heads and may be a single coloror as mottled and colorful as their skins. They wearloincloths or simple shifts, usually carry net orkangaroo bags with their personal necessities, andoccasionally don jewelry.

Personality: The wallaras are a wise people whovalue the land and their place in it. They are physicallyactive, sometimes walking all day while hunting orgathering food. They are also meditative and spiritual,honoring their Immortal patrons through dance andsong. Wallaras can be quite serious but most of themhave a humorous side as well, laughing at themselvesas easily as at their fellows. Levelheaded and practicalthough they may be, wallaras can be very superstitious,following rituals and customs that seem nonsensicalto outsiders.

Wallaras are usually good, but quite a few areneutral. A very few of them are evil. Because mostwallaras follow tribal customs and taboos, lawfulalignments predominate.

Lifestyle: Wallaras can be nomadic hunter-gatherers,settled villagers who raise crops in addition to hunting,or residents of the ancient city of Risilvar. The latterstudy the old paintings and try to piece together cluesfrom their past in addition to their other pursuits.Each village has a population of 20 to 80 wallaras led

Wallara and the

Chameleonmen

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by a headman chosen for his wisdom. He rules alongwith a council of elders.

All wallara settlements have a magical site knownas a tookoo. These special caves, grottos, singular rocksor ancient trees radiate magic and provide the wallaraswith a +2 bonus to attack and damage rolls. Whenfighting for their tookoos or homes, wallaras’ moralerises to Fearless (20).

Risilvar supports over 9,000 wallaras who live inthe remains of buildings and caves composing theancient city. They are ruled by Bakaloo Sunskin, theoverchief of all wallaras. There are no female wallaras;new generations are budded from the cast-off skins ofelder wallaras and reach maturity in just eight weeks.Often several generations of wallaras from a particularline will live close together and make up a familygrouping.

In addition to food gathering, hunting, and fishing,wallaras make their own tools, weapons, and clothing.Some carve or paint stones, and many are honoredfor their storytelling abilities. Those who live in Risilvarhave taken their turn at mining at one time or another.All wallara are expert trackers and can survive in thewilderness near their homes for weeks, even ifabandoned with no food or water.

Each tribe claims kinship with either an animal ora plant, which they believe guards them and grantsthem wisdom. They believe that their ancestors walkedthe earth along with the Immortals, but when eviltimes came, some of them grew afraid and changedthemselves into animals, birds, rocks, or plants toescape destruction. Most wallara see it as their dutyto care for their changed brethren who no longer walkin the original shape the Immortals gave them.

Wallaras revere their elders, and leaders are chosenfor their wisdom, proven ability and adherence towallaran customs. Those who disobey the elders andchosen leaders of their tribes bring evil down uponall in the form of a punishing spirit known as thekurdaitcha man. This terrifying “bogeyman” kills thoseresponsible for failures and may wreak havoc until itis appeased and sent back to the nightmare lands.

Land is very important to the wallaras, but not inthe sense of ownership. What is provided by the spiritsis to be shared by all and no single person can ownthe land. Furthermore, though some tribes of wallarasare nomadic, they stay within certain definedterritories in their wanderings because those lands arebelieved to house the spirits of their own changed kinand the ancestors from whom they sprang. Individualwallaras, however, sometimes succumb to a form ofwanderlust known as a walkabout. Those onwalkabout travel wherever their fancy takes them.

Possessions are few and considered a necessaryburden, for even settled villages uproot every few yearsand move to more fertile ground. For this reason,homes are not built to last. Most are crude bark sheltersor huts known as wurlies.

Wallaras have a great sense of fun and fair play. Theyenjoy games of all sorts, particularly races and war gamesthat show off their weapons, skills, and agility. Eventheir feuds and wars are conducted like games. Whena disagreement arises between two tribes or villages,they meet to decide the issue, choose a certain numberof people to fight, and provide them all with the samekinds and numbers of weapons to be used. Theneveryone else forms a circle around the combatantsto watch their adeptness.

Strict rules are followed in war. Each side beginsstanding behind a line drawn in the sand. Each warriorreceives six of each type of weapon to be used. Frombehind the lines an individual warrior throws a spearat his counterpart, who tries to deflect it with a shield.After all the spears have been thrown once, the warriorsthrow boomerangs at one another. These are meantto be jumped over by the warrior on the other side. Ifa wallara actually throws the boomerang to harm orkill, all present set upon him for his unfair behavior.

When all the boomerangs have been thrown, thewarriors may cross the lines and engage in hand-to-hand combat with their nulla-nullas (war clubs). Asin the previous weapon matches, each club may beused only once. Warriors must drop the club afterone swing whether they land a blow or not. Once allthe weapons have been used or whenever anyone isseriously hurt the war is stopped. Whichever side isin better shape is declared the winner and the disputeis settled in their favor. The wounded are now caredfor, and everyone joins in a corroboree (a celebrationthat includes dancing, singing, and storytelling).

Not all of their practices are so lighthearted. Thereare strict procedures for entering a village or city ofthe wallara. Strangers are expected to announce theirpresence by clapping two boomerangs together ormoving downwind and carrying a lit branch from anaromatic tree or bush. Once the strangers have beennoticed, they are to sit within plain sight of those inthe village, but far enough away to make attackdifficult, and wait for a delegation to be sent out tomeet them.

It is also considered very bad manners and gravelyinsulting for visitors to approach or enter the villagesmiling. Since visitors have no way of knowing if illness,injury, or some other difficulty has befallen the village,they should keep a grave expression until they learnthat all is well. To do otherwise shows both disrespect

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and a lack of caring for those who would offerhospitality. Once it is clear that everything is well,smiles and greetings may be exchanged.

Three other matters are considered very serious bythe wallaras. First, the dance steps, chants, and sacredobjects used in their rituals must be shown respect byall present; these may not be seen by the uninitiated.All steps and rites must be performed correctly.

Secondly, pointed sticks or bones are items usedin laying curses; they engender great fear and hostility.Wizards with wands should take particular care notto point them toward wallaras.

Finally, the wallaras have a superstitious dread ofother beings’ shadows. From the earliest age, youngwallaras are taught to stoop or to stand far enoughaway from someone to keep their shadows from fallingon anyone else. Most consider it a harbinger of badluck to come and believe that those who carelessly lettheir shadows cover another person deservepunishment.

Wallaras as PCs

Wallaras are distantly related to dragons. Fromthem they inherited several innate magical powers. Anadult tribesman has the ability to vanish, which isroughly equivalent to the dimension door spell. It has ashorter range (120 feet instead of 360 feet), and sinceit is a racial ability, wallaras never accidentallymaterialize into solid objects. Use of this ability countsas a full action and requires an Intelligence check everytime it is used. They may use this ability each round,and usually utilize it to avoid combat or surroundopponents.

At 3rd level, a wallara can truly mimic hissurroundings. The Wallara effectively turns invisible likethe wizard spell. Although a wallara can use this abilityat will and any number of times in a day, he mustremain absolutely quiet and motionless while doingso (he cannot cast spells, talk, attack, dodge, move, orvanish).

Wallaras have perfected the ability to remainmotionless for extended periods of time (up to onehour per experience level), mimicking theirsurroundings. Mimicry only fools other races—wallarascan always see one another.

All wallaras have an uncanny ability to find theirway back when within 10 miles of their homes orencampments. Keen powers of observation allowthem to notice tracks, note the position of the stars,find landmarks. With a highly developed sense ofsmell, they are even able to utilize familiar odors for

tracking and location finding. They all have the trackingnonweapon proficiency and receive only a –3 penaltyrather than the usual –6. All wallaras gain ancienthistory and local history as bonus proficiencies as well.Language: Wallaras speak their own language knownas Risil, a curiously inflected lingo with many strange-sounding words. The changing colors of their skinreveal feelings.Proper usage of color and shade is asign of wisdom and social status among wallaras.Although modern wallaras do not use a writtenlanguage, an ancient pictographic form of Risil oftenfound in old wallaran ruins is used by a few wallarawizards. Some few of their Mendoo also speakCommon or Verdan, because of the proximity of theColony of the Horn.

Character Classes/Kits: Because of wallaras’ insularsociety, special breeding requirements, and racialmemory, they are born with certain societalknowledge. It is very rare for a wallara to be raisedoutside his homeland and those who are never fit intoother societies enough to take their kits. Wallarasknow little about raising children, so people of otherraces are never raised in wallara society; any childrenthey might find are returned to their homes or givento the phanatons of Jibarú to raise. Wallaras may befighters, rangers, wizards, priests, thieves, or psionicists.No wallara may be multiclassed. Wallara wizards mustbe diviners, abjurers, or necromancers.

There are only a few kits available to wallaras, andeven those wallaras who are not raised in theirhomeland must take those kits. Wallaras gain no initialLegacy, as their land is unaffected by the Red Curse.Though one might choose to take the Inheritor kit,most wallaras have no desire for power and it wouldbe an unlikely choice. Warrior kits available to wallarasare Defender, Savage warrior, and Wilderness warrior.Their wizards must take either the Mystic or the Savagewizard kit, while thieves may choose to be Filchers orScouts. The only priest kit available to them is theMendoo (medicine man), detailed in “CharacterCreation.”

Equipment: Wallaras carry bags in which they stocktheir few possessions. Most contain a spare spear heador two, a grinding stone, sinew or twine, a fewpigments such as ocher and sepia, and beeswax or stickygum. Other than their weapons, many carry asharpened stick for digging roots. Medicine Men mightalso carry bones, small stones, sharpened shells, herbs,and other secret or sacred objects in their bags. Thosewallaras who have reached adulthood often carrybullroarers (a thin piece of wood threaded with stringor sinew that makes a low, throbbing hum when swungaround the head), the symbol of their initiation into

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the tribe.Miscellaneous: Wallaras are poor swimmers

(requiring a skill slot to learn how to swim), but thosewho learn the skill become quite adept at gleaningedible sea life from the barrier reefs that line TridentBay. Lacking infravision, wallaras nonetheless seem tohave an uncanny sense of where they are when withina few miles of their homeland and can navigate theirway home even in the dark. Their natural Armor Classis 9. They harbor a strong aversion to armor, since itcancels both their abilities to vanish and to mimic.

Wallaras use stone or bone daggers, spears withstone edges that are given extra impetus through useof a spear-thrower called a wommera, clubs known asnulla-nullas, and, typically, boomerangs. Wallaras’racial modifiers are as follows: All wallaras take a –1penalty to Strength. All but Mendoo receive a +1 toDexterity; Mendoo receive a +1 to Wisdom instead.Though they can have a Charisma score of up to 18,this applies only among wallaras; penalize Charisma–1 when dealing with other humanoids, –2 fordemihumans and humans.

History

Wallaras are descendants of an ancient native tribeof hunter-gatherers. There was a time when thewallaras walked side by side with the spirits that createdthem. They were in tune with the land, so much sothat wallaras equated their life and well-being withthat of the land and its wealth. The wallaras viewedthemselves as the protectors of nature, which had beenentrusted to them by their creators. In their smallcity of Risilvar, which they built in the hills to beclose to their Immortal patrons, they flourished andlearned much about the universe.

They were a wise people, a race that could piercemysteries that other races did not even suspect existed.Although they were a peaceful people, the wallarassoon attracted the enmity of the Herathians, who hadmany dark secrets to hide. The wallaras knew of thearanean nature of the Herathian wizards, for they hadoften watched the intelligent, giant spiders from afar,but the wallaras saw the creatures as just anotherincarnation of nature, not as a threat. The Herathiansnever understood the wallaran way of thinking, andas the years passed the aranean’s discomfort, believingtheir concealment was at risk, grew to be unbearablefor them.

A frightening psychosis arose among the araneans

as a result. At greatest risk were the older creatures,often the most powerful ones. These great wizardscreated a spell to remove all knowledge of the araneans’true identity from the minds of the wallaras. Themental uneasiness prevalent among the Herathianwizards at the time caused them to miscalculate theseverity of the spell’s effect.

The result was catastrophic. While removingknowledge of the araneans from the wallaran minds,the spell backfired. The wallaran racial memories keptshifting—over and over, distorting and nearly wipingthem from their minds. The Herathians were at a lossto halt the spell, and the hapless wallaran civilizationfell back to the stone age. Only obscure, jumbledmemories and legends of their past survive in theirminds.

This tragedy caused the Great One—the Immortalpatron of the wallaras—to seek revenge. A plague ofdragons attacked Herath. The araneans wereexperienced and organized enough to survive the wrathof the Great One, although at a dreadful cost to theirnation. Herath faced such horrendous devastation thatKorotiku met with the Great One and explained theerror of his aranean followers. It cost the Tricksterdearly to persuade the Great One to halt the attacks,in addition to a promise from Herath never to interferewith the wallaras again.

Aranean priests were informed and soon Herathiansbegan rebuilding their nation. The Herathian priestsalso destroyed all traces of the spell of forgetting, andforever banned further research on its effects, for fearthat someday it might be used against Herathians too.

Meanwhile, the wallaras were condemned to becomeprimitive nomads, seeking the secret of their past. Theybelieved that, indeed, spirits once walked the land,but that was during the Time of Dreams, the timewhen the Immortals created them. They thought fora long time that the spirits lived in the rocky hills andno one was allowed to go there. Centuries later, whenthe Mendoo discovered the lost city of Risilvar, theyfound pictorial stories of their past and opened thecity as a hallowed place for all wallaran tribes. Manytook up residence there. Others settled in small villagesin the outback, and a few returned to their nomadicways.

Today the wallaras are slowly relearning the pastand fragments of their ancient civilization are beginningto reappear. The remainder of the ForbiddenHighlands, mostly south of the Forbidden River, isstill taboo. No one enters that region for fear of theevil spirits living there. Wallara Mendoo have receivedmessages from the sky that beyond the river lies theland of the balandas, the evil spirits that steal people’s

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souls. In truth, this reference is to the Herathians.The wallaras are still not as close to the Immortals

as they used to be. The Immortals are convinced thatcloseness to them is not necessarily a good thing, asthis proved to be the wallaras’ undoing. Wallaras arestill a wise people, but they no longer have thecuriosity to see through mysteries other than those oftheir own land and people.

The land of Wallara is presently at peace. Otherthan the Herathians, Wallara has two neighbors: thegator men of Gurr’ash at the northeastern end of theoutback, and the phanaton people at the western edge.The phanatons are friendly and some trade existsbetween the two races—the wallaras trade opals, quartzstones, emu eggs, giant termite larvae, and crocodileskins for phanaton goods.

For wallaras, gatormen are an embodiment ofGenjoo, the Crocodile Spirit. Because of this, wallarasrespect the gatormen, despite their occasional savagery.They maintain a curious trading system with thegatormen, but only the wiser tribesmen may enter theWallaroo Grasslands bordering the gatormen’s bayou,and always under the guidance of Mendoo and bardictraders.

The Land of

Wallara

Capital: Risilvar (Pop: 9,500 wallara)Ruler: Bakaloo Sunskin, son of Woy The Reamer.Patron: Agundji, The Rainbow Serpent

Flora and Fauna

The land of Wallara lies to the south of TridentBay, which is known to the wallaras as the GreatBillabong. White sand beaches along the shore giverise to dunes and to grasslands where most of thewallaras’ small villages are located. Though Wallaraboasts several beautiful and surprising geologicalfeatures, most of its terrain consists of a long, tempe-rate plain covered with tall grasses and small clumpsof forest. At intervals, the gnarled branches of a lonebaobab or gum tree offers shade in the middle of theoutback.

For the most part, the plains area is dry, with smallstreams, seasonal rivers, and a few ponds and wateringholes providing most of the accessible water. Duringdry seasons streams disappear, rivers become trickles,and smaller ponds dry up. No large rivers flow throughWallara itself, though the Xingá River forms part ofWallara’s western border. The indigenous animals andwallaras know how to locate many undergroundsources of water, and several artesian wells, availablefor all, have been marked across the grasslands.

In rainy times, the grassland comes alive with dozensof varieties of wildflowers. Spreading colorful carpetsacross the face of the outback, they attract smallanimals and insects to the area in droves. Streams fillout. Ponds overflow their banks, and gullies amongthe few rocky hills become access ways for seasonalbrooks and tiny waterfalls.

Farther inland lies a light woodland, primarily ofeucalyptus trees, with mountain ash, acacias, mosses,and ferns proliferating where the woods grow moredense. Known as the Kookaroo Forest, thesewoodlands border the Forbidden Highlands. Farthereast, the forest becomes more dense and is called theWoods of Mullawong.

Though this stark land might seem to be desolateand all but uninhabited, several types of animals andbirds make Wallara their home. Noisy flocks of galahs(pink and gray parrots) and budgerigars (brightlycolored small parrots) f lit through thegrasslands,gathering at watering holes. Crocodiles lurkbeneath the surface of the billabongs, awaiting theunwary. Brightly colored cockatoos abound in theforested areas, while game birds live in the grasslandsalongside tiny insect eaters. Snakes, shingleback lizards,and scorpions bask in the fierce sun. Kangaroos—nomadic gray, large red, and tiny rat varieties—leapthrough the grasslands and forests. Small rodentsswarm through the grasslands, especially during rainyseasons. The most feared predators of the outback aredingoes, the wild dogs that form vicious packs and

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attack travelers and even small villages.The Forbidden Highlands are mostly

sandstone, laced with the forgotten caves ofthe ancient wallaras. The red sandstone ofthe highlands is striated with gold, orange,black, and brown, creating an ever changingpanorama of round domed hills and jagged,upthrust rock formations. The mountainousexpanses thrust up from the forests belowor rise in stark splendor from the cracked,rocky desert that forms the foothills.

Some vegetation struggles to grow in therocky hills of the highlands including patchesof porcupine grass, saltbushes, and rare,stunted trees. These take advantage of thefresh water that occasionally f lows closeenough to the surface to feed the plants’roots. The source of the Forbidden River,the main provider of water in the highlands,lies in salted grounds. Its muddy, brackishwater remains inadequate for consumption.

A few creatures survive in the water-starvedhighlands by adapting to the arid conditions

and lack of greenery. Lizards, snakes, insects,birds, and small rodents gather wherever foodis available. Most lair underground or in thetangled foliage of dwarf bushes or trees,emerging as the afternoon sun begins itsdescent.

The Lost City of Risilvar

The lifeless landscape of torturedsandstone formations and crazed, brokenwastelands that are the Forbidden Highlandshave long served as a holy ground for thewallaras. This is the setting of the ancient lostcity of Risilvar. Located above the KookarooForest and north of the Forbidden River,Risilvar was built by the ancient wallaras as alink between them and their Immortalpatrons.

Taking advantage of a natural network ofcaverns, the ancient wallaras built much oftheir city below ground. Though they linked

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several central caves together via easily traversedtunnels, most outlying caverns were left separate toprovide private quarters or meditation areas. Manywallaras believe that Risilvar once served as the placewhere their ancestors could meet and walk with theImmortals. They theorize that the city was actuallymore like a great temple, where only Mendoo dwelled.

Many of these caverns contain quartz and opal.Unlike the minerals found in the nearby mines, thesehave never been harvested, nor will they ever be. Theyemerge from the surface of the cave wall and have beenpolished to bring out their beauty. The wallaras believethat they are the thoughts of the Immortals given solidform and, as such, are not only sacred but serve asfoci for Mendoo meditations. As light is brought intothe caverns where they grow, the polished crystals andgems glitter and flash.

Where these are not in evidence, ocher-coloredpaints were used to decorate the walls with such eclecticartwork as the outlines of dozens of hands andelongated figures like wallaras with rays emanatingfrom their heads and hands. Whether these aredepictions of their Immortal patrons clothed in wallaraform, drawings of ancient, wise leaders, depictions ofspirit creatures, or pure fancy, no one now knows.

As in their villages, some cave complexes houseseveral generations of wallaras, living as an extendedfamily, with the elders teaching the youth. Unlike inthe villages, however, a great many Mendoo dwell inRisilvar.

In ancient days, the small city of Risilvar served as aplace of worship and learning. The ancients paintedrunes and symbols in their caves and homes thatdepicted stories of spirits, sky heroes, and Immortals.They complemented the stones already in the cavesby decorating with quartz shards, gold nuggets, andpolished opal, which they uncovered in the mines atTooburra and Wirrawa.

Lost along with the wallaras’ memories, the city ofRisilvar was rediscovered by medicine men onwalkabout and today serves as a hallowed place whereall the tribes may visit. Indeed, the largest tookoo orsacred place of the wallaras can be found in Risilvar.It is a glittering upthrust rock in a quiet cavern wherepure, cool water bubbles up around it. Bakaloo(“Sunskin”), leader of the wallaras, rules from the cityand serves as the chief Mendoo for his people.Thousands of other wallaras have taken up residencein the city as the first step to reclaiming and relearningthe wisdom from their past.

Immortal Patrons

of Wallara

Agundji, The Rainbow Serpent (also called the GreatOne): Agundji is the chief Immortal of the wallaranpantheon. Wallaras are an ancient subspecies of dragons,which explains their magical abilities (vanishing andmimicry at higher levels). Most wallaras honor Agundji aslord of all creatures and the patron of sky heroes.Agundji’s sphere of interest includes the sky, the elementof air, colors, and mimicry. Individuals occasionallyhonor other dragon rulers, depending on theiralignments, local customs, and circumstances. Forexample, those working in the Forbidden Highlands’opal mines are often followers of the Sun Dragon.Wallaras know the lesser dragon rulers as the Sun Spirit,the Moon Spirit, and the Star Spirit. Most wallarasbelieve their souls join their Immortal patrons after dyingon Mystara.

Barramundje, The Mother (also known as CalithaStarbrow): Barramundje’s main concern in Wallara isthat of the rivers and billabongs in general and fertilityin particular. Her sphere of interest includes the elementof water and all things that grow, such as trees and grass.Her symbol among wallaran Mendoo is a fish. One whoharms her forests, abuses the wealth of her rivers andbillabongs, and befouls the land runs the risk of hercurse, becoming a gondaman, a frilled lizard condemnedto wander the outback to perish under the hunter’sboomerang.

Genjoo, the Crocodile Spirit (also called Ka): Genjoo’ssphere of interest lies in the earth, the land, and magicalplaces. Wallaras say that the rocky outcroppings of theForbidden Highlands and the great rounded monolithsdotting the outback are the scaly warts on Genjoo’s back.Such huge rocks are thought of as places of powerfulmagic and entrances to Genjoo’s world. Paintings leftby the ancient wallaras can often be found there. Medi-cine men who honor Genjoo often come to these placesto meditate. Legends also say that when someone diesin the jaws of a great saltwater crocodile that Genjoohas claimed that person’s soul and requested it to becomehis servitor.

Warruntam, The Eagle Spirit (known as Ixion):Warruntam is the patron of hunters, speed, and bravery.His area of interest is the area of fire. Wallaras have rarelyinvoked Warruntam as a patron of war, since they are apeaceful people, but the Eagle Spirit comes closest tothis role among all Immortal patrons, should an actualconflict ever occur.Legends say that those who die fromlightning have been claimed by Warruntam and becomehis servitors.

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The Phanatons

of Jibaru'

The thickly forested land of Jibarú is home to themonkeylike phanatons. These small, furredhumanoids live along the Savage Coast, especially theterritory around Jibarú, and protect the wilds theyinhabit.

Phanatons

Phanatons have long inhabited the Savage Coastand other areas, but only within the last few centurieshave they achieved any measure of civilization—gathering into tribes, using tools, and so forth. Thephanatons of Jibarú have formed a tribalconfederation, developed religion and art, startedusing tools, and made initial steps toward a system oflaws.

Appearance: Phanatons are furred humanoidsabout three feet tall. Looking very much like monkeys,phanatons have slender bodies, humanoid hands,dexterous toes, and four-foot-long prehensile tailsstrong enough to support their body weight.Membranes of skin stretch from arm to leg, and areused to glide. The creatures’ fur has markings like thoseof a raccoon: brownish gray fur with a black “mask”

around the eyes and a ringed tail. Phanatons have eyesof bright green, fiery red, or shiny yellow. They almostnever wear clothing, but might wear jewelry of woodenbeads.

Personality: These spiritual folk have a great love ofnature. Though normally peaceful, they strive toprotect their forest homes and can fight well whenpressed.

Phanatons lead a relatively harsh existence, so theytend to be rather serious. Still, they take joy from life;not jokers or boisterous carousers, they have a quietsense of humor. Phanatons are cautious and not proneto panic, nor are they easily awed by shows of power.

They tend to be good or neutral and are rarely evil.Most are independent, so chaotic alignments are morecommon among them than lawful ones.

Lifestyle: Phanatons are settled hunter-gatherers.They live in small tribal villages, groups of family hutson platforms high in the trees. Each village has a chiefwho meets periodically with other chiefs to discusspolicy. Because the village of Itucuá is the oldest andlargest in the land of Jibarú, its chief is consideredfirst among equals; he settles disputes among otherchiefs.

Being careful not to deplete their supply, phanatonsgather fruits and roots from the area around theirvillages. They have made only minor attempts at

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agriculture, sometimes guarding a favored tree orplanting a small vegetable patch. They trap more oftenthan they hunt, with fish and small birds their mostcommon source of meat, and giant spiders a favoreddelicacy.

Gathering food is the most common task ofphanatons, but religion, learning, and a few crafts arealso vital parts of phanaton culture. Most phanatonstend to do things for themselves and their families,but they do cooperate on such major projects asbuilding and village defense.

The family is very important to phanatons, and twoor three generations often share the same livingquarters. Elders are greatly respected, and the youngare cared for and taught by the whole family.

They have their own language. In addition tohuman-type sounds, the language uses hoots, chatters,and clicks.

Phanatons are wary of most other races, becausetheir forests have often been harmed by them. Theexception are the wallaras, whom the phanatonsgenerally like. They tend to distrust wizards andHerathians of any race as Herath has an aggressivepolicy against phanatons—for no reason the forest-dwellers can fathom. Once past initial reactions,phanatons generally like elves, especially those fromRobrenn, but dislike gurrash; all are dealt with asindividuals.

Equipment: Phanatons do not make metalweapons, preferring wood and stone. Though theyare technologically primitive, phanatons are not awedby technology; they may be unfamiliar with some ofits aspects but are willing to learn about it, if unwillingto use it.

Phanatons as PCs

Phanatons can glide, usually from branch to branch,due to the loose skin between their arms and legs.The distance a phanaton can glide is equal to threetimes its starting height. For example, if a phanatonjumped from a height of 30', it could glide over ahorizontal distance of 90 feet maximum (at the rateof 50 feet per round). When gliding, a phanaton mustspread its arms and legs to catch the air; it cannotfight, cast spells requiring somatic components, ordo anything requiring two hands. For every 100 cnsof weight they carry, phanatons reduce their horizontalgliding range by 20 feet for the same loss of altitude as anunencumbered phanaton.

At 3rd level, phanatons can fly—that is, maintainlevel flight or gain altitude—but only if updrafts or

normal winds are present. They can gain 10 feet ofaltitude for every 60 feet of horizontal distance coveredin normal winds. A strong breeze reduces thehorizontal distance needed to 30 feet. Phanatons donot fly during high or extreme winds—they are tooeasily tossed into trees or other obstructions.

Phanatons gain the magical ability to pass plant, likethe fifth-level priest spell, at 7th level. This ability isusable once a day.

Miscellaneous: Phanatons are not good swimmers,preferring their arboreal habitat. They do not haveinfravision. The more common, primitive(nonsentient) breeds of phanatons are normally clumsywith their hands. When fighting, they are likely todrop objects (coconuts, branches) on their attackers,bite them (1d6 points of damage), or use simpleweapons (branches, stone maces, or other bluntobjects).

Phanatons of Jibarú have learned to use small spears,short bows, and blowguns with needles dipped in aparalyzing poison (save vs. poison or remain paralyzedfor 1d6 turns). Shields and armor are rarely used sincethey negate the phanatons’ ability to glide. Allphanatons are naturally agile (PC phanatons must havea Dexterity of 16 or better to qualify). Their naturalAC is 9, with a +2 bonus to their AC and to all savingthrows due to their small size and agility. Racialmodifiers to their game statistics: All phanatons receivean initial –2 penalty to Strength and a –1 toIntelligence. All but Shamans receive a +2 bonus toDexterity. Shamans receive a +1 to Dexterity andWisdom. They can have an 18 Charisma, but this isonly between phanatons, elves, treants, and dryads.Charisma is penalized by –1 when dealing with otherhumanoids, and by –2 when dealing with humansand demihumans other than elves. Phanatons andaraneans have a relative Charisma of 3 when dealingwith each other.

Names & Language: Tapurú, Uruá, Maragú, Araca,Ixaitubá, Tuacá, Uapagú, Cucuí, Jarapuá, Gujarí, Ixugú,Garanuí, Axauá, Purucuí, Palamá, Tapajú, Uruxú,Itupaxingú, Macapuí, Irigí... The Jibarú language doesnot have the “e” and “o” sounds. Thus, the phanatonsrefer to themselves as Phanatu, or the people. “X” ispronounced “sh” and the last vowel in the name isaccentuated. Double names are a sign of nobility, asshown in the names of the two queens mentionedlater.

The spoken language is still primitive, requiringmany gestures. The written language requires anextensive library of symbols representing animalswhose sounds come close to the desired syllables.Ideograms conveying ideas complete other written

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symbols available to Jibarú shamans. Commonphanatons rarely learn to read or write, thoughmonarchs and chiefs usually acquire the skill.

Character Classes/Kits: Phanatons may be fighters,rangers, wizards, thieves, priests, druids or psionicists(if psionics are allowed). All phanaton wizards aremages; they may not be specialist wizards. Phanatonsmay be one of the following multiclass combinations:Fighter/Thief, Ranger/Priest, or Fighter/Psionicist.Multiclassed characters may take one kit that is allowedto them, though Fighter/Psionicists always take theFighter kits, never the Wokan. Rarely, phanatons maybecome Inheritors. Warrior phanatons may opt forthe Defender or the Savage kit; their mages may chooseto be Savage wizards or Wokani. Filcher and Scoutare the only kits available to phanaton thieves.Phanaton priests are called Shamans.

Those rare phanatons raised outside the homelandmay choose from among the following kits: LocalHero, Spy, Swashbuckler, Honorbound, Myrmidon,Mystic, and Fighting-Monk. However, they gain littleinitial respect in the Swashbuckler profession.

History

Compared to the ancient araneans of Herath,phanatons are newcomers among the civilized races.In their early years, phanatons were forest predatorsthat fed on large insects, lizards, and small mammals.Immortals gave them a natural agility that made thephanatons well suited to hunting dangerous creatureslike poisonous snakes, scorpions, and spiders. Amongthese, the latter were by far the most common prey inthe region.

At first, phanatons were viewed as a nuisance byother races. In their early years, phanatons huntedcommon spiders, and occasionally giant ones.Araneans used the latter as servants, thus the spider-folk’s annoyance. It was fashionable then for affluentaraneans to capture and tame young phanatons as pets.No araneans in their right minds would otherwiseventure deep into the northwestern end of the Orc’sHead Peninsula since the region was notorious forbeing infested with these pesky creatures.

Over the centuries, phanatons grew smarter. Theyhad been a race on the brink of becoming fully sentient.Perhaps the habit of captured phanatons to mimictheir aranean masters accelerated the natural progressof their evolution. At the heart of Jibarú, there arosea new breed of phanatons who organized a society

and eventually took over the region.They improved at spider hunting, thanks to their

natural agility, but also due to new hunting methodsinvolving bait, nets, and missile weapons. They learnedto make blowguns to shoot needles dipped in aparalyzing poison made from giant spider venom.Although many spiders still dwell in the region, thereare far fewer of them today. Eventually, phanatonsbegan raising giant spiders in captivity, like cattle. Inorder to renew their stock, phanatons made occasionalforays into Herath, whose forests were famed for theirplump,juicy giant spiders.

Some unwitting araneans were caught in theirnatural form and taken back to Jibarú. Amazedphanatons later discovered “humans” among theircatches, and not knowing what to do with them—certainly, they would not eat them!—released them.Phanatons came to believe these spiders to be the soulsof very evil beings. A prevailing suspicion among thephanatons is that the people of Herath harbor evilspirits among them.

Survivors of the phanaton hunts returned toHerath, bringing tales of “ferocious and intelligentphanaton hordes bent on devouring the nation!” Herathdispatched a heavily armed force to probe the regionbeyond the Forbidden Highlands. Soon they ran intoa large phanaton war band. Surrounded by what theyprimarily viewed as dangerous predators, Herathianofficers (araneans) panicked and ordered an immedia-te attack. The Herathians were slaughtered almost tothe last, mostly because of the phanatons’ blowguns.Several more Herathian “crusades” took place over thefollowing decades with the same horrifying results.

After what had happened with the wallaras ofWallara, Herathian wizards were reluctant to useoverwhelming magic to destroy the phanaton clans.Their expeditionary armies being systematicallyeradicated, they finally decided to reinforce theirdefenses along the Forbidden Highlands. Meanwhile,occasional phanaton raids into Herath still took place,mostly to acquire venom for their blowguns. Somehunting parties were wiped out. Others got through.These successful hunters instituted a new policy ofbeheading captured humans—especially officers andnobles, and thus araneans—and shrinking their headsas war trophies. Despite the fact that phanatonsdeveloped a taste for fruit, vegetables, nuts, and evenfish since their primitive origins, thus lessening theirdemand for spiders as food, the two races havemaintained a virulent hatred of each other.

The phanatons have gotten along fairly well withthe wallaras of Wallara, especially since they discoveredtheir common fear of the Herathians. Today the two

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races trade with one another. For their part, phanatonsbarter garish piranha-bird feathers, woven spider silk,and pottery to the wallaras. Also traded are theoccasional goods of human manufacture, either stolenfrom Herath or traded from a Texeiran outpost lyingat the edge of The Horn, a sandy peninsula north ofJibarú near the Trident Isles.

Phanatons have sensed the difference betweenHerathians and the colonists of The Horn, but a rela-tive distrust still prevails. Trade with Texeiran coloniststakes place but rarely and then only when the lattersail up the Jururú and Xingá rivers. Sometimes too, ahandful of escaped convicts from the penal colonysituated at the tip of The Horn seeks refuge amongthe Jibarú. If anything goes wrong during suchencounters, human visitors from either place are likelyto end up with shrunken heads as well. Rare tree resins,cocoa beans, vanilla, healing mosses, and silver lurethe colonists to sail up the dangerous, piranha-infestedrivers.

Soon after they had organized their first society,Jibarú phanatons multiplied rapidly. They establishedmany more “clans,” usually centered around singlevillages of no more than 300 individuals. Rivalriesand frictions grew amongst the clans until their firstclan war took place. The death toll was heavy. Fearingan attack from Herath while they were thus weakened,Shamans arranged a truce during which the clan chiefschose the greatest war-chief as their king.

The monarch had little to do on a day-to-day basis,but when the nation was endangered, the king couldsummon the Council of Clans at his capital, the Cityof Itucuá. The clan chiefs usually voted on majorissues—the king counting for a full third of the totalvotes at the council. If the king had more than halfthe votes, his wish would be respected, else, the clanchiefs would go on deliberating until a solution wasfound. If a war took place, the king commanded allwar hordes of the Jibarú.

Monarchy among the Jibarú phanatons is hereditary.Within the past decades, a small group of “nobility”(as medieval humans would conceive them) has grownfrom the ranks of Shamans, clan chiefs, and minorwar chiefs. There is no social difference between malesand females among the Jibarú, age alone being theway of sorting out who in a family inherits a king’s ora clan leader’s position.

The phanatons of Jibarú protect the great foreststhat compose the bulk of their nation. They live inharmony with nature and do not tolerate anyexploitation. Though they might kill those who stealthe resources of their land (particularly those whoattempt to ravage the acres of prime hardwoods), the

phanatons usually try to scare such folk away first byplaying nonlethal tricks on them or ruining theirequipment. Those too greedy or foolish to heed thesewarnings, however, might find their heads adorning aphanaton spear.

The Land of

Jibaru'

Capital: Itucuá (Pop. 1,250 phanatons)Ruler: Queen Barana-Uí (Orchid-Soul), daughter

of Queen Ujiri-Xuú (Forest Whisper).Immortal patron: Uí.

Flora and Fauna

Jibarú lies inland, to the south of Trident Bay. Itseastern border abuts Wallara; to the south it edgesthe Forbidden Highlands and the kingdom ofNimmur, and to the west, its lofty forests are haltedby desolate unclaimed territories.

In the northernmost area, the land is quite similarto that of Wallara. No phanatons make their homeshere, though a few hunting bands stalk the kangarooand emu that wander in from Wallara as well as theirnative boars and roe deer. They trap chipmunks,rabbits and small birds. Foxes, squirrels, badgers andsmall wild cats share scrub areas with lizards,butterflies, bees, colorful orioles, woodpeckers, redbirds, crows, and owls. Smooth snakes and insect-eating bats appear at night.

The portions of this area fed by the Xingá andJururú Rivers form wetlands that are home to frogs,turtles, and otters. Ducks, grebes, kingfishers, and reedwarblers all make their homes in the reeds along therivers’ banks. Perch, sticklebacks, and piranhas live inthe rivers, and dragonflies, mosquitoes, and gnats buzzabove the waters. Green, yellow, and brown reeds linethe riverbanks, broken by grassy embankments andthe few hemlock and weeping willow trees that leanout over the water. Hunters often come to the wetlandsto provide variety to their catch.

Most of Jibarú is covered by forest of various typesof trees. The mixture includes the more arid varietiesfound along the border with Wallara, the many typesof deciduous trees that comprise the bulk of thecountry’s forested area, and others that tolerate thehigher elevations near the Forbidden Highlands.

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Unlike its neighbor to the east, Jibarú is well-watered,with the Xingá River in the eastern portion of theland, and the piranha-infested Jururú River in the west.

At ground level, the forest is strewn with old leavesand sticks, debris left over from previous falls. Thiscarpet of dry tinder makes it doubly difficult to movesilently at ground level. Scattered through this carpet,ferns, flowering bushes, and creepers take advantageof the dappled sunlight that pours down through thebranches. Game trails crisscross the area giving evidenceof the small bears, porcupines, wolves, and deer foundwithin. Raccoons, squirrels, and birds of all sorts liveside by side with the larger animals. Streams and rockyrivulets cut through forest, developing into deep pools,trickling down rock faces, and occasionally pouringdown from elevated heights as thin, sparklingwaterfalls. Because of the heavy tree cover, rain isfrequent and early morning ground mists are quitecommon. Though it is not hot enough to be tropical,the area is a temperate rainforest.

Mimosa, redbud, dogwood, magnolia, crab apple,and flowering cherry all provide color, along with thelow, shrubby rhododendron. Nuts can be gatheredfrom the hickory, pecan, and black walnut trees, whilefig, apple, cherry, and the occasional plum and peachtrees provide abundant fruit. In the hills near the

Forbidden Highlands, evergreens such as spruce, pine,and fir mingle with the deciduous trees, although theforest itself is less dense in that area. Dozens of varietiesmakeup the bulk of Jibarú’s forest. White birch, oak,beech, ash, alder, and maple are found in profusion,with the mighty oaks serving as “home” trees forphanaton villages more often than not.

Phanaton villages and outposts dot the landscape,though little evidence of them exists at ground level.The small tribal villages consist of groups of familyhuts built on platforms high in the trees. Phanatondruids persuade the trees to intertwine their limbs soas to provide support for the platforms and huts andtrain the leaves to help shield sight of the villages fromprying eyes. Vine bridges strung among the branchesgive access from one area to another, though thephanatons’ gliding ability makes use of them more asa matter of taste or convenience than necessity.Consequently, many are not repaired regularly. In anycase, heavier beings should only trust their weight tothe largest of these flimsy crossways.

The City of Itucuá

Itucuá, the capital of Jibarú, is situated in a hugegrove of giant oak trees in a bend of the Xingá River.

'

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Hundreds of platforms on several different levels areconnected by a network of vine bridges and swingingvines. Most platforms have vines or rope ladders thatcan be dropped to lower levels or to the ground atneed. Many of the sturdy wooden platforms hold largehuts, though some appear to be mere way-stationsamong the bridges.

Some are single huts, housing only one phanaton.Many are large huts capable of supporting whole

families. Usually the larger huts among the latter arethose of the original family. The smaller ones are forsons or daughters and their spouses and children.Many are guest quarters. A few serve as schoolroomswhere younger phanatons can learn various crafts andskills. Though families are very close-knit, all the adultphanatons of a village take some interest in andresponsibility for teaching the children and seeing toit that they get in no trouble and come to no harm.

Phanatons come and go in dizzying groups walking,gliding, sliding, and climbing among the levels of thecity. As one group leaves on patrol, another arrivesfresh from a successful hunt. Even some of the busyspider-breeding pens are visible in Itucuá and form asort of suburb on the eastern side of the city. There,dozens of large and giant spiders are kept as breedingstock and poison reserves. They are well cared for andspared from becoming the main dish (except on certainhigh feast days). Phanaton children are taught quiteearly how to feed and care for the spiders. Over time,they learn spider-wrangling, and may eventually beincluded in raiding parties into Herath in search ofnew breeding stock.

The “palace” is notably larger than any otherplatform, once it can be spotted (a difficultproposition at ground level due to its camouflage).

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Both the platform and the interconnected hutscomprising the palace have been constructed ofvariegated wood and stained with various colors toblend in with the natural foliage of the giant oak. Aningenious series of vines with wooden buckets has beeninstalled in various parts of the city so that clean watermay be hauled up from streams below or harvested asdrippings from the giant leaves.

The Phanaton

Pantheon

Uí (also called Ordana): Uí is head of the pantheon.She commands the forces of nature. The patroness ofthe forest and protector of its people, Uí is the one

who gave the phanatons the spark of intelligence sothey could avoid total subjugation by Herath. Uídespises Korotiku’s spider folk, and loathes what theydid to the neighboring wallara followers of her friend,Calitha Starbrow.

Mother Earth (Marau-Ixuí) (also known as Terra):Mother Earth is the patroness of birth, life and death,the cycle of years and seasons, earth and fertility. Shecreated the primitive phanatons as natural predatorsto balance the aranean threat on the Savage Coast.Mother Earth is a friend of the Star Dragon andsympathizes with the neighboring wallaras. Shamansof Uí or Mother Earth usually support good relationswith the Wallara tribes.

The Huntsman (Uatumá) (also called Zirchev): TheHuntsman is patron of the hunt, but he is also of thepatron of bravery, charm, and success among the clan.The Huntsman is a friend of Uí. He guides the huntingparties and the war bands during times of crisis.

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Nimmur and the

Manscorpions

The fertile kingdom of Nimmur, once home to thenoble enduks, is inhabited by the brutal manscorpions,who treacherously usurped the Kingdom of Nimmurcenturies ago.

Manscorpions

Present day Nimmurians are manscorpions whousurped the land from its previous occupants, a raceof winged minotaurs (enduks). The currentNimmurians are vicious, ruthless, conniving creaturesfilled with hatred. Pity and remorse are unknown tothem. They crave the sun but they also fear it, for, dueto Ixion’s curse, the sun incinerates them if they arenot protected from it. Ruled by an overking but splitinto several dominions or city-states, themanscorpions are in constant strife for personal andregional power.

Appearance: Manscorpions have a human torso anda bony-plated, arachnoid body with eight legs. Theirspines stretch out to form a long tail with a wickedstinger on the end of it. Their hands have two thickfingers and a long thumb, giving them the appearanceof a scorpion’s claws. Though bald, they wear elabo-

rate wigs of shoulder-length dark hair and beards (forthe males). These are styled into elaborate, curled rows.The wigs are easily kept coiffured and were based uponthe styles popular with the enduks.

They used to be relatively dark skinned, with sandy-colored tails and lower bodies, but their long tenureunderground and the curse imposed upon them byIxion has turned them horribly translucent, so thattheir black hearts, ichor, and internal organs now showthrough in a repulsive vision of nature gone awry. Thisis not usually apparent to other races because theNimmurians cover their bodies with a thick makeupto protect themselves from the lethal effect of the sun.Makeup ranges from brown for the lower castes, tored for warriors, and gold with embellishments forthe nobility. Priests usually cover their entire bodieswith silver runes over black makeup, without whichthey couldn’t cast spells under the sun. When outside,all manscorpions wear masks featuring monstrousgrimaces. The masks provide a visor and dark lensesto protect their fragile eyes.

Clothing (usually thin wool) and armor are designedto be worn over the makeup. Most manscorpions wearelaborate shawls or tunics edged with fringes. Filetsto keep their elaborate hair in place are popular forboth males and females, as are necklaces, earrings,armbands, and bracelets.

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Personality: Manscorpions are greedy, self-serving,and brutal. From the enduks they acquired a veneerof civilization, but the curse that afflicts them madethem a paranoid, secretive, and frustrated race. Theyfear to let others know of their vulnerability tosunlight, though they crave its warmth andillumination. They are warlike and care little for thelives or comfort of others.

Manscorpions are usually neutral and evil inalignment, though some few have a personal code ofhonor or still worship Idu (Ixion). It is not impossibleto find ones such as these who are both lawful andgood, it is simply unusual. Though they often appearaloof or reserved, a fierce, angry spirit forms the coreof every manscorpion, and competition and aggressionburn brightly in each heart. The best of them use thesetraits to perform great deeds, while the worst give wayto their basest instincts.

Lifestyle: To some extent, the manscorpions’ lifestyleis dictated by the curse laid upon them by Idu whenthey drove out the enduks. The Immortal madesunlight excruciatingly painful for them. Normalclothing is insufficient to stop the curse’s effects. Onlyprotective makeup and armor can shield them fromthe deadly rays and the pain. Direct sunlight blindsthem unless they wear dark lenses to protect their eyes.Artificial light doesn’t affect them.

Because they must constantly shield themselvesfrom the sun, most manscorpions live underground.The cities of the enduks lie atop vast undergroundnetworks of manscorpion tunnels, pits, and chasms.Only those manscorpions who have business in theovercities reside there, and even they usually haveretreats below ground.

On the surface, manscorpion cities consist of a greatmany mud brick houses, storehouses, slave quarters,and shops that lie at the feet of a grand palace, a seriesof monuments (some ruins, some intact), and a greatziggurat that serves as a place of worship. The zigguratis usually decorated with several colors and has greentrees and gardens on some of its levels. Manymanscorpions live in these overdwellings, and mostvisitors assume that the surface picture of the city isthe true one. In fact, the surface city usually only holdsa fraction of the manscorpion population of the city.The majority of them live in the vast cavernsunderneath the structures. These are reached bytunnels and sloping ramps constructed under thehouses and shops, the palace and the ziggurat. Visitorsare discouraged from enquiring too closely about theinteriors of these structures in order to keep theunderground section of the city secret.

The manscorpions employ large numbers of slaves

for raising food, manufacturing fine oils and perfumes,and tending sheep. Manscorpions are omnivorous.Though they prefer meat when available, they cansurvive on carrion, if necessary. They are soldiers,artists, traders,administrators, and seekers of ancientknowledge—most particularly of lore regarding theancient star devices, weapons of potentially greatdestruction, found in many Nimmurian cities. Thoughnot quite as likely to be in positions of authority, agood number of female manscorpions rule dominionsand serve as priests, administrators, or troopcommanders.

The functional star device in Er and their vastunderground warrens are secrets the manscorpionswish to preserve as much as they want to hide theirusurpation of enduk land and culture. For thesereasons, though they have recently begun to tolerateforeigners in their overcities, they go to elaboratelengths to keep these outsiders away from theirziggurats and the monuments that are the star devices.

The manscorpions adopted the customs, history,and even language of the enduks as their own. Theyso wished to assume the cultural identity of theenduks, in fact, that they destroyed a great number ofthe enduks’ artworks and historical writings to maskthe truth concerning their arrival in Nimmur and theirtreachery. Though almost everyone calls themmanscorpions, they themselves prefer to be called“Nimmurians.” Ever since they assumed the ancientNimmurian cultural identity, they dropped their oldtribal structure and in its place created a new dynastyof kings. Today, King Anupalassar II rules over smallermanscorpion provinces owing fealty to the throne ofNimmur. Provincial governors have the hereditary titleof prince. The present king earned his nickname, theFirebranded, when his helm was ripped open during

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an ambush by the orcs of the Dark Jungle. His facewas scarred by the sun’s rays.

Nimmur is an ally of Herath, although theNimmurian clergy believe that someday themanscorpions will rule the entire peninsula. On theother hand, Herath hopes to steal the secret of theancient Nimmurian star devices. Right now, theNimmurians still have a problem with the unyieldingorcs to the south. These orcs are savage creatures thathave adapted to the thick jungle of the Orc’s HeadPeninsula. Nimmur also faces a dilemma with theencroachment of foreign settlers, especially lately asthe affluent Herathians move into the city of Er. It isbecoming difficult for the clergy to keep unwantedvisitors out of the ziggurat quarters in their cities. Themanscorpions hope to take the northern coastal landsbut mosquito and killer fly infestations have decimatedsettlers and sheep flocks there in the past.

Equipment: All manscorpions cover themselveswith heavy makeup to protect them from the sun andwear clothing or armor. Scribes and other officialsmight possess clay cylinders with official designsimprinted upon them and stylus and clay tablets forrecording transactions or events. Soldiers own theirarmor and weapons (see below).

Nimmur’s Armies

Nimmur maintains permanent, professional troopstrained and paid according to precepts laid down byancient Nimmurian generals. Although nobles com-pose most of the upper ranks in the army, effectiveauthority is based on actual military rank, not socialstatus.

Towns of a thousand people or more are walled.Most structures are made of dried mud brick sealedagainst the water by being painted with bitumen. Eachtown pays for its own army. The troops are disciplinedand organized. Each unit of troops wears the samearmor and tunics within their respective armies.Conical helms with bronze masks are predominant.Manscorpion armor costs three times that of its humancounterpart because of its complexity (larger abdomenand eight leg pieces, tail and sting remainingunarmored). Nimmurians do not use mercenaries.

For every 100 troops, 20 ride mule-drawn warchariots (two mules, a driver, and a warrior per chariot;short bow, spear, and scale mail). Twenty more uselong bows, short swords, and scale mail; 20 are heavyinfantry with lamellar (banded) armor and Nimmurianpoleaxes (that cause 3d6 points of damage); and 40are light infantry with leather armor, large shields,

spears, and short swords. The war chariots of Er arescythe-wheeled and larger than those of other cities.

Armies break down into battle pincers of 100troops, in turn splitting into tactical stings of 20 troops.Officers, petty nobles with simple warrior rank, andpriests usually ride the smaller war chariots.

Dominions of Nimmur

Asur: Capital’s population: 15,100Army: 4 pincersRuler: King Dargon I, The Defender.Dargon was the previous king of Nimmur. His army

slaughtered a great orc war-horde of over 15,000 atthe battle of Anusardapal, named after a hero whodied there. Now a tired old warrior, he abdicated infavor of his son but retained the honorific title ofking. Asur is the dynastic domain. Dargon nowoversees spying activities on the Vilaverdans, hopingto capture their fortified port.

Ankesh: Capital’s population: 2,500Army: 2 pincersRuler: Prince Sheneser II, Iron Sting.Ankesh regularly sees raids from Jibarú phanatons.

Hills and heavy forest present a difficult environmentfor Nimmurian troops, especially their war chariots.Phanatons are thought to be no more than primitiveforest barbarians that present little danger to Nimmur.

Ekiddu: Capital’s population: 3,100Army: 2 pincersRuler: Princess Ish-mamna I, Black Heart.Ekiddu is trying to become a trading town.

Unfortunately, its port is shallow and presents nodeterrent to the Vilaverdan colonial enclave just tothe south. Because of the southern competition, Ish-mamna has decided to attract foreigners to her portby offering them questionable goods and services theycan receive nowhere else. Consequently, Ekiddu iswhere the most foreigners in Nimmur can be found.

Shubat-Nammu: Capital’s population: 1,250Army: 1 pincerRuler: Prince Namrud XII, Seven Legs.Dubbed the armpit of Nimmur, this impoverished

state is all but lost in the forest. Many of themanscorpions from this state join the armies of otherdominions or become bandits. To improve his state’sposition, Prince Namrud has recently begun toutingthe value of his central position among the city-statesfor trade and defense purposes. In light of the orc

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raids along the southern trade route to Herath, hehas suggested diverting trade through Shubat-Nammuinstead. Since his trade route ends in Ennamasur,blocked by the Ganlil River and miles away from Sur,the premiere trading town to the east, no one hastaken him seriously.

Suneveh (Northern Shield): Capital’s population:18,200

Army: 5 pincersRuler: Prince Enshurnasirpal III, The Impaler.The ruler of Suneveh has recently acquired medici-

ne that should negate the effects of killer flies on theWind Flats. Soon, settlers will be sent to support amajor northern territorial expansion. This, so themanscorpions believe, should allow them to flank thepesky phanatons and ease their takeover of the primeforest lands of Jibarú.

Sur: Capital’s population: 3, 900Army: 4 pincersRuler: Prince Nergil VII, Cotton HeadAll the caravans between Herath and Nimmur stop

in the capital of Sur, a rich trading town. The treasuresof Sur make a tempting target for the orcs of the DarkJungle. Most of the forests in the region had beencleared of orcish infestation threatening the dominionduring the campaign of Nin-Shurgon. But as KingAnupalassar II prepared to cross the Ganlil River onhis way back to Er, the orcs arose in ambush. Theking received his facial scar during this action.Regardless of how quiet things seem, there is alwaysthe chance that an orc ambush lies in wait for theunwary here.

Southern Shield:Army: 5 pincersAdministrator: Lord Ishme-HursagThis dominion belongs to the throne of Nimmur.

The administrator’s responsibility is to patrol thecaravan trail and keep it free of marauding orcs—a toughduty. There is usually no sign of the orcs’ imminentambush when it happens. Hundreds of raging orcssuddenly rise from concealed holes dug into narrowforest trails. Others swing down on vines hanging fromthe trees. Attacks are sudden and deadly. The thickforest precludes the use of war chariots, relegating theiruse to merely patrolling the trails. This has forced themanscorpions to dispatch teams of convicts and slavesto keep the trails free of vegetation to a depth of 30feet on either side of the trail. This is enormouslyexpensive and dangerous. Teams require heavily armedescorts to prevent their escape and to keep the orcs

from interfering with the work. Captured andwounded are taken away by the orcs and tortured fordays somewhere under the dark and mysterious canopyof the jungle. Ever since the Nin-Shurgon campaign,the orcs have discovered the manscorpions’ curse, andthey delight in tormenting the manscorpions withsunlight.

King Anupalassar II has declared it against the lawof Nimmur to venture along the southern trailwithout a full military escort. Some break the lawand later their twisted, charred remains are found,grotesquely propped up on bamboo sticks as a sinisterwarning to others.

No sane warrior wants to be transferred to thismilitary outpost. Bribery to escape such an assignmentis common and maneuvering to have an enemy postedthere is almost as frequent.

Low Realm of Apsur: Total population: 80,000manscorpions, no outsiders

Army: 12 pincersRuler: Queen Tigurta I, The Taciturn.This is the underground kingdom of the old

Sohktars. Its deep caves spread as far as the center ofthe Forbidden Highlands with tunnels and cracksconnecting to the ziggurats of Er, Asur, and Suneveh,and a few other secret spots in the ForbiddenHighlands. Although a subject kingdom of Nimmur,Apsur is at risk of breaking away. The queen is a HighPriestess of Nin-Hurabi, who resents the authority ofthe surface king.

Though ostensibly allies, all the dominions vie forprestige and power and none are above secret raids ornuisance attacks against the others. Politicalmaneuvering among the rulers is the norm, andopportunistic self-advancement abounds.

Manscorpions as PCs

Though most manscorpions are low, conniving, andcruel, some few of them have good hearts and haverecently helped the enduks (and the ee’aar) regain afoothold in Nimmur. Player character manscorpionsmust be from among the manscorpions who assistedin this retaking the city of Um-Shedu. Thesemanscorpions have subsequently had the curse of theirkind removed by the Immortal Ixion. There is oneexception to this: If a player wishes to labor underthe difficulties of Idu’s curse, the DM could allowthe playing of a nonevil manscorpion who seeks tothrow off the evil associated with his kind and beredeemed through valorous and righteous deeds. In

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that case, the goal of a campaign (at least for thatcharacter) would be to prove his or her worth to suchan extent that Idu takes notice and lifts the curse.

To distinguish them from the commonmanscorpions of Nimmur, those who are playercharacters are referred to as Um-Shedu manscorpions.PC manscorpions are as likely to be female as male,and there is no sort of ranking based on gender orracial belief in the superiority of one sex over another.Though they no longer need to wear makeup andmasks, Um-Shedu manscorpions may feeluncomfortable without them or may decide thatwearing them allows them to blend in with the restof the manscorpion population when necessary.Certainly, on any spying mission, they will not wishto draw attention to themselves by dispensing withthe outer trappings all common manscorpions needto survive.

Nimmurian manscorpions have a venomous stingthat ranges from a weak sleep poison to one that isinstantly lethal. Because the curse has been lifted andthey are no longer so filled with vitriolic hatred, PCmanscorpions’ stings produce only sleep poison,though its efficacy rises with their levels. For everythree levels of the character, victims of Um-Shedumanscorpion stings save vs. the poison at a –1 penalty,up to a maximum penalty of –4. Those who fail tosave vs. poison when stung by an Um-Shedumanscorpion feel woozy and disoriented during theround after being stung. In the second round, theyfall asleep for 2–16 rounds and cannot be rousedduring that time unless they receive a neutralize poisonspell.

Um-Shedu manscorpions are immune to othermanscorpions’ venom. They also receive a +2 to theirsaving throws against all other types of poison.

All manscorpions receive the bonus proficienciesof artistic ability (sculpture, painting, and so on) orcharioteering to simulate the knowledge manscorpionsare usually taught. While nonwarrior PCs are less likelyto have charioteering, there is no reason to limit theskill to warriors if the player prefers it to artistic ability.It is recommended that PC manscorpions have thereading/writing and local history proficiencies as well,since they probably learned of the true history ofNimmur by poring over old records. No manscorpion,PC or NPC, may begin with a proficiency inastronomy or astrology, as those arts have yet to beintroduced in Nimmur. At some later time in thecampaign, after they have had the opportunity to beintroduced to new ideas and skills, PC manscorpionsmay take astronomy if they have a nonweaponproficiency slot open. This might even be of particular

interest to them if they know anything of the star devicein Er.

Miscellaneous: Manscorpions can hold their breathas long as normal humans, but cannot swim at all.Water dissolves Nimmurian makeup in 1d4 rounds.The manscorpions of Nimmur (and Um-Shedu) haveinfravision and a natural AC of 7. Addition of bodyarmor of AC 7 or worse only improves themanscorpions’ natural Armor Class by 1 point. Forbody armor of AC 6 or better, use the rating of thearmor worn plus an Armor Class bonus of 1 point.Shield and Dexterity modifiers to Armor Class worknormally. Manscorpions have the following racialmodifiers: All manscorpions take an initial penalty of–1 to both Intelligence and Wisdom scores. They gaina +1 in both Strength and Constitution. Though theycan reach 18 Charisma, this applies only betweenmanscorpions; penalize Charisma –2 when dealingwith humanoids, –5 when dealing with demihumansor humans. Um-Shedu manscorpions are –1 and –4respectively.

Language: Originally, manscorpions had a racialtongue that consisted of strange hissing and clickingsounds accompanied by varying tail positions and afew words gleaned from Common. This language hasall but been forgotten since their takeover of Nimmur.A few scholars still retain knowledge of the ancientmanscorpion language but it is a dead language for allpractical purposes. Today, Nimmurian manscorpionsspeak Nimmurian, the language they took from theenduk. Most who have had any dealings with thoseoutside Nimmur also speak Common. Those whohave contacts in Herath usually learn Herathi, andmore recently, manscorpions living in Er have begunlearning Verdan in order to fully comprehend theVilaverdans who occupy Porto Escorpião.

Character Classes/Kits: Manscorpions may befighters, priests, wizards, thieves, or psionicists (ifpsionics are used). Though unsuited to being thievesdue to the inevitable clicking or clashing sound theymake when moving, some do choose that class.Manscorpions do not acknowledge different schoolsof magic, and therefore do not become specialistwizards. PC manscorpion priests must worship Idu(Ixion) or Ilsundal (head of the ee’aar pantheon).Manscorpions can choose from the followingmulticlass combinations: fighter/thief, fighter/priest,or fighter/psionicist (if the class is allowed).

Available kits include Inheritors, Nobles, orSwashbucklers, so long as they meet the classrequirements as detailed in the SAVAGE COASTCampaign sourcebook. Furthermore, manscorpionfighters may become Defenders or Honorbound;

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wizards may choose to be Militant Wizards or Mysticsand their priests may be War Priests or may choose anappropriate kit (with DM approval) from The Comple-te Priest’s Handbook. Manscorpion thieves may opt tobe Scouts, Bandits, or Spies.

History

Several millennia ago manscorpions were savageswho lived in small bands and occasionally preyed upontheir neighbors. They were brutal and barbaric, butultimately scattered into dozens of small, ineffectualbands.

About 1,700 years ago, Nithian explorers movedinto the area occupied by the manscorpions, thenknown as Sohktars, and after coming into conflictwith them, drove the Sohktars out. The Sohktarsunited their small bands into tribes and moved west.During the move, the Immortals removed allknowledge of the Nithians from the minds andmemories of the people of the Savage Coast. Themanscorpions believe that they simply migrated west,forgetting the reason for their exodus. Eventually, theyreached the land of Nimmur, where the indigenouspopulation, winged minotaurs known as enduks,welcomed them. At that time, Nimmur was engagedin a continuing battle with the orcs of the Dark Jungleand the manscorpions offered their help. Both racesostensibly worshiped Idu.

The manscorpions learned civilized ways andadopted the enduks’ language, writing, customs, andculture. New priests arose among them, however.These creatures of hate honored Menlil (Atzanteotl).Their patron’s whispers led them to hate theNimmurians and to desire all the wealth of Nimmurfor their own.

Many manscorpions began to heed this counsel.Enduks began to disappear as greedy manscorpionscaptured them and secretly transported them toHerath, where Herathian wizards performedexperiments upon them. These aggressive, connivingmanscorpions were eventually found out. The Enduksexpelled the manscorpions from their cities. Swarmsof manscorpions who remained hidden undergroundemerged and attacked, seeking to drive out theoutnumbered enduks.

The enduks achieved spectacular victories, castingmysterious rays of fire at the manscorpions from strangemonuments set at strategic points within their cities.The manscorpions were amazed by these devices, which

they had been told tracked the movements of the sunand stars. The star devices, as they came to be known,left fields of twisted, fiery husks, agonizedmanscorpions burning under the sun. But it was toolate for Nimmur. There were too many manscorpions.One after another the besieged towns fell, andmanscorpions massacred or enslaved those whosurrendered.

The enduks, most of whom were contemplative,religious scholars, escaped with the help of theirfriends, the ee’aar—the winged elves. The ee’aar tookthem to the Arm of the Immortals where they couldrebuild their society. A few brave enduk priestsremained behind to try to destroy the star devices lestthey fall into the hands of the manscorpions. Runeschiseled from most of the monuments and brokenpieces attest to their success. Only in one city, Er,were they unable to destroy the device before beingovercome.

One priest did make it out of Er with the key thatallows voluntary control of the star device, but hevanished and its whereabouts today are a mystery.Occasionally, the stars align properly and themonuments in Er send out streams of fire that igniteunfortunate manscorpions, but their lack ofastronomical knowledge makes the timing of thesedestructive occurrences a mystery to the manscorpions.Unknown to them, even if they knew the timing, theycould not disarm the device without the key.

The manscorpions believed for a while that theyhad eradicated the enduks. Destroying much of theenduks’ old art and written records, the manscorpionsassumed the identity of the other race and began callingthemselves Nimmurians.

Their evil deed did not go unpunished. Idu cursedthem to burn in his sunlight in retaliation for whatthey did to the enduks. But after years of crouchingin the dark tunnels through which they had reachedNimmur, they learned from Menlil how to makeprotective body paints, makeup that shielded themfrom the lethal rays of the sun. They could return tothe surface, but only in a very perilous way, for theslightest removal of the makeup could blister andmaim them or kill them outright. Returning to theoverworld, they claimed the enduk cities for their own.Vast tunnels and underground areas were carved outunderneath and between the cities.

Once entrenched above as well as below, themanscorpions profited from their stolen property.Their large flocks of sheep, aromatic resins, exoticperfumes, fine carpets, and exquisite tapestries allattracted trade. Increased demand for goods led toincreased taking of slaves. Many of these are

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nonhumans captured on raids; others are visitors whoinquired too deeply into manscorpion affairs.Children born into their ranks are slaves as well.Sprawling slave quarters are a feature of each city, andslaves herd the sheep, build the ziggurats, tend theorchards, and do most of the physical labor inNimmur. The threat of being chased down by thechariots of the manscorpions and having themselvesand their families put to death by slow, torturouspoison keeps most slaves in line.

Having traded with Herath for some time, theyrealized they could not keep foreign trade out forever;the manscorpions have grudgingly allowed visitors toencroach upon their surface. Their greed for red steelweapons persuaded them to allow a Vilaverdan tradingpost on manscorpion land. The manscorpions’ leadersbelieve that it is better to tolerate visitors on thesurface—and even trade with them—than to fight themforever.

Up to two-thirds of Nimmur’s foreign trade isoverland, to and from western Herath. Several tribesof jungle orcs secretly take bribes from unscrupulousVilaverdan traders to raid caravan trails linking Herath

to Nimmur.The manscorpions export spices, foodstuffs (figs,

dates, nuts), salt, sheep, wool, carpets, tapestries,expensive resins, rare woods, fine oils, perfume, anddyes. They import some food (beef, rice, grain), wines,obsidian, silk, leather, iron, foreign armor (upper bodyonly), and weapons.

Foreigners may come and go in Nimmur, thoughthe vicinity of the ziggurats and palaces remain strictlyoff-limits to outsiders under penalty of death. Visitorsare otherwise safe if they don’t travel alone. Behindtheir appearances of neutrality, the Nimmuriansconceal their curse, their burgeoning knowledge ofthe star device in Er, and their vast undergroundkingdom.

In the last decade or so they have fought actionsagainst the orcs of the Dark Jungle and even attackedthe Jibarú phanatons briefly before being driven out—their inexperience in forest and jungle fighting defeatedthem. At one point during the orcish campaign, thestar device fired and killed several orcs who hadmanaged to gain ingress to the city of Er. Themanscorpions are now more determined than ever to

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unlock its secrets and use it to dominate the region.During the operation against the orcs, however, agroup of enduks and ee’aar, aided by several nonevilmanscorpions who wished to make amends for theold betrayal, attacked and managed to gain control ofthe city of Um-Shedu.

Presently, the manscorpions are quiescent, but warmay come again any time. They are unnerved at thepresence of enduks and ee’aar in Um-Shedu but havethus far been unable to come up with a strategy forretaking the city. They are planning ways in whichthey might take the Vilaverdan trading post for theirown and they wish to expand into Jibarú. For now,however, they have their hands full keeping theirborders safe and their dominion leaders away fromeach other’s throats.

The Land of

Nimmur

Capital: Er (Pop: 19,700 manscorpions andoutsiders)

Army: 6 pincersRuler: Anupalassar II, The Fire-branded, oldest son

of Dargon I. Royal lands include the area around Erand the Southern shield. The family domain is Asur.

Patron: Menlil

Flora and Fauna

Nimmur is an agricultural treasure land.Approximately half the country is covered by richfarmland and pasturage. Though the large rivers areto be found farther east, the western and centralportions of the country are watered by numerousstreams that flow down from the foothills to thenorth. Nimmur is able to produce enough food tofeed itself and sell its excess to other lands. For themost part, the farm and pasture lands are tamed andfree of large predators. Rabbits, field mice, skunks,raccoons, foxes, and hawks are plentiful, as aresongbirds, owls, and insects. Occasionally, wolvesemerge from the woods to harry the sheep that providefood and clothing for the manscorpions.

Land not under cultivation produces anothernecessary commodity—mud. Almost every buildingin Nimmur is constructed of dried mud bricks coatedwith bitumen. Slave laborers industriously turn out

mud bricks for new buildings and repair those thathave been damaged.

Light forest covers much of the rest of the country,with a small patch of heavy forest near Ennamasur.Many of the older hardwoods and other deciduoustrees have been felled and replaced by orchards ofapple, cherry, peach, and even orange trees. Manyother trees are valued for their aromatic resins or therare spices they produce. Again, because this area reliesso heavily on agriculture and crops, there are few largepredators. Bears and wild cats have been encounteredalong with wolves in the more northerly woods andfoothills, and raids from phanatons seeking to keeptheir borders safe from encroaching manscorpions arean occasional threat.

The coast offers a few good harbors for traders, mostespecially at Porto Escorpião, the Vilaverdan tradingport, which has claim to the best harbor in Nimmur.This fortified trading center also features a marvel:the Lighthouse of Porto Escorpião.

The City of Er

Er is the capital of Nimmur both because of its size(it was the largest city of the enduks) and because it ishere that the fleeing enduks failed to fully dismantletheir star device. The star device consists of two strangelooking columnar monuments that stand in thecourtyard of the great temple of Er. From that point,a curious pattern is formed by a series of monumentsextending throughout the city.

The city itself is a rough circle, with crisscrossingstreets and numerous dwellings and businesses and acentral market area. Dominating the whole is a walledarea that encloses the palace and the tall, colorfulziggurat of the great temple. Foreigners are becominga more common sight to the manscorpions of Er, butthe elaborately painted, masked, and garbedmanscorpions remain strange and unreal to visitors.

The Star Device

The ancient Nimmurians were granted specialknowledge by Idu. The Immortal taught them howto construct a device that would capture and storethe energy of sunlight,moonlight, and starlight. Theenergy thus stored was directed at the temple, whereit was collected and changed into raw power toaugment spell effects. These devices were intended toenhance beneficial and protective spells used for thegood of the people. Star devices were constructed in

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almost every Nimmurian city.To keep the devices from becoming too powerful,

they were constructed so as to only function duringcertain stellar alignments. Though they collectedenergy all the time, it was only during particular timesthat the energy could be drawn off and used. Theenduks used the devices to augment healings and

protections, and for light spells to illuminate theircities.

They also served another function, known only tothe priests and the ruler. The energy in the monumentscould be directed outward in beams of destructivefire for use against invading enemies. Looking througha viewing crystal, the priests could locate attackers in

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the city and direct the beams of energy at them througha special key that controlled the device.

This key was also used during the times when theenergy was drawn off from the monuments and into aspecial collector inside the temple. Without the key,the devices can neither release their energy into thecollector nor be directed at particular targets. Withoutthe viewing crystal, there is no way to correctly aimthe device. The one device still functioning in Er lacksboth the crystal and the key. The manscorpions donot know they need them.

There has been no way to safely release the energysince the enduks were driven out. Periodically, themonuments must expel excess energy or riskexplosion. They do this by spitting out random streamsof fire 12 hours after the time when they would haveotherwise sent their energy to the collector in thetemple. To the manscorpions, who lack astronomicalknowledge, this seems a random and unpredictableoccurrence.

The energy from the star device of Er does 10d6+10points of damage to any target caught within its ray of

fire. The ray is 120 feet long and 15 feetwide. For all practical purposes, anymanscorpion (except Um-Shedumanscorpions) caught in the ray, eventhough protected by makeup, isthoroughly crisped, burst apart, andkilled (no saving throw) by the directapplication of Idu’s power.

Um-Shedu: The small city of Um-Shedu has recently been liberated by adetermined band of enduks, ee’aar, andnonevil manscorpions. During a recentorc uprising, the group traveled to theForbidden Highlands and struck downinto the city, taking the defenders bysurprise and driving them out. Theyf looded nearby tunnels and blockedothers with strategic cave-ins, renderingthem useless to the manscorpions. Usingthe engineering skills of the enduks, thenew defenders of Um-Shedu constructeda stone and mud-brick barrier that blocksaccess to the city from the south, west,and east. To the north, the elevations ofthe Forbidden Highlands provideprotection from creatures that cannot fly.

The defenders have kept their patrolsfrequent and well-armed. Spies have failed

to infiltrate their councils and manscorpionchariots and soldiers are stymied by the barricades.

Siege maneuvers do not work against creatures whohave merely to fly elsewhere and return with edibles,and the city is served by an artesian well. Manscorpionspellcasters are countered by ee’aar and endukspellcasters; despite their best efforts the manscorpionshave been unable to dislodge those in Um-Shedu. Thedefenders hope to fortify the city so it can be used asa staging area from which to launch attacks againstthe rest of Nimmur.

The Manscorpion

Pantheon

The early Sohktari clergy removed all references toancient Nimmurian patrons, save perhaps in someforgotten ruins outside the cities. They replaced themwith an adaptation of their own pantheon.

The beliefs of today’s manscorpions of Nimmur

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reflect the duality in their lives: thedark underworld from which theycome, and the sunlit world above forwhich they yearn—but is deadly.Death under the sun represents amystical cycle that started with thebreak from Idu-Ixion and a returnthrough his flames.

Beyond those listed below, manyminor Immortals have places in theNimmurian pantheon, representingvarious aspects of Nimmurian life.According to ancient beliefs, they areall thought to travel in magical cloudchariots.

The spell effects noted below formanscorpion priests are specialpowers, not actual spells.

Menlil (Atzanteotl): Menlil is theImmortal who whispered to chosenSohktars during their aimless journeythrough the caves of Mystara. Hepromised them Gilmun, a land of sunand light where they could dwell. Itwas he who encouraged themanscorpions to turn against theenduks and drive them out, and whenthey were cursed by Idu for doing sohe taught his followers how tofashion protective makeup to shieldthem from the sun. Menlil is now the patron ofGilmun, the “land-above.” Also called The Guide, hestands as the patron of war and revenge, and the chieffigure of today’s Nimmurian pantheon.

Manscorpion priests of Menlil can cast a cause lightwounds spell three times a day.

Nin-Hurabi (Nyx): Nin-Hurabi is the patron ofApsur, the dark underworld beneath Gilmun. Sherepresents earth, fertility, birth, the safety of thecaverns, and ultimately, darkness. Nin-Hurabi bearsno ill will toward the manscorpions. She only seeksto protect them and believes they should remain inthe caves of Mystara. Nin-Hurabi opposes Idu, who isthe embodiment of light. She despises the way hecursed the manscorpions. She also frowns on the wayMenlil cheated the manscorpions with his shabbymakeup trick and how he manipulated them intotaking over ancient Nimmur.

Manscorpion priests of Nin-Hurabi can cast adarkness spell three times a day.

Idu (Ixion): Idu was the name ancient Nimmuriansgave Ixion, their chief Immortal, who represented thesun. For the manscorpions of today’s Nimmur, Iduhas become the prince of perversity, an “evil” figurethat no one should honor. His perversity lies in thefact that all manscorpions seek Idu’s mighty fire andlight, the attainment of which brings only destruction.To them Idu is the Immortal who betrayed andabandoned the manscorpions, but also he whom themanscorpions hoped they could honor again. Dyingby his flame is both a horrible fate and a highly spiritualact, for it represents the end of a manscorpion’s questand a return to Idu’s mythical realm.

Manscorpions honoring Idu are considered evilheretics by the established clergy. A few exist whosuspect Menlil influenced their Sohktari ancestors intomistrusting Idu. They also resent Menlil’s misleadingpromise of sun and light.

Manscorpion priests of Idu can cast a produce firespell twice a day. They also receive +1 to their rollswhen trying to turn undead.

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Denizens of the

Dark Jungle

The deep and forbidding jungle that covers thelower part of the Orc’s Head Peninsula is home toseveral savage orc tribes and their ruler, an ancientvermilion dragon known as Pyre. Though often atodds with one another, the tribes cooperate ratherthan face the dragon’s wrath.

Orcs of the Dark

Jungle

Although they may seem unintelligent to outsiders,the orcs of the Dark Jungle are cunning, ruthlesswarriors. Organized into several tribes, the orcs raidcaravans, prey upon passing ships, and constantly seekto expand into Nimmur and Herath.

Their success in keeping the more civilized countriesfrom overcoming them can be attributed to theircunning use of the jungle as cover for their attacksand as camouflage for their strongholds, and to theguidance of an ancient vermilion dragon named Pyre.

Appearance: Though they resemble orcs from otherparts of the world, orcs of the Dark Jungle have verydifferent modes of dress and decoration. They cover

their bodies with the sap of certain plants to turntheir skins green or brown and their shamans oftendraw lines or paint stripes on warriors’ bodies to imi-tate the foliage in which they hide. These dyes leavestains on the skin for several weeks even under rainyconditions. Sometimes the orcs add leaves or mossesto their camouflage. When engaged in warfare, manypaint death’s heads on their faces. Besides their tusks,many also file their teeth to sharp points.

When not raiding, they frequently adorn themselveswith brilliantly colored feathers and clinking jewelryfashioned from shells, river rocks, and stained woodenbeads. Among female orcs, scarification of the arms iscommon, as is tattooing of the chin and brow ridge.Males who have achieved a certain number of kills orwho have achieved status in some other way tattootheir entire faces.

Many of those who raid the seas adorn themselvesin captured finery and outland weaponry. In general,however, blistering hot temperatures and constantmoisture take their toll on fine materials, renderingthem useless after even a few days of wearing them inthe jungle. Many orcs clothe themselves in woven grassand reeds for everyday wear.

Personality: The orcs respect strength and disdainweakness. Life in the jungle requires toughness andresiliency. Those who cannot survive on their own

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are preyed upon, abandoned, or killed. Even their kingschange frequently, as younger, stronger orcs challengetheir elders for the right to rule. It is unusual for aking to rule for more than 12 years.

The orcs know very well that they would not betolerated elsewhere along the Savage Coast and haveno chance of ever living peacefully with theirneighbors. What might seem like aggressive, ruthlessbehavior is mere practicality to the orcs. The jungleprovides them with plenty of food but little in theway of luxuries—for those they must raid. That this isalso Pyre’s bidding is only greater incentive.

Because cooperation within the tribe is essential totheir survival, whether hunting, gathering food, orraiding, they are mostly of lawful alignment. Theircruel actions and disdain for sentient life, however,mark most orcs as evil. Some, though, hold to a per-sonal code of honor and almost all can be reasonableif offered something beneficial.

Lifestyle: Several factors determine the lifestyle ofthe orcs of the Dark Jungle. Most notably, they live ina rainforest. Heat and humidity are extremely high,making heavy armor or clothing a burden rather thana blessing. What sunlight penetrates the upper and

lower canopies of the forest is filtered and green; manyareas remain dark even at the brightest part of theday.

Perhaps the dark, oppressive atmosphere lends itselfto superstition and dread but the orcs believe thatthe spirits of the dead remain in the trees of theirjungle. For the orcs, however, evidence that theirbeliefs are real is not difficult to come by. Indeed, it isnot rare for ebon statues of warriors or influentialtribal members thought lost in the jungle to bediscovered on some remote trail. The shamans say thatthe forest spirits have captured their souls.

The orcs build great wooden forts, especially nearthe entrances to their ancestral caverns. They cut downtrees in some areas, haul the trunks to the top offorested hills, and build the structures among thegrowing trees. These fortifications are very difficult tospot until one is quite close to them. Shamans oftendirect the builders to carve on the forts’ logs thescreaming, demented faces of tribal ancestors knownto have been taken away by the forest spirits. Thereare often hundreds of faces for each tribe, some datingback several centuries. Shamans also take the ebonstatues found in the jungle and incorporate them into

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the walls of the forts and temples. This is part of theorcs’ ancestral lore.

About half of the Dark Jungle population lives incaverns. These caverns connect to the ancient caves ofthe Sohktars and to those of the Herathians. Theconnecting caverns are fortified and heavily guardedby the orcs and the forces at the tunnels’ other ends.Because invading one another’s territories throughthese tunnels is virtual suicide due to the heavy guardeach race posts, there is very little raiding back andforth through what would seem to be the perfectconduit for waging warfare.

Their success in ambushing Nimmurian andHerathian caravans stems from their ability to concealthemselves cunningly within the foliage along thecaravan trail. Dark Jungle orcs have the ability to hidein the forest as a thief can hide in shadows (30% chanceeither individually or in groups). If the orcs haveenough time to set up an ambush, if they use allcamouflage usually available to them, and if theyremain perfectly motionless, their chances go up to60%.

Nuts, fruits, roots, and tubers are easily gatheredby the nonwarriors of the tribe, and dozens of animalspecies make for fine hunting. Several varieties of fish,frogs, and turtles live in the streams, minor rivers,pools, and small lakes found throughout the jungle.Some tribes even feed on the large insects that infestthe lower canopy. Much of the tribes’ time is spentgathering and hunting the bountiful food the forestprovides. When they are not engaged in food-gatheringactivities, the orcs make weapons, hold mock fights,dance, plan raids, and prey upon caravans and ships.

All of the major tribes are independent of and tosome extent competitive with one another. Dozensof subtribes owe fealty to the kings of one or more ofthe larger ones. Despite the jungle’s abundance,resources within the tribal areas cannot keep up withthe demands of burgeoning populations. This resultsin some fierce competition among neighboring tribesfor resources or potential booty. Major efforts fromHerath and Nimmur to reduce the orcs’ power haveprompted tribal kings to ally against outside threats,however.

Because of the constant need for warriors most ofthe orcs are able to fight well. Though females aregenerally accorded little respect among their society,some few do rise to the rank of warrior or shamanand most can fight when necessary. Though there isintertribal raiding and minor warfare, majoraltercations are deterred by the cloud of Pyre’s wrath.The dragon looks unfavorably upon those chiefs whoengage in large scale, intertribal warfare; both chiefs

involved in such are usually executed for theirfoolishness.

Most of the tribes are sea raiders, sailing out toattack coastal shipping in giant outrigger canoesutilizing both sails and paddles.

The tribes living along the shores of the peninsulahave acquired a cunning knowledge of the sea andmaritime weather. Their shamans have been grantedthe magical ability to predict weather. Within the pastdecade, the substantial increase of merchant trafficbetween the Texeiran Colony of the Horn, Nimmur,and Slagovich has greatly encouraged the orcs topractice piracy—so far with great success.

Their giant outriggers can hold up to 120 warriors,each of whom paddles when necessary. Fully manned,such war canoes can easily reach twice the speed of alarge sailing ship for a short time. The orcs’ knowledgeof tactics and wind conditions allows them to captureships easily. Once seen from the shore, the passingship is hounded by swift-moving orc outriggers takingpositions both fore and aft of the ship to block escapemaneuvers. Once in place the war canoes come closeenough to fire the powerful ballista-mounted harpoonsthat stick in the ship’s hull and rigging. The orcs thentug on the lines attached to the harpoons, pullingthemselves closer to the ship. Under scores of arrowsfired from the canoes, the target ship’s sailors cannoteffectively sever the harpoon lines. Eventually, all thecanoes come close enough to mount a boardingaction. Those on board usually do not survive, thoughoccasionally some are taken as captives for torture orfor slaves to give to Pyre. The orcs then quickly plunderthe cargo, scuttle the ship, and return to the safety oftheir jungle lagoons.

The only defense against their raids is either to setout with several well-armed ships or to stay out ofsight of the coast. The orcs’ ambushes at sea can be asswift as they are unexpected. They operate both inbroad daylight and in the middle of the night, homingin on the lanterns of unwary vessels.

The final determining factor in the orcs’ lifestyle istheir overlord. Pyre has subjected all the orc tribes tohis power. Every moon, tribal kings pay tribute toPyre, in slaves, food, and treasure. In addition, whenPyre desires it, the tribes unite and conduct massiveinvasions against their northern foes. Pyre plans manyof these successful raids as well as helping the orcsdefend themselves from those who would steal theirland. Their apparent unity and success, therefore, owea great deal to the dragon’s planning. Without Pyre,they might return to their old feuds and defeatthemselves, laying the Dark Jungle open toexploitation by Nimmur or Herath.

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Language: The orcs of the Dark Jungle speak Yazug,one of three related goblinoid languages. About halfthe words in this language can be understood bysomeone who speaks Yazaka, the language used by thegoblins of the Yazak Steppes. Many orcs know snippetsof Herathi and Nimmurian, learned from captives. Anorc who can speak Common is extremely rare.

Equipment: All orcs, including children, carryweapons. Warriors wear no armor, but carry shieldsmade of wood and covered with the skins of giantforest rodents. They fight with short bows, spears,and stone axes. All warriors make their own weapons.Though many carry snares, most do not botherbringing food or water with them on journeys,knowing that these are plentiful in the jungle. All ofthem carry some sort of pouch that holds their perso-nal effects—camouflage paint, a lucky rock, an extraspear head, some waxy leaves to keep their swordsfrom rusting, or whatever else strikes their fancy.

The Tribes of the

Dark Jungle

Except for the Green Slayers, all Dark Jungle orcsknow how to maneuver their giant outrigger canoesin high wind conditions and worse, using both sailsand paddles. Their shamans also know how to castpredict weather as if they were 1st-level druids.

Orc fighting units break down into hordes of about1,000 orcs, then into war-bands of approximately 100.Up to 75% of a tribe’s adult population, includingfemales, can muster during a war.

Tribe of the Black Orchid (Northwest)

Main tribal camp: F’faug (Pop.: 1,500 orcs, 310troglodytes)

Subject Tribes: 4Hordes: 7 (30 war canoes on the coast and along

the last 80 miles of the Ganlil River)Ruler: King Qreebak, The DreamerSymbol: Black orchid on a crimson fieldPatron: Ait-tha (also known as Talitha).The Black Orchid shamans are reputed to be the

most skillful among all the tribes in herbal knowledge.They concoct the black paste in which their warriorsrub their arrows. The paste, made from a black orchidfound in this region of the Dark Jungle, causes feverwithin an hour to those wounded by it (save vs. poisonallowed). The fever lasts for 1d6+4 days, during whichthe victim is amnesiac and prone to follow any orderwhispered into his ear. The Black Orchid tribe favorsthe Sea Plague tribe, but dislikes the Green Slayers,who have allowed their dreaded green slime to infestthe shores of the Ganlil River.

Tribe of the Silent Death (Northeast)

Main tribal camp: Ol-omöi (Pop.: 4,100 orcs, 570lizardmen)

Subject tribes: 10Hordes: 20 (45 war canoes, half of which prowl

the Forbidden River)Ruler: King Bratagh, The ImperviousSymbol: Mouthless yellow skull on a black fieldPatron: Karaash.The most powerful tribe of the Dark Jungle, it is

also the one with the biggest problem: a long borderwith Herath. The Silent Deaths are notorious forsailing up the Widow River in war canoes and slippingdeep into Herath. They hide during the day and travelat night, pillaging every village and caravan camp theyfind. The orcs of this tribe have developed the abilityto move silently (40% chance on foot or in their warcanoes; roll for every 120 orcs or single canoeinvolved).

Silent Deaths view themselves as the exemplars oforcish kind and demand that all other tribes bow totheir authority and to the patronage of their greatorcish Immortal, Karaash. The Silent Deaths dislikethe Green Slayers and the Storm Bringers, who haveresisted the Silent Deaths’ attempts to make themsubject tribes. The Silent Deaths, however,occasionally join major sea raids initiated by the StormBringers, to loot and to demonstrate Karaash’spowers.

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Tribe of the Green Slayers (North-central)

Main tribal camp: Argak (Pop.: 2,200 orcs, 230swamp trolls)

Subject tribes: 6Hordes: 10 (9 war canoes, mostly in the swampy

maze around Argak)Ruler: King Haitar Wood-CrawlerSymbol: White eyeless face on a dull green fieldPatron: Na’al (Nyx)These orcs have learned to capture and raise green

slime in large stone vats. Before a battle, they fastenclay jars containing green slime (three 2HD slimes perjar) on ballista-fired javelins. They can fire the javelinsup to half the normal ballista range. On impact, theslimes are released and randomly scattered. Slimes areonly used once during an ambush (the first round ofjavelins). The ballistae are usually installed at anambush site and camouflaged under fresh foliage ormounted on war canoes. Green Slayer shamans knowhow to prepare the slime-repellent paint that protectsflesh from the green slime’s corrosion.

The Green Slayers are the only orcs who know howto get around the dark bayous of the swampssurrounding their main tribal camp. The other tribesavoid this area for fear of the deadly green slimeambushes set by the Green Slayers. This tribe favorsthe Sea Plague tribe, but dislikes the Black Orchidsfor attempting to steal the secret of their protectivepaint. They fear the power of the Silent Deaths, theirancestral rivals. They owe their freedom from theSilent Death’s overlordship mostly to their knowledgeof green slimes and the aid of their swamp troll allies.

Tribe of the Sea Plague (Southwest)

Main tribal camp: Zrag (Pop.: 1,800 orcs, 250snappers)

Subject tribes: 5Hordes: 8 (53 war canoes scattered on the

coastline)Ruler: King Ukul, Harpoon HandSymbol: Red harpoon on a dull blue fieldPatron: Oruguz (also known as Orcus)Ukul is a despicable monster with a powerful

personality who replaced his severed hand with aharpoon head.

Once per moon, Sea Plague shamans can cast acloudkill spell as if cast by a 9th-level wizard. For this,at least 12 shamans must howl and dance for an hour.Shamans can perform the ceremony at sea if all are

aboard the same canoe. The spell can neither be castin the jungle nor at sea in high winds or worseconditions. When the spell is cast, greenish bubblesburst at the surface of the sea, releasing the cloudkill’sdeadly vapors. Upon reaching a ship, the vapors sweepthe outside decks, then sink into the ship’s lower levels.The spell can be used against only one ship.

The Sea Plague tribe favors both the Black Orchidsand the Green Slayers, during whose disputes theyoften act as mediators. They hate their ancestral rivalto the east, the Storm Bringers, who can call uponhigh winds to dispel their cloudkill spells.

Tribe of the Storm Bringers (Southeast)

Main tribal camp: Ugmar (Pop.: 2,800 orcs, 290ogres)

Subject tribes: 6Hordes: 11 (73 war canoes, of which 53 are

scattered on the coastline and 20 control Red Lake,where their main camp is located, and the downstreamsegment of the Forbidden River)

Ruler: King Orogi the Half-OgreSymbol: Black foot on a brick-red fieldPatron: Crakkak of the Sharp ToothShamans of Crakkak have the ability to cast a weather

control spell for the exclusive purpose of summoningor dispelling high winds at sea. They can do so onceper moon; this requires at least 12 shamans howlingand dancing for an hour. The shamans can performthe ceremony at sea if all are aboard the same canoe.They use the spell to break up large enemy fleets, fleea battle, or disperse cloudlike spells.

The Storm Bringers occasionally accept war canoesfrom the Silent Death tribe during major sea raidsagainst the eastern kingdoms of the Savage Coast,mostly to bolster their overall strength. Storm Bringershamans arrange for Silent Death war canoes to be inthe first lines of combat. They also hate the Sea Plagues,with whom they’ve had numerous clashes at sea whentrying to intercept the same merchant ships.

Giant War Canoes

These are huge outrigger canoes comparable toViking longships, which the Dark Jungle orcs use towage naval warfare and conduct river raids. Each ca-noe requires 100–120 orcs with paddles for maximumspeed, but otherwise use normal sails for long-distance

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navigation. Each comes with a ballista capable ofshooting a solid harpoon attached to a rope. Tentscan be pulled over the rowers to protect them fromthe sun.

Cost: 4,000gp; crew: 100–120 orcs; capacity:30,000; move (miles/day): 18/90; move (feet/round):90/150; maximum speed: 240 for one turn; hullpoints: 40–60; AC 8.

After a full turn at maximum speed, the orcs areexhausted and must stop. If attacked then, the orcsfight at –3 to attack and damage (1 hp damageminimum) for the rest of the encounter.

The Overking

The overking of the orcs is Pyre, a huge, ancientvermilion dragon. Exclusive to the Savage Coast, andpossibly unique, vermilion dragons are red chromaticdragons that have been affected by the Red Curse andingested cinnabryl. Rather than gain only one Legacy,these dragons gain several and hold off the side effectsthrough the cinnabryl they’ve eaten. They even havethe advantage over others in that the acquired Legaciescost them nothing in terms of their abilities. Theylose no Strength, Intelligence, or other assets when anew Legacy is gained. Furthermore, even after leavingthe area affected by the Red Curse, the magical natureof the dragon combines with the cinnabryl to makethe change permanent. They breed true once changed.

Though they still require cinnabryl occasionally, thedragons can live outside the affected area and maintaintheir powers. They even live longer than normaldragons. The main penalty for them seems to be atendency to sleep for longer periods of time in betweenawakenings and to sleep more deeply when at rest.

Pyre was once a normal red dragon with the abilityto cast spells. Originally from Robrenn, Pyre gorgedhimself on cinnabryl when affected by the Red Curseand contaminated himself with the substance in orderto gain powers like an Inheritor but without incurringany bad side effects. Because he still has need ofcinnabryl, Pyre frequently demands that his orcs raidcaravans and ships carrying cargo including the metalor goods that can be easily traded for it.

He has acquired the following Legacies: Anti-Missi-le, Displace, Duplicate, Feel Magic, Phase,Regeneration, Repel Metal, and Spell Shield.

Pyre has access to a great number of magical abilitiesas well. Due to his venerable age, he is able to use thefollowing three times a day: affect normal fires and

pyrotechnics. Once a day he can use heat metal, suggestion,and hypnotism. Rather than being able to detectgemstones three times a day as a normal red dragoncan do, Pyre is able to detect cinnabryl when within100 feet of it three times a week.

Besides these advantages, Pyre has a magical artifactthat gives him enormous power. This item is knownas the ebon eye.

An ancient king of Robrenn once went on a questto destroy Pyre. He died in his quest but not beforewounding the dragon and causing him to lose an eye.Pyre fled, but before leaving Robrenn he stole a sacredobject from the druids, an eye made of ebony. Thiseye was a key item in the Robrenn mythology.

Pyre placed the item into his empty eye socket ashe left. The eye bestows upon its user the ability toturn foes into ebony statues. The druids had used itfor centuries to punish criminals and heretics. It issaid that a victim’s soul remains in the statue until itis destroyed or until the statue is returned to flesh.

The missing ebon eye has become the object of manyquests since it was stolen. The Military Order of theEbon Eye was established by the druids with the solepurpose of recovering the sacred object. Many of theorder’s young knights have sworn to find the ebon eyeand have left on lifelong quests. So far, none of thesepopular heroes have returned. It is a great honoramong Robrenn warriors to become such a knight,or even to have such a knight in the family.

Pyre uses the eye’s magic to help control the orctribes at his command. The orcs believe it is a forestspirit that turns unfortunates into ebony statues.Actually, Pyre uses this ability to punish those whodisplease him. Anyone gazing at the dragon can bechanged into an ebony statue if Pyre so wills it (a savevs. petrification is allowed). Removing the ebon eye(manually or with a wish spell) from his head wouldcause Pyre to suffer 3d6 points of damage (no save).

In addition to all his other advantages, Pyre owns agreat many magical items. Among them is an anklebracelet of shapechanging and a crystal ball withclairaudience. He uses this to check up on the varioustribes and to watch events transpiring in the north.The crystal is not actually shaped like a ball but morelike a four-pointed, flat star. Though mostly clear, thecrystal has strange hieroglyphics etched into its surface.They form an incomprehensible pattern.

This is the viewing crystal needed to fully utilizethe star device in Nimmur. Pyre has no idea of its truevalue, utilizing it to further his schemes withoutexamining it too closely. If he did care to study thedevice more fully, he might be able to discern thatthe etchings are actually written Nimmurian and refer

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to focusing the device in tandem with a key.Pyre’s lair is reputedly found underground at a

secret location that has hidden accesses to all of theorcs’ caverns. Rumors say that he keeps hundreds ofslaves there mining for gold (or diamonds, reportsdiffer). None of the tribes knows exactly where Pyre’slair is. They know that it lies in a mist-covered valleysomewhere within the Dark Jungle but none have evertraveled there and returned to tell the tale. Pyre meetswith them at prearranged places. When they haveneed of the dragon, the tribes beat upon huge drumsmade from the shells of hollowed-out trees. If thisawakens the dragon and if he chooses to respond, thetribe that called him had better have a very goodreason for the summons or be willing to part with alarge percentage of their members to assuage his anger.

If not sleeping or spying on his underlings, Pyre islikely to be secretly traveling the northern nationsutilizing a hat of disguise. He usually assumes humanshape and travels the lands outside the Dark Jungle tospy out secret places in Herath, Nimmur, andRobrenn. He steals precious magical items and killsrulers and key military leaders.

With all his abilities, this is one of the mostpowerful dragons on the world of Mystara. He is alsovery intelligent. His long life can be attributed togenius as well as power and luck, and he should notbe underestimated.

History

Long ago, the tribes of the Dark Jungle were smalland scattered. Orc tribes lived throughout the SavageCoast, as evidenced by the similarity of their languageto the goblins of the Yazak Steppes. As the land wasclaimed by humans and near-humans, the orcs weredriven farther west and south. Those who adapted tothe Dark Jungle survived. They were assisted by theorcs already living there.

These “natives” held knowledge the newcomersneeded to survive and were thus able to subjugate thenew arrivals. The native tribes became the five maintribes of the peninsula. Many newcomers, especiallyproven warriors, were allowed to join one of the nati-ve tribes. Others had to form their own smaller tribesand bow to the authority of the larger ones.

All were ruled by an overking, the great vermiliondragon Pyre. Through his cunning and leadership, hetaught the orcs to ally with one another and use theirnumbers and abilities to hide within the jungle in

making raids against their neighbors to the north.One such war was waged against the Nimmurians,

the enduks who were aided by the newly-arrivedmanscorpions. The orcs were beaten back into thejungle in that engagement but not eradicated. Anothergreat raid was known as the Great Sea Terror.Thousands of orcs in their giant outriggers terrorizedthe Savage Coast, raiding and moving on too quicklyto be contained. They raided as far as the Gulf of Hulebefore their booty got so heavy their boats becameeasy prey themselves. Of the thousands of orcs whodared that venture only a thousand or so survivedand returned with loot. From that raid, the rest ofthe Savage Coast became quite aware that savage orctribes inhabited the peninsula to the west.

Flora and Fauna

The Dark Jungle is a teeming cauldron of life filledwith hundreds of kinds of trees, insects, birds, andanimals. It is always hot, humid, and rainy. Duringthe dry parts of the year, the two great rivers that snakethrough the area remain mostly within theirembankments. During the rainy season (the wintermonths), it rains daily, sending the river watersflooding across the flat portions of the jungle andcovering some areas up to 16 to 20 feet deep for mileson either side. Trees, vegetation, and animal life haveall adapted to this yearly inundation.

The rivers provide homes for dozens of varieties offish, including piranhas and hatchet fish. The latterare the only true flying fish, as they flap their fins andrise out of the water in pursuit of flying insects. Lizards,frogs, and turtles live along the river, as does the dreadedgiant black caiman, an aggressive crocodile over 18feet long. Wading birds like the scarlet ibis share theriver with gentle manatees.

Hundreds of types of birds—most boasting brightplumage that the natives use to decorate themselves—and small creatures such as beetles, bees, andbutterflies make their homes on the bark or in theleaves of the great trees. Capybaras (large piglikeanimals) and anteaters move along the game trails,spotted cats laze upon the branches of the lowercanopy, and bluewing butterflies flit in the few beamsof bright sunlight that filter down through theoverhead canopy. Army ants forge their ways throughthe detritus on the ground in columns that are mileslong and hundreds of feet across.

The trees themselves are giants, towering as much

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as 100 feet before spreading out in branches and leavesto form the lower canopy. At this level, the branchesstretch out toward one another to provide a solid,nearly unbroken trail along which many of the jungle’sanimals travel. Shallow-rooted, the trees form largebuttresses of their roots to anchor themselves in thesoil. Twined around and hanging from most of thetrees are lianas, thick, strong vines that help the treesanchor themselves together near their crowns.Travelers should beware of the lianas, however, formany are actually large jungle snakes such as theanaconda.

It is impossible to travel far in the jungle withouthaving to cross streams or pools of water. Many ofthese backwater pools are filled with giant water lilies.Piranhas tend to congregate in these areas. Clouds offog and mist hover above and among the trees. Therainfall, absorption by the leaves, and hot sunshineconspire to create a damp haze over great portions ofthe forest.

The central area of the jungle is a cloud forest. Thearea is a combination of jungle and deciduousvegetation atop hills. The higher elevation means thatthe air is slightly cooler, with the resulting ever-presentfog. In the midst of that area lies a lower elevationalong the path of the Forbidden River. This regionlies below sea level and stretches to either side of theriver in a bog or marsh. Cattails, reeds, and othermarsh plants grow in abundance, as do mosquitosand other insects. Mangroves raise their roots abovethe water, providing homes for poisonous spiders andsnakes. Turtles, crabs, and fish live in the bayou waters,while cicadas and warblers sing without pause fromthe grasses along the banks. This area is also home tothe green slime raised by the Green Slayer tribe.

The Dark Jungle

Pantheon

Ait-tha (Talitha): This Immortal stands as the patronof thieves and victory by deception. Her shamans arethe ones who ordered the Green Slayer’s slime-repellent paint to be stolen. They capture isolatedNimmurians or their slaves. Using the amnesia inducedby the black orchid, Ait-tha’s shamans plant secretorders in their captives’ minds to steal some preciousobject from their Nimmurian masters or to setNimmurian rulers against each other. (Pyre providesthe information on the objects to be stolen). Orcish

shamans of Ait-tha can also pick pockets as 1st-levelthieves.

Crakkak of the Sharp Tooth: Storm Bringer orcsadopted Crakkak as their chief Immortal afterwitnessing numerous ravenous sharks attacking helplesshuman sailors from a group of sinking ships. Soimpressed were the orcs with the sharks’ feeding frenzythat they began honoring the “great shark spirit.” Thiscaught the attention of Crakkak, who created a newfollowing of Shamans by sending dreams and visions.He rewarded his followers with the tribal ability toaffect high winds at sea and with a new protectionspell. Orc shamans of Crakkak can cast this uniqueprotection from sharks 30' radius spell in addition to theirnormal complement of spells. There is a 10% chanceof sharks being present at any naval battle near theOrc’s Head Peninsula (1d4 sharks per ship or war ca-noe in the battle). This is a sign of luck for the StormBringers, who then receive a +1 bonus to their Mora-le. Those orcs eaten by sharks anyway are believed tohave been called to serve Crakkak.

Karaash (Ilneval): Karaash is the patron of orcwarfare. He also defends the traditional values of theorcs and backs their struggles against not only Herathand Nimmur, but also against Pyre. The antidraconicsentiment remains well hidden, but Shamans ofKaraash might secretly back a serious attempt atdestroying Pyre if they were convinced of its success.They know of the Order of the Ebon Eye and itspurpose. They don’t believe these knights have a chanceagainst Pyre but they do not interfere with the knights’efforts.

Karaash is honored to various degrees in most tribesof the Dark Jungle. His following is strongest amongSilent Deaths. If there could be such a thing as “orc-paladins,” devout followers of Karaash are it. Theyconstantly seek to demonstrate the greatness ofKaraash’s precepts and the value of orcish supremacy.Karaashite zealots gain a +1 to attack and damage rollswhen fighting unbelievers. These Shamans can alsouse crossbows.

Na’al (Nyx): As the patroness of darkness, Na’al isoften honored among orcs of the caverns. The foggyregion of the swamps around Argak is dark and dismalenough to remain a haven for her followers. The GreenSlayers’ attempts to raise green slime as pets and teachthem tricks caught Na’al’s attention. This unique andtotally hopeless endeavor to raise the level ofconsciousness of green slime received her utmostsympathy. As a reward for the Green Slayers’ work in

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this field, she granted their Shamans the knowledgeof various slime-repellent recipes. Orc shamans ofNa’al can also cast a darkness spell once a day in additionto their normal complement of spells.

Oruguz (Orcus): The orcs of the Sea Plague tribestarted out as pig-herders centuries ago. The tribalkings of the Sea Plagues were then (and still are) evildevil swine. This secret community of lycanthropes

manages to keep the tribal throne thanks to their charmability.

They are responsible for the tribe’s worship ofOruguz. Oruguz grants his followers the cloudkill spell,making them more powerful sea-raiders. This earnedthem the enmity of the Storm Bringers, who becamedirect rivals. Orc Shamans of Oruguz also receive abonus of –2 to their Armor Class when fightingdemihumans (dwarves, elves, and halflings).

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Ee'aar and Enduks

Aeryl

The high mountains of the Great Immortal’s Shieldare home to the winged elves known as ee’aar.

Ee’aar

These winged elves, known as avariel or al-karak-elam in some areas, are not native to the Savage Coast,so they are rare as player characters. Ee’aar come fromAeryl, a kingdom on the Arm of the Immortals, apeninsula several miles to the west of the Orc’s HeadPeninsula.

Appearance: Ee’aar look much the same as regularelves, but appear even more delicate with more angularfacial features and slightly larger eyes. Ee’aar also havelarge, feathered wings with a span of 12 feet whenunfolded. When folded, the wings stretch from theirheels to a few inches above the head, and they cannotbe concealed except through magical means.

Ee’aar usually have white or silver hair, though somehave hair that is black or a shade of gray; ee’aar wingsare about the same color as their hair. Their eyes areamber, violet, or deep green.

Personality: Typical ee’aar are reclusive, preferring

the company of their own kind. Those who chooseto adventure on the Savage Coast have overcome thistendency enough to associate with others but still tendto be very private. Ee’aar are curious and regard allnature as wondrous and worth protecting. They pitythose who cannot fly and do not understand peoplewho voluntarily spend time beneath the ground, awayfrom sky and sun. Most ee’aar are very vibrant, full ofhumor, and unafraid to show their emotions.

Ee’aar tend toward good and chaotic alignments,with few lawful individuals and even fewer who areevil.

Lifestyle: An ee’aar on the Savage Coast is awayfrom home, where beautiful, fragile looking cities riseto great heights among the mountains. They areaccustomed to cold and all forms of weather but onlythe most daring fly during storms and high winds.

In ee’aar society, male and female are consideredequal but there is another dichotomy. About half ofthe ee’aar have trained for combat and hold to a strictwarrior’s code. The others know little of war and con-centrate more on art and philosophy. It is generallythe more martially minded ee’aar who seek adventureon the Savage Coast.

Neither type of ee’aar completely ignores the otherside of their personality and it is common to findwarriors with artistic talent and thinkers who can

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defend themselves. Similarly, all ee’aar tend to be veryreligious without trying to serve as missionaries tothe unenlightened.

Ee’aar buildings are composed mostly of glass andare open and spacious. They usually have tallfoundations of glass or stone, with open living quartersthat can be accessed only from great heights. Theyseldom have doors, just wide openings for ingress andegress.

Ee’aar sometimes bond in a ceremony similar tomarriage but that can be dissolved if both partnersagree. Children are cared for by both parents and arerare and therefore precious to both the parents andthe community.

Equipment: Technologically advanced in the fieldof architecture, ee’aar are skilled glassworkers and theycreate buildings and weapons from glass, which theirmost powerful wizards enchant with glassteel. An ee’aarcharacter, when created, can purchase weapons ofenchanted glass instead of metal, such as a glass shortsword or a spear with a glass head. These weaponscost the same as a normal weapon of that type, ifpurchased by an ee’aar in the ee’aar homeland.

Ee’aar as PCs

The ee’aar have adapted to the cold environmentof their high mountains. They rarely wear more thanlight, down-lined tunics, leggings, and soft leatherboots. If caught in a severe storm, ee’aar can kneel inrocky recesses and protect their bodies with theirwings. It takes months of discomfort for an ee’aar tobecome used to the warmth and humidity of thelowlands, especially in tropical regions.

Most ee’aar have had little contact with races nati-ve to the Savage Coast, so they have no preconceivednotions or pronounced racial preferences. They arefriendly with enduks,who also now live on the Armof the Immortals. They tend to like phanatons andwallara and pity the wingless elves and half-elves. Theysometimes slightly fear gurrash, lupins, and rakastas,because they resemble creatures that prey on birds,creatures that would prey on ee’aar if they could. Theydo not care for manscorpions due to those creatures’betrayal of their friends, the enduks.

For combat, ee’aar prefer small weapons that canbe wielded with one hand. Their favorite weapons areshort swords, bolas, lassos, nets, blowguns, and spears.Ee’aar cannot effectively use medium or large slashingweapons (such as the battle axe and many swords),because their wings impede their use. Similarly, ee’aarcannot utilize long bows and very seldom use short

bows, although crossbows are sometimes employed.Flight lances are popular among organized fightinggroups, but other large weapons are avoided becausethey are too unwieldy.

An ee’aar can still f ly while wearing leather orstudded leather, but not anything bulkier. Specialelven chain mail (made with glassteel enchanted glass)can also be worn without impediment. If purchasedby an ee’aar in Aeryl, this special elven chain mailcosts the same as normal chain mail (75 gp). Ee’aarrarely use bulky armor and never use shields, becausetheir desire for mobility is quite strong.

Special Abilities: The most important special abilityof an ee’aar is flight. Ee’aar can fly at a speed of 18,with maneuverability class B. They can carry half theirbody weight without penalty; carrying more weightreduces maneuverability class to C. An ee’aar cannotfly if carrying weight greater than the character’s bodyweight or if wearing armor bulkier than leather,studded leather, or elven chain mail.

Ee’aar must make a Constitution check for everyhour of flight. If an ee’aar fails the check, he mustland and rest a half-hour for every two hours of previousflight. The Constitution check is subject to a penaltyof –1 if the ee’aar is carrying weight over half that ofhis or her body weight. If favorable winds are present(like updrafts in the mountains or a strong sea breeze),ee’aar can simply glide, in which case they receive a +4bonus to Constitution checks. They suffer a furtherpenalty of –1 to the checks for every 5,000 feet ofaltitude above the first 5,000 feet. They cannot flyabove 20,000 feet.

Ee’aar’s wings are AC 9 minus any Dexterity bonusand cannot be hit in a frontal attack unless the attackeris taller than the PC. If a flank attack misses but isstill good enough to hit the wings’ AC, the wings arehit. Back attacks are always made against the wings.

An ee’aar that loses 50% or more of his normal hitpoints cannot fly, but can glide until 75% or morepoints have been lost. Even a grievously woundedee’aar can jump to a height of 10 feet from a standingstart.

Ee’aar wings are especially vulnerable to fire andburn quickly when ignited. An ee’aar who is hit by aflaming arrow or similar weapon or who fails a savingthrow against a fire-based spell, must spend 1d4 roundsextinguishing the wings immediately or the feathersburn. The ee’aar takes an additional 2d6 points ofdamage and loses the ability to fly for a month whilethe feathers grow back.

Miscellaneous: Ee’aar suffer from claustrophobiaand cannot bear to be in enclosed places, especiallyunderground. If confined in such a place, an ee’aar

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must make a Wisdom check each day of confinement,with failure indicating a neurosis: The ee’aar becomessomewhat violent, very lethargic and mostlyunresponsive, or extremely nervous. The neurosisdisappears when the ee’aar reaches open air. An ee’aarwho fails five or more Wisdom checks during a singlesojourn into an enclosed space takes on a psychosis,becoming very violent, catatonic, or panicked; thiscondition lasts until cured by heal or cure disease.

Ee’aar receive a +1 bonus on attack rolls when usinga short sword, bolas, or lasso. They have infravision toa range of 60 feet and have excellent normal vision,being able to notice details from more than a mileaway.

After reaching maturity, all ee’aar become therecipients of a controllable light spell, which is cast inthe center of the individual’s chest; the ee’aar can usethis to surprise enemies or light the way for travel.This variant of the continual light spell allows themagical light to be turned on or off at will or to flickerat a specific rate. Ee’aar use the lights to communicatewith one another during the night and to blind orfrighten nocturnal monsters. Each family within a clanhas a specific blinking rate that identifies them to otherclans; it is their version of heraldry.

Another use has recently been found for their lights.Ee’aar have been flying off the coast of the Arm of theImmortals, flickering their lights to imitate certainstars. This is to fool sea captains into sailing fartheraway from the ee’aar homeland but it has caused severalships to run aground in dangerous, orc-infestedregions.

An ee’aar is 30% resistant to sleep and all charm-related spells.

Language: Ee’aar speak a dialect of the elvish tonguecalled Aeryla and can communicate with little difficultywith those who speak standard elvish. Ee’aar curiosityoften encourages them to learn the languages of otherraces.

Classes and Kits: Ee’aar are usually fighters, priests,wizards, or some multiclassed combination of thoseclasses. Only a very few are thieves. Ee’aar wizards maybe mages, enchanters, illusionists, diviners,transmuters or air elementalists.

The following kits are appropriate to ee’aar: Theymay be Nobles or Swashbucklers. Warriors may beDefenders, Honorbound, Wilderness Warriors, orMyrmidons. Though uncommon, ee’aar wizards maychoose to be Militant Wizards. The most popularwizard kit among the ee’aar is the Mystic. War Priestsare common, and the few thieves among them usuallybecome either Bandits or Scouts. They have no bardkit that is exclusive to the Savage Coast.

An Inheritor kit can be used by an ee’aar who beginsa career on the Savage Coast (and thus does not haveready access to special racial equipment, unless, forinstance, such items are inherited from parents wholived and adventured on the Savage Coast). Ee’aar gainno initial Legacy when created.

History

The history of the ee’aar is shrouded in mystery. Itis known that they are not native to the Savage Coastand that centuries ago they migrated from a far landcalled Davania in order to reach the Arm of theImmortals. What prompted the ee’aar to abandontheir old home and undertake this dangerous exodusis unknown, but they believe it was to enable them tofound a homeland where no one could find them.

Most of the ee’aar died on the way; the survivorsclaimed the high, desolated mountain lands whereno foe could easily reach them. Ee’aar myth tells of alone hunter named Aeryl who trod upon the cloudsto reach a magical spire and thereby entered the Realmof Faerie. She lived so long among them that wingsgrew on her back and she learned much from her faeriefriends. Being homesick, she returned and waswelcomed back by her kin, who marveled at her wings.She married and passed the wings on to herdescendants, until today, centuries after her death, allthe ee’aar bear wings and they named their kingdomin her honor.

Long ago, the ee’aar were contacted by theNimmurians (enduks) and established friendlyrelations. When the enduks were driven from Nimmur,the ee’aar helped them escape. Using large nets slungbetween their giant eagles (see below), the ee’aar assistedthe enduks in crossing over to the Arm of theImmortals (since the distance was too great for enduksto fly all the way) and founding a new home there.Today, some ee’aar are helping the enduks attempt toretake the land of Nimmur from the usurpers andhave recaptured the city of Um-Shedu as the first step.

The Kingdom of

Aeryl

Capital: Ithuín (Pop. 12,100 winged-elves, some

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pegataurs)Army: 12 WingsRuler: Enerin II, The Gaunt, oldest son of Syrond

I. Royal lands include the area immediately adjacentto Ithuín. The family domain includes the city ofMythror and immediate lands.

Patron: Ilsundal.

Aeryl lies among some of the highest peaks of themountains known as the Great Immortal’s Shield. Itconsists of four clans and royal lands belonging to thethrone of Aeryl, which together surround a grassyplateau called Oethrun. The plateau is part of acommonwealth available to all citizens of the kingdomand serves as both a garden and hunting grounds forthe ee’aar, the greatest source of food in their kingdom.They maintain a careful balance between hunting andgathering and tending wildlife in order to avoidstraining Oethrun’s fragile ecology. Because of this andtheir need to remain f light-worthy, ee’aar neverconsume more food than is necessary for their health.It is unheard of for an ee’aar to be overweight.

Royal responsibility includes defense of the nationfrom monsters and invaders. King Enerin is also theclan leader of Mythror, which he rules from Ithuín.His present task is to waylay the explorers from PortoMaldição who are searching for a way to get across theGreat Immortal’s Shield. The former Vilaverdans, whohave now claimed their independence, are seen as loud,greedy, overfed wastrels who will eventually causetrouble for the quiet kingdom of Aeryl.

Troops serve on a voluntary basis for one year every20 years, which means that 5% of the whole adultpopulation is serving in the army at any time. Clannobility commands the troops. Armies break downinto battle wings of 50 troops and five giant eagles,which then break down into hunting wards of 5–10troops and one giant eagle. The capital has 12 suchwings. The other four cities of Aeryl rely on anothereight wings each, for a total of 2,200 ee’aar warriorsand 220 giant eagles. For every 50 troops, fivecommanding nobles ride the giant eagles and carryshort bows and swords; 20 fight with the clan weaponof their city (nets, bolas, and so on); the remaining 25fight with normal swords.

Flora and Fauna

The high peaks of the ee’aar homeland radiateoutward from the central plateau. The plateau iscovered with grasslands and trees reminiscent of analpine meadow environment with various nut trees,

berry bushes, and a few fruit trees providing food forboth the ee’aar and some of the animal inhabitants.The ee’aar also grow hardy grains on part of the plateauand gather honey from the bees that have adapted tothe region’s cool air. Deer, small pigs, and mountaingoats all provide meat for the clans, though many goatsare kept for their milk to make goat cheese. Gamebirds such as pheasants live in the area and the upperlakes are a stopover point for migrating wild geese.

Predators include bears, foxes, mountain lions, andgiant eagles. Trees are deciduous rather than tropicaldue to the coolness.

Above the plateau, the mountains rise above thetree line and are often ringed in clouds; below, themountain slopes descend into heavy growth forest.

The City of Ithuín

The capital of Aeryl is an elegant and refined cityset among the high mountain ledges and cliffs. It is aplace of slender glass towers with graceful archingwalkways that hang outward from the mountain andblend in with the snow and icicles that linger yearround. Portals open half way up the towers and a fewcrystalline balconies overlook the grassy valley below.The palace is slightly larger than the other towers andhas an icy, silver-blue tint to it. Ee’aar come and go,flying, gliding, and gracefully walking along the archedwalkways. Here and there, guards with glass flightlances stand before open doorways. Because thebuildings are constructed of glass and shaped to blendin with the icicles and ledges of the snowy mountain,it is possible to mistake the city for a natural formationuntil coming quite close to it.

The Ee'aar

Pantheon

The Guide (Ilsundal): Ilsundal is the chief Immortalpatron of the ee’aar. He represents peace and serenityas well as wisdom, law, and trust. The ee’aar believe itwas his will that led them to the high mountains andthat he requires the ee’aar to live there in quietseclusion from the rest of the world.

The Guardian (Mealiden Starwatcher): Mealidenis the one who protects Ilsudal—for the ee’aar thatmakes him the patron of war and the defender of Aeryl.

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He likes bold, mocking, light-spirited adventurers. Hispriests are the ones who provide the ee’aar with theirspecial controllable light spells.

The Adventurer (Eiryndul): He represents jokes,amusement, relaxation, and freedom. Eiryndul is an

inquisitive maverick who breaks the rules to unveil secrets.Those with a particular interest in new magic, who arecurious about the world beyond the mountains (likeee’aar Scouts), who are impulsive and curious, and thosewho do not fit the traditional ee’aar culture revere him.Most of his followers become wanderers or adventurers.

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Eshu

The high plateau of Eshu serves as the homelandfor the displaced enduks, winged-minotaurs drivenfrom their original home in Nimmur by the dreadedmanscorpions.

Enduks

Enduks are winged minotaurs, the only “true”minotaurs according to their history and legends(others are cursed versions that lost their wings whenthey turned to evil). Like the ee’aar, enduks are notnative to the Savage Coast but come from the Arm ofthe Immortals, so they too are rare as player characters.The enduk homeland is the Kingdom of Eshu. Enduksonce inhabited the Kingdom of Nimmur, but werebetrayed and displaced by the manscorpions.

Appearance: The enduks look like minotaurs withwings. They are humanoid, appearing to be furredhumans with heads like those of bulls. Their fur isusually light brown, ranging to black but a very fewhave creamy-white fur. Enduk wings are feathered black,white, or a shade of gray or blue-gray. Hair (and beard,for males) is coifed into curled rows.

They stand 6 to 7 feet tall and are often well-muscled; enduks who are taller than 7 feet areconsidered Large creatures and take damageaccordingly. Both males and females have horns; thesestick out from the sides of their heads (rather thancurling close) and are usually ivory-white, though someare yellow, light brown, or gray. White-furred endukshave pearly horns. Horns are 1d6+12 inches long. Theytypically have brown eyes, though some have blackirises.

An enduk’s foot has only two large toes, both withhooflike coverings. Their hands look human but havethick, black nails. Enduks are carnivores and have sharpteeth.

Personality: The typical enduk is a religiousindividual; most are lawful good. They are not verytrusting and seldom make friends among the wingless.Enduks are honorable and go to great lengths to keepany promises they make.

Lifestyle: The land of the enduks is closed to mostother folk. Once they ruled Nimmur and welcomedall peoples. They opened their kingdom tomanscorpions, and later were betrayed by thosecreatures. Enduks in general want to recaptureNimmur and most enduks who adventure on theSavage Coast try to organize missions to Nimmur to

spy on and harass the manscorpions.Because of their experience in Nimmur, enduks are

distrustful of most strangers. The ee’aar are exceptionsand are viewed as friends. Enduks hate manscorpionsand wingless minotaurs. With most other races, enduksare hesitant and tend toward distrust, but they aregenerally willing to give each person a chance. Oncebefriended, they tend to trust more easily; oncebetrayed, they never forget.

The Kingdom of Eshu is on a large plateausurrounded by towering mountains. The ruler of theland is a priest-king who guides his subjects in religionand in secular life. Eshu is a peaceful land, but is alwaysready to defend itself against enemies. Most commonenduks are farmers, scholars, and artisans, but all arepart of the militia.

Enduks walk about as much as they fly. Thoughthey often fly to battle and use flight for strategicadvantage, they prefer fighting on the ground.

They live in stone structures close to the ground.Their homes are simple and practical but tend to belarge, with huge doorways, because of the enduks’ sizeand wingspan. Enduk buildings have doors, but theseare left open unless strangers are present or in the caseof some threat. Most enduk structures also havetrapdoors on the roofs.

Enduk priests choose lifemates for their people. Aninitial “marriage” takes place when the enduks areabout 12 years old, though the pair can put offcohabitation for as much as two decades, to give themtime to get to know one another and to seek adventureif they so desire. Once the final ceremony takes place,the enduk couple bonds for life. Any children arecherished and raised in a loving, deeply religioushousehold.

Equipment: Enduks are usually equipped with afootman’s mace or club, a net, and/or a flight lance.They have leather armor or bronze plate mail and carrynet bags for personal effects, hanging them from theirbelts to leave their hands free.

Eshu’s Armies

The organization of Eshu’s armies is similar to thatin present day Nimmur, since the manscorpionscopied enduk practices. Armies break down into battlestorms of 100 troops, in turn splitting into tacticalwarbolts of 20 troops. The capital city of Sardon has12 storms. Erdu and Gildesh have six storms each, andMasur and Enveh have another three each, for a totalof 3,000 soldiers.

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Enduks as PCs

Enduks are about as technologically developed asthe other cultures of the Savage Coast and the Armof the Immortals. They are generally good engineers ifthey choose to take the appropriate skills. Thoughthey once were highly decorative in their architecture,now they choose practicality rather than art as theguiding factor in designing their buildings and crafts.

In combat, enduks like bludgeoning weapons thatcan be wielded with one hand. The footman’s maceis preferred. An enduk must spend one weaponproficiency on a mace or club at 1st level; an endukwizard is allowed the use of a club but otherwise hasthe same weapon restrictions as other wizards.

Nets are also popular among enduk warriors. Withthe exception of the crossbow and the flight lance,enduks cannot take a proficiency for a piercing orslashing melee weapon until they are 3rd level orhigher. Enduk fighters, priests, and fighter/priests cantake a proficiency in flight lance.

Enduks prefer crossbows and cannot use long bowsor short bows. Like ee’aar, they cannot effectively usemedium or large slashing weapons (such as the battleaxe and many swords), because their wings impedetheir use. Other large weapons are avoided becausethey are too unwieldy.

Typically, enduks wear leather armor or bronzeplate mail. They cannot fly with anything bulkier thanbronze plate and, because they are naturally ArmorClass 6, most lighter armor gives them only AC 5, sothey are better off wearing leather armor. Banded andsplint armor is not made in the enduk homeland.Enduk Defenders can buy bronze plate mail for 100gp from the church organization in Eshu.

Miscellaneous: Enduks’ horns cause 1d4+1 pointsof damage on a successful attack. They have excellentvision and are able to note details from as far away ashalf a mile.

Enduks can f ly at a speed of 12 with amaneuverability class C. They can carry weight equalto that of their body weight without penalty; carryingmore weight reduces their maneuverability class to D.Enduks cannot fly if carrying a burden greater thantwice their own body weight or if wearing armorbulkier than bronze plate mail. Though they are strongfliers, they cannot fly great distances. They must makeConstitution checks every turn of flight after the third.If the check fails, they must land and recover for oneturn for every three turns spent in prior flight.

Enduks who lose 50% or more of their normal hitpoints cannot fly, but can glide until 75% or more oftheir points have been lost.

Like ee’aar, enduks’ wings are especially vulnerableto fire and burn quickly when ignited. Enduks struckby fire or who fail their saving throws against a fire-based spell must spend 1d4 rounds extinguishing theirwings immediately or their feathers burn, doing 2d6additional points of damage and preventing themfrom flying for a month while the feathers grow back.Unlike the ee’aar, enduks do not have claustrophobiaand suffer no disability when underground.

Enduks cannot fly above 10,000 feet, but couldglide from that altitude, if necessary.

Language: Enduks have their own language, abeautiful and complex tongue known as Nimmurian.This language has been adopted by the manscorpions,but never spoken so fluently by them as by the enduks.The enduks consider most other languages simple andlearn new languages quickly.

Classes and Kits: The vast majority of enduks arefighters, priests, or fighter/priests. Enduks can becomeskilled wizards, but seldom pursue that profession,most preferring religious and martial activities. It isextremely rare to find an enduk who has become athief. If psionics are used in the campaign, psionicists(and multiclassed psionicists) are about as commonas wizards or thieves and enduks have twice normalchances of having a wild talent.

The following kits are appropriate for enduks: It israre, but possible for enduks to become Inheritors.They may be Local Heroes and Swashbucklers; fightersmay be Defenders, Honorbound, WildernessWarriors, or Myrmidons. Enduk wizards may opt forthe Militant or Mystic kit and their priests are almostinvariably War Priests. Those few who choose to bethieves may be Bandits or Scouts. White-furred enduksare usually inducted into the Order of Eshu, a groupof honorable knights (fighters and fighter/priests) whouse the Defender kit.

History

Long ago the enduks were created when a herald ofIdu rendered a great service to his patron. As a rewardfor Gildesh, his servant, Idu formed a race with some ofGildesh’s features. Gildesh was a shedu, a winged bullwith a human head, and he ruled over Idu’s newly createdfollowers, who for practical reasons had been given wingedhumanoid bodies and the heads of bulls. These werecreatures of exalted goodness who lived to serve Gildesh,which means the defender in their language, and furtherthe ideals of Idu—the sun. Centuries later, Gildesh had

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enough followers to found a kingdom in the westernpart of the Orc’s Head Peninsula. It was called Nimmur,which means the homeland.

Over the centuries, envoys of other Immortalsquietly inf luenced some of Gildesh’s followers,introducing greed and violence to the Nimmurians.One of those, a warrior known as Minoides, betrayedGildesh over a holy treasure and killed him. As hedied, Gildesh cursed his murderer and his treacherouslackeys, who fled Nimmur and lost their wings. Theybecame the evil minotaurs of the world.

Gildesh was not truly dead, just banished toanother plane by the death of his mortal body. Idusuggested that he give his followers time to learn andgrow on their own and Gildesh agreed to return onlyevery third century. During his absence, themanscorpions arrived and were welcomed by thepeaceful Nimmurians. They were beset by the orcs ofthe Dark Jungle. The manscorpions aided them duringthe struggle, only to turn against their allies once thatfighting was done.

When the manscorpions overran their cities, theenduks were forced to flee and with the help of theee’aar, they relocated to a vast plateau hidden in themountains of the Arm of the Immortals. The Eshuplateau was infested with monsters but the enduksand ee’aar working together eradicated them. Theenduk were ecstatic about their new, secluded landwhere they could honor their Immortal patron, Idu,and their spiritual leader, Gildesh.

The kingdom was named for the priest-king Eshu,who ruled ancient Nimmur at the time of their flightto the Arm of the Immortals. Upon pacifying thenorthern end of the plateau, he had the great fortressof Gildesh built to hold its entrance. He died severalyears later at the Battle of Urduk, when several hordesof orcs attempted to find a way onto the plateau. Idu’sherald Gildesh returned a decade ago and is now rulingfor another mortal lifetime.

Today, the enduks are a peaceful race of farmersand soldiers who live simply. They grow crops in therich soil, hunt boar and deer and fish in their manyrivers. As before, they build villages, cities, temples,and fortresses, though not such grand ones as theyonce constructed in ancient Nimmur.

It is a particular goal of the enduks to try to retakeNimmur. To that end they often send adventurers tothe Savage Coast to harass the manscorpions and planraids. In the last decade, heavy attacks by the orcs ofthe Dark Jungle, which occupied much of Nimmur’sarmy, created an opening that allowed a combinedforce of enduks, ee’aar, and a few repentantmanscorpions to seize the city of Um-Shedu. Thus

far, they have held the city and hope to use it as astaging base from which to retake the whole country.

The Kingdom of Eshu

Capital: Sardon (Pop. 11,200 enduks and a handfulof visitors from elsewhere)

Royal Army: 12 StormsRuler: Priest-King Gildesh II, Herald of IduPatron: Idu

Flora and Fauna

The land of Eshu occupies a vast plateau similar toAeryl’s Oethrun. It is a heart-shaped grassland thatslopes down toward a northern bottleneck, theGildesh pass. Eshunite rivers drain toward the pass,eventually forming a very high waterfall at the easternedge of the Great Shield of the Immortals. Highmountains surround the kingdom, preventingneighboring populations from reaching Eshu.

Like Aeryl, the region is rich in farmland andhunting areas. Although it is very well watered, thushaving richer soil, Eshu supports almost exactly thesame flora and fauna as Aeryl.

The City of Sardon

Though large, the city of Sardon is remarkablyuninteresting. Architecture is spare and practical, andthe streets are straight and wide. The only buildingsof real interest are the palace and temple complex.These are built along patterns established in Nimmur,the large palace intended to serve both as a court andas a counting and storage facility and the temple restingatop a three-tiered ziggurat.

The Enduk Pantheon

Idu (Ixion): The enduks are essentially followers ofIdu, which is what they were created to be. Idurepresents fire and the sun as well as a balance of passionand wisdom, power, and scholarship. Enduk priestsof Idu have the following special powers: They cancast a produce fire spell twice a day and receive a +1 totheir rolls to turn undead.

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Other People,

Other Places

The Lizard Kin

At the western end of the Savage Coast lie threekingdoms inhabited by lizard kin. The three races thatinhabit Shazak, Ator, and Cay were originally createdby the mages of Herath to serve as slave-warriors andservants. Having proved unsuitable, they were released

into the bayous and woodlands that today form theirkingdoms.

Shazaks

Shazaks are very similar to lizardmen (as found inthe Monstrous Manual). For the most part, they arepeaceful primitives who have only recently begun todevelop art and a written language. Many are used byHerathian nobles as mercenaries and they have servedas front-line troops for Herath in times of war.

Shazak feels the pressure of an ongoing conflict withBellayne, which contests their rights to the forestedarea between Ah’roog (the shazak capital) andBellayne’s Marches of Wyndham. They are also besetby gurrash incursions that are savage and all toocommon. The gurrash think of the shazaks as tastyfare.

Appearance: Shazaks stand six to seven feet tall andweight from 200 to 250 pounds. Their skin tonesrange from dark green to a grayish brown, with theirscales giving them a flecked or dappled appearance.Their tails average three feet long and are notprehensile. Shazaks usually have golden yellow eyeswith slit pupils much like those of cats; occasionally,a shazak is born with brilliant green eyes, and these

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are marked to become Wokani or Shamans.There is little overt physical difference betweenmale and female shazaks to the unpracticedeye.

Shazaks usually wear loincloths and aharness that holds their weapons. They likejewelry, particularly jewelry with quartz andopals. Those in service to Herathian nobleswear whatever armor they are given to wear.

Personality: Though they can be fiercewhen aroused, shazaks are for the most partpeaceful. They are both tough and cunning,having been first abandoned in the bayous,then forced to move to the woodlands andadapt when the savage, brutal gurrash movedin and began to hunt them. They have formeda stable government, begun the productionof art and goods, developed a writtenlanguage, and learned the rudiments of trade.They make dependable mercenary soldiers. Inthe last century, shazaks have domesticatedhuge bats that are used as mounts by theirBeast Riders, important Wokani, Shamans,or the Shaz (their equivalent of a king.)

Lifestyle: The shazaks are survivors andadapters. When turned out by the Herathians,they banded together under a war leader namedShaz, adopted others into their tribes (ratherthan killing them and thereby wasting theirpotential), and created a synthesis of those who couldsurvive—those who had learned more advanced skillsliving in the Herathian cities. Shazaks live in familygroups within larger tribes. Many are potters,woodsmen, fishers, and hunters. Others are varioussorts of warriors, thieves, wizards, and priests. All fulfilltheir roles within their tribes. Females are held in asmuch esteem as males, perhaps because their originalwar leader was female.

Shazaks as PCsShazaks are probably best described as strong, tough,

and stolid. They are dependable and usually reasonable.Though they are not as ferocious as gurrash, they aremore highly advanced and able to comprehend andimplement more complex plans. They do not carefor rakastas, having encountered them too often inbattle to feel really comfortable around them, andthey greatly fear the gurrash raids that plague them alltoo often.

Miscellaneous: Shazaks have a natural affinity forwater and receive swimming as a bonus proficiency.

They have a natural Armor Class of 5 due totheir inherent toughness and scales.

Language: The shazaks have their ownlanguage (known as shazak) that is nearlyidentical to the Malpheggi language used bythe more civilized lizard folk in the rest ofthe world. It has a syllabary used by shazaks,some caymas, and a few gurrash wizards.Common is little spoken among the shazaks,though some do speak it because of their tradedealings with Herath.

Character Classes/Kits: Shazaks are stillfairly primitive. As such, they have not yetdeveloped a great deal of job specializationin their society, which is reflected in theirrelatively few choices in kits. They can befighters, wizards, psionicists (if allowed),priests, thieves or bards. Multiclassed shazaksmay be fighter/thieves or fighter/psionicists(if the class is allowed in the campaign). Thosewho are native to Shazak may choose fromamong the following kits: Inheritor (rare), Spy,Beast Rider, Defender, Honorbound, Savage,Wokan, Shaman, War Priest, Bandit, Filcher,or Scout. Multiclassed shazaks are allowed tochoose a single kit; they cannot take kits inboth classes. Shazaks raised in other cultures

may choose from among the following kits:Local Hero, Swashbuckler, Myrmidon, Militant,

Mystic and Fighting-Monk. They are never Nobles, Gauchos, Mendoo,

Heralds, or Skalds,no matter where they were raised.

Gurrash

Savage and hardy, with a bloodthirsty streak bredinto them by the Herathians when they crossed themwith alligators, the gurrash of Ator are a crude butpowerful people. They escaped Herathian control longago and fled into the bayous, where they bred soquickly that the Herathians were unable to eradicatethem. Their favorite prey were the shazaks who livedin the bayou. The shazaks were soon forced toabandon the bayou to the more ferocious gurrash.

Appearance: Gurrash stand seven to eight feet talland weigh close to 300 pounds. They are covered withdeep green scales. Their heads resemble those ofalligators, with large mouths filled with sharp teethand slitted pupils in their eyes. Eye color ranges froman almost toxic-looking yellow to a deep red. Theyfavor simple clothing such as loincloths and tunicsand may wear bandoliers to carry their equipment

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and weapons.Personality: Something savage always lurks just

beneath the surface in even the calmest and mostcivilized gurrash. Many are evil-tempered and proneto excessive violence, though some are more controlledand reasonable. Gurrash are not as advanced as shazaksand, indeed, tend to view them as tasty snacks. Somefew among the gurrash have learned to control theirharsher natures and violent impulses enough tobecome adventurers.

Lifestyle: The gurrash hunt and fish in the bayouand defend their home from all interlopers. They aremore likely to kill strangers than open a dialogue withthem. They are beginning to develop the concept offamily and tribal unity beyond that of monarch andsubjects, though monarchs still rule through fear,brutality, and the support of the Shamans. Anymonarch who is outdone in savagery by a lesser gurrashcan look forward to a challenge for the right to rulethe tribe.

The gurrash trade with the wallaras, though theydo so almost accidentally. They have found that ifthey leave certain items at designated places along the

wallaran grasslands, other items that they need appearin their place. Because the gurrash believe that thegrasslands are the home of their Immortal patronGoron, they do not venture there, allowing the wallaras(utilizing their camouflage abilities) to make theseswitches without the gurrashes’ knowledge.

Gurrash as PCsThough gurrash are able to assume many roles within

an adventuring party, they must be treated withcaution. At any time, a gurrash may lose control andbecome terribly savage, even turning against hiscompanions. Besides this, they have a tendency to befar too direct and brutal in their dealings, and thismay cause problems for parties, especially if they aretrying to be diplomatic. Nonetheless, once a gurrashjoins a party, he regards the party members as bloodkin, to be supported in all situations (of course, thegurrash’s understanding of the situation—or lackthereof—may cause a few problems, even then).

Miscellaneous: Gurrash automatically receive

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swimming as a bonus proficiency. Beginning gurrashcharacters may not take the reading/writing proficiencyunless they are wizards. They have a natural ArmorClass of 5.

Gurrash have trouble controlling their tempers andsuppressing their inherently violent and savage natures.Any time a gurrash is placed in a situation that he orshe cannot understand or that is frustrating, thecharacter must make a Wisdom check at –2. Failureindicates that the character has become enraged (likethe “courage” entry under the 4th-level wizard spellEmotion) and remains so for five rounds or until therage is countered (by magic or through removal of thefrustration). Success indicates that the character hascontrolled his or her temper and may choose actionsother than blindly striking out in rage. Whenever thegurrash receives at least 8 points of damage from asingle blow, the character must make the same roll asabove or throw caution to the winds in his single-minded attack on whoever caused the wound. In thiscase, the rage can only be stopped magically, whenfive rounds are up, or by the death of the target.

Language: Gurrash speak a variant or dialect of theshazak tongue. A few of their wizards can write, usingthe symbols of the shazak written language.

Character Classes/Kits: Gurrash may becomefighters, priests, wizards, thieves or psionicists (if theclass is allowed in the campaign). Natives must choosefrom among the following kits: Inheritor (rare),Defender, Honorbound (uncommon), Savage,Wokan, Shaman, War Priest, Bandit, Filcher, or Scout.Multiclassed gurrash may be fighter/priests or fighter/thieves. Gurrash priests must be either Shamans orWar Priests; multiclassed fighter/priests must takeeither the Shaman or War Priest kit (and should takethe War Priest). They cannot choose to take a fighterkit because they must choose the priest kit in orderto be a priest at all. Gurrash raised in other culturesmay be Local Heroes, Myrmidons, Militant Wizards,or Fighting-Monks. Gurrash may never becomeNobles, Spies, Swashbucklers, Beast Riders, Gauchos,Mystics, Mendoo, Heralds or Skalds, regardless of theculture in which they were raised.

Cayma

The third in the experimental creations of Herath,the cayma was their attempt to create servitors whowould become their builders and slaves. Having faileddismally to produce large warrior types, the herathians

chose to make the caymas small, agile, and intelligent.Unfortunately, in so doing, they wrought creatureswhose pride in their work kept them from admittingfaults within the structures they built. After severaldisastrous collapses, the herathians gave up anddumped them north of the bayou. The cayma haveestablished their own monarchy and expanded intothe open lands to the north.

Appearance: Caymas are around 12 to 18 inchestall and weigh 6 to 10 pounds. They are quitedexterous, but most lack any real strength. They haveskin tones that range from a dull brown to a rich greenand have black eyes in which the pupil cannot be seen.When not in combat, caymas prefer to wear tuniclikewrappings and feathered headdresses. They like smallbone and feather jewelry as well.

Personality: Caymas are peaceful and avoid combatwhenever possible. Their small, agile frames are farmore suited to thievery than fighting. When defendingtheir homes and villages, however, they can becomequite fierce. In general, caymas are a proud people,easily hurt by the slights other races unintentionallybestow upon them. Often, they are not taken seriouslyand the Herathian judgment that they were poorbuilders has led them to frenzied attempts to constructcomplex structures despite their lack of understandingof architecture and engineering. On the other hand,they are endlessly enthusiastic and certain that theycan succeed.

Lifestyle: Aside from their building projects, caymasgive most of their attention to herding and trade. Theyhave been herding wild aurochs for some time; morerecently they have domesticated small lizards that theyharness to war chariots to use in herding. Thoughsome few among them have proposed using thechariots as actual war chariots, the general consensusis that they are too small to be effective. Some caymasforge metal, though their methods are as yet primiti-ve, but they trade cinnabryl and auroch meat with theshazaks.

Caymas as PCsCaymas can be useful additions to a party. They

are small and stealthy and usually willing to riskthemselves to prove that they are as good as the bigfolk. Foes often underestimate cayma fighters, andwhile many people know of their abilities as thieves,very few are aware that they make very talented wizards.

Miscellaneous: Caymas have 90-foot infravision andreceive swimming as a bonus proficiency. They maychoose to take a nonweapon proficiency in either

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60 Orc's Head Peninsula

architecture or engineering as another bonusproficiency, but gain only half the usual ability withit, rounded down. For example, since engineering isbased on Intelligence –3, someone with a 16Intelligence would normally receive the proficiency at13 but a cayma with a 16 Intelligence would have theproficiency at half that, or 6.

Language: Caymas speak a variant of the shazaktongue. Some few among them speak Common aswell.

Character Classes/Kits: Caymas may be fighters,wizards, priests, thieves, or psionicists (if that class isallowed). They may be multiclassed fighter/thieves orthief/psionicists. Native caymas may be Inheritors(rare), Defenders, Savages, Wokani, Shamans, WarPriests, Bandits, Filchers or Scouts. Those raisedelsewhere may be Local Heroes, Myrmidons, MilitantWizards, Mystics, or Fighting-Monks. They neverbecome Nobles, Spies, Swashbucklers, Beast Riders,Gauchos, Honorbound, Mendoo, Heralds, or Skalds,no matter where they were raised. Cayma warriors areoften accorded little respect initially.

The Western

Orclands

Spread along the eastern shore of the Arm of theImmortals lies another jungle area known as the We-stern Orclands. The Ghonam, Yamekh, and Sulkartribes of orcs rule this jungle. They prey upon shipsbrought too close to the coast when the navigatorsbecome confused by the ee’aar’s controllable light spells(this has earned the Vilaverdan port its gloomy name,Porto Maldição, or Port Malediction).

Originally from the orc tribes of the Dark Jungle,the three tribes that inhabit the rainforests of the Armof the Immortals are the descendants of smaller tribeswho refused to be subjugated by larger and morepowerful ones or they spring from orcs that were lostat sea in their giant outriggers during raids. Because ofa shortage of female orcs among the western orc tribes,females are held in high regard by the tribes and oftenserve as tribal chiefs or advisers.

The Sulkar tribe claims the southern jungle thatlies below the Grubb Nest Marshes. Though there aretwo good grassland beach areas where ships might land,they are divided by an area of hidden reefs and sandbars that have wrecked many fine vessels that sailedtoo close to the shore. Much of the rest of the Sulkar

lands are forested hills, which form part of the easternframework for the mountain range known as the GreatImmortal’s Shield.

The Sulkar have no main fortress, relying on quickstrikes and moving their villages to keep the Yamekhfrom gaining mastery over them. Their current chiefis Tookala One Eye, a savvy female who rules by rightof having slain the last chief. The best approximationas to the Sulkar population is 1,000 orcs.

The Yamekh tribe to the north also claims an areaof coastal grasslands and interior forested hills. Theirland lies just north of the swamp and includes severalmountains, including Mt. Ej-Täar, an active volcano,and a mine that produces gold. Foreign captives andorc slaves from other tribes are put to work in themines, while especially intriguing captives may bereserved for sacrifice to the spirit of the volcano, toappease its hunger and keep it from doing more thansmoking.

A small jungle area just to the west of the marsh isdisputed territory, which both the Sulkar and theYamekh claim as their own. Both tribes hunt in thearea. Both lay traps for the others’ hunters, and borderclashes between the two are frequent. Like theircousins to the east, the Yamekh have constructed awooden fortress-city called Yamekh-Pyrr.

The leader of the Yamekh is Furul Fire-breath,though younger challengers are threatening this olderorc’s position almost daily. He rules from the fortressof Yamekh-Pyrr, which is set among the hills north ofthe mines. There are approximately 2,200 orcs whoclaim to be Yamekh.

The Ghonam tribe is the largest and has the mostland. Unlike their brethren to the south, theGhonam’s land is mostly low altitude rain forest anda few miles of hilly jungle in the interior. Their mainfortress is Ghonam-Pyrr. Led by the half-orc priestessSutunu, the Ghonam number about 3,000 orcs.

The Ghonam must also contend with a foreigncolony along their northern border. Mato Grande andPorto Maldição together form an enclave of civilization.They serve as trading posts for goods to and from theKingdom of Nimmur, the Colony of the Horn, andmany of the countries that makeup the Savage Coast.The Ghonam have repeatedly tried to overrun eitherthe fortress and village of Mato Grande or PortoMaldição for the riches the colonial port represents.The rest of their northern and part of their westernborder are formed by the Rot Swamps.

At one time, the Ghonam tried to find a way ontothe Eshu plateau. The resultant Battle of Urduk costmany hundreds of orcs their lives. Though manywould like to expand into the grasslands to their

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61Sourcebook

southwest, the memory of the battle of Urduk is freshin their minds, and they have given up the idea oftrifling with the enduk kingdom.

More recently the Ghonam have been trying toextend their southern border a little farther south, inorder to directly threaten Yamekh-Pyrr. They believethat if they can take the fortress, they can subjugatethe Yamekh and take over their lucrative mines forthemselves. Also, when the Yamekh are no longer inthe way, expansion into Sulkar lands will be mucheasier.

All of these orc tribes have been being pressured tosubmit to Pyre’s overlordship. Thus far, representativesof the dragon have attempted to urge their acceptancebut the tribes have been resistant. Though the dragonseems far enough away to ignore, Pyre has simply notstirred himself to action as yet.

The Colony of

the Horn

The Colony of the Horn consists of the small villageof Bom Jardim and the Fortaleza da Boa Vista, acombined fortress and prison. Located on the extremetip of the sandy arm of land that juts out into TridentBay, the Colony of the Horn is a dumping ground forTexeiran misfits, criminals, and political dissidents.

Half the population of the colony are prisoners,many of whom are aff licted with severe physicaldeformities due to their forced removal from landsaffected by the Red Curse and the confiscation of theircinnabryl. They provide the labor for the colony, frombuilding structures to hauling in fish and attemptingto farm what little fertile ground exists there.

Their guards and administrators are little better off.Whether lazy, inept, corrupt, or just plain stupid,these Texeirans have earned their placement in the“pit of misery” known as the Colony of the Horn.Like the prisoners they guard, they have undergonethe painful withdrawal from the Red Curse and itsprotective cinnabryl. Unlike the prisoners, most ofthese were given the benefit of magical healing to easethe transition and recoup their lost abilities.

Nonetheless, they realize that they, like the criminalsthey oversee, are for all practical purposes exiled tothis backwater. Most are too old or too debilitated torisk returning home and once again undergoing thestresses of the Red Curse.

The village of Bom Jardim arose around a missionary

clinic founded to provide relief to the Afflicted orimmigrants from the lands in which the Red Curse isactive. The priests there help to reverse the horridtransformations and cushion the recovery from thecurse’s manifestations. Unfortunately, though theywould like to be able to offer their services for free,they cannot do so. Texeira will not fund them becausethose in charge have no wish to see the dregs of theirsociety return to their homeland—much less will theyspend money to “coddle” criminals and misfits.

Porto Escorpião: Almost a quarter of Nimmur’sforeign business passes through Porto Escorpião, theVilaverdan colonial enclave and best port facility inthe country. Paying the manscorpions 15,000 nuggetsof red steel for the privilege, Vilaverde acquired apromontory near Asur, which overlooks a protectedcove. There they were allowed to construct a tradingpost, a colony of Vilaverde, to which they hold fullownership for a century.

A stone stronghold has been constructed as well asa lighthouse. Several Vilaverdan soldiers and scribesunder the command of Don Jorge de Vilaverde (elderson of Baron Jorge, ruler of Vilaverde) maintain orderand conduct the business of the port. Porto Escorpiãowas granted independence two years ago and most ofits troops recalled. Some stayed loyal to Don Jorgeand remained. The baron recently gave completecontrol over the holding to his son. Vilaverde andPorto Escorpião maintain cordial relations and trade,but Don Jorge is beginning to feel abandoned andwonders if he will be his father’s heir or not.

Vilaverde arranged for rival traders to be virtuallylocked out of Nimmur by levying a 33% tax oneverything shipped by anyone except Vilaverdansthrough Porto Escorpião. What little remains ofmaritime trade involves scores of private tradersbetween Bellayne and Slagovich, the shallower portsalong the coast of Nimmur. The Nimmurians haveno ships of their own. For all practical purposes,Vilaverde has a monopoly on trade from Nimmur.

Rumor says Don Jorge is an Inheritor who maintainshis Legacies and fends off cinnabryl poisoning with awondrous magical ring.

The Unclaimed

Territories

Stretching along the western coast of the Orc’s Head

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62 Orc's Head Peninsula

Peninsula from Nimmur to the Colony of the Hornis an area collectively known as the UnclaimedTerritories. The Wind Flats is an area of sparse grasslandthat Nimmur hopes to claim soon. Aided by a newtreatment against the black killer flies that infest theregion, the manscorpions plan to use the grassland aspasturage for their flocks of sheep.

Low, barren hills partially screen the Wind Flatsfrom the Gray Swamps. The swamps derive their namefrom the silvery-gray reed that grows abundantly alongevery water course. The reeds, known as gray slicers,have sharp edges that easily cut through clothing andskin, leaving a thin, painful slit. Slime mold, whichcoats the reeds and gives them their distinctive color,enters the wound as it is made. A powerful decayingagent, the slime causes the wound to fester and becomeinfected within mere hours.

To the north of the swamp area is another regionof sparse grasslands known as the Mosquito Land.Heavy rainfall in this area creates many pools ofstagnant water. Mosquitos breed so quickly andabundantly here that there are hordes of these insects,which literally look like dark clouds moving acrossthe sky. They carry disease in their bites, most notably“the fever,” which causes alternating periods of highfever and terrible chills. Many victims of “the fever”suffer periodic bouts of the illness, debilitating themterribly and eventually causing death if left untreated.

Lastly, there is a large territory called the Land ofthe Shifting Dunes. This stark, sandy area holds milesand miles of nothing but sand and scorpions. Thefew sea grasses that manage to survive are hardy, butpoisonous. No one has officially laid claim to any ofthese territories as yet.

Porto Maldição

Once a Vilaverdan trading post, Porto Maldiçãoproclaimed its independence when Porto Escorpiãobecame autonomous. Since this small fortress andvillage were very far away and unimportant, BaronJorge raised no objections. It is a rundown, seedy portfilled with lowlife searching for a quick profit and nottoo squeamish about how they get it.

Grubb Nest Marshes

The best thing that can be said for the marsh isthat it provides a marvelous wetland sanctuary forhundreds of birds and small creatures. The sea hydras,who also make this area their home, prey upon passingships and the occasional luckless adventurer who straysinto their territory. Rot grubs, for whom the swampis named, infest much of it and usually kill those thatthe sea hydras miss.

Rot Swamps

Although one might think that this swamp was alsoinfested with rot grubs, it is named for the miasmathat hovers over the area. Horrible sulfuric odors,decay, and dead fish combine to create the nauseatingstench that permeates the swamp. Those who enterthe swamp must successfully make saving throwsagainst petrification upon first entering and every hourthereafter for the first three days of travel, to avoidcollapsing into retching. Quicksand and vicious blackcaimans (crocodiles) are the swamp’s other attractions.

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four adventures

on the

Orc's HeadPeninsula

Copyright 1996, TSR, Inc. All rights reserved. Printed in U.S.A.

RED STEEL, DM, DUNGEON MASTER, MYSTARA, and the TSR logo are trademarks owned by TSR,Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR,Inc. AD&D and MONSTROUS COMPENDIUM are registered trademarks owned by TSR, Inc.

Random House and its affiliate companies have worldwide distribution rights in the book trade for Englishlanguage products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.Distributed in the toy and hobby trade by regional distributors.

This material is protected under the copyright laws of the United States of America. Any reproduction orother unauthorized use of material or artwork printed herein is prohibited without the express writtenpermission of TSR, Inc.

TSR, Inc. TSR, Ltd.P. O. Box 756 120 Church EndLake Geneva Cherry HintonWI 53147 Cambridge, CB1 3LBU. S. A. United Kingdom

ISBN 0-7564-0387-2 9501XXX1902

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2 Orc's Head Peninsula

Credits

Design: Nicky Rea

Editing: Doug Stewart

Thanks to Susan A. for her help with research and mapping, to Jackie C. for proofreading, and very specialthanks to Tim Beach for his unending patience and help.

Editor and Typographer: aia (avatar of the Spam Overlord)

PDF Version: 1.0June 2006

Table of

contents

Introduction ...................................................... 3Savage Steel: Prelude to Adventure ................... 3The Stranger’s Game ........................................... 3The Native Game ................................................ 4Bom Jardim ......................................................... 4

Tales of Fame and Glory .................................... 5Adventure Background ....................................... 5Jibarù .................................................................... 7The Journey ......................................................... 9Random Encounters in Jibarù ......................... 11

Corroboree and Custom ................................. 13The Archives of the Ancients ........................... 19Into the Jungle of Darkness ............................. 23Handouts ......................................................... 31

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3adventures

Introduction

Savage Steel:

Prelude to

Adventure

Savage Steel consists of four linked adventures, allof which concern the hunt for a fantastic “treasure.”Unknown to the characters the objects of the questthey undertake are the controlling mechanisms for theStar Device detailed in “Nimmur and theManscorpions” in the Orc’s Head Peninsula Sourcebook.This destructive artifact could tip the balance of powercurrently in force on the peninsula, and couldconceivably become a threat to the rest of the SavageCoast as well.

Each adventure takes the characters to a section ofthe peninsula and introduces them to the nativepopulations and cultures of the area (details may befound in the accompanying sourcebook). Thecharacters have to use diplomacy and subtlety in manyareas, guile and fighting ability in others. They are giventhe chance to accept a “native” guide to help them intheir travels, but may ultimately be betrayed by thisguide, who in actuality is the ancient vermilion dragonknown as Pyre. The final adventure, in which the

characters have the chance to obtain the controllingdevices, presents the characters with a moral dilem-ma—Do they destroy the devices, sacrificing so muchpotential power in the process? Do they attempt toclaim power for themselves? Or, do they aid thosewho seek to reclaim their homeland?

The Stranger's

Game

In many ways, these adventures will be more excitingand potentially difficult for characters who are notnatives of the Orc’s Head Peninsula. They will havemore to discover about the various areas and thepeople who live there. Situations that call fordiplomacy will demand good role-playing since thePCs are presumably ignorant of local customs andthey may have more interest in learning the history ofthe treasure they seek. Finally, outsiders will haveloyalties and affiliations outside the Orc’s Head region,which may color their decisions during the adventures.

Strangers should ideally be from the other areas ofthe Savage Coast—this means they will have had

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4 Orc's Head Peninsula

Legacies and cinnabryl. Since leaving the area of theRed Curse results in the loss of Legacies and theproblems that causes (see the SAVAGE COASTcampaign setting), the PCs may begin on the Colonyof the Horn as patients in the clinic at Bom Jardim. Ifthey are continuing characters rather than startingones, the DM may wish to play out what the loss islike for them. In any case, they should be very low onfunds since paying for their treatment and hungry foradventure to increase their finances.

Alternatively, they might have arrived in the Colonyof the Horn after a storm at sea forced their ship awayfrom their intended destination and foundered it,depositing them in the area. Much of their nonessentialequipment and wealth might have been lost overboardand they must barter to rearm themselves.

The Native Game

Natives can be any of the character races found alongthe Savage Coast so long as they have lived in theColony of the Horn or Porto Escorpi‹o for at least ayear. Failing that, they must be one of the newcharacter races introduced in the Orc’s Head PeninsulaSourcebook. The main advantage of using charactersnative to the Orc’s Head region is that they have someknowledge of one or more areas and the prevailingcustoms there. Additionally, the characters will haveloyalties that may influence their choices.

Of course, having such prior knowledge robs thecharacters of the chance for new discoveries andpotential role-play. This is most true for wallaracharacters, as the interaction between the wallara andthe outsiders provides much of the enjoyment of thatparticular adventure. On the other hand, enduk andee’aar characters would have a great stake in the eventsunfolding and they are only technically “natives.” Somecare must be taken if enduk or ee’aar characters areused because in Nimmur they would be marked forimmediate capture and interrogation or death. Amagical disguise aids in avoiding that; the early portionof that adventure makes provisions for disguiseacquisition.

It is also possible to have a mixed party, some beingnatives, the rest not.

Bom Jardim

However the characters come to be in the area, theybegin the adventure in the small village of Bom Jardim.There is little more in this rustic outpost than theclinic, a single store that sells basic supplies, an innand tavern, and a few rough shacks. Prisoners fromthe nearby fort are often marched through town topick up supplies before heading out to work the fieldsor cut wood in the small forest on the eastern edge ofthe Horn.

Though most adventurers on the Orc’s HeadPeninsula start in Porto Escorpi‹o, some few comethrough this area as well. Many such are fortunehunters out to make quick money. Most are lazy,inept, cruel, violent, greedy, and have little or norespect for law. Because of their own shortcomings orunpleasant personalities, many could find no work inthe more civilized communities of the Savage Coast;others are fleeing from justice.

Bom Jardim is a strange mixture of a placid, boringoutpost, experimental clinic for Red Curse victims,and staging area for adventures used by this assortmentof evil-tempered cutthroats and mercenaries. Thosewho live in the town are justifiably wary of strangers,while soldiers and guards from the fort are likely toadd troublemakers to their prison without muchthought about actual law or justice. Whatever theirreasons for being in the town, the characters mustdeal with all of these before starting their actualadventures.

They have to weigh the consequences of theiractions when making decisions. If they are ee’aar orenduk, they are not at all native to the area; they willcause comment at the least and may be harassed fortheir difference. Other character races that might cau-se comment are manscorpions, wallaras, phanatons,or any of the lizardkin. Though these are native to theOrc’s Head Peninsula, the human colonies have seenvery little of them and will naturally be curious. Ifany of the characters are savages or shamans, this is aperfect opportunity to bring out the strangeness ofthe class and compare their ways of doing things withthe so-called “civilized” manners and customs of thecolonists.

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5adventures

Tales of Fame

and Glory

This adventure is for six to eight characters of 4thto 6th level. It is possible to use lower level charactersby reducing the hit points and Armor Class of theiropponents. Doing the opposite allows the DM to usehigher level PCs. If psionics is used in the homecampaign, DMs are free to give the villains thosepowers as well.

Adventure

Background

In order to fully utilize these adventures, the DMshould be familiar with the information provided inthe Orc’s Head Peninsula Sourcebook. Information givenin that supplement explains a great deal of the politicalmaneuvering and background to the adventures.

In brief, the history that led up to the PCs’ currentquest is as follows: When the manscorpions turnedagainst the enduks and drove them out of Nimmur,the enduks disabled the great magical apparatusescalled Star Devices, so that the manscorpions wouldnot gain control of them and misuse them.

Er’s device was not wholly destroyed, but one of

the priests made it out of the city with two objectsneeded for the device to function correctly: acontrolling key and a viewing crystal. Wounded anddying, he managed to reach an old abandonedmanscorpion outpost, a place he thought was safe,and he hid the devices there. Before dying, he entrustedthe knowledge to a friendly wallara who passed by onwalkabout. The wallara thought it best to separatethe two items and took the viewing crystal with himafter sealing the body of the priest within the cavethat held the key.

He passed the story on to his successor and overthe years, the tale was honed and passed down untilit was told to an old sea captain. By then, the viewingdevice had passed into the keeping of the dragon, Pyre.The captain sought the “fabulous treasure” and mademany notes, which the PCs now begin to discover. Ashe searched and discovered more, however, the oldcaptain began to fear the treasures he sought, realizingwhat he had stumbled upon. In the end, though hedidn’t have the heart to destroy his maps and notes,he split them into sections and hid them in variousparts of the peninsula.

Rumor being what it is, speculations as to the “greatmanscorpion treasure” abound. Interested parties,from adventurers to enduk freedom fighters to acertain ancient dragon, search for clues and watch the

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6 Orc's Head Peninsula

party (and in some cases interfere with them). If theyare lucky, the PCs discover the nature of the objectsthey seek and destroy them rather than succumbingto the lure of power or letting them fall into the wronghands.

A Cry for Help

The PCs should be given a brief time to wanderaround town noticing how little is there and whatsorts of people they encounter. Guards appearoccasionally, townspeople go about their business andtry to avoid the nastier looking strangers, and variousbrawls and impromptu gambling sessions break outnow and again. Most of the talk in town centers onthe escape of a notorious murderer known as TheBeast. Rumor has him hiding around every cornerand murdering people in their beds.

As they are walking down the street, however, theyhear a cry for help. It comes from an alley up aheadand to their left. Assuming they investigate, they finda pack of thugs attacking an old man who attempts tohold them off with his cane. He yells, “If I was still inmy youth you scum would tremble!” They laugh andone replies, “Just give us what you have, old man, andwe may let you live.”

Thugs (8): AC 7 (leather, Dex bonus); MV 12; hp37 each; THAC0 17; #AT 1; Dmg 1d8+1 (long sword,Str bonus); SZ M; ML steady (12); Int average (10);AL NE; XP 240 each.

Notes: The thugs have leather armor, long swords,a few basic adventuring items and the equivalent of20 gp in various coins.

If the characters are a match for the thugs, the fightmay continue to its completion before the arrival ofthe town guards. Should the thugs be winning,however, the guards may arrive just as the PCs are indanger of losing. They demand that the fight bestopped and that an explanation be given. There aretoo many for either side to defeat. If the PCs aretroublesome, more guards arrive until they allsurrender. After the thugs and the PCs tell their stories,the old man speaks for the PCs, explaining that theytried to rescue him from the thugs. The thugs (sailorsfrom a ship in port) are arrested. They should not bekilled as they figure into the story later.

The old man, who introduces himself as Alvaro deLiberio, asks the PCs to accompany him to the inn.Once there, he asks them to wait downstairs in thedining area, goes upstairs and returns with a packet

bound in waterproof skins. He tells them,“When I was younger, I stumbled across the

information in this packet. I always wished I had thecourage to pursue it, but profits were good at sea andone thing after another prevented me from followingmy dream. For your bravery in defending me, I givethis to you. Promise me that if you go where thistakes you, you will take along a guide. I would notwant to see you harmed by my gift.”

With that, he bows to them and retreats upstairs.Should the PCs follow, he explains he knows no moreand is very tired. If they seek him out later, he is gone.

The Gift

Inside the packet is part of an old book and a sectionof a map. Much of the book is too water stained andfaded to make out, but the following is legible:

. . . the ancient ones . . . Treasure beyondimagining hidden against the day it is needed. . . no one left to claim it now . . . threepieces to the puzzle. This is the first . . . atthe lightning blasted tree waits the . . . Jibarù,but beware the monkeymen . . . vicious . . .infested river . . . I shall have power such asno one alive has ever known . . .

The map shows a route up the Xingà River.Unfortunately it is mislabeled as the Jururù River.

Should the PCs not look for a guide, one literallystumbles across them, tripping over an overturnedchair and sprawling out on top of the map. The well-dressed gentleman apologizes and exclaims, “Oh,Jibarù! I know that area! Beautiful country. Allowme to introduce myself,” he bows to all, “I am DonVincente de Ramiro.”

He tells the PCs that he is a merchant-adventurer,second son of an important landowner of Texeiras.Vincente claims to have traveled through most of thelands of the Orc’s Head Peninsula and asks if the PCsintend to do the same. He would be happy to guidethem, he says, as he is waiting for his ship to be repairedand misses his old adventuring days.

The “Don” is actually Pyre in disguise. Should thePCs accept him, he will faithfully guide them in orderto acquire all the clues he needs to locate the “ancientNimmurian treasure.” He has heard rumors that the

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7adventures

treasure contains an artifact that would give its wielderabsolute power over the entire peninsula. Pyre isdetermined to acquire that treasure for himself, buthe is not averse to having the PCs take most of therisks and face the dangers for him.

If they do not accept him or confide in him, Pyrefollows them secretly wherever they go, adopting manydisguises along the way. When he knows enough, hewill go for the treasure and attempt to kill the PCsshould they get in his way.

Should the PCs attempt divinatory magic todiscover more about him, Pyre is protected from suchby the obscuring properties of the cinnabryl thatpermeates his system. Detect magic, detect evil, knowalignment, and all such magic give neutral results similarto a white-out or static.

Don Vincente de Ramiro (Pyre, vermilion dragon21, human form): AC –11; MV 9, Fl 30 (C), Jp 3; hp145; THAC0 –1; #AT 3 + special; Dmg 1d10/1d10/3d10; SA breath weapon 90'; SD Spells, Legacies; MR65%; SZ G (176' with a 165' tail); ML Fanatic (18);Int Genius (17); AL CE; XP 28,000.

Notes: SA—Pyre’s breath weapon is a cone of fire90 feet long, 5 feet wide at the dragon’s mouth and30 feet wide at the base. It does 24d10+12 damage.

Special Equipment: Ebon eye (detailed in the Orc’sHead sourcebook), ankle bracelet of shapechange (allowshim change to any intelligent creature 2x per day),and a ring of teleportation.

He also carries 5 ounces of cinnabryl with him incase he needs to consume any as he moves around indisguise.

Spells, 21st level: Detect magic, magic missile, invisibility,stinking cloud, slow, suggestion, improved invisibility, solidfog, chaos, dream, geas, cure light wounds, faerie fire, andcharm person or mammal. Additionally, because of hisgreat age, he is able to use the following spells threetimes a day: affect normal fires and pyrotechnics. He canuse heat metal, suggestion, and hypnotism once a day. Heis also able to detect cinnabryl when within 100 feet ofit three times a week.

Legacies: Anti-Missile, Displace, Duplicate, FeelMagic, Phase, Regeneration, Repel Metal, and SpellShield.

In his human guise as Don Vincente, he is just under6 feet tall, with dark hair and beard and a ruddycomplexion. His eyes are a greenish-gold. He wearswell-made, but not too expensive clothing and carriesa sword and dagger. He retains his toughness and hit

points, but does not fly or use his breath weapons.He also retains his Legacies while in human form. Pyredoes nothing to cause overt suspicion while travelingwith the PCs. His goal is to find out information thatcan lead him to an artifact; he isn’t overly concernedwith intimidating or showing up the characters. Fromhis point of view, they are a means to an end and hecan always crush them later.

Jibaru'

The PCs can acquire adventuring supplies if theyso desire. Vincente can advise them to purchasemosquito netting and fishing line and hooks. Theymay even rent a boat with which to travel up the river(so long as they don’t tell the owner where they arereally going) for 20 gp, or buy one for 40 gp. Thoughit needs attention to keep from springing a leak, theboat is basically sound. They have to row the boat (orput up its modest sails) to get around the tip of theHorn, then follow the coast back to the river oncethey are in Trident Bay.

Unless the DM wishes this portion of the adventureto be without incident, random encounters from thesaltwater tables can be used to spice up the journey.Also, the sailors the PCs fought earlier have beenreleased back to their ship after paying a stiff fine. Theyspot the PCs’ craft and attempt to ram them forrevenge. The PCs’ little boat is no match for themerchant ship, so their best recourse is to run forshallow water where the bigger ship cannot follow.

If PCs choose to make the journey on foot, theyhave several days of hiking through the empty ShiftingDunes to reach the river. There is no game or edibleplant life here, and no water fit for drinking. The PCs’waterskins each carry enough water for that personfor two days. If they brought along no extras, theymust travel for three more days with no water, sufferingpenalties for dehydration of –1 to Strength andConstitution cumulative for each day they have nowater. Spells such as create water need large containers(such as a tarpaulin spread out in a hollow in thesand) to hold the water, or most of it drains awayinto the sand. Whatever is not scooped up intocontainers evaporates quickly. Once they start up theriver, they find no wildlife for two days as they crossthe Shifting Dunes and the outer edge of MosquitoLand. Those sleeping without netting have a 60%chance of being infected with “the fever,” a debilitatingdisease mosquitoes transmit. On the third day, they

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enter true forest. The descriptions of Jibarù given inthe sourcebook should be used to describe the sceneryto the PCs. Starting on this day, if the PCs step intothe river to bathe, wash clothes, or get water, they aresubject to attack from piranhas. A roll of one on 1d6indicates an attack. Piranhas are detailed in theMonstrous Manual.

Those camping in the area have a chance to noticelarge human footprints in the mud near the river.

Turtles, frogs, and ducks are plentiful along the riverand can be trapped. Fish may be caught using lines ornets. Boar and deer come to the river to drink, as dorabbits, foxes, and badgers. Twice more as they travel,the PCs come across footprints or broken foliage thatshows someone passed along the river before them. Ifsomeone successfully uses the tracking proficiency, heor she can tell the tracks are those of a single, largehumanoid.

The Theft

The night following the last sighting of footprints,while most of the PCs are asleep, “The Beast” attackswhoever is on guard for the second watch. He sneaksup behind the PC and tries to silently choke him.The Beast wants boots, clothing, food, water, andweapons. He isn’t interested in killing anyone, he justwants to better his chances of living through his escapefrom prison. If he renders the guard unconscious, hetakes what he needs and departs. He has made noplans for a second guard and is surprised if there isone.

The Beast (Henri Jeneau), Escaped convict F7: AC9 (Dex bonus); hp 65 (48 at present); THAC0 12(due to Str); #AT 3/2; Dmg 1d2+5 (hands); ML steady(10); Int low (6); AL CN; XP 420.

Notes: S 18/93; D 16; C 15; W 10; Ch 7

The Beast has no weapons, but is proficient inunarmed combat. If he gains a choke hold on theguard, he attempts to maintain it long enough to ren-der the guard unconscious. He is innocent of themurders he was said to commit, but was sent to prisonanyway. His cinnabryl was confiscated and he wentthrough the changes associated with losing his Legacy,leaving him with even less Intelligence than he hadbefore. Prison frightens him, he doesn’t like peoplemuch and he will not allow himself to be confinedagain. If the PCs awaken and capture him, he screamsto be released and tries to throw himself on theirweapons rather than being returned to prison.

Surprise Confrontation

The PCs may not be aware of it, but they have beenunder surveillance by the phanatons. If one of theirnumber is a phanaton, wallara, or an elf (winged ornot) among them, the PCs are accorded a much betterreception. They are also treated more kindly if theyhave not unduly disturbed the forest (that is, makingfires with dead wood, trapping or hunting only whatthey need to eat, and so on). The night after dealingwith the Beast, as the PCs camp, they will begin tonotice many, many gleaming eyes staring at them fromthe surrounding foliage. If they do not attack, a lonephanaton steps forward and speaks with them, usingCommon. Preparing to defend oneself is not seen asan attack by the phanatons.

If Pyre is with them in his guise as Vincente, hefights with a singular lack of success and surrenders atthe first opportunity, relishing his role as “helplesshuman.” He advises the party to talk rather than fightsince he realizes the phanatons’ cooperation can bevery helpful to the party’s quest.

U’-Xing’ (River-Soul) is both queen of her peopleand a powerful druid. She wants to know what thePCs want in Jibarù and how far they are prepared togo to get it. Her staff is decorated with two shrunkenheads—araneans she slew personally when they attackedher tribe. The 30 phanatons with her are prepared tofire poisoned needles at the PCs if they attack or harmU’-Xing’. They are the elite warriors of the tribe andinclude a 6th-level wizard among their number.

U’-Xing’, Phanaton D8: AC 7; MV 9, Gl 15; hp50; THAC0 16; #AT 1; Dmg 1d6+2 (staff); SZ S; MLelite (14); Int exceptional (15); AL TN; XP None—theparty should not be fighting the phanatons. U’-Xing’has no treasure of any interest to the party.

Notes: Str 16, Dex 14, Con 12, Wis 18, Cha 18

Spells: Bless, cure light wounds x 2, entangle, faerie fire,charm person or mammal, messenger, obscurement, slowpoison, warp wood, snare, spike growth, summon insects, tree,neutralize poison, plant door, and sticks to snakes. She carriesa bundle of sticks in her hand. If the PCs begin abattle, she uses faerie fire, then sticks to snakes. She thenretreats and fights as best she can with spells andweapons.

Tirigi, Phanaton W6: AC 6; MV 9, Gl 15; hp 16;THAC0 19; #AT 1; Dmg 1d2 + poison (blowgun) orby spell; SZ S: ML steady (12); Int genius (17); AL

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CG; XP none.Notes: S 11; D 16; C 12; W 13; Ch 12Spells: Audible glamer, magic missile, phantasmal force,

wall of fog, invisibility, levitate, hold person, and spectralforce.

Special Equipment: Blowgun, 1d6 Class A poison darts.

His fighting strategy is to cast audible glamer,mimicking the sounds of more phanatons on the way.The next round, they appear courtesy of his phantasmalforce spell. Then he uses hold person, followed by levitateon an enemy fighter. Magic missile is reserved for anyspellcaster he sees. He saves his other spells for help ingetting away if necessary.

Phanaton warriors (29): AC 6; MV 9, Gl 15; hp14; THAC0 19; #AT 1; Dmg by weapon; SZ S; ML14; Int average (10); AL CG; XP none. See above.

Notes: S 14; D 16; C 15; W 10; Ch 10Special Equipment: The warriors are each armed

with a spear and a blowgun and six needles dipped aparalyzing poison.

They fire the blowguns first, utilizing their positionsin the trees to better the angles of their shots andprevent the big folk from reaching them to engage incombat.

Assuming that the PCs choose to talk rather thanfight (or after they have been defeated, they shouldnot be able to win this encounter), U’-Xing’ asks fortheir story. If they tell her the truth (including thepart about the lightning blasted tree), she looks puzzledand tells them they must come with her to Itucuà,where the High Queen lives. She assures them thatthere is no such tree on this river. She does not agreeto them going any further up the river and insists thatthey see the High Queen. To emphasize her point ifthere is any argument, she knocks a hole in their boatand sinks it.

The PCs may choose to accompany the phanatonsto Itucuà or they may be carried there. If they go freely,U’-Xing’ and six warriors go with them.

The Journey

The journey across Jibarù is mostly uneventful exceptfor the sightings of various animals, birds, and beautifulf lowers. Random encounters may be used to addexcitement if the DM wishes. The phanatons tellstories of the prowess of their ancestors. Many of these

stories feature battles against the “evil spider-spirits”of Herath. The PCs should get the idea that thephanatons are basically good people who protect na-ture but that harming their environment or membersof their tribe brings swift retribution from a race thatis almost (but not quite) civilized.

After several days travel, the group reaches Itucuà.The largest city of Jibarù is almost invisible from theground. It lies at a great bend in the Xingà River, butthe platforms and huts that constitute the city arecleverly hidden among the trees.

Spider Wrangling

The first hint that they are within the actual citycomes when a young phanaton glides down fromabove, almost on top of the party. He is in pursuit ofa runaway giant spider that scampers down the trunkof a huge tree, drops a line, and lands at the PCs’ feet.The young phanaton whistles and hoots, and U’-Xing’translates. “Don’t kill it! Capture it!” she yells. ThePCs are about to learn spider-wrangling.

Giant Spider (1): AC 4; MV 3, WB 12; hp 22;THAC0 15; #AT 1; Dmg 1d8 (plus poison); SZ L(10' diameter); ML Elite (13); Int Low (5); AL CE; XP650.

Notes: Dmg—The spider’s bite is deadly. Anyonebitten must save vs. poison or die.

The spider really just wants to escape, but is evil-tempered enough to attack anyone that gets in herway. The phanatons all spread out into a ring andattempt to herd the spider, prodding her with theblunt ends of their spears. A few grab vine ropes andattempt to lasso her. Without the party’s help, theyare unsuccessful. Frustrated, the spider turns and graspsa young phanaton, preparatory to biting him. This isa good chance for the PCs to step in and save theyoungster, putting the phanatons in their debt.

To Meet the Queen

Once the spider has been contained or killed, U’-Xing’ leads the party to the palace, a large series ofplatforms high in the trees, where they meet QueenBarana-U’ (Orchid-Soul). Vine ropes are dropped tothe ground from approximately 100 feet above andthe PCs are expected to climb them. Smart PCs willtie the ropes around themselves before attempting theclimb.

Phanatons at the top will help pull up the rope as

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the PCs climb. Two successful Dexterity checks arerequired to reach the top. Failed checks result in afall. If secured by the rope, the fall is only 10 feet anddoes 1d2 points of damage. Those not secured aroundthe waist fall 10 to 30 feet before they check again tosee if they managed to catch the rope and stop theirfall. This results in 2d4 points of damage. If this checkis missed, the PC plummets toward the ground. Ifthe party can do nothing to stop the fall, an alertphanaton wizard passing below casts feather fall on thefirst one to suffer this fate, saving the individual fromcertain death at the last instant. She then shakes herhead, hooting and clicking at the PC, grabs the vine,and ties it around his waist.

The queen meets the PCs in her throne room, alarge area with an elaborate fan-back wood and reedchair. They are offered fruits, nuts, and clear waterand asked to tell the queen their story. If they tell allof it, the queen says,

“You are the guardians. It was foretold that somedayyou would come. You must travel up the river forhalf a day. There you will find a small waterfall thatspills into a deep pool before returning to the riveragain. At the top of that falls is a tree that was hit bylightning many years ago.

If you are brave enough, you must dive into thepool and swim toward the bottom. Many lengthsdown is an opening in the rock face behind the falls.Go into it. Then you must find the rock that is not arock. That is what you seek. Remember the dangersof power and be wise in its use.”

She nods and stands, expecting the PCs to depart.The characters are free to explore Itucuà. Much of

it may be inaccessible to them, however. U’-Xing’ canlead them to a large hut within the palace complexwhere they can rest for the night. Itucuà holds manyfamily huts, several storage areas for food, workshopswhere the young are taught to make weapons andother items they will need, and the spider breedingpens. U’-Xing’ explains that they must leave in themorning and wishes them luck in their furtherjourneys. She gives a necklace of polished woodenbeads to whichever PC was most responsive andfriendly to the phanatons or most polite to the queen.

At Last, The Treasure

If they follow the queen’s directions, the PCs cometo the spot she described. The waterfall is small, fallingonly 10 feet or so into a pool of almost black water,churning up white foam across the surface. Thecharacters need two things to succeed—some way to

breathe underwater and both a magical and normallight source. The pool is about 30 feet deep and theentryway into the cave is 20 feet down. Without alight, the water is quite murky and finding the entrancerequires a successful attempt to find secret doors or athief’s find traps roll. Small fish nibble experimentallyat the characters in the water (this may cause somepanic if PCs believe they are piranhas). Something longand slow brushes past beneath them (a huge old trout).

Once they find the way in (using water breathing orholding their breaths), they enter a completely blackcavern. Assuming they have a light or continual lightspell going, it is canceled by the continual darkness spellthat was cast inside. They need either another lightspell or a lit dry torch in order to see. While still indarkness, however, they hear a dreadful moaningsound. As soon as a light is available, they see arepulsive looking, rotting ghostly form arise and movetoward them menacingly, moaning and screeching.

It is only a programmed illusion, but the charactershave no way of knowing that. They may scarethemselves into serious damage. If he’s with them,Pyre fights bravely from the rear while looking for the“rock that is not a rock.”

Once they overcome the illusion, the PCs maylocate the old chest that has been disguised to looklike a rock. Inside is another section of the diary anda portion of the map they need to find the treasurethey seek. A few other items are also inside.

The diary entry reads:

. . . leave this in the keeping of the littleraccoons here and hope it will be safe . . .that once was part of their defenses . . .untold power to amplify magic, governedby the celestial bodies . . . I greatly fearwhat I seek. Is it wise to continue on thiscourse?... chameleon men of Wallara . . .called the keeper of the . . . know muchabout rocks . . . the grotto . . . some say a lostcity . . .

The map shows a portion of a town or an outpostand is obviously only half a map. It is labeled as “TheHidden Way.”

Both map and diary entries are written in fadedink. If the characters don’t want to lose them both tothe water, they need to be placed in somethingwaterproof when the PCs leave.

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The other items in the chest are a stoppered gourd,a carved wooden drum, six small opals, and two finelychiseled flint spear heads. The gourd holds a sweet-smelling liquid that tingles on the tongue of anyonetasting it. It is a potion of extra healing.

The opals are worth 50 gp each. The carved drumis of phanaton make and might be worth 40 gp to theright collector. The spear heads were chipped by aparticularly fine craftsman among the wallaras. Anyof them would make a fine gift and would be muchappreciated by the wallaras. If any character uses spears,they would also make good replacement heads.

Random

Encounters in

Jibaru'

The Deer

As the party is camping one night just before darkalong the river (before their encounter with the Beast),a deer springs through their encampment and rushesoff into the woods. The deer was frightened by apredator, but has long since outdistanced it. If thecharacters wish to hunt the deer and bring it down toadd to their store of provisions, they may do so. TheDM should remember, however, that it is almost darkand PCs could easily become lost.

Storm on the River

It has been gray and drizzling all day. Unknown tothe characters, farther upriver a heavy thunderstormhas caused the river to overflow its banks and sent asurge of water downriver in a raging torrent.

As the characters make their way upriver, thethunderstorm breaks over them and as they fight tobring the boat under control, they see a wall of waterrushing down between the banks right at them.Besides the danger of a lightning strike from the storm,the boat becomes a wild, bucking bronco that theymust wrestle to shore and tie off before they areoverturned or swamped or the boat is smashed tosplinters on the rocks in the river. The PCs have gonefrom a lazy paddle across a lake to white water raftingin a matter of moments.

Characters who are manning the oars must make a

successful Strength check to hold the boat on courseor steer it to one bank or the other. At least twocharacters must succeed to control the boat. If nobodyis manning the oars, the boat is swept back down theriver with the rushing water. Sails that were raisedwhen the storm began are torn to shreds by the windand lashing rain.

Manscorpion Patrol

A manscorpion patrol, sent to scout out theperimeter of Jibarù’s jungles, has become hopelesslylost and is traveling in circles trying to find theirbearings in the seemingly never-ending forest. Theymay meet the characters almost anywhere. They aretired, discouraged, hungry, and frightened that thewetness will remove their protective makeup, leavingthem vulnerable to the sun. They are also fearful ofdiscovery by the phanatons.

The DM should roll for surprise. If no one issurprised, the two parties see each othersimultaneously, suddenly emerging from foliage. If thePCs are surprised, the manscorpions have heard themcoming and hidden themselves, hoping to capturethem and force the PCs to tell them how to get outof the seemingly cursed forest. If the manscorpionsare surprised, the PCs see them wandering back andforth, gesticulating and arguing about which directionthey should take.

The DM should feel free to utilize theMONSTROUS COMPENDIUM sheet formanscorpions in the Appendixes and the section onthem in the sourcebook to make this patrol as strongor weak as it needs to be to challenge the characters.It is up to the DM whether they are civil and merelyask directions or whether they feel they must covertheir presence by silencing the PCs.

If this encounter is used and the characters helpthe manscorpions find their way back toward theNimmurian border, the same group might be metagain when the characters travel to Er. Though theywill probably be in disguise when they go to Er, iftheir disguises wear off at inopportune times, it ispossible that one or more of the manscorpions theyhelped could be in the vicinity and speak up on theirbehalf.

Should they be caught doing something and takeninto custody, they might find that one of themanscorpions they helped get back home is on dutyas a guard. He could leave the keys to their cell withineasy reach “by accident,” allowing them to escape. Themanscorpion would, of course, warn them to leave

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Er and not come back on pain of death.

Herathians

As the characters travel on toward Wallara, theycome upon a hidden encampment of “humans.” Thepeople treat them with caution and seem a little putout by the party’s discovery of them. If the PCs havea phanaton among them, the humans seem almosthysterically fearful of the character (or NPC). They tryto avoid contact with the phanaton, visibly flinchingand trying quite unsuccessfully to cover their aversion.

They claim that they are traders from Vilaverde wholost their way and wandered into the Forbidden Hills.They also claim that they are in the woods to find

one of their children who strayed from theirencampment and has become lost. This last part istrue.

The people are noble araneans from Herath. Oneof the family’s more headstrong children has indeeddisappeared. She was out roving in the woods neartheir dwelling when the phanatons staged a raid intothe area. She was swept up along with the spiders.Her father, his brother (the child’s uncle), the child’solder sister and a friend of the family (female) arefollowing the trail of the phanatons and hope torecover the child before she is “killed and eaten by thesavages.” The DM is free to detail the family. They areall wizards and would appreciate the PCs’ help inregaining their child.

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Corroboree and

Custom

This adventure deals heavily with the customs andtaboos of the chameleon men of Wallara. It is suitablefor six to eight characters of levels 5–7; assuming thesame characters take part in the adventures, the storyawards are enough to allow them to gain one level ina single class from each prior scenario. Adjustmentsmay be made for parties of lower or higher level. Inorder to maximize both DM and player enjoyment,the DM must be familiar with the various practicesand superstitions detailed in the sourcebook.

In brief these are: Strangers should wait to berecognized before entering a village; they should notsmile when approaching. Challenges and warfare areintended to be nonlethal and are fought according tocertain rules. Wallaras do not take kindly to thosewho allow their shadows to fall on another person.Pointing a short stick or bone at someone means theindividual is casting a terrible hex on that person. Onlyinitiates may attend a corroboree; if initiated whileattending, great respect must be shown for sacredobjects, dances and songs. Everything must beperformed correctly.

The Outback

Once across the Xingà River, the forest of Jibarù

gradually gives way to the open plains of Wallara. Ifthe characters traveled due east, they would come outinto the Kookaroo Forest, but having to detouraround tangled clumps of nettles and finding theeasiest way through leads them more northerly, andthey should emerge somewhere around the site of theBattle of Wee Waa. The details of the land can befound in the sourcebook. When they reach the site,it is time to camp for the night. Once they are settled,the characters are attacked by a huge band of wilddingoes (feral dogs).

Wild Dingoes (10): AC 7; MV 15; hp 7 each;THAC0 19; #AT 1; Dmg 1d4; SZ S (3' long); IntSemi (4); AL N; ML Steady (11); XP 35 each.

The dingoes are large tan dogs that look unkemptand fierce. They can pull down a kangaroo or deerand have no fear of humans or demihumans. They donot fear fire, even leaping in to attack those standingclose to a blazing campfire. They hunt in packs usingboth guile and sheer numbers to overcome their prey.They are led by a dominant male that has 2 HD and 9hit points. They want food and will depart (but trailthe party in hopes of more) if enough food is thrownto them.

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The Village

The next day’s travel brings the characters to a wallaravillage. They are supposed to announce their presenceand wait, unsmiling, to be met outside the village.Most likely, the PCs do not know this. If one of thecharacters is a wallara, he knows the proper things todo, but assumes that the rest of the party knows aswell.

The DM should take the player aside and explainthe customs, but emphasize that wallara beliefs focuson individual choice. If his friends choose to breaktaboos or don’t check with him first to see if there areany, he is free to sit and await a welcome withouttelling his traveling companions anything—or evencalling attention to the fact that he has been leftbehind as they approach the village. This is known towallaras as a learning experience.

Naturally, the village warriors take great exceptionto anyone strolling into the village, especially if theyare smiling! If the PCs do wait outside to be noticed,the warriors are far less menacing. Instead of vanishingand popping into a circle around the party with spearsready, they approach at a walk with their spears heldpoint down. In either case, if the party doesn’t start afight, the wallaras do not either. They do makethreatening motions with their spears, jabbing themtoward the characters, but stopping short of harmingthem.

The party needs a translator, as these folk speak onlyRisil, their own language. Miming and broad gestureshelp. Pyre does not help, though he understands everyword they say, as he enjoys “staying in character” inhis role as guide. Though he is treated as an outsideras well, the wallaras react to Pyre somewhat differentlythan the rest of the party. They sense that he issomehow different, and show him slightly moredeference.

If a fight begins, the wallaras expect the charactersto choose one or two from among them to fight thevillage champions. The wallaras fan out into a largecircle and present boomerangs, spears, nulla-nullas,and shields to the characters so they may choose theirweapons. They do not understand if the PCs begin areal battle; for them the matter must be decided in afair fight with specific rules.

Pretty much anything the PCs do may be groundsfor calling for a fight. They might smile or let theirshadows fall on the warriors or commit some othersocial blunder that calls for a battle to restore order.The PCs may find the wallaras’ actions utterlyunfathomable. While seeming threatening, this firstmeeting should actually have comedic overtones as

each side tries to figure out what the other side isdoing and why. It should give the characters someinsight into wallaran society and beliefs.

Kookana and Baluku, Wallara champions F7: AC9; MV 12; hp 55 each; THAC0 14; #AT 3/2; Dmgby weapon; ML champion (15) Int average (10); ALLG; XP 975 each.

Notes: S 15, D 13, C 14, W 12, Ch 10Special Equipment: Both carry shields, two spears

with a wommera (spear thrower), a boomerang, and anulla-nulla (club).

They fully expect a fair fight by the rules with whichthey are familiar. When someone is badly hurt (20 hpdamage for them, half their opponent’s hit points),they are more than happy to stop the fight.

Wallaras F2 (12): AC 9; MV 12; hp 15 each;THAC0 19; #AT 1; Dmg by weapon; All other statsaverage; AL LG or NG; XP 120 each.

Notes: These have the same equipment as thechampions.

The DM should be familiar with the fightingcustoms detailed in the sourcebook in order to runthis section correctly. The PCs should gain noexperience from killing any wallaras.

Once the fight has been resolved (or during it, ifthe PCs are not stopping), Kankiroo the Mendoo(medicine man) returns from an herb gatheringexpedition. He knows some Common and a littleelvish, and can sort out any disagreements if given thechance. If the PCs behave themselves once he arrives,they are invited to the village where they can rest andeat. Dinner for the evening is roast kangaroo and yams.

Over dinner, they are encouraged to tell the storyof their journey. Kankiroo translates as best he canand all the others nod and look at one anotherknowingly. If they mention a keeper, a grotto, or alost city, Kankiroo tells them they must seek out thelost city of Risilvar and ask there for the Keeper. Mostof the wallaras know the way and offer their servicesas guides for the PCs.

By studying the wallaras, PCs may learn to interpretwhat they are saying from their changes of color. Thisis also a good way to gauge subtleties in meaning. Adarkening of color indicates that the subject isimportant to the speaker. Slow swirling hues meanthat the topic is not of great importance or isuninteresting at present. Faster swirls mean the wallarais excited or disturbed, and quick changes in the

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direction of the patterns indicate that the speaker isbeing humorous or telling a tall tale. Blanching ofcoloration may mean the speaker is tired, disillusioned,or sad.

Stampede

The next morning, a guide leads them to Risilvar.As they cross the dry plains of tall grasses, theysuddenly hear quick pounding noises and feel theground shaking. They have one round to declareactions before an enormous clutch of emus (large,flightless birds) is upon them. The panicked emus arerunning from the dingoes that harried the PCs earlier.Those caught in the stampede suffer 1d8 damage perround until able to extricate themselves or until thestampede is no longer in the immediate area (roll 1d6for how many rounds the stampede takes to pass).

There are no trees nearby. The wallara who is withthem simply vanishes and reappears in a safe area,forgetting that the PCs have no such talent. Flying,levitating, or running away and to the side of the areaare all viable options. Falling to the ground andcovering their heads is another. Those running mustmake a successful Dexterity check to escape. Failureindicates that they remained within the area. Fallingand covering the head reduces damage to half. Emusare fully the size of humans, being 6 feet tall andweighing about 130 pounds.

Emus (20): AC 7; MV 18; hp 15 each; THAC0 17;#AT 1; Dmg 1d8 (trample); SZ M (6' tall); ML Average(9); Int Semi (2); AL N; XP 65 each.

Emus are described in the MONSTROUSMANUAL under the Bird entry. PCs attemptingswashbuckling maneuvers such as leaping onto an emuto ride it (and thus avoid being trampled) must makea successful attack roll and a Dexterity check. If thePC weighs more than 100 pounds, the emu runs afew feet and then collapses under the PCs weight—both are automatically trampled. If the PC weighsless, the emu carries the individual out of the generalstampede and the PC can safely jump off. Trying tofight the emus to turn them aside results in beingtrampled; there are just too many of them and theyare running at full speed.

Risilvar

Their guide leads the PCs up into the foothills ofthe Forbidden Highlands, heading for a large rock

outcropping that looks like a series of giant headspoking out of the ground. In and around the headsare other weird formations that stretch eerily upward.Some look almost like houses carved into and out ofthe native rock. Cave openings dot the faces of therocks.

As they get closer, the characters can see that thehouselike things really are homes. Wallaras come andgo among the cave openings and some stand atopupthrust spires of rock. Many of the rounded head-shaped domes have openings into them as well. ThePCs have arrived in the lost city of Risilvar.

Dozens of curious wallaras turn out to greet thecharacters, who should know by now to announcetheir presence and wait to be invited in. Talking amongthemselves and pointing at the PCs, the wallarasshepherd the PCs into the city, leading them into alarge central cavern.

Light gleams from crystals set into the walls andilluminates hundreds of strange paintings done inocher. Markings of swirls and slashlike symbols adornmany surfaces as well. Opals and gold nuggets gleamfrom ledges and chinks in the rock. Escorted to thecenter of this huge cavern, the PCs are soonsurrounded by a thousand wallaras, so many the veryair seems to thicken with their presence. The throngof wallaras sits as an old Trader comes forward. Hesits across from the PCs and asks in Common whatthey seek in Risilvar. The correct answer is knowledge.All wallaras come to Risilvar to gain knowledge oftheir past. However long it takes for the PCs to saythey seek knowledge, the wallaras simply sit and stareat them, waiting for them to learn wisdom.

If they ask about a keeper or a grotto, the Traderassumes they have answered correctly and a runner issent to fetch Jikaru, the Keeper of Tales. Bakaloo“Sunskin,” leader of all the wallaras, does not showhimself to be any different from the thousand otherwallaras present. He wishes to wait and see what thestrangers do. Jikaru, the Keeper of Tales, is an oldMendoo. He leans upon his staff and peers down atthe seated PCs before lowering himself to sit facingthem. Speaking in Common, he asks why they needthe Keeper of Tales.

Once they have answered with the tale of their quest,he suggests that they go to some quiet caves nearbyand rest while he and his people prepare for acorroboree to initiate them. He explains that he cantell them nothing unless they become initiates. Guidesare eager to take them to adjoining caves.

PCs are free to wander about, but quickly becomedisoriented and lost in the vast cave system. Helpfulwallaras guide them back to their caves. When it is

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dark, the Keeper comes for them and leads themoutside and up to the top of one of the spires.

Initiation

The spire towers over 200 feet into the air and ismatched by its twin that stands about 15 feet away.They are roughly the same height, though the one thePCs stand upon is about a foot higher. Around 100wallaras crowd the tops of each tower. The charactersare asked to swear an oath of friendship with theWallaran people. The oath is sealed by drinking a bit-ter bark tea. Since the PCs lack the ability to shiftcolors, the wallaras paint intricate designs on theirfaces, arms, and legs with ocher pigments. Each isgiven a boomerang, a spear and wommera, and a nul-la-nulla. All the wallaras begin swinging bull roarersaround, creating a terrible racket as the rising andfalling tones combat one another. Suddenly all fallsilent.

The Keeper then nods to a few young warriors whorun toward the edge of the spire, obviously preparingto jump to the companion peak. The PCs may ormay not notice that each winks out momentarily inmidair and lands safely on the other spire. The PCsare expected to follow suit. This is the part of theinitiation that tests their bravery. If they refuse to eventry the jump, they fail and cannot be told the secretsof the tribe. Each PC must make an attempt to jump,

successful or not.A successful Strength check at –2 followed by a

successful Dexterity check allows a PC who has at leasta 13 Strength to leap the distance without falling.The PC will just catch the other side and must clamberup and over the top. To those with Strength lowerthan 13, it is obvious they cannot possibly make thejump successfully. Fortunately, the wallaras have noobjections to people using magic to help themselvesacross—after all, they use something similar todimension door themselves.

Other solutions are possible as well. To some extent,this is a test of Wisdom as well as bravery. Climbingback down the path to the spire and up the path tothe other one is perfectly acceptable. So is having astrong character carry a weaker one across (at a further–2 penalty to Strength). If all else fails, clever PCsmay notice the invisible rock bridge that connects thetwo and utilize it to reach the other side.

The Keeper will not allow weaker PCs to try asuicidal jump in the name of being initiated. He tellssuch individuals about the bridge. Once all the PCsare on the other side, the wallaras there escort themdown into the central cavern again. There they are theguests of honor at a corroboree. They are shown thesacred objects (carved sticks and rocks, a largesmoothed opal, and an old dragon scale), are eachgiven a bull roarer to indicate that they are consideredadults within the tribe, and taught the sacred dances

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and songs. Finally, a feast is laid out and all eat heartily.

The Great Tookoo

After the meal, the Keeper asks the PCs to comewith him to see the Great Tookoo (sacred site) ofRisilvar. Bakaloo and eight guards go with them. TheKeeper leads them to the tookoo, the Grotto of theGlistening Stars. This large cavern holds a pool, thewater of which bubbles up and splashes merrily outas a slender waterfall that sprays down the cliff faceoutside. Standing in the pool is a great monolith ofcrystal with veins of gold shot through it. The areadirectly above the crystal is open, allowing the moonto shine down into the cavern. Thousands of tiny lightsglow throughout the cave, other bits of crystalreflecting back the light that is reflected by the crystalmonolith.

The Keeper motions for the PCs to sit and beginshis tale.

You have asked about things that are veryold. This story was told to me by the onewho was Keeper before me, who had it inan unbroken line of Keepers before him.This is how I heard it told. I now tell it toyou.Once there was a kingdom. They hadpowerful magic that could be used either toheal or to destroy. Then strangers came totheir land pretending to be friends. Thestrangers were wanderers, nomads wholooked fierce and strange. They said that intheir homeland all hands were turned againstthem, for the people feared that they soughtto take their lands and pushed them evermore westward. The good people of thekingdom welcomed them as friends andtogether they fought the dark tribes of thejungle.But the newcomers coveted the good peoples’magic. They plotted and schemed and then

attacked, driving out the good people of thekingdom. The people destroyed all but oneof their powerful magic devises, hoping thestrangers would not gain control of such powerand misuse it. Only the one device was notdestroyed. A priest took items away withhim that controlled the magical device,however, so the strangers could not use itproperly.That priest was dying. He met one of ourkind and told the story to him. When hedied, the wallara took one of the controllingitems away with him and left the otherwith the body of the priest-these he sealedin a cave. At some later time, the controllingdevice was stolen from him. No one nowknows where it might be. The other, so faras I know, still lies sealed in the cave. Iknow only that he called it “the HiddenWay.” To my knowledge he never toldanyone where the cave was.I have seen the records of those times, andpossibly information on this hidden way maybe found in the archives of the city of Er inNimmur. If you go there be very careful,for it is said that the manscorpions ofNimmur were those very strangers thatdrove out the original people of the land.I tell you this as you now are our friendsand allies, but I think that this treasuremay bring more harm than good if it isuncovered. Of course, once such a thing isknown about, the knowledge may not beshut away again. It may be that you havebeen given the chance to recover the itemsso that they do not fall into the wrong hands.

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Consider well what you will do.For now, we have gifts for you, things youhave more need for than we do.

Bakaloo signals to his guards who bring forward akangaroo skin bag. He tells the PCs that they mayeach put one hand in the bag and draw forth whateverthey first touch.

There has not been much treasure in the adventuresthus far. This is an opportunity for the DM tocustomize treasure for the party, awarding one gooditem to each character. If the DM prefers a magic-poorgame, the gifts may be special crafted items that areworth money; otherwise, each item should be a magicalitem for which the character has a particular need.Red steel swords, armor, or bracers, or a usefulmiscellaneous item might help the PCs through therest of the adventures. The items should not be toostrong, nor should they be single-use items like potionsor scrolls. The DM should keep in mind that sooneror later the party is likely to have to face Pyre and theywill need at least some magic if they are to survive.They are also given 300 gp in opals.

Though the characters are welcome to remain, theywill probably want to continue their journey withina day or two.

Intrigue in the Outback

The characters have been being followed. The thugswho attacked the old man in Bom Jardim caught himagain as he prepared to leave the town and forced himto tell them the location of the packet they were sentto retrieve. He told them he gave it to the characters.The thugs are mercenaries hired by a powerfulHerathian wizard living in Nimmur.

Having discovered through his spies that the oldsailor held the means to find the missing parts to the

Nimmurian Star Device, he sent the thugs to acquirethe documents. Failing that, they tracked the PCsthrough Jibarù and Wallara. They have been joinedby a Herathian wizard and instructed to get the packetand anything else the characters have discovered.

The wizard casts seeming on them each day so theycan pass for wallaras from a distance. They don’t speakthe language, can’t shift colors, and know nothing ofwallaran customs. The ruse becomes obvious toanyone who knows about the culture. They attackwhen the PCs leave Risilvar, running away if they can’twin within three rounds, but try again in laterscenarios. If they grab the information, the PCs willhave to chase them down to recover it. The thugswere detailed earlier.

Gior, aranean wizard: AC 3 (bracers); MV 18, Wb12; 9th-level wizard; hp 30; THAC0 17; #AT 1; Dmg1d6; SA Poison, spells; AL N; All stats are 10 exceptDex 14, Int 18.

Notes: S 10, D 14, C 10, W 10Special Equipment: Bracers of defense AC 3 and dust

of tracelessness (4 doses).Spells: Color spray, magic missile x2, wall of fog, detect

invisibility, ESP, web, dispel magic, hold person, vampirictouch, improved invisibility, stoneskin, and seeming.

Gior is not stupid and if an encounter is goingagainst him, he turns invisible and flees, changing shapeif necessary to make certain he gets away. Thugs areeasy enough to come by, and he will abandon themat need. He uses his dust of tracelessness to mask histrail, making it impossible for the characters to followhim and finish him off. Should the PCs find someclever way to locate him, he is more than willing totell them what he’s after in return for his life andfreedom. The DM needs to determine his employer’sidentity and whereabouts. If Gior is taken out of theaction, he can be replaced with another wizard (usinghis stats) in subsequent attacks.

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The Archives of

the Ancients

This scenario deals with Nimmur, especially thecities of Um-Shedu and Er. It is for six to eightcharacters of levels 6–8. Story awards allow continuingPCs to gain one level in one class. If any characters areee’aar or enduks, it is vitally important that they goto Um-Shedu, where they can obtain magicaldisguises, before traveling to Er.

The wallaras warn the PCs not to go through theForbidden Highlands to reach Nimmur, but Pyre asVincente declares that he has often traveled throughthe area and not come to any harm. Unless thecharacters backtrack through Jibarù, any path throughthe Forbidden Highlands snakes back and forth,detours around chasms, and finally leads them to Um-Shedu. If the characters insist on avoiding theForbidden Highlands, allow them to choose anotherroute. Though they lose some possible assistance inthis way, the characters should not be forced to go toUm-Shedu. Just go to the section leading to Er.Descriptions of Nimmur, Er, and Um-Shedu may befound in the accompanying sourcebook.

Um-Shedu

Um-Shedu is under siege. The city has been fortifiedand readied. The PCs arrive above and behind the

city, following a track down from the hills. Belowthey can see and hear a pitched battle. Hundreds ofcreatures, half man-half scorpion, driving chariotsassault the mud brick barricades and attempt to hurlfire against them.

The barricades are defended by other manscorpionswho rush to fill any breach in the wall and wingedcreatures who swoop down near the chariots and droprocks, nets, and what looks like debris on theattackers. The light flashes of spells arc the sky. Asthey take in the scene below, a winged figure pauses inmidair and points to them. Several of themanscorpion defenders turn and charge toward themaccompanied by winged, bullheaded men.

The enduks and manscorpions believe the charactersare attacking from the rear, which they had thoughtwas secure. After Nessaria calls out a challenge, theymove to fight unless the PCs have ee’aar or enduksamong them or show that they come in peace. ThePCs may have already moved to attack themanscorpions who are assaulting the city. If such isthe case, one enduk (Gilmun) stays to watch them(being distrustful of new allies), while the rest returnto the battle. Should the PCs attack the defenders,those sent to face them are as follows:

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Gilmun and Nessaria, enduk F8: AC 6; MV 12, Fl12 (C); hp 60 each; THAC0 14; #AT 3/2; Dmg1d6+2; ML steady (12); Int highly (14); AL LG; XP650

Notes: S 16, D 13, C 16, W 12, Ch 12Special Equipment: They carry footman’s maces.

Manscorpion fighters F6 (4): AC 7; MV 12; hp 30each; THAC0 15; #AT 1 or 3; Dmg 3d2–1/3d2–1/1d4 (claw/claw/tail) or 1d6 (short sword); SA stin-ger; Int average (10); AL NG; ML steady (12); XP 270.

Notes: S 10, D 10, C 10, W 10, Ch 10

SA—If hit with the tail stinger, the victim must makea successful save vs. poison at –2 or fall asleep for 2–16 rounds.

If the characters fight the manscorpions, theyshould encounter foot soldiers. These have the samestatistics as the defender manscorpions. The PCs areoutnumbered three to one, but the attackers arebasically cowardly due to fighting in sunlight and runaway if given an open wound (6 or more points damagefrom a single blow). This is the PCs’ first look at theeffects of the sun on manscorpions.

Should the PCs help the defenders drive off themanscorpions, they are cautiously welcomed. Shouldthey wish, the enduks, ee’aar, and defendermanscorpions tell them the history behind theirpresence and the attack (detailed in the sourcebook)and explain that they are trying to reclaim the kingdomfor the enduks. The characters may explain theirmission, which will cause much excitement andspeculation among the defenders. If they do so,Gundaluk (an enduk War Priest) steps forward. Heassures himself that the PCs are not evil and he tellsthem what the Star Device (he calls it a Celestial PowerCollector) actually is and what it was intended to do.He says they have to go to Er for information on theHidden Way and says they must consult the archives.

Elessa, an ee’aar wizard offers to provide the PCswith magical items that will disguise them asmanscorpions in return for a favor. The defenders ofUm-Shedu would like to make an assault on Er butknow that thousands of manscorpions can comescreaming up out of the underground tunnels. Theirmain objective in an assault would be to penetratethe temple and use their engineering skills to seal offthe tunnel inside the temple. They suspect it is in themain sanctuary. If the PCs will confirm the tunnel’slocation, she will give them disguise rings. She explainsthat unless they look like manscorpions, they won’tbe allowed into the temple where the archives are kept.The rings have only three charges and must be used

sparingly. Each change lasts for three hours. Inaddition, they are each awarded a potion of invisibilityor a potion of healing for their help against the attackers.

If they agree, the defenders urge them to travel toEr as quickly as possible. Gilmun goes along to bringback the information. They suggest that the PCs gothrough the woods and cross the Ganlil River belowEnnamasur. Then they should travel north until theysight the road and pick a way through the woods justto the south of the road as long as they can, avoidingthe cities. When they reach Er, they should use theirrings. From that point on, they have nine hours tofind the information they seek and the tunnel in thesanctuary. Pyre-Vincente is also anxious to go. Thoughhe enjoys showing his skill as an actor, he is tiring ofthe limitations of his chosen role and even more eagerto acquire control of the Star Device now that heknows more about it.

Ambush on the Road to Er

If they have not been killed by the party, the thugsand the wizard attack the PCs once again as they traveltoward Er. This is their last chance to fulfill theirmission and they go all out. The wizard begins thefight by casting web and anchoring it to various trees.Though he hopes to catch some PCs in it, his realgoal is to cut off retreat from the area. The thugs thenfire arrows at the PCs for two rounds before closingfor the attack. They concentrate fire on PC spellcasters.

On the second round of arrow fire the wizard castscolor spray on the party. Using his improved invisibility,he spends the rest of the battle moving around andcasting spells where they will cause the most damageand confusion. If his people are obviously losing, hemoves back among the trees, changes to spider form,and runs away. The thugs fight to the death or untilonly one or two are left. The PCs can learn what theywere after from the survivors. They don’t know theiremployer’s name, only that he pays well and wantswhat the party has acquired. Each thug has 25 gp worthof coins and his weapons (swords, bows, and arrows).

The rest of the journey may be uneventful or theDM may use random encounters to keep the party ontheir toes. Pyre-Vincente becomes more impatient andarrogant the closer the PCs come to Er.

Into the City

The great ziggurat of Er towers above the f latcountryside like a mountain. A long canal surroundsthe city wall and provides irrigation for the fields

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beyond. Hundreds of workers of all races work thefields, overseen by fierce looking manscorpions.

If they are disguised as manscorpions, the PCs passthrough one of the gates in the wall with no trouble.Otherwise, they are treated with great suspicion,questioned at length about who they are and whatthey intend to do in the city of Er. If they don’t getthe answers they want (the PCs are lost merchants orsome such tale), the guards do not allow the PCs inat all. In such a situation, the PCs will have to sneakin under cover of darkness later.

One of the first things the party notices is a pair ofcarved stone monuments with large four-pointed, flat,star-shaped crystals set into the tops. They may alsobe surprised by the number of races besides themanscorpions in the city. Vilaverdans from PortoEscorpião and Herathian settlers move through thestreets. Dozens of other strains, collared as slaves, carryon their appointed tasks.

Painted manscorpions in hideous masks and tunicshawls walk or ride by, shaded by huge parasols. Asthe PCs travel toward the ziggurat where the archivesand the temple can be found, they notice moremonuments like the first ones. If they spoke with theenduks, they know these are all part of the CelestialPower Collector. Alert PCs may notice a hummingnoise underscoring the general din of the bustle ofthe city.

With only that small warning, the monuments allover the city suddenly erupt with beams of fiery light.Manscorpions caught in the beams scream and burstinto flame. The PCs must make successful Dexteritychecks to leap for cover behind buildings or intorecesses. If unsuccessful, they are grazed by the beamand take half damage from it. A successful save vs.spell reduces the damage to one quarter. The beamdoes 10d6+10 points of damage (5d10+5 for half).Panicked manscorpions rush everywhere. The beamplays across the nearby streets, then winks out. Crispedbodies litter the street.

The PCs should take this opportunity to go to thetemple while the manscorpions are disorganized andfearful. If they do so, they may enter with no problems.Otherwise, they must explain to the guards what theywant with the archives and why they brought nooffering to the temple.

The Archives

The archives are arranged by subject. What the PCswant is in the history section. It is a book by an oldsohktar (manscorpion) general called The Hidden Way:

An Account of the Surprise Invasion of Nimmur. The PCsshould recognize part of the title. The book is dustyand rambles on about the conquest of the foolishNimmurians. It also provides the second half of themap entitled the Hidden Way and pinpoints thelocation of the cave system. The PCs can take the wholebook. No one will notice in the wake of the burningbeams.

The Sanctuary

The sanctuary is a different matter. Hundreds ofmanscorpions crowd the sanctuary hoping to appeasethe Immortals, especially their patron Menlil. Scribesnote what offering each supplicant brings beforeallowing them into the temple. The PCs must providesome sort of offering to be allowed inside. Fresh food,fine cloth, opals, finely made weapons, and similartribute are all accepted. So are offers of service to thetemple or scribing skills (a PC is given a wax tabletand stylus and set to work immediately).

Once inside, it is difficult to search the area withso many manscorpions packed into it, but if they waitfor an hour until a service to Menlil is concluded,most leave and the PCs can look around the sanctuary.It requires a successful find traps or secret doors rollto spot the tunnel entry. It is a highly decorated circlewithin many other circles on the floor. A concealedlever on the wall drops the circle open and reveals aramp leading downward. Once they know where it isand how it works, the PCs should leave. Exploringbelow leads to death. At some point during the search,the PCs should realize that Pyre-Vincente is no longerwith them. Having recognized the four-pointed crystalsin the tops of the monuments as twins to his own, hewaited only to find the location of the key beforeleaving to acquire it for himself. Gilmun returns toUm-Shedu.

The Key

The Hidden Way is quite close to the city, but Vin-cente has a head start. As fate would have it, in a showof power, the King of Er has ordered that his magicalflying chariot drawn by four enslaved pegataurs be madeready. It awaits just outside the temple when the PCsemerge. Only one guard stands watch (use standardstats given earlier). The characters can take the chariotand fly to the site. Their disguises are wearing thinand the pegataurs agree to take them in return forbeing freed once they arrive. Pegataurs are detailed in

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the MYSTARA MONSTROUS COMPENDIUMAppendix. The pegataurs can tell them that amanscorpion ran out of the temple earlier, changedinto a huge red dragon and flew away.

The Hidden Way

When they arrive at the Hidden Way, they find theentryway broken open. Following the map, they cometo the chamber where the enduk priest was laid torest. Inside are scattered bones. As the characters enter,the ghostly figure of a noble-looking enduk rises from

the bones and looks at them sorrowfully.“See what has been done,” he says in Common.

“The key that controls the celestial power collectorhas been taken by a thing of great evil. This bringsgreat danger upon all.

“Even now he takes the key and moves to fetch theviewing crystal that he keeps in his lair in the DarkJungle. With both, he can activate and control themonuments. You must prevent that. Only if you bringboth the key and the crystal to the temple in Er, maythey be destroyed. This I ask you to do.” The figurepoints to a wax tablet and fades.

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Into the Jungle

of Darkness

The final adventure takes the characters into theDark Jungle in search of Pyre’s lair. Story awards fromthe prior scenario allow the PCs to gain one level in asingle class. This adventure is for six to eight charactersof 7th–9th level and begins immediately followingthe last adventure.

The Wax Tablet

The text of the wax tablet is as follows. The DMshould read it in the old enduk’s voice or allow theplayers to read it aloud:

I, Sarshurgon, high priest of the greatImmortal Idu, here inscribe my last words.Though I have failed in my task, I hopethat what I have done can prevent the cursedmanscorpions from using Idu’s gift to us,the Celestial Power Collector. May this serveas a warning to those who come after-trustnot the stranger who comes to you withgifts but covets your goods. To our eternal

regret, we trusted the manscorpions.They came among us and offered their helpto defeat the orcs from the Dark Junglewho waged war upon us. Gladly we welcomednew allies. If we had only known that theywould turn against us, driving us out asthousands of them poured from dark, secrettunnels beneath the cities! They had evenmade a tunnel that reached into the greattemple in Er itself. Thus we were betrayedfrom within as we attempted to destroy theCelestial Power Collector. We knew thatthe city would fall to them; we hoped wehad time to destroy the device thataugmented our healing spells but that wouldbe used as an engine of great destruction bythe power-hungry manscorpions.Alas, there was no time to go through the

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steps to destroy it and so I fled with thecontrolling key and the viewing crystal,knowing that without them the manscorpionscould not use the device. Without the keythe power cannot be safely drained into thecollector in the temple. Without the viewingcrystal the beams of fiery light that can befired from the various monuments that serveas power collectors throughout the city cannotbe aimed. My fellow priests who stayedbehind to insure my escape are much in mythoughts. I hope that they died quickly andpainlessly, but I fear this was not their fate.I begin to wonder if I should not try toreturn to the temple to destroy thesecontrolling devices. While still intact, theyrepresent a terrible danger. If themonuments that collect the energy of thesun, moon, and stars were placed uponwagons and sent out ahead of an army suchas the manscorpions possess, and if the keyand crystal were carried along, all in theirpath could be destroyed in an instant!Immortal Idu, guide my thoughts. Wouldyou wish your peaceful gift to us to be putto such a use?My thoughts lead me to wonder if theCelestial Power Collector was not the prizesought by the orcs of the Dark Jungle aswell. Though savages themselves, I haveheard it said that they are ruled by an ancient,evil dragon who makes his lair among thehills near a vast swamp at the center of theDark Jungle. Could their attacks againstus have been to acquire the device for hisuse? I pray not.

I am torn in my duties. Should I preservewhat may be the last collection device amongmy people or try to destroy it? It is not sohard a thing to destroy the device. The twomonuments that stand before the greatziggurat have symbols carved into theirbases. These symbols represent two hornshovering over a sun symbol. Pressing uponthem causes a panel to slide open. Inside isa small wheel. If the wheels in bothmonuments are turned to the left three timessimultaneously while both the key and thecrystal are within the city, the monumentswill crumble and the key and crystal shatter.There are those who say that this will cau-se the other monuments throughout the cityand the collector within the temple toexplode, but I do not know that this is true.Turning the wheels when both controllingdevices are not within the city has no effect.The kindly chameleon man who tended mywounds sits against the wall watching me asI scribe this. I think I must tell him mystory and place the matter into his hands,for I fear that my time is short, and theseare indeed the last words I will . . . ever . .. write.

The PCs may conclude that following Pyre intothe jungle is a waste of time since he will undoubtedlybe returning to Er with both the crystal and the key.The DM might hint to the players that the dragon’shoard may hold some items or information that couldhelp them defeat him. If they choose to skip thissection of the adventure, the DM should allow it.The confrontation in Er will have to be adjusted slightlyto account for the characters being in the city beforePyre arrives. They might have a charge left in theirdisguise rings; if not, they must explain their presencein Er and move around the temple area on their own.

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If they befriended a patrol of manscorpions (a randomencounter in the first adventure), they might findsanctuary with one of them for a brief time.

Getting to the Jungle

PCs may travel to Porto Escorpião and hire a shipor march directly south of Er until they reach the

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jungle. If they choose to take a ship, the DM mayarrange a reception in the form of orc war canoes whoharry the PCs’ ship and damage it enough that it mustland along the coast. Their information on Pyre’s lairseems to suggest that it is in some hills near a centralswamp. The characters have to pass through BlackOrchid and Green Slayer lands and get across the GanlilRiver to reach the hills.

The river provides another opportunity for war ca-noe encounters. Information on these (as well asdescriptions of the jungle) is given in the sourcebook.All encounters with groups of orcs in the Dark Jungleshould utilize the following statistics for orcs. Theorcs of the Dark Jungle are considered to be savagewarriors and shamans. As such, they are considerablytougher than normal orcs, a fact that may surprise thecharacters.

Orc warriors (8d10): AC 6; MV 9; hp 6 per eachHD; THAC0 Varies; #AT 1; Dmg 1d8 (weapon); SZM; ML 12; Int Average; AL LE; XP 1 HD: 15; 2HD:35; 3HD: 65; 4HD: 120; 5HD: 175.

Notes: All carry shields.Special Equipment: Black Orchid orcs coat their

arrows with a black paste (save vs. poison or becomefevered for 1d6+4 days, during which the victim isamnesiac and follows any orders given). Green Slayerorcs have ballista-fired javelins to which are fastenedjars containing three 2–HD slimes. These are firedbefore they enter combat. They also carry normaljavelins, spears, and clubs.

All orcs use the camouflage of the jungle to makesurprise attacks upon intruders.

Orc leaders (1 per every 10 orcs): AC 6; MV 9(12); hp 38; THAC0 15; #AT 1; Dmg by weapon; SZM: ML elite (14); Int Average (10); AL LE; XP Fighters:175; Shamans 270.

Notes: One of every two orc leaders is a Shaman(see the Shaman entry in the sourcebook).

Villages and forts have more orcs than those listedabove. The DM should feel free to use the orcs toharry the characters as they move through the jungleand bring them on in hordes if the PCs are moving inthe wrong direction or delaying too much. In such acase, the PCs should be encouraged to flee throughthe jungle with dozens of savage, screaming orcs inpursuit. Whether they escape depends on theircleverness in eluding the orcs. Captured PCs are takento the nearest village.

Because the orcs will want to question the captives,

then take them to Pyre to use as slaves, it is possibleto arrange escapes aided by members of the party whogot away. If all were captured, they can be taken asslaves to await Pyre’s personal guard and from thereescorted to Pyre’s lair. Their goods, weapons, andmagical items are sent along as tribute to Pyre, so onceinside the caverns, they can arrange an escape, grabtheir gear, and be no worse off than if they haddiscovered the lair.

Encounters on the Trail

Several encounters are detailed here. Only one ofthem, the meeting with Kagar, is a set encounter. Theothers may be placed wherever the DM wishes.

Encounter One: At the RiverAs the PCs prepare to cross a stretch of river (smaller

ones crisscross the jungle every mile or so), they noticea greenish slime on the embankment. If they crossthrough, the slime covers their feet. Should theydetour to a clear area, as the first PC prepares to cross,a caiman (a black crocodile over 20 feet long) risesout of the water and attacks, trying to drag the PC inand under. The PC receives a –2 penalty to his or hersurprise roll. If others follow to help, its mate attacksthem.

Green Slime (6): AC 9; MV 0; hp 12 each; THAC019; #AT 0; Dmg see below; SZ S (2–4'); ML Average(10); Int Non- (0); AL N; XP 65 each.

Notes: Green slime attaches itself to living flesh andin 1d4 melee rounds turns the creature into greenslime (no resurrection possible). It can be scraped offquickly, cut away, frozen or burned. A cure disease spellkills it, but other attacks including weapons and spellshave no effect.

Caiman (2): AC 4; MV 6, Sw 12; hp 50 each;THAC0 13; #AT 2; Dmg 3d6/2d10 (bite/tail lash);SA surprise; SZ H (21–30' long); ML Steady (11); IntAnimal (1); AL N; XP 1,400 each.

Encounter Two: Monkey BusinessAs the PCs travel along, they are suddenly pelted

by a rain of small branches and coconuts. Monkeylaughter shrieks down from the canopy above. If thecharacters do nothing to drive them off, the monkeysfollow them, hooting and shrieking as they go. Whenthe characters camp for the night, the monkeys sneakdown and try to steal food or small items left lyingabout.

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Encounter Three: Orc Hunting PartyWhile moving through the jungle, the PCs are

ambushed by twelve 3rd-level Black Orchid orcs.Arrows with the amnesia poison are fired among them,then the hunters rush in with spears. Use the statsgiven above.

Encounter Four: Ebony StatueThe PCs are momentarily startled as they round a

bend in the game trail they are following. Crouchedin the center of the trail is a black orc. After a moment,it is clear that this is only a statue apparently carvedof ebony with a horrified, tormented look on its face.If the PCs have not run across any villages, this is theirfirst look at the results of Pyre’s displeasure. If theyhave bypassed villages, they have seen similar statuesused as part of the walls.

Encounter Five: KagarKagar is a Shaman of Karaash. He is from the Tribe

of the Silent Death. He was spying in another tribe’sterritory when he noticed the PCs. He has beenfollowing them and listening to their conversation,having learned other languages from capturedprisoners. Kagar knows the PCs are looking for Pyre’slair, and sees this as the best hope for getting rid ofthe dragon once and for all. He hopes that by helpingto kill Pyre, he will be instrumental in establishinghis tribe as overlords of the jungle.

As the PCs travel, he calls out to them from somethick foliage saying, “I know where the lair is. Whatwill you give me to guide you there?” If the PCs don’tkill him and if they offer anything worth at least 50gp or something exotic that he’s never seen before,Kagar takes them to Pyre’s lair. The characters mayexpect a trick but he is honestly trying to help them.He disappears back into the jungle as soon as theyreach the area, however.

The Valley of the Mists

What Kagar has actually discovered is the diamondmine where Pyre’s hundreds of slaves labor. The areais heavily guarded by 60 4th-level orc overseers. Oneout of every 10 is a 5th-level leader. They are sworndirectly to Pyre’s service and never leave the area. Themine is in a misty valley, a seemingly haunted placewhere the sun never penetrates through the mist andoverhanging trees. Part of the mist is caused by theseries of hot springs that dot the valley.

The PCs’ best bet if they wish to enter the mines isto disguise themselves as slaves and slip by the guards.Since the slaves wear nothing more than loinclothsor shifts, they will have to find some way to securetheir weapons beneath the empty cart they must pushinto the mine.

Fighting is an option as well. Though they are greatlyoutnumbered, only 20 orcs guard the outsideentrance. The rest are scattered throughout the mine.If the characters start a battle with the guards, at least10 of the slaves attempt to help. They are theequivalent of 1st-level fighters with AC 10 and 5 hitpoints. They wield rocks or their bare hands and candistract at least seven orcs, though half of them diewhile in action.

The Mines

Three tunnels snake down through the mine. Thefirst leads to an area where active mining is takingplace. Miserable slaves on hands and knees fish aboutin murky water or tap at the walls in search ofdiamond-bearing crystals. Whips crack repeatedly asorc overseers urge them on. There are 10 guards here.

The second tunnel leads to the orcs’ quarters andthe slave pens. Off-duty orc guards lounge about orsleep. There are 20 orcs currently in this area. Theygrab weapons and attack, if disturbed.

The slave pens are located around a bend in thistunnel. The slaves who are on the second shift arekept here, where they fitfully sleep or talk quietlyamong themselves. A cage has been fashioned of stoutbamboo poles and the door is secured with a heavycrossbar. Three orcs guard the prisoners andoccasionally lash one for talking too much. If theyhave been alerted, they wait with ready weapons,including a bowl of hot grease they were melting overa fire. This causes 2d6 points of damage and heavyblistering. Unless promptly treated, the blisters caneasily become infected, leading to a fever andpermanent loss of 1 point of Charisma from scarring.

Tunnel three leads off at an angle and immediatelymakes a sharp bend, hiding the rest of it from view.There is a crude skull carved on the wall just outsidethe tunnel. Just around the bend is a sort of fortressof boulders and outward-pointed sharpened stakes.Seven orc defenders shelter behind the structure, readyto fire poisoned darts at anyone attempting to pass.Six jars with green slimes in them are kept handy aswell. The orcs defend the tunnel with their lives.

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The Lair

Following a twisting path downward once they getpast the guards, the PCs finally come to a maze oftunnels. Each leads down into a sliding trap triggered

by a flipping rock or a tripwire. The slides end inpools of stagnant water 15 feet deep. The sheer sidesare coated with green slime. The actual entry to thelair is through a secret door between two of thetunnels.

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Opening the door reveals a mound of treasurelocated halfway across a large, well-lit cavern. Steamfrom several hot pools obscures some of the details ofthe cavern, but a huge, red, gleaming dragon is clearlyvisible atop the mound of treasure. The dragonappears to be sleeping. Where his left eye should be,there gleams something black, carved into thesemblance of an eye.

They may believe they are seeing an illusion, butthe characters have actually caught Pyre in his lair. Thedragon’s disadvantage has caught up with him. Aftertraipsing all over the peninsula, he had to rest ratherthan immediately returning to Er with his prizes. Nowhe sleeps, the two objects clutched to his breast andgrasped securely in his claws.

The Dragon Awakens

Whatever the PCs decide to do, they probably makesome noise doing it. If they cast silence on themselves,the dragon will awaken in three rounds anyway.Approaching within 20 feet of him awakens him, aswill casting spells or firing ranged missile weapons athim. Awakened, he says, “You? I would have thoughtthat you’d give up!” The characters have no prayer ofdefeating the dragon, even though it takes him tworounds to fully awaken. Luckily for them he has nointerest in fighting them; he wants to go to Er andtest out his new magical item.

He breathes at the PCs as he prepares to leave, thenslips out one of the hidden tunnels on the far side ofthe cavern, taking the key and viewing crystal withhim. The PCs can mostly avoid Pyre’s breath weaponby ducking behind the treasure pile or throwingthemselves in the hot pools. Those attempting to getout of the way, but not throwing themselves into thepools receive a +4 bonus to their saving throws andsuffer only _ damage if they fail. Those who succeedtake only _ damage. Those who voluntarily jump inthe pools take no damage from the breath weapon ifthey save, and only _ damage if they fail. The pool isnot hot enough to cause any damage. Any characterwho is not bright enough to take evasive actions isprobably dead.

Because the tunnel is barely wide enough toaccommodate his bulk, Pyre cannot turn and attackthe characters, though he can use his tail slap to stunthem and keep them away. Each such maneuverdamages the tunnel walls and threatens to bring downthe whole structure (10% cumulative chance). If hecauses a cave-in, Pyre is unharmed, as it occurs behindhim.

Pyre, Great Wyrm, vermilion dragon W21: IntGenius (17); AL CE; AC –11; MV 9, Fl 30 (C), Jp 3;HD 23; hp 145; THAC0 –1; #AT 3 + special; Dmg1d10/1d10/3d10; SA breath weapon 90', spells,magic items; MR 65%; SZ G (176' with a 165' tail);ML Fanatic (18); XP 28,000.

Notes: SA—Pyre’s breath weapon is a cone of fire90' long, 5' wide at the dragon’s mouth and 30' wideat the base. It does 24d10 +12 damage.

Spells—Memorized: Detect magic, magic missile,invisibility, stinking cloud, slow, suggestion, improvedinvisibility, solid fog, chaos, dream, geas, cure light wounds,faerie fire, and charm person or mammal. Additionally,because of his great age, he is able to use the followingspells three times per day: affect normal fires andpyrotechnics. He can use heat metal, suggestion, andhypnotism once per day. He is also able to detectcinnabryl when within 100 feet of it three times perweek.

Special Equipment: Ebon eye, ankle bracelet ofshapechange (allows change to any intelligent creaturetwice per day), a ring of teleportation, the controlling key(a long black crystal rod that controls the CelestialPower Collector), and the viewing crystal. Aside fromtheir other functions, the key acts as a rod of rulershipand the viewing crystal acts as a crystal ball withclairaudience.

Legacies: Anti-Missile, Displace, Duplicate, FeelMagic, Phase, Regeneration, Repel Metal, and SpellShield.

As soon as he is free of the tunnel, Pyre takes to theair and circles around to see if he was followed. AnyPCs emerging from the tunnel are subject to a magicmissile attack and one of them receives a blast from hisebon eye (save vs. petrification or be turned into anebony statue). He uses his Legacies to prevent himselffrom being harmed. After his attacks, Pyre wings awaynorthward and abruptly disappears in midair.

Pyre’s treasure pile holds some interesting items.The DM should customize the treasure according towhat the characters need. Defensive items against fireand petrification, magical weapons or armor of somekind, and a few useful potions or scrolls wouldprobably be welcome. There should be a considerableamount of portable wealth in the form of excellentdiamonds (his lair is, after all, part of a diamond mine),and exotic items sent from the orcs who prey uponpassing ships. Among them is a small, flat box ofaromatic wood. Inside is a thin, coiled ribbon of sinew.Carved inside the box are the following words:

The Going Rope. Lay on ground in a circle. All who are

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to go, step inside. Go.This item teleports those inside it to whatever spot

the one who placed the rope thinks about. The ropegoes with them. It has only three charges left. If allthe PCs are not standing within the rope when it isused, they are left behind. If they go to the wronglocation on the first jump, they can go back and tryagain. After three jumps, the rope frays in half andbecomes useless.

Back to Er

The PCs should arrive back in Er just in time.Landing in the sanctuary would be best, but they canget into the temple from anywhere else due to thepanic spreading through the city. Pyre appeared inmidair and charged into the temple a few momentsago. Then several winged figures flew swiftly over thecity walls and into the temple compound. Ten of thedefenders of Um-Shedu have come to help the PCsstop the dragon. Use the enduk stats given earlier.

The PCs know how to destroy the Star Device, andsome of them should move to do so while Pyre isengaged in battle with the others. He is assisted by 10charmed manscorpions. If the PCs succeed, Pyrebreathes at them and departs. He will remember themunkindly. Escape from Er is easy in the ensuingexplosions, but the characters have made severalpowerful enemies who might make life interesting forthem in the future.

Manscorpions (10): AC 7; MV 12; hp 30 each;THAC0 15; #AT 3 (claw/claw/tail); Dmg 3d2–1/3d2–1/1d4; SA Class C Poison; SZ L; ML 15; IntAverage (10); AL NE; XP 1,400 each.

Further adventures on the Orc’s Head can occur inseveral areas:

NimmurThese adventures can be political in nature,

attempting to resolve some of the furor in Nimmuras a result of the attack on Er and spying for thedefenders of Um-Shedu. The various dominion headsmay become aware of the PCs and try to enmesh themin plots and intrigues without their knowing who isbehind them.

The Herathian wizard who hired the thugs may want

revenge for their destruction of the Celestial PowerCollector. Certainly the manscorpions are on thelookout for the PCs to question them about theirpart in the attack. Those caught by them face tortureand slavery at best. Rescuing companions caught whileoff guard could provide an adventure that takes thePCs below, into the great caverns and tunnels of themanscorpions.

The Dark JungleMany sailors and treasures are captured by the orcs.

Since they now have some knowledge of the DarkJungle, the PCs might be hired to rescue prisoners orrecover lost treasures. A fleet of ships from Vilaverdemight hire them as guides to the lairs of the orcs inorder to exterminate these troublesome raiders. Again,Pyre may send some orcs to capture some of the PCsso he can exact his revenge.

In any case, Pyre is worried that they know thelocation of his lair. He may bait some sort of trap tolure them to the jungle where he can dispose of themmore easily.

WallaraA wallara on walkabout might find the party and

tell them they are needed in Wallara, they did swearan oath to the Wallaran people. The matter might beserious (some new and unforeseen threat) orlighthearted (new wallaras are being initiated into thetribe and all of them should be there to witness it, orthe Keeper of Tales sends someone to fetch them totell him the whole story of their journey). Severedrought could devastate the land and it is revealed tothe Mendoo that the PCs are the ones to end itthrough a great quest.

JibarùThe Phanatons, who regard the PCs as friends and

heroes, ask for their help in fighting a border disputewith Herath. An influx of manscorpions bent oncutting down the forest could call for PC intervention,especially if the dreaded beings manage to kidnap theirdruid friend U’-Xing’ and threaten to send her backpiece-by-piece unless the phanatons stop fighting them.They could return to Jibarù at the behest of Don Jorgeof Porto Escorpião to acquire some of the paralyticpoison the phanatons make.

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handouts

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