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Living Jungle™ Campaign

Living Jungle™ Campaign

Living Jungle™ Campaign

Player Information Guide WHY PLAY LIVING JUNGLE by Steve Jay IV and Robert Farnsworth that stretch from the Sleepy Lake down lifeless metal. The few precious metals the Dreaming River to Kumo Swamp? are only used for ornamentation. Enjoyable role-playing does not occur in Why do none who enter the swamp ever A system of barter encourages a type a vacuum. You need a rich atmosphere return? What about the dread Valley of of role-playing that a setting with and background to provide a foundation Spirits, where alien screams of terror fill money almost never sees. It requires the for your character’s personality. There the fog-shrouded depths? Or the Yaku player characters to negotiate for what should also be a logic, however subjec- Plains where once a mighty jungle they need. Negotiation requires its par- tive, to guide how the charatcer reacts. thrived, but now is a gray, ash-filled ticipants to learn what is valuable to Finally there should be a story that plain of that only powerful shamans and another party. This means interaction, gives characters interesting goals to witch doctors dare visit? discussion, and role-playing between complete. One of the setting’s greatest characters and NPCs is vital to the The LIVING JUNGLE™ has many of strengths is its people and the varied game. the elements necessary for great role- races that live there. Some role-playing Beliefs and location play an impor- playing. More than any other Living set- settings do not require characters to go tant part in all of this. The six main ting, the geography and peoples of the beyond ordinary stereotypes. human tribes all see things differently Living Jungle setting provide fertile The typical is a typical height, (not to mention the nonhuman tribes) material for players and authors alike to likes gold, doesn’t have a real life out- mostly because of where they live. Each immerse themselves ina world rich with side of dungeon crawling, etc. The Living has different values and may be looking , culture, scenery, history, and won- Jungle setting provides many opportu- to fill different needs. A Nubari (human) der. nities to go beyond the typical. living on a river may think that a fish he Deep in the most remote jungles For example, your character is a can catch any day isn’t as appetizing as south of the Forgotten Realms oriental Monkey Katanga (shapeshifter) witch gazelle steak. setting of Kara-Tur is a vast plateau doctor. A normal spellcaster would stay Possessions are limited to what one called Malatra. Malatra is isolated from to the rear of the party, hiding behind person can carry. There are no banks or the rest of Toril by sheer cliffs that raise fighters. Your witch doctor’s favorite vaults. A sense of community is fostered it thousands of feet from the jungle spell is spook and whenever the party by the fact that once a hero has all that floor.... Also, the jungle below is filled goes into a fight, your character charges he can carry, the remainder usually ben- with a dense population of carnivorous his opponents, screeching at the top of efits his tribe or the party he adventures dinosaurs that will rend any unwary his lungs. with. Success relies on what a charac- travelers that approach. Malatra is hid- Mystery surrounds your character as ter’s actions, cooperation, and cleverness den by powerful magics that obscure the she travels through the jungle. Are those rather than what he owns. plateau from the outside world and pre- harmelss animals following you or the Living in Malatra means being vent anyone from approaching its bor- dreaded Leopard Katanga? Is the tower- more closely tied to the land ders, inside or out. ing shape ahead the ruins of a long-lost than in traditional fan- Malatra is as mysterious as the civilization, or a Tyrannosaurus Rex tasy settings. The “Dark Continent” was to Europeans in ready to tear you and your companions jungle is everywhere, the last century. Stories about vast ele- limb from limb? the source ofevery- phant graveyards, lost cities filled with Ordinary tasks of eating and sleep- thing. It also means gold, ancient forbidden ruins, dark mag- ing take on a new meaning when you no that a threat to the ics, hidden passages, mighty mountains longer go to the nearest inn and pay a jungle is a threat to and rivers, great white apes, and mur- gold piece for a feast and a bed. The everyone. Though derous natives... Malatra has room for thrill of finding a treasure chest is isolated from Toril, all of these and more. replaced by the thrill of bringing home the people of the There are several places that even an animal carcass that came close to Living Jungle are Malatra natives are afraid to explore. Its eating the party. Now it will feed the vil- never isolated greatest mysteries await the courageous lage for a week. from each other. explorer. What causes the heavy mists The economy is not based on some ❏ Malatra The Living Jungle A Brave New World for Network Members

Far beyond the Living City lies an undis- modern Nubari are the diminutive shu, every war, the worst aspects of the peo- covered land of savage tribes, fabulous the wild korobokuru, the elusive tam’hi, ple came to the fore, and even the other- creatures, and the mysterious ruins of a and the shape-changing katanga. None wise peaceful Nubari found themselves forgotten race. Soaring above the jungles of the modern people of the Living embroiled in conflict. of southern Kara-Tur, the Malatran Jungle remember their ancient origins, One faction of the Nubari, however, Plateau has been invisible to the natives and archeological clues are rare. Here, refused to give in to conflict. They chose of Abeir-Toril for thousands of years. then, is a brief sketch of the history that to flee the war, making no claim to any Most sages consider the area contemporary characters do not know. of the worlds disputed by the others. nothing more than an uninteresting Rather, they came to Abeir-Toril. wilderness. Thousands of years ago, the ancient Arriving in great spelljammers, the Nubari were a very tall and lithe race of Ancients barely escaped the powerful They couldn’t be more wrong. humans, dark brown of skin and golden invasion fleet which conquered the last yellow of eye. While still essentially world they had inhabited. Resolving not The Living Jungle is the new tourna- human, the Ancients had slightly larger to duplicate the mistakes of their own ment setting for members of the RPGA® heads, tapering to an elongated crown, ancestors, the Ancients swore to form a Network. Like its older sister, the and but three fingers and a thumb on society without war. In this, they were Living City, this campaign is designed each hand (missing the “normal” human largely successful. They chose the for players who create their own charac- pinky). They were a people of art and central jungle of Malatra as their home, ters to play at conventions all over the magic, science and philosophy. reasoning that it would not seem a world. These PCs gain levels, treasure, Nubari technology was quite desirable location to the indigenous and power with every adventure, just as advanced in some ways, but mostly it races of the planet. To dissuade visitors in a campaign played at home. was simply alien to, not superior to, the further, they devised a great magic to The Living Jungle setting is very like current technology of Toril’s more raise the land they had chosen far above the Living City, but it is at once simpler advanced nations. For instance, though the rest of the jungle floor, creating a and more exotic. You won’t need a they used metal for ornamentation, the vast, insurmountable plateau. suitcase full of books to play or judge in Nubari had developed a fantastically It was an ideal place for them to live, the Living Jungle; all you need are the hard form of ceramic which they used since—once carefully removed from the core AD&D® Game rules and this book- for tools such as knives. Traditional inhabited regions—the surrounding let. All additions to the setting will weapons were unknown to them, as they dinosaur population could not easily appear right here in the Newszine, for lived a sort of Utopian existence, using climb the high cliffs surrounding the all Network members to see. And just as their magical technology to live with— plateau, and neither would the Ancients with the Living City, you can contribute rather than against—nature. disrupt the natural course of indigenous your own characters, adventures, and The Ancients were a celestial race, life on the planet. This was their new locations by submitting articles to the traveling among several home worlds paradise. They practiced their philoso- Newszine, writing tournaments, and shared by other spelljamming peoples. phy of non-violence very strictly, never participating in club and Newszine con- Each of these worlds was a veritable killing the natural predators which tests. paradise, so while the Nubari knew of remained in their lands, but learning to Abeir-Toril for millennia, they deemed live in harmony with the animals and History the planet unworthy of interest when so the land. The current human inhabitants of the many more beautiful worlds were theirs The Ancients began to create their Malatran Plateau are descended of two for the visiting. vision of a Utopian world. Unknown to separate human races: the indigenous In all crystal spheres, there are gods them, they were not as alone as they had humans of southern Kara-Tur, and an of strife and misfortune. Ultimately, hoped. River and bamboo spirits had ancient spelljamming race from a then, the paradisiacal existence of the lived in the area for centuries. At the distant crystal sphere. Nubari came to an end, as war came to arrival of the Ancients, they hid. Seeing Living in relative harmony with the the Nubari and their neighbors. As in that the newcomers seemed peaceful enough, the spirits did not trouble them, some of the natives of Toril—katanga, Geography nor did they approach to greet them. humans, and korobokuru—explored far The Living Jungle is situated high upon Each lived in harmony with the other, enough to reach and even ascend the a magically-created plateau near the the Ancients never knowing of their plateau. How these peoples won past the center of the southern jungles of neighbors. cliffs and magical barriers is a mystery, Malatra. None of the civilized cultures The newcomer culture throve and though korobokuru legend speaks of a surrounding the plateau, however, are grew, ever mindful of keeping itself great and long exodus from a distant aware of its existence or of its inhabi- secret. But Tymora and Beshaba forever homeland, including a journey though tants. There are three main barriers quarrel over Utopias, and Lady Luck sunless and moonless paths. between the inhabitants of the Living cannot forever hold out against Black These wanderers stayed with the Jungle and the rest of Malatra and the Bess. So eventually, disaster struck. Nubari of the plateau, either because Forgotten Realms. The nature of the disaster is a they chose to remain or because they First, the Malatran jungle itself is a mystery. It may have been a natural could not return. The ancient humans formidable barrier, especially consider- disaster, an incredibly fast plague, or and Nubari gradually inter-bred, even- ing the carnivorous dinosaurs which even a magical experiment gone awry. tually becoming the new race of Nubari make their home around the plateau. Whatever it was, it left the surviving which inhabit the Living Jungle today. The few bands of humans, korobokuru, Nubari without their former civilization, The korobokuru throve in this land, and or other oriental races which have reducing them to a primitive existence. the katanga took to the land as delved deeply enough into the jun- The disaster also destroyed most of the naturally as if they’d always been there. gle to find the dinosaurs have not Nubari culture, buildings, and knowl- How the shu came to the plateau is survived long enough to find edge. For whatever reason, the surviving another mystery, and the saru seem to the plateau. Nubari fled the fragments of their have evolved from the existing gorilla Second, the plateau rises homes and took to life in the jungles and population—though their accelerated thousands of feet plains. evolution remains undiscovered. For above the floor of Years later, during a long but reasons unknown to the Nubari, the the Malatra temporary decrease in the car- dinosaur population rose once more, jungle. Even nivore population sur- effectively isolating the plateau from the should some rounding the surrounding world. explorers plateau, win past the dinosaurs, they would need speak of the lizard raids as if they were full of good grasses, regular water holes, extraordinary mountain climbing skills nearly constant in their youth, but none and what few tilled fields as the Nubari or potent magic to reach the plateau has seen one of the scaly raiders in create. itself. Both of the first two obstacles many years. The Yaku Plains are yet another would certainly be overcome by now, if The most familiar of the plateau’s informally taboo place. Here the once- not for the third. In forming the plateau rivers is the River of Laughing Idols, so verdant hills are grey with ash and for their own needs, the Ancients built a named for the curious statues which lie husks of trees. At its edges, the jungle long chain of magical domes around the along its length, planted at the edge of sends tentative fingers of greenery into territory in which they settled. In addi- or even in the river itself. Those which the bleak expanse, but nowhere has it tion to a vast and permanent hallucina- still function “laugh” as the current gained a hold. None of the tribes seems tory terrain spell, the Ancients incorpo- flows into them, burbling with humor quite sure how this place was burned, rated powerful and permanent antipa- and music as the water courses through and no one remembers the fire which thy spells into the battery of domes. their cunning chambers, only to rush out turned this area into a blackened ruin. None can detect the Malatra jungle of mouths, nostrils, eyes, or ears. No two Either that, or no one will speak of it from above, and any who approach the of these idols are alike, and some are when the youngsters ask. No jungle surrounding cliffs from below must considered taboo while others have tam’hi will willingly approach this area, make a saving throw vs. spells with a –6 become centerpieces of the more distant and the older tam’hi grow very quiet penalty or feel compelled to leave the river villages. The River of Laughing when asked about it. Similar questions place and not return. Idols ends, as far as the Nubari know, at to Nubari shamans and elders are met Except from the hints of legend the edge of the Valley of Spirits— with enigmatic answers, but those who which suggest that their ancestors came undoubtedly the most dread of the taboo aspire to become shamans or witch from “beyond the edge of the world,” the regions on the plateau. Where the river doctors are often brought here by their inhabitants of the Living Jungle are spills over the sheer cliff edge, colossal teachers to be told a vague lesson about unaware of their borders, since they too waterfalls explode into white mist which the foolishness of all humans. are subject to the effects of the antipa- seems to expand to fill the entire area. thy spells. None of the Nubari or other The valley itself is a severe canyon Ruins of the Ancients intelligent races of the plateau have hidden in mist, just like the region to the During the course of play, Living Jungle been to the giant cliffs and seen the lim- southwest. Blood-chilling screams of heroes will certainly discover some its of their own land. On the plateau alien throats rise from the obscured remnants of the culture of the Ancients. itself, Fire Mountain is the most con- valley, and its edges are ringed with The most common and most enigmatic spicuous feature. The southern-most taboo totems warning away any so fool- of these remnants are certainly the peak in the small central range, Fire ish as to approach the place for a view of domes which ring the edges of the Mountain is an active volcano around its spectacular falls—though romantic plateau. Because of the magic invested which several of the tribes have devel- legends of some Nubari tribes do impel in these structures, no contemporary oped part of their religions. From the young men and women to defy the taboo. person has seen them. But fragments of central mountains spring three rivers: Some of them even return to their peo- houses, streets, tombs, temples, and the Dreaming River to the southwest, ple, but they never speak of what they even more unusual artifacts are spread the River of Laughing Idols to the south- saw, and they never go back to the falls. throughout the jungle. Some of these are east, and Hebika River to the north. The Screaming River flees the simple art objects, colossal statues, or The Dreaming River is so called Howling Mountains to languish in the overgrown segments of carved walls, because of the perpetual mist which Koro Lake before crashing into the which the Nubari use as landmarks, but rises from Sleepy Lake and its southern Valley of Spirits. The Nubari know little little else. branch. Even past the lake the fog grows about either of these places, as both are Others are far more interesting, their more dense as the river opens into strictly avoided, though few tribes have original functions forgotten over the Kumo Swamp near the base of the formal taboos about them. Both the centuries. Could they be ancient obser- Miranuma Mountains. This whole area mountain and the river are named for vatories? Tombs filled with lost magic is taboo to the Nubari and other intelli- the terrible sounds which those who and science? Magical foci which need gent peoples. The few who have dis- have braved them report. It is said that only a little repair before they evoke obeyed the taboo have never returned to only the korobokuru approach these some amazing result? explain what lies within the obscuring areas with impunity, though some add You decide. shrouds of those lands. that the saru may also visit. Little is known of the Hebika River, The Living Jungle is home to two Remember: The LIVING settings are also known as the Serpent River, except great plains: the Rayana Savannah and meant to grow and change, so what you that it feeds the Dokuba Swamp. There the Yaku Plains, also known as the see in this issue is just a beginning. live the savage lizard races, with whom Plains of Ash. The Rayana is home to all Read the other articles for more ideas on the Nubari, korobokuru, and shu have of the known plains tribes, as well as to how your contributions can become an an ancient enmity which has—for some such beasts as the elephants, the important part of the Living Jungle! inexplicable reason—not been tested in gazelles, the zebras, and the mighty ❑ the last several decades. Grandmothers simba, or lion prides. It is a rolling plain, Tribes Of The Nubari And Other Peoples of the Living Jungle

The tribes of the Malatran Plateau are bled the humans of Abeir-Toril, but their narrower or broader ranges of what descended of both the indigenous heads were slightly larger (longer, taper- constitutes a “person.” In some cases, species of Abeir-Toril and the ancient ing slightly toward the elongated crown) Nubari tribes consider only humans to spelljamming race which immigrated to and they had but three fingers and a be persons, or perhaps exclude the this world millennia ago. thumb on each hand. ape-like saru. Others include certain Humans, korobokuru, shu, saru, Since the destruction of their sacred animals as persons (the Simbara katanga, and tam’hi are the character civilization on the Malatran plateau, the consider lions to be people—their wise races available to players. Other player Ancients exist only in their descendants ancestors, in fact). character (hero) races could become and in a few remaining artifacts and The most common demi-human available as the campaign develops. ruins. Modern Nubari are the result of tribes considered not to be “people” are Saru, katanga, and tam’hi have their thousands of years of interbreeding the diminutive shu and the ape-like own simple social structures described in between the Ancients and the savage saru (who themselves are interesting in their MONSTROUS COMPENDIUM® sheets, natives of Malatra. These natives are their belief that all animals are people). but they do not form tribes. Sometimes a cousins to the people who became the None of the PC tribes that follow treat band of saru will settle near a human vil- modern inhabitants of Shou Lung and the shu or saru as non-people, but many lage and mimic the Nubari’s habits, but Tu Lung, to the north. Thus, modern NPC tribes will. they do not create tribes of their own. Nubari are a well-blended mix of The Nubari tribes are broad groups Here, then, are the tribes of the humans, Ancients’ and Shou features, though the of villages tied by blood relation, though korobokuru, and shu. modern people have four fingers and a sometimes several generations removed. Some of the tribe descriptions are thumb as a rule. They range in height Individual villages sometimes war on more whimsical than others, but players from 5’ to over 6’ tall, with rare individ- other villages of their same tribe, but and writers should always feel free to uals nearing the elegant height and inter-tribal warfare is still far less com- create serious characters for the more build of the ancient Nubari. mon than intra-tribal dispute. The humorous tribes, and vice versa. Don’t Their skin ranges from a deep bronze marked exception to this rule was the feel constrained by the tone of a particu- to dark brown, almost mahogany. Their formerly male-dominated Huroola tribe. lar tribe; turn each one hair is typically black, brown, or (rarely) All human heroes must belong to one to your tastes, while still trying to cap- auburn, sometimes straight but more of the tribes detailed on the following ture the spirit of the original descrip- often very curly; and their eyes are com- three pages. tion. Variety is the spice of life . . . and of monly black or brown. gaming! Rare individuals are born with gold- Tribe of Big Chief en eyes, three-fingered hands, or both Bagoomba The Nubari marks of the Ancients. Depending on the This is the biggest tribe in the Living The humans of the Malatran jungle tribe, these children are met with great Jungle, and—if you ask Big Chief refer to themselves as the Nubari, actu- reverence and awe—or terrible fear and Bagoomba—the biggest in the entire ally one of the few ancient words to hatred. Because the modern Nubari are world. The tribe consists of 500 men, remain in modern usage without drastic generally a good people who value their women, and children who live a day’s change. Nubari is also the name of the offspring as much as they obey their walk from Fire Mountain, the central ancient spelljamming people who first taboos, the former reaction is more com- peak of the Living Jungle. The tribe is colonized this plateau. mon. predominantly human; however, there The ancient Nubari (known only as The concept of “people” is important are also some korobokuru, katanga, and “the Ancients” to the few shamans and to the Nubari. To most of them, all a few shu living on the edges of the witch doctors who tell stories of them) humans and demi-humans, including settlement. Members of other races were exceptionally tall (6-7 feet) and the saru, are people. The other creatures (saru and tam’hi) often visit, but are not lithe, with dark brown skin and beauti- of the land are animals and thus can be considered a part of the tribe. In this ful golden eyes. They generally resem- hunted and eaten. Certain tribes have respect, the Tribe of Big Chief the spear. Once every year the Tribe of Big Chief Bagoomba hosts a War Council, a gathering of tribal representatives who meet for one moon to trade, negotiate peace treaties, have celebrations (Bagoomba’s favorite part), and even declare war on blood enemies. Note: Big Chief Bagoomba is little more than a ridiculous figurehead, often controlled by the clever Bengoukee. Huroola The Huroola are a xenophobic people, keeping themselves apart from the other Nubari tribes because of the les- sons of their own tragic history. Many generations ago, the Huroola were a great, warlike people. Their men were brave and fearless warriors, and their women were wise “speakers for the dead,” priests who are said to speak with the words of their ancestors. Their vil- lages spread from either side of the River of Laughing Idols to the savanna, and they flourished despite the many instances of internal strife. Often their men made war on other tribes, but they fought among each other just as often, Bagoomba is the most unusual of all the had been set upon by scavengers so no stopping only when one of the villages in Nubari tribes; each of the other tribes is one could tell whether Bagoomba had conflict was destroyed or negotiated a far more homogenous. slain the creature himself. Finally, peace through the speakers, who were The original name of the tribe was Bengoukee declared Bagoomba chief— the administers of healing and reconcil- Saiyama (meaning “near mountain”), though many protested. In fact, iation. Finally, the cycle of revenge esca- but the name was changed after Big Bengoukee knew Bagoomba to be a liar, lated beyond the means of any speaker Chief Bagoomba became the leader but seized the opportunity to control the to negotiate a peace or even a victory, following the death of the last chief. largest tribe of the jungle through an and the Huroola very nearly destroyed Chief Toloka and his family were killed oafish buffoon. Bagoomba’s first official themselves. by evil caiman katanga 20 years ago, action was to rename the tribe, much to From the ruins of the Huroola tribe and a new chief had to be chosen from the chagrin of Bengoukee. rose a new leadership of speakers. among the warriors of the tribe. Unlike smaller tribes, the tribe of Consulting the ancestors and the spirits Bengoukee, exalted witch doctor of Chief Bagoomba has several crafts to of the land, the Huroola speakers Chief Toloka, proclaimed that the trade, including weapons, pottery, declared that spears and all other hunter who killed the largest predator jewelry, and food. This latter export has weapons of war or hunting were taboo before the next full moon would be the helped establish the tribe’s power in the for all men. From that day forth, only new chief. During the competition, a region, since it is so important to small- women of the Huroola tribes could make young, inexperienced warrior named er tribes during seasons of drought or war, doing so only when the speakers Bagoomba was returning from a hunt- excessive rain. Since the Tribe of Big commanded. The roles of both women ing expedition when he came across two Chief Bagoomba is a melting pot of and men changed drastically, as most monstrous creatures battling near the Living Jungle races, specific dress, strict (but not all) women learned to defend river. In the end, both creatures per- rituals, and long-time traditions vary the tribes against predators and ished, one of them falling into the river. between elders and families throughout invaders. Most men learned to keep the Seeing an opportunity to become the tribe. homes, protect the fires, forage and set chief, Bagoomba returned to the village This tribe boasts the largest contin- traps for food—but none could bear a and told Bengoukee the animal he killed gent of warriors (200–250) and has not spear, knife, or bow. Those few who dis- was too large to carry, and that he and been attacked in the lifetime of the obeyed the taboo were punished to death the elders needed to see the creature oldest tribeswoman. The chosen weapon by the speakers and the women warriors where he slew it. By the time Bengoukee of this tribe is the spear. All heroes of who obeyed them. and the elders arrived, the slain beast this tribe attack at +1 to hit when using In the last few generations, some of the men of the Huroola have learned to Huroola women attack male hunting is considered bad luck to let a woman speak with ancestors and the spirits of parties from other tribes on sight; their shave a Koshiva man’s head. the land, and some of the first male taboo against men bearing spears Other tribes, including the shu and speakers of the Huroola now guide the extends to anyone, regardless of tribe. In korobokuru, are especially friendly with villages with their female elders. those rare instances in which a Huroola the Koshiva. But the river tam’hi, It is unusual—but not unheard of— woman travels far from her home, she though rarely seen, are well-disposed to to find a Huroola man far from his usually suffers men of other tribes to most of the Koshiva villages; on the rare village bearing weapons of war—but he bear arms, though she will never permit occasions that the Koshiva harm or show knows that he may never return to his a Huroola man to do so: each Huroola disrespect to the river, relations between home, lest he be killed. warrior is charged with immediately the tam’hi and the Koshiva turn drasti- Huroola of either gender are rarely punishing those Huroola men who break cally worse. The usual Koshiva reaction encountered away from their villages, the taboo, and there is but one punish- to these times is to make amends as soon which usually consist of 10-30 huts ment: death. as possible, usually in the form of repair- made of bamboo and reeds supported by ing damage, seeking advice of the tam’hi, dried mud. The villages are defended by The Koshiva and offering restitution in the form of female warriors, though about half of The Koshiva or “Boat People” derive gifts. the female population is gone during the most of their food by fishing, though day, hunting or exploring. The men older women and men also forage to sup- Rudra remain behind, tending to the children plement their diet. Rare hunting parties Nestled against a crook in the river is and the homes, preparing meals, or will bring back a boar or some other jun- the proud tribe of Rudra, the river peo- crafting simple baskets, pots, and other gle beast for special occasions. ple. Fishers and hunters, they derive tools—with the important exception of Fishing and boat-making are the their livelihood from the river and weapons. trademarks of the Koshiva, but their zealously protect their territory. Their Within a given village, 3-6 women tree villages are the most spectacular homes are built on stilts to accommo- and (rarely) one or two men act as the feature of their villages. Woven bridges, date the swelling river banks, and there speakers of the village (the term “speak- cunningly-fitted tree-houses, and open are two towers in which warriors sit to er” is used for both genders). These platforms sprawl across their territory, watch for trespassers and other threats. speakers keep the stories of the tribe sometimes even crossing over a They are an aggressive and suspi- alive in their nightly recitations of the narrower portion of the river. All heroes cious people, quick to strike out if others dozens of tales of their ancestors, adding of the Koshiva tribe automatically gain hunt in their territory. For this reason, a new one whenever a woman of the vil- the rope use or weaving proficiency at many other tribes give them a wide lage performs a particularly no cost. berth. And when others opt to visit the daring act of hunting or combat. The Koshiva are not warlike, though Rudra, they bring numerous gifts, which Both male and female members of their hunters (both men and women) make them more welcome.The only peo- the tribe dress in scant hide clothing make good defenders on the rare ple the Rudra seem openly to accept are and wear ornaments of brightly stained occasions when they are raided by the the saru, who are mobile and seem to wooden and clay beads on leather korobokuru (very rarely, since the jungle pose little threat to their way of life. thongs. When defending against dwarves are terrified of water and rarely All Rudra youths are taught to use invaders or leaving on a war party, approach Koshiva villages), lizard men, the spear and bow. Even the few spell- Huroola warriors daub their faces with or evil caiman katanga. They are an casters in the village are proficient with blue-stained mud, their hands with industrious people, especially clever those weapons. All heroes of this tribe white chalk. with crafted items. Their pottery, carv- automatically gain proficiency in either The Huroola women hunt boar, giant ing, and jewelry-making are among the the spear or bow at no cost. snake, and other jungle mammals and finest of the Nubari. Rudra villagers are among the tribes reptiles, while the men who hunt set Koshiva women wear elaborate head to weave rough linen and coarser traps for small game and (in those ornaments contrived to raise their hair fabrics. All of the adults and most of the villages near a river) trap fish in nets. in tall coifs. The higher the hair, the children wear at least some fabric cloth- For a short time, women would join greater the relative social position of the ing. The more prestigious villagers wear them and spear-fish, but in their woman. Woe to she who presumes too long, white togas, while most others dye wisdom, the speakers decided that using high a station, for the other women will their clothing red or brown. weapons so close to the men who were catch her and cut her hair short. “She The village is ruled by a chief and his fishing with nets would remind them too wears her hair too high” is the phrase two hand-picked assistants. The chief is much of the power they used to wield used to describe haughty or arrogant selected through a rigorous contest, in unwisely, and so spear-fishing is another Koshiva women. Koshiva men, on the which the most able and clever taboo of the tribe. All female heroes of other hand, shave their heads almost warrior rises to power. The contest often the Huroola tribe automatically gain the completely, leaving simple ornamental proves fatal to lesser challengers. The hunting proficiency at no cost; all male shapes of hair. Men never let women chief reigns for three years, when anoth- heroes automatically gain the fishing or shave their heads; only their closest er contest is called. The current chief, set snares proficiency. male friends are given this privilege. It M’t’lak has held his position of authori- ty for 12 years and shows no sign of agriculture, raising potatoes and other scrutinizing the council; she will pick weakening. He is a bull of a man, with tubers, as well as some grains which her successor when she feels it is time to great shoulders and impressive muscles. they use for a sort of porridge. When step down. hunting, they most often prey on deer- The Wise Ones are peaceful, though Simbara like game (antelope, gazelles, sable, and the council makes sure one-half of the The Simbara, or People of the Lion, as other herd animals), but they also relish village’s youths are trained in the arts of their name suggests, revere the great boar, water buffalo, and tapirs. Most combat. They realize other tribes in the cats of the plains. They believe firmly Simbara tribes also raise cattle and area are not so peaceful, being especial- that the greatest of their warriors and pigs. However, to call a warrior a “pig ly wary of the Simbara. The most agile shamans are reborn as lions. It is also herder” is a dire insult. and healthy of the youngsters are select- said that the greatest of Nubari Constructing straw huts in small ed for the training. The others are warriors can wrestle a lion into submis- clusters, the Simbara rarely relocate, encouraged to study arts of the mind, sion, stealing away some of its strength though flash fires and other natural and to pursue shaman or witch doctor and wisdom in the victory. In actual disasters displace villages occasionally. training. Because of this, the tribe mem- practice, though some of the Simbara They seek out homes near water holes, bers look like thin, scholarly people and boast of wrestling a lion, none really or not far from the jungle’s edge. Water muscular, active ones. There is little in have done so. The few who have tried in is never so scarce that they suffer, but between. recent memory died in the attempt. dry periods make water very precious. The Wise Ones are gatherers and Clever warriors will sometimes attempt The Simbara are a tall, thin people. fishers, and their trade is woven to shame their rivals into “dancing with They wear minimal clothing during the baskets. It takes years to perfect the the lion,” hoping the great cat will day, favoring coarsely woven robes and skill of basket-weaving, and the baskets dispose of their nemeses. All Simbara simple cloaks on cool evenings. They the Wise Ones make range from small heroes gain a +1 bonus to hit when value bone and fiber ornaments and containers the size of a man’s fist to wrestling and may adjust their wrestling armor. Basket weaving and bone carving large ones as big as a hut. The latter are results up or down one point on the are the predominant crafts, though the used for feasts to honor the elephant. It wrestling chart. quality cannot rival that of other tribes’ is the Wise Ones’ skill at weaving that One curious legend among the products. make their huts remarkably water- Simbara is that other tribes speak of an Their warriors carry tall, oval shields proof. So tight is the thatch woven, that animal called tiger, the antithesis of the and prefer the spear. When they go to nary a drop finds its way inside, even noble lion. Should lion and tiger ever war with villages of their own tribe or during the hardest showers of the rainy meet, a terrible apocalypse will occur. (more often) with other tribes—usually season. The most skillful weavers often Most Simbara simply refuse to believe in over water or hunting rights—the continue to embellish their homes, this thing called tiger, but others fear it Simbara are fierce and brave. Using fire making some into true works of art. terribly. No Simbara has yet seen a tiger in war, however, is considered evil and Some few warriors wear cunningly and acknowledged it for what it is, say- dishonorable, though some of the vil- woven thatch armor (AC 8), and most ing, “That? It is only a striped leopard.” lages will stoop to burning the huts of tribe members have at least one piece of Simbara culture is based largely on their enemies. Any village accused of clothing made of straw or thatch, status and achievement, so pride often using fire in such a manner is almost usually a skirt or sun cape. All Wise One gives way to arrogance among the more always attacked immediately and heroes automatically gain the weaving adept warriors. Threats and boasting relentlessly, until destroyed by the other proficiency at no cost. are not uncommon, though the Simbara local Simbara tribes. Individuals The Wise Ones’ totem animal is the have devised contests of strength, accused of such a crime are dealt with in elephant, which they consider the wisest dexterity, and endurance to keep their much crueler fashion; there is no greater of the jungle animals. Elephants are young warriors from killing each other taboo among the Simbara than using often found near the village, as the while competing for attention and fire in combat. shamans speak daily with the great praise. This same pride often leads the beasts to learn what is transpiring in Simbara on raids against their neigh- The Wise Ones the area. Injured elephants somehow bors, the object of which is to prove their This human tribe of the savanna pride find their way to the village, where prowess by stealing cattle or weapons themselves on their intellect and their shamans heal their wounds. Sometimes without bloodshed—though almost ability to treat all beings equally. They the thankful beasts stay on for years. In inevitably a fight ensues when the revere shamans and witch doctors, and fact, there will always be 2d4 elephants raiders are discovered. The Simbara win it is the oldest of these people who make living on the edge of the village. far more often than they lose, though up the tribe’s council. The council serve A shaman is considered blessed by they are feared and distrusted by the as advisors to the chief and act as jurors the gods if an elephant selects him or tribes who have suffered most from their when anyone is charged with commit- her for a companion. Such a shaman raids. ting a crime against the village. The soon finds a place on the council. Aside from war and raiding, the current chief is Arkari, the highest-level Simbara are a hunting-based tribe, shaman in the village. She is 70 years Zantira although they also practice limited old, and for the past year she has been by Sherrie Miller and John Richardson part of the Zantiran lifestyle. Before solid ground, so the warriors can become Malatra’s better known Nubari tribes each sunset the families will gather on accustomed to their “land-legs”. Their have settled near Fire Mountain, at the the center raft and give thanks to the weapon of choice is the javelin. edge of the Rayana Savanna and espe- water spirits for providing food and pro- Zantirans prefer the range advantages cially along the River of Laughing Idols. tection. The Zantira believe that as long of the javelin, in the event they must Much of the land near the mysterious as they live on the water, they will be attack from their rafts. Additionally, borders of Malatra is considered danger- protected by these water spirits. The Zantiran women often train with the ous, taboo, or both. One area of such Zantira maintain that each night the bow in the event a raiding party tries to trepidation is the land engulfed by the water spirits guard the rafts and ward cross the water to their homes. Male mists of Sleepy Lake and Dreaming off both the evil black leopard katanga, Zantiran adventurers gain the javelin River. The area shrouded by the mists who hunt the shores and shallows of proficiency at no cost, and female are taboo to all Nubari and most other Sleepy Lake, and the swimming garuda Zantiran adventurers gain the short inhabitants of Malatra. Even the who occasionally approach the water vil- bow proficiency at no cost. Zantira, who live upon the waters of lages. In ancient times, the Zantira lived The Zantira are hunter-gatherers. Sleepy Lake, fear the mists. on the land near Sleepy Lake, but the The women and children of the tribe Members of the Zantira tribe live on villages were constantly ravaged by the forage for the numerous plants that Sleepy Lake far down river from the merciless black leopard katanga. As grow either on the edge of the lake or xenophobic Huroola tribe. The Zantira, Zantira witch doctors have recounted for under the water, while the men hunt or “raft dwellers”, fashion their floating generations, on the night of the most crocodiles, turtles, and frogs. The root of homes from bamboo, reeds, grass, fish savage attack of the black leopards, a one of the plants they gather, the bones, sticks and other readily available great watery form rose from Sleepy Shameo Water Lily, is ground to extract materials. There are approximately 250 Lake and engulfed the evil katanga. The the juice, which is then fermented to Zantira, divided into 12 separate family- water spirit spoke to the Zantira and provide Shameo, a colorless, bitter, alco- group villages. These villages are tied offered them protection from their ene- holic beverage. Zantiran men hunt the approximately 100-200 feet off the mies. The water spirit, known as plentiful crocodiles using lassos and shores of Sleepy Lake and are thatched Jung’r’na, told the people to fashion javelins. They are careful not to confuse together by intricate floating bridges. floating homes, and they would be safe the crocodiles they hunt with the small Zantirans travel to and from shore on upon the water. To this day, Zantira can population of caiman katange the small rafts made from the same materi- only rest peacefully upon the water. inhabit Sleepy Lake. The most skillful al as their homes. The Zantira believe that the water hunters take pride in their use of The Zantira are small people, rarely spirits protect their floating homes from knives, rather than javelins, to kill the exceeding 5’6” in height or 150 pounds drifting into the dangerous mists. crocodiles. The best crocodile skins are in weight. Since they make their homes Though they live near the perpetual made into armor (hide armor, AC 6, upon the water, families tend to be small mists of Sleepy Lake and Dreaming weight 30) and along with Shameo, in number. Zantirans will rarely have River, no Zantira has ever ventured into comprise the tribe’s main trade items. more than two children. It is considered the unknown fog and returned to tell Zantiran spearfishers prowl Sleepy a great insult to be called “the third about it. In addition, even though Sleepy Lake for the dangerous S’repic fish. one”, because the phrase implies the Lake has a large crocodile population, These flesh-eating fish are sought for child was unwanted and most likely a the Zantira are not menaced by the crea- their tasty meat and their large, shiny, mistake. In the event a son is not born, tures. The crocodiles will not come onto silver scales, which the Zantira use to the second daughter often is sent to live the rafts. Most Zantiran villagers ornament their bodies and clothing. with other relatives or with a family believe the water spirits keep the croco- S’repic are long, slender fish, often reach- whose children are grown. This is espe- diles at bay. Some of the more “progres- ing lengths of four feet. They sometimes cially the case with more prestigious sive” Zantirans believe the friendly dwell under the Zantira rafts, hoping to families. caiman katanga that live in Sleepy Lake catch morsels of fallen food or, as legend The Zantira have very dark skin, for keep the crocodiles from disturbing the has it, unfortunate children. Woe to the there is no shade from the blazing villages. Of course, this belief is never bad Zantiran child who must endure sto- Malatran sun upon the lake. Due to the pronounced publicly for fear of upsetting ries of the monster under the raft. extreme heat and lack of shade, Zantira the water spirits. Other compromise and Zantira are so accustomed to life upon villagers wear scant, woven clothing. The believe that the water spirits have the lake, they are unable to sleep unless men of the tribe wear necklaces made of instructed to caiman katanga to control water is beneath them. In rare instances, crocodile teeth, representing successful the crocodiles. some Zantira will wake during their fif- hunting expeditions. Zantira women Despite the protection offered by the teenth year of life to discover that they often weave tiny fish bones in their hair water spirits, the Zantira still train can no longer find rest upon the water. as a form of decoration. Both males and their strongest for battle. In the event of These Zantira, called Goval or “travel- females use a green dye extracted from a war, the Zantira will travel to shore to ers,” are destined to walk the land of local plant to color their skin during trib- prevent the enemy from invading their Malatra for no less than ten years in al water ceremonies. homes. Because they choose to fight on search of rest. Despite their reluctance to Water ceremonies are an intricate soil, their training rituals take place on leave the comfort and safety of the vil- lage, the Zantira Goval learn many use- trait of all korobokuru. known. He is a grand boaster, said to be ful skills while traveling, often becoming The Katimaya do not practice able to talk his way out of a leopard’s witch doctors, wizards, or warriors of agriculture, except foraging for those jaws. great power. If they survive, some time fruits and vegetables which require lit- after their twenty-fifth year a time of tle effort to collect. Hunting is consid- Jengi, a Shu Tribe sleeplessness will again occur, and the ered hard but necessary work, and it The Jengi are typical of shu tribes, Goval must return to the lake to find carries some status. Those Katimaya living just close enough to the Nubari to rest. Upon returning, they are referred to with a more honest nature make good be considered neighbors. They do not as Goval’Ma, or “true travelers” and are hunters and defenders. But it is in trad- encourage visitors, but they receive hailed as leaders. ing, raiding, and scavenging that the guests pleasantly, if not eagerly. No The current chief is Manyuk V’Domo, Katimaya prosper. visitor is allowed to sleep within the a Goval’Ma witch doctor of great power The Katimaya take great pride in a circle of leafy huts of a Jengi village, and vision. V’Domo returned from his successful raid. A warrior is not consid- though one may sleep just outside if travels sixteen years ago, at the age ered a true adult until he has stolen his there is no other place to go. That sleep- forty. During his travels he learned first weapon. Thus, any group of er, however, will be watched by a group much about the other tribes of Malatra Katimaya encountered will have a of six or more Jengi guards all night. and forged a friendship with The Wise variety of weapons, ranging from rough The shu are very cautious when it comes Ones of the savanna. V’Domo brought clubs to decorated mahogany spears. to strangers. the peaceful ways of The Wise Ones back These korobokuru live near but not The Jengi live by hunting, and by for- to the Zantira raft villages. Through his on the River of Laughing Idols, down- aging to a small extent. Jengi hunting guidance, the Zantira have become a stream from the Koshiva, whose excel- parties usually consist of most of the unified tribe. V’Domo has decreed that lent pottery is often the target of tribe, and they are a formidable force during the vernal equinox, all Zantira Katimaya raids. indeed, organized and deadly. must come together in the middle of Katimaya raids are carefully calcu- Employing a combination of teamwork Sleepy Lake to trade, perform sacred lated affairs, planned weeks in advance. and carefully-laid traps, the hunters can water rituals, arrange marriages, and During the raid itself, the korobokuru bring down even the most dangerous settle any disputes between families. creep into a sleeping village, gathering predators of the jungle. Most inter-tribal conflict has ceased as a up as many goods as possible. Inevitably, Unlike most of the Nubari and result of this yearly gathering. one of the raiders loses his nerve and korobokuru tribes, the Jengi shu have Because the Zantira live such a great lets loose a terrific ululating scream, at no concept of individual challenges. distance from the other tribes, many which point all the raiders run shrieking Should a boastful korobokuru lose his Nubari do not understand their love of back into the night. The Katimaya temper and challenge a shu warrior in a and reliance upon the waters of Sleepy themselves claim that these are not Jengi village, he will be surprised to find Lake. This does not prevent the Zantira shrieks of fear, but screams meant to himself suddenly set upon by all the shu from trading their wares or adventuring wake and terrify their victims. in sight. There is no such thing as to other villages. The Zantira hold no ill Some victims decline to exact individual honor among the Jengi; they will toward any of the other Nubari revenge for these comical raids, though share it among themselves, just as they tribes, and they will freely associate others pursue the thieves with a share the dangers of survival. with them. vengeance. The Koshiva are among the former. The one productive skill of the Enemies of the Peoples Non-Human Tribes Katimaya is the secret of brewing a Common non-human enemies of the The korobokuru and shu are considered fermented drink they call ru’uka. Nubari and other tribes of non-human people by almost all the Nubari tribes. Perhaps it is because they are generous people are the bullywugs, lizard men, Like the Nubari, these races form tribes. in trading this drink with the Koshiva mold men, sahuagin (an unusual fresh On rare occasions, outcast or orphaned that the latter have never exacted a water breed), tabaxi, tasloi, wemics, and korobokuru or shu will join a Nubari punishment for the many pottery raids. yuan-ti. While these creatures are tribe. The larger Nubari tribes even Evenings in the Katimaya villages arguably “people” by Nubari standards, adopt tam’hi, katanga, or saru. are always celebrations. Boasting they are wicked, alien, warlike, or just Relations among the Nubari and other contests are common, with the winner difficult to get along with. They raid the tribes are generally good. Unlike human decided by the consensus of the tribe. Nubari and other peoples with such heroes, korobokuru and shu characters Boasters who include physical proof frequency that the disparate tribes find need not belong to a tribe. with their tales, such as a claw with a it easier to get along, since—at least tale of escaping a leopard, tend to win recently—they are too busy fighting off Katimaya, a such contests. these enemies to fight each other. Korobokuru Tribe The chief of the Katimaya is Yrbom, As the heroes of the tribes explore A loose translation of “Katimaya” is a canny warrior and thief who has been their world further, more and more “borrowers,” and the korobokuru of this outboasted only once in his life. Yrbom unusual enemies will certainly appear to tribe do have a great fondness for things has been chief for nearly 20 years and threaten the Nubari and their neighbors. belonging to others. This is not a typical has scavenged from almost every tribe ❑ The Living Jungle just got livelier by Tom Prusa learned to usse tools, weapons, armor, but the ancient ones were proud and ssome of uss can even master fire. No would not listen. Then the Cataclysm Since the introduction of the Living longer am I ssatissfied with the hunt as came, and the ancient ones were lost. Jungle™ campaign over a year ago, a reason to exist. There musst be more. Well, most of them, for you must surely heroes have explored To learn more about our world, I have be their descendents. We have known the far reaches of the Malatran plateau, come to join with you for a time. My since then that we were right, the touch encountering strange and wondrous sskills as a fighter are formidable, and I of magic can be beneficial, but used creatures along the way. Dangerous and am alsso granted the power to heal by unwisely it can destroy everything and nasty ones, too. the sspiritss of the jungle. We have no everyone. One of the chief discoveries of sskill at your magic, only in the prayerss Malatra has been that there are many to the sspirits does what you might call more things not human than there are magic appear. human; races pop up My tribe inhabits the deepesst throughout the jungle like overgrown sswampss, in an area that you call brush. Now, we are expanding the cam- taboo. Well it iss for you, for many of my paign by making some of those people do not trusst the Nubari. They available as player character ssee you only as prey. It will be many options. Within this issue you will find yearss before we can exisst besside the the updated character guidelines and Nubari. Too many huntss lie in the Monstrous Compendium® sheets on passt, on both ssides. For a while, all you your new possibilities. We have also will ssee is an occassional individual found representatives of these new races like me, who quests for knowledge, and who wish to introduce themselves. who realizess that the worth of a being My tribe lives high up on Fire is not meassured in the length of hiss Mountain. We are not many, and our Lizardmen clawss, or the texture of her hide. Even enemies are legion. Many hunt us for Kusssaki is my name. I have known of thosse without tailss can have value and food, but we hunt them back. The flying the Nubari for some years, many of you ssucceed in the world—although that garuda in particular love to snack on live just outside our sswamp. I am of the idea took ssome getting used to. butu, so we learned to look above and to lizard people, but I am different. I am Lizardman heroes may be fighters, run fast. No one but a butu can outrun a considered to have come from a flawed rangers, priests, thieves, fighter/priests, flying garuda, and even then the race is egg, but I am not alone. In recent yearss or fighter/thieves. They come from the uncertain. otherss have hatched like me, ssmarter, swamps in the jungle, and can be found We had thought all Nubari gone, eager to learn the world outside of the almost everywhere. Lizardmen may also until the recent Boom at the mountain sswamp, not like the old people. We have appear as NPC villains, because there top. Some butu were crushed by the are two types: savage and advanced. falling rock, and only narrowly did we Hero lizardmen are of the advanced escape the burning rock. But survive we variety. did, as always. The we saw Nubari and others who could have descended from Butu the ancients scaling our mountain, bear- I am Brave Fighter, of the tribe of ing a gift for the fire. We knew you must Courage of the race of the butu. We are be descended from the ancient ones, you the quickest to fight, the fastest to flee, bore a staff made of the ancient ceramic. the longest to survive. Our witch-doctors A few treasured items among us have are the wisest, our rogues the sneakiest, been passed down from chief to chief, we our fighters are the most deadly. recognize the material. Long ago the butu served the ancient So we have come down to see what ones, but we stopped. Powerful magic happens in the jungle. Many of you are was tried, the butu advised against it, very large, but few can run as fast as the butu. We will survive. We will find oth- us. We eat the flesh of the animals, your ers of our kind, for we surely inhabit brothers, so I make no judgements. Each every mountain in Malatra. survives in the forest as he can, but Butu heroes may be fighters, wiz- watch I don't have to. ards, thieves, fighter/wizards, Said I before, we have always been fighter/thieves, or wizard/thieves. Butu here. For much longer than the Nubari build their villages on the mountain have been, have we been at one with the slopes, but many now travel the jungles. spirit of the jungle. No fire songs are You might find them anywhere, but they ever uttered or answered, but the songs prefer the drier terrain of the jungle, to control plants are naturally ours to savannah, and mountain to the swamps command. Now come we to see if you are and bogs. one with us, or not. Plantmen heroes may be fighters, Plantmen rangers, wizards, priests, fighter/wiz- Mi Kwan is my name. Of the plant-men, ards, or fighter/priests. Plantment come Aarakocra heroes may be fighters, I am. Already attained I fourth sprout- from the deepest parts of the jungle, the wizards, priests, thieves, fighter/wiz- ing, so as tall I am as one of your Nubari most primeval areas, many of which are ards, fighter/priests, fighter/thieves, or warriors. I range through the forest, taboo for Nubari and other races. The wizard/thieves. They prefer the terrains observing and learning. plantment do not understand why areas where they can fly openly, the moun- Silly Nubari, the plant-men to think are taboo; this is the first time since the tains and the savannah, but they are of as a new race. Uncounted rings upon ancients came that the plantmen have adapting, some have been seen in the rings have the plant-men been here, come out of their isolation to observe jungle. All aarakocra villages are in the under your very noses, often. Legends and interact with the other tribes. mountains or deep in the Rayana tell of when you came. Landed upon the Savannah. plateau from the ships of the sky, you Aarakocra did. The cataclysm came, and still the I am Shrillcaw of the Sky-Masters. My Ostrich Katanga plant-men were. Many Nubari were not, tribe lives far off in the mountains. We I am Kosiga, and I shift shape. My other but the plant-men were. are the aarakocra, which means “one form is that of the ostrich, large, power- We remain in small plantings, the who has the freedom of the skies.” No ful, and swift as the wind. When I first better the rooting. Is also hard for one lives as fully as we when we soar met a Nubari, I could not figure out Nubari to find plant-men, fire is your above the plateau. what shape she could take. When she friend. But a few of your kind have Many flights ago our peoples knew told me she could not shift shape, I felt known of us, Bengoukee, Taronee, pow- yours. But then came the scourge of the sad. Long have I dwelt on the far side of erful witch-doctors who earned our Yaku Savannah, now the Ash Plains. We the savannah, and many others who trust. At their urging, we have come to thought you had perished in the holo- take many strange shapes have I met. visit for a time, the life of an oak, a caust. Only recently did a band of heroes But the Nubari are the first I have met while. journey to our land, and we met once that are shape-dead. I and my tribe have more. So I have come to observe, to see travelled here near the Fire Mountain to you the Nubari, korobokuru, shu, and seek out new grounds to roam, new others. Long have we known the tam’hi, places to run. We are here, and we share but the rest are new. in the jungle with you. I have already noticed that many of There are many more katanga in the your heroes worship the spirit of the jungle than the types allowed as player jungle. The jungle spirits even grant character heroes so far. The hyena them powers of healing magic which we katanga was introduced as a NPC/mon- can barely match. This is both your ster in the adventure The Golden Child, blessing and your bane. When we fly, we and now the ostrich katanga is open for are one with the spirits of the jungle, player characters. Ostriches live prima- and we do not ask for more. Our power rily on the savannah, but some may be lies in magic of the air, which you call found in other parts of the jungle. wizardry or witch-doctoring. As many as 30 to 50 of our people We hope you find these new options may occupy a single huge nest, and the interesting, and that the campaign Understand must you, if travel with life there is good. The hunting is good takes on a unique flavor. Special thanks you I do, I may not want to watch you and the chicks grow strong. We are glad to member Wellson Clark for helping us eat. Fire is ever our bane, loath am I to that you survived the destruction of the develop this material, and giving us the even watch the devourer of the forest at Yaku Savannah, and are only sorry that idea in the first place. work. And you eat of the plants of the you are denied the ultimate freedom of ❏ jungle, our brothers, which is painful for the skies.

Hero Points Good Guys Finish First Hero Points are a game device for heroically—unless she thinks she is to lower the opponent’s saving throw or rewarding good-aligned characters for immune to the poison or that the vipers Ability check. A player may use Hero particularly selfless or heroic actions. are no threat. A rogue who rushes across Points in one of three ways: to modify a They affect the outcome of die rolls, but a vine bridge to save a young boy from die before it is thrown, to modify a die promote role-playing rather than just an imminent landslide is heroic only if after it is thrown, or to re-roll a failed number crunching. he has a real chance to fall or be caught die roll. All good-aligned PCs can earn Hero in the landslide—and knows it. Heroic Points. A hero, of any race, may have one actions are dangerous and difficult. ✺ Before a die is thrown, a PC may hero point per level “spend” a Hero Point to gain a +2/d20 (or ✺ Heroic actions are not mechanical and +10%/d100) bonus for combat rolls, sav- Earning Hero Points bland. If a player simply declares, “Oh, I ing throws, Ability checks, system shock, PCs earn Hero Points by acting bravely, guess Kalida will face the champion,” resurrection survival, or virtually any selflessly, daringly, and dramatically. then the judge shouldn’t award a Hero other d20 or d100 roll during the game. Normally, a tournament author will Point. On the other hand, a player who A Nubari PC may spend up to two Hero point out several instances in which the accepts a challenge with real panache is Points at a time in this manner, gaining PCs can earn Hero Points during the acting heroically: “I, Kalida, son of a maximum bonus of +4/d20 (+20%/ adventure. But sometimes, PCs may act Harusa the Wise Woman, accept your d100) on a roll before the die is thrown. heroically in unanticipated circum- boastful challenge in defense of all the stances. In these cases, the judge deter- Nubari tribes!” Heroism is grand and ✺ After a die is thrown, a PC may spend mines whether a PC has earned a Hero dramatic. a Hero Point to gain a +1/d20 (or Point; since defining these qualities is +5%/d100) bonus on those same sorts of difficult, here are some general guide- When a judge deems a PC’s action rolls. Again, a PC may spend up to two lines about what do not and what do worthy of a Hero Point, he or she fills Hero Points in this manner, gaining a constitute heroic actions: out one of the six Hero Point certificates maximum bonus of +2/d20 (+10%/d100) provided with each tournament and on a roll after the die is thrown. ✺ Heroic actions are not hesitant or hands it to the player. The PC can use calculated. A warrior whose companions the Hero Point immediately. ✺ A PC may spend two Hero Points to must persuade him to fight a local Except in special circumstances re-roll any failed d20 or d100 die roll. champion to save an NPC from death is (noted in tournaments), a PC can earn a not heroic. A wizard who pauses to con- only one Hero Point per adventure, Whenever a PC spends a Hero Point, the sider whether his spells will be more which is why only six Hero Point certifi- judge must collect the player’s Hero effective than weapons against the cates are provided for each tournament. Point certificate and tear it in half. champion before agreeing to fight him is Once they are all awarded, no more are PCs may use Hero Points to benefit clever and perhaps even brave, but he is available during the session. the rolls of other good-aligned charac- not heroic. Heroism is impulsive, not Human PCs can never have more ters. Using a Hero Point in this manner scheming. Hero Points than levels of experience. is generous, but it is not in itself a hero- For example, any heroic actions per- ic action (so the PC doesn’t earn another ✺ Heroic actions are not performed for formed by a 3rd level character who Hero Point for using his own Hero personal gain. If two PCs “elbow each already has three Hero Points are still Points to benefit another character). other out of the way” to be the one to heroic, but they do not earn Hero Points. earn a Hero Point, then neither receive Non-human PCs may never have more Hero Points and Judge one: “I will fight the champion.” “No, the than one Hero Point at a time; thus, a Rolls honor will be mine!” Further, when a PC Saru PC who has earned one Hero Point Occasionally, judges may—and should— performs an act which has an obvious must spend that Hero Point before being roll dice secretly to determine the result reward (fighting the champion to gain eligible to acquire another. (Note: Some of an action. For instance, an NPC wiz- his magical spear) no Hero Point is special items and situations may allow a ard casts a charm person spell upon a awarded. If the PC expects a reward for PC to exceed these limits.) PC, but the DM makes the saving throw his action, then it is not heroic. Heroism Spending Hero Points secretly so that the player’s aren’t sure is selfless, not selfish. Hero Points affect rolls which determine of the spell’s effects. Any time the judge the results of a PC’s actions, including makes a secret roll based on a PC’s ✺ Heroic actions are not safe and easy.A “passive” actions like resisting a spell action, the PC may elect to spend a Hero PC must face and realize she faces a effect. Hero Points do not affect an oppo- Point to affect that roll, but the judge serious threat for an action to be heroic. nent’s rolls. So a PC can spend a Hero still rolls the dice secretly. Thus, a warrior who leaps into a pit of Point to raise his own chance to hit an ❏ vipers to save a fallen comrade is acting opponent, but the PC can’t spend a point Jungle Lore New Proficiencies for Living Jungle Heroes by Kevin Melka (modern), local history, religion, spell- good, neutral, or evil rites and customs. When the Living Jungle campaign was craft, and survival. Use of this skill will also identify the created a year ago, the proficiencies alignment of a priest whenever a spell is available to heroes were limited to those Bowyer/Fletcher: Heroes with this cast or belief is practiced. found in the Player’s Handbook. After skill can fashion only short bows. In reviewing existing proficiencies in the addition, only one arrow can be con- Spellcraft: Use of this skill will identi- Player’s Handbook and other skills pre- structed in a day instead of 1d6. This is fy an unknown spell fetish or help repair sented in The Complete Handbooks, HQ because arrow heads in Malatra are a damaged one. The skill will also allow has come up with a list of new and carved from stone. Heroes can still fash- a hero to identify an unknown spell or revised skills for Living Jungle heroes. ion 1d6 arrow shafts per day. spell-like ability. This skill does not allow a hero to create a spell fetish. Clarifications Languages (Modern): This skill At present, no Living Jungle hero may should be considered tribal or racial Survival: This skill gives a hero the begin play with the following proficien- instead of modern. Heroes wanting to basic knowledge needed to survive in a cies (this list is expanded from the orig- learn a new language must still follow certain area of the Malatran plateau. inal list): agriculture, ancient history, any racial restrictions or modifiers (ie. The four types of survival available to armorer, blacksmithing, carpentry, char- saru must spend two slots to learn a spo- heroes are: jungle, savanna, water, and ioteering, cobbling, engineering, forgery, ken language). mountain. Water survival applies to any gem cutting, heraldry, mining, naviga- area near a river or lake. Territories tion, reading/writing, riding (airborne & Local History: This skill should be con- such as the Black Plains and the land-based), seamanship, stonemasonry, sidered tribal history, detailing tradi- swamps of Malatra are unknown to the and weaponsmithing. tions and geographical customs of a tribes of the land. The following skills found in the tribe or area. Heroes without a tribe Player’s Handbook have special clarifi- cannot have this proficiency. New Skills cations (see below) for the Living Jungle Religion: Since there are no deities in Alertness: A hero with this proficiency campaign: bowyer/fletcher, languages Malatra, this skill is used to identify has an instinctive knack for noticing dis- turbances and discrepancies in the New Living Jungle Proficiencies immediate vicinity. A successful use of this skill reduces the hero’s chance of Proficiency Slots Ability Modifier Avail. Class being surprised by 1. Alertness 1 Wis +1 All Animal Rending 1 Dex +2 All Animal Rending: Heroes with this Bartering 2 Int -1 Wizard, Priest skill are experts in skinning and Boasting 1 Wis -2 Warrior, Rogue butchering animal carcasses. This Boating 1 Wis +1 All allows the hero to derive the maximum Danger Sense 2 Wis -1 All amount of food from a carcass and har- Foraging 1 Int -2 All vest valuable products from it without Hiding 2 Int -2 All damaging it. Such products typically Intimidation 1 Str/Cha 0 All include furs, horns, teeth, and hides. Light Sleeping 1 Con -1 Warrior, Rogue No proficiency checks are necessary Lore 3 Wis -2 Wizard, Priest to butcher most animals, but the DM Signaling 1 Int -1 All may require checks in unusual situa- Sign Language 1 Dex 0 All tions. For example, a check may be Somatic Concealment 1 Dex -1 Wizard, Priest required to butcher an animal the hero Sound Imitation 2 Wis -2 All has never seen before, or to successfully Taunting 1 Wis -1 Rogue harvest a delicate body part (say an eye Trail Marking 1 Wis 0 Warrior, Rogue or a tooth). Vine Swinging 1 Dex -2 All This skill does not allow the hero to Weapon Improvisation 1 Wis -2 Warrior, Rogue, Priest obtain special and unique items, such as Weapon Prowess 1 Dex -1 Warrior things that would require an official treasure certificate. Harvested items are hero receive the benefits of a full night’s typically returned to the tribe where sleep from a one-hour nap. The hero craftsmen prepare them for the tribe’s must make a proficiency check before benefit. However, heroes bringing such going to sleep. If the check succeeds, the items back to their tribe may earn spe- hero wakes in an hour fully refreshed— cial favors or other rewards—such as recovering the same amount of hit items from the character creation equip- points as if he had rested a full night. If ment list. the check fails, the hero remains asleep, awakening as usual. The hero may use Bartering: This skill allows a hero to this skill once per week, regardless of appraise the worth of an item in relation whether it fails or succeeds. to other objects presented for trade. This This proficiency is not effective for proficiency does not work in conjunction purposes of spell memorization. with magical items or artifacts unknown to the hero. Lore: Possessors of this skill are versed The DM makes this proficiency check in the ancient legends and that in secret. If the check fails, the hero permeate Malatra. This proficiency does gains no special information to help him not extend to the time of the Ancients, with a trade. Successful use of this skill only the period since they disappeared allows a hero to gain the upper hand in from the plateau. This skill can be used any trading situation. If both sides of a to identify a notable item, strange trade possess bartering, the character behavior in animals, a historical period making the check by the most gains the found in a certain area, and doesn’t in time, or a dilemma which has befall- upper hand in the trade. This skill only reveal this information until after the en the Living Jungle before. A second works with NPCs and not with other hero completes their search. check is required if the hero wishes to player characters. learn how to correct the dilemma. Hiding: This proficiency allows a hero Lore is a skill which must be chosen Boating: This skill allows a hero to pilot to use natural surroundings to conceal during the creation of a Living Jungle small boats, canoes, rafts, or other water himself. Like the survival proficiency, character (or during the period of grand- craft. A successful proficiency check is there are four types of hiding: jungle, fathering associated with this article), necessary to pilot craft at maximum savanna, water, and mountains. A suc- as it takes years of study under a lore- speed or to execute difficult maneuvers. cessful check mean the hero has disap- master or witch doctor to amass this Heroes may not take this proficiency peared from view. The hidden hero must knowledge. unless there is a river or lake within 10 remain motionless and completely silent miles of their native tribe. to prevent discovery. Signaling: Heroes with this skill can The hero stays hidden unless a crea- send and receive messages at long dis- Danger Sense: This skill provides the ture or NPC searching for them makes a tances. A specific method of signaling hero with a sixth sense that warns him successful Intelligence check. This skill must be designated, such as drums, of impending danger. When the hero is has no effect on creatures who can smoke signals, or whistling. Additional one round away from triggering a detect prey with senses other than sight. slots may be spent to learn additional threat, the DM makes a secret proficien- methods. Both sender and receiver must cy check. If the check fails, the hero Intimidation: This ability allows a hero know the same method, and both checks senses nothing. If the check is success- to bend another to his will through fear must be successful for the message to be ful, the hero feels a tingling in the back tactics. Potential victims of intimidation understood. If either side fails their of his neck and senses the general direc- must make a saving throw versus fear check, the message is either sent or tion of the threat. Heroes who have or they will likely do as they’re told. interpreted incorrectly. Messages can be detected an impending ambush are not They are also likely to harbor great sent and received at the rate of 10 words surprised and gain automatic initiative resentment against the hero, keeping per round. on the first round of combat. their dislike hidden until the first oppor- tunity to avenge their pride arises. Sign Language: A hero with this skill Foraging: Use of this skill allows the Intimidation can be attempted with can communicate through the use of hero to locate a desired substance in a either Strength or Charisma. Strength hand gestures instead of speech. There certain area—such as a medicinal herb, indicates a threat of immediate bodily are many different types of sign lan- a bird’s egg, or a source of water. The injury, while Charisma uses more subtle guage across the Malatran plateau, each hero must search for 2d4 hours in an threats which need not be physical. indigenous to a different tribe. This skill area where the material is theoretically Player characters are never required to developed when hunters stalking prey available (the material must be able to submit to intimidation. needed to communicate silently, so as be found in that area). The DM is the not to alert prey to their presence. final judge as to whether an item can be Light Sleeping: This proficiency lets a For two heroes to communicate with sign language, both must know the same Trail Marking: By notching trees, scat- hero must use a weapon in which they style of sign being used. Sign language tering pebbles, piling stones, and clip- are proficient, and weapon specializa- is different enough from tribe to tribe to ping weeds, a hero can mark a trail tion has no additional effect. The “show” make mixing of two styles impossible. through any wilderness area. Heroes takes at least one round to display, and A hero with this skill may also try to attempting this skill must move at 2/3 those who are impressed (see below) convey simple messages to another hero their normal movement rate, marking must make a morale check. without the skill. The message must be the trail as they move along. Not everyone will be swayed by basic, such as “Don’t move,” “Follow me,” Successful use of this proficiency weapon prowess. This skill may be use- or “Get down.” Complicated phrases or allows a hero to backtrack their trail for ful against a single NPC opponent, but those containing pronouns are unaccept- a number of miles equal to their level. would do nothing against a mob of angry able, such as “My name is Took,” or “This For example, a 3rd level warrior marks a villagers. Viewers of this display must is Fire Mountain.” If the DM deems the trail for 12 miles. The first successful be intelligent and be of an equal or lower phrase unacceptable, the sign language check enables him to follow the trail experience level to be affected. cannot be attempted—no proficiency back three miles, and three more suc- Opponents who fail their morale check is necessary. If the DM allows the cessful checks are needed to follow the check are awed by the display, and will phrase, the hero makes a check. trail back to the beginning. If any of the act in a manner suited to the circum- checks fail, the trail is lost. stances at hand. If the viewer was about Somatic Concealment: Since users of to engage in combat with the hero, they magic tend to be feared in Malatra, the Vine Swinging: Heroes with this skill may suddenly back down or flee. If the art of casting spells without others can swing from vines that grow through- opponents are forced to attack, the DM noticing the action has developed. A out the jungle, never touching the may give them a -1 penalty to all rolls. If hero must announce to the DM the ground. A hero can swing from one vine the situation is non-violent, NPCs who intention of using this skill at the begin- to the next per level of experience before fail their check will regard the hero as if ning of the round. When the spell is cast, having to make another check to contin- their Charisma has been increased by the DM makes the roll in secret. A suc- ue. DM may apply penalties to the rolls 1d6 points (not to exceed 18). cessful check indicates the casting of the depending on the conditions (such as The hero must state he is using this spell has gone unnoticed—not recogniz- recent rain or lack of numerous trees). skill during a non-combat round. The ing the gestures as being magical in This skill cannot be used where there DM then makes the roll in secret, nature. A failed check means that all is not a thick growth of trees, such as explaining the results based on success those viewing the wizard see their savannas or mountains. Saru and mon- or failure. Success may bring results as movements for what they really are. key katanga gain a bonus of +2 to all explained above, while failure could pro- vine swinging proficiency checks. voke an enemy (proving to them the Sound Imitation: Heroes with this hero cannot wield his weapon properly) skill can mimic the sounds of various Weapon Improvisation: With this pro- or cause NPCs to regard the hero less creatures of the land—bird calls, mon- ficiency a hero can improvise a weapon seriously. key screams, and other natural animal from natural materials. An area must be ❏ sounds. A successful check indicates the searched for 1d6 rounds, then the profi- imitation is good enough to fool other ciency check is made. If the check fails, animals. the hero finds nothing and must try again in a different area. If the check Taunting: This proficiency enables a succeeds, the hero finds an object that hero to taunt, goad, or annoy an enemy. can be wielded as a club—such as a If the check is successful, the opponent branch or a bone. is allowed a saving throw versus para- The improvised weapon inflicts 1d6 lyzation, or he will become enraged and points of damage to man-sized or small- concentrate his anger on the hero. An er creatures, and 1d3 points to large enraged foe receives a -2 attack penalty, creatures—plus any Strength or other +1 to damage, and a -1 penalty to their bonuses. If maximum damage is done armor class. with this weapon, it must make a saving Taunted opponents are often so throw versus crushing blow or shatter blinded by rage they fail to notice small after delivering its damage. Improvised details (such as trip wires or covered weapons last only to the end of the pits). NPCs or creatures with a Wisdom adventure in which they were found, of 14 or more are immune to this effect, and are not considered permanent as are enemies who are five or more lev- equipment. els higher than the hero. Player charac- ters are immune to the effects of taunt- Weapon Prowess: Heroes with this ing. skill can put on an impressive display of weapon prowess without fighting. A New Spells for the Living Jungle

reflection. Should the request be impos- Limbs begin to regrow one hour after Priest spells sible to fulfill, the water becomes opaque they were lost, and take 24 hours to com- Grassdart gray until another request is made or the pletely regrow; they are not usable dur- by Susan Threadgill spell expires. ing this period. If a lost limb is recovered (Alteration) Should the caster use the spell on within two rounds, it may be reattached Spell Level: 2 flowing water, such as a river, the caster in one round. Sphere: Plant must keep up with the water in order to Range: 0 view the reflection. Otherwise, the flow- Wizard Spells Duration: 1 turn ing water shows images of what hap- Quick Vine Area of Effect: 1d6+1 blades of grass pened upstream (where the actual water by Dave Blum within 10 ft. was when the objects were reflected in (Conjuration) Components: V, S, M it). If there was no light to produce a Spell Level: 1 Casting Time: 2 reflection, the water shows only dark- Range: 0 Saving Throw: None ness under the effect of this spell. The Duration: 5 rds./level This spell causes 1d6+1 blades of spell requires a suitable body of water. Area of Effect: Special grass to become stiff and sharp. Taller Components: V, M varieties of grass, such as that found on Lizard Limbs Casting Time: 1 savannah, may be hurled as javelins for by James W. Cameron Saving Throw: None 1d6 points of damage. Smaller grasses, (Alteration/Necromancy) This spell causes a vine to quickly such as those found in the forest, may be Spell Level: 4 grow from the spell fetish. The vine is 1 thrown as darts for 1d3 points of dam- Sphere: Animal inch thick, grows at a rate of 1 foot per age. The grassdarts may not be fired as Range: 0 level of the caster per second to a maxi- arrows unless fletchings are added. If the Duration: Special mum length of 10 feet plus 10 feet per blades are not plucked before the spell Area of Effect: The caster level of the caster, and can attach itself to expires, then they do damage according Components: V any sturdy non-moving surface such as a to their size to any creatures which fall Casting Time: 1 round stone wall, a tree, a sturdy hut, or a cliff on them. The grassdarts remain stiff for Saving Throw: None face. It will support up to 100 lbs. per one turn. The spell requires suitable Under the influence of this spell, the level of the caster and takes six points of blades of grass. caster may shed one or two limbs at will, slashing damage to sever. It grows in a without suffering damage. Thus the cast- straight line, and the caster can declare Water Window er may escape the grasp of a fallen tree a length shorter than the maximum at by Susan Threadgill or large creature by shedding an arm or the time of casting, but the caster has no (Elemental Water) leg to allow escape. The caster suffers control over the rate or direction of Spell Level: 3 any ill effects that accompany losing a growth. The vine cannot be used to Sphere: Divination limb, according to the chart below. Note entangle a living being. Range: 10 feet that the head and torso are not consid- The material components are a 3-inch Duration: 1 hour ered limbs for the purposes of this spell. length of vine, which is consumed in the Area of Effect: 5 x 5 ft. square casting, and the spell fetish, which is not Components: V, S, M Limb Lost Effect consumed. Casting Time: 1 round One leg Walking movement rate Saving Throw: None cut in half Ancestral Spirit This spell allows the caster to gain Two legs Walking movement rate 0 by David W. Baker One arm Lack of coordination; -2 on information from a quantity of water. (Invocation) Dexterity checks Once the spell is cast, the water begins to Spell Level: 3 Two arms No use of arms show the images of objects and creatures Tail Lack of balance; -2 to hit Range: 0 which have been reflected in its surface and to all proficiency Duration: Special over the past 24 hours. The cast may checks which can be Area of Effect: Special make specific requests such as, “show me affected by balance Components: V, S, M the last man who passed by here,” and Wings Loss of flight Casting Time: 1 turn the water will show the appropriate Saving Throw: Special This spell allows Malatran wizards to fetish, and may be used to cast the spell damage allows a saving throw to reduce call upon the spirits of their ancestors for up to five times before it is consumed. damage by half. assistance. In order for the spell to work, the caster must tell stories of the ances- Hippo Walk Terrain Type Damage tor’s deeds to an audience of at least by Dave Blum Open grassland 1 hit point per three other beings of the same race as (Alteration) caster level the caster. The exact nature of the cast- Spell Level: 3 Overgrowth 1d3 hit points per ing varies from tribe to tribe; some have Range: Touch or forest caster level animated presentations around a smoky Duration: Special Thick forest 1d4 hit points per campfire while others tell impassioned Area of Effect: One creature or jungle caster level orations by a pool of water. The success of Components: V, S, M the spell depends on how well the caster Casting Time: 3 The spell duration begins once a liv- evokes emotions appropriate to the Saving Throw: None ing being crosses into the area of effect, ancerstor’s deeds in the audience. This spell allows an individual to and so can be used as a trap or ward. Once the caster has finished speak- travel underwater by walking along the Once the spell effect begins, it continues ing, the listeners must make a saving bottom in the manner of hippos. The for the duration even if there are no throw vs spell; if more than one listener underwater movement rate is the same beings within the area of effect. fails then the spirit has been impressed as land movement rate, and the recipient This spell carries a terrible cost for and responds. This check can be modified gains enough additional (temporary) the caster. For each caster level, the cast- by –/+ 4, depending on the caster’s story- weight to counter his own bouyancy and er loses 1 hit point in casting the spell. telling ability. If the storyteller has a remain on the bottom. The limit of depth This loss is doubled in overgrowth or for- related non-weapon proficiency, a suc- is 20 feet per level of the caster. If maxi- est, and quadrupled in thick forest or cessful check allows a bonus to the sav- mum depth is exceeded, the spell ends. jungle. The loss is not permanent; the hit ing throw, a failure means a penalty. The The duration of the spell is equal to one points are recovered once the spell dura- magnitude of the bonus or penalty is round per point of Constution of the tion expires. related to the degree of success or failure recipient, the period for which the recip- in the proficiency check. Only one profi- ient normally can hold his breath. The Quicksand ciency check may be made to affect the spell does not grant any ability to by Glenn Smith saving throws of listeners. breathe underwater. The material com- Spell level: 5 If the spell is successful, a small ponent is a hippo’s tooth. Range: 10 yards native animal (no larger than a rabbit) Duration: Special approaches and follows the spell caster. Vampiric Plants Area of Effect: 5 ft. cube per level It follows for up to one week without by Bill Sheffield Components: V, S, M involving itself in the wizard’s tribula- (Necromancy) Casting Time: 5 tions. While the animal accompanies the Spell level: 4 Saving Throw: Special caster, a number of Hero Points are dou- Range: 10 yds./level This spell, a variation of the spell bled in effect when used by the caster or Duration: 1 rd./level transmute rock to mud, turns a section of an ally. One Hero Point may be affected Area of Effect: 10 ft. rad. x 10 ft. column normal or rocky ground into deadly for every three levels of the caster. When Components: V, S quicksand. It does not affect swampy or the maximum number of hero points Casting Time: 4 sandy areas. The spell can affect a 5 foot have been affected, the ancestral spirit Saving Throw: 1/2 cube per level of the caster, and the 5-ft. leaves. This spell, known only to a few witch cubes may be arranged as the caster The caster may also ask the ancestral doctors in Malatra, causes the plants desires provided they connect. For exam- spirit for guidance. This effect is similar within the area of effect to drain hit ple, a 9th level wizard can create nine to the 2nd level priest spell augury, points from any living beings which cubes, and they could be arranged so that except that the answers are not limited enter the area, including the spell caster. there is a solid cube in the center for the to “yes” or “no.” The DM is the final The energy drained causes rapid growth wizard to stand upon. If this spell is cast arbiter of how helpful the spirit can be in of the plant life in the area of effect; the on the ground beneath an opponent, that a given situation, but advice should be amount of growth is proportional to the opponent receives a saving throw vs brief, cryptic, or general but applicable. original size of the plants and the spells to avoid the quicksand area. The For example, the spirit could give a hint amount of energy drained. Generally, the ground remains quicksand until a dispel to solve a puzzle, but should not give the plants double in size each time they magic removes the effect or a transmute method of solution. absorb hit points equal to the caster’s mud to rock spell is cast upon the area. The material component is an item normal maximum hit points. The material component is a small pouch significant to the ancestor’s legacy. Damage sustained varies by terrain of dried sand from a quicksand pit. Depending on the tribe, the item could be type and the level of the caster, according ❏ a piece of clothing, jewelry, part of a to the chart below. This damage is sus- carved object, or even a piece of pre- tained each round that the victims are served bone. The item serves as the spell within the area of effect; each round of Invention and Society Living Jungle™ Cultural Guidelines Item: Description: Indigenous To: By Stephen H. Cotton, Hemp Used for woven cloth. Found wild, but can be raised in small Wild Plants - Any Jay quantities. Cotton cloth used as a sign of rank or for important Cultivated Plants - Rudra, The Living Jungle set- ceremonies. Wise Ones, Lacerials ting is unique in Cocoa, Coffee, All grown wild. Used for ritual and ceremony. Any RPGA® tournaments, Tobacco Note: cocoa plant used for bitter chocolate drink. in that only the most Sugar Cane Generally available in all areas except swamps. Any primitive of technolo- Tropical Fruits Large patches or groves tend to attract animals eager to feed gies are allowed. Yet and predators eager to hunt them. that very term, “primi- Rubber Derived from rubber trees. Only used to make rubber balls Any tive technologies,” has for games/children’s toys. been open to player and author interpretation. Vanilla Vanilla is just one example of a natural scent used for perfume. Any Nubari Ritual use. Can be confusing to Lacerials To define this term more clearly, we have tried to use real Agriculture easy to acquire and do not require certs, world history and sociology to help Agricultural items are limited to though Heroes can only acquire them by determine availability of various mate- those items naturally occurring in tropi- bartering with the listed indigenous rials and fabrication techniques. cal environments. Although irrigation tribes. Gold, silver, jade, and turquoise However, Malatra has no exact coun- has existed for centuries in some primi- are the rarest and require certificates. terpart in the real world. Presumably, tive jungle cultures, it is not a technolo- Art and jewelry made from these mate- an abundance of food and inter-tribal gy known in Malatra. None of these rials typically depict important spiritual competition has resulted in spiritual items require certificates, but Heroes or life events. All art created by and ritualistic peoples with a relatively can only acquire them by bartering with Malatrans has strong personal or tribal primitive technology but an advanced the listed indigenous tribes. significance. knowledge of magic (advanced because, unlike our world, their magic works). In Art Other order to add depth, background, and Art materials are limited to those Hide armor and ceramics do not color to the culture of the Living Jungle, easily attainable in tropical settings. require certificates, but Heroes can only authors and players can use the follow- Creating art requires a proficiency in acquire them by bartering with the list- ing list as a guide for what is available that art form. Amber, obsidian, iron ed indigenous tribes. Copper, brass, and in Malatra. pyrite, inks and paints are relatively advanced ceramics used as weapons require certifi- Item: Description: Indigenous To: cates. Hide Armor Introduced by Lacerials Lacerials, Any Nubari The impor- Copper Certain shamans practice the smelting of copper for symbols of Lacerials, Oscray tant thing for rank or office, or for ceremony. Lacerials know how to forge Tribe of Big Chief Bagoomba players and tools. High grade ore is very rare. Huroola authors to remem- Brass Fashioned from the rare copper and rarer zinc. Lacerials, Oscray ber is that the Living Jungle is Iron None. less about materi- Ceramics Not the quality of that used by the ancients, primitive Korobokuru, Wise Ones, al possessions and ceramics are still available for upper scale household use. Koshiva, Tribe of Bagoomba more about the Advanced Ceramics Pieces found in Ancients ruins can be fashioned into durable Tribe of Big Chief Bagoomba stories and signifi- weapons, such as knives, spearheads, and axeheads. cance behind the Amber Used exclusively for jewelry and carvings by everyone except Tribe of Big Chief Bagoomba, possessions. Only Jade the Tribe of Chief Bagoomba. Members of this tribe can make Huroola, Wise Ones, Koshiva, items that fit a Obsidian knives and axeheads from obsidian. Kobokuru, Shu jungle setting and Turquoise add richness and variety to Inks From plants and animals. Used in tattooing for rituals and Nubari, Shu, Lacerial Malatran culture Paints ceremony. Temporary and semi-permanent varieties. should be used in Gold No known ore deposits. Any found in ruins, etc. Lacerials, Oscray the Living Jungle. Silver could be worked like copper or brass. ❏ Iron Pyrite Ground or whole, used as decoration. Any Nubari Aarakocra, Malatran © 1996 TSR, Inc. All Rights Reserved

CLIMATE/TERRAIN: Tropical/Mountains and plains FREQUENCY: Very rare ORGANIZATION: Tribal ACTIVITY CYCLE:Day DIET: Carnivore INTELLIGENCE: Average (8-10) TREASURE:D ALIGNMENT: Neutral good

NO. APPEARING: 1-10 ARMOR CLASS:7 MOVEMENT: 6, Fl 36 (C) HIT DICE: 1+2 THAC0:19 NO. OF ATTACKS:2 DAMAGE/ATTACK: 1-3/1-3 (beak) or 2-8 (weapon) SPECIAL ATTACKS: Dive +2 SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: M (20’ wing span) MORALE: Steady (11) XP VALUE:65

The aarakocra are a race of intelligent bird-men. They stand Jungle take-offs, flight, and landing are difficult. Each about five feet tall and have a wing span of 20 feet. About attempt requires a Dexterity check, including each round of halfway along the edge of each wing is a hand with three flight in medium or dense jungle ( –4 and –6 modifiers respec- human-sized fingers and an opposable thumb. An elongated tively). Failing a check while flying in the jungle indicates col- fourth finger extends the length of the wing and locks in place lision. A second Dexterity check avoids falling damage. for flying. Though the wing-hands cannot grasp or cast spells Landing failure indicates a “controlled crash” of 1d2 points of during flight, they are nearly as useful as human hands when damage. an aarakocra is on the ground with wings folded back. The wing muscles anchor in a bony chest plate that provides extra Habitat/Society: Aarakocra live in high mountains in tribes protection. Powerful legs end in four sharp talons that fold of about 11-30 (1d20+10) members. Each tribe has a hunting back to reveal another pair of functional hands, with three territory of about 10,000 square miles with banners marking human-sized fingers and an opposable thumb. The hand bones, the boundaries. Due to overcrowding, Malatran aarakocra have like the rest of an aarakocra’s skeleton, are hollow and fragile. begun to move into the savanna where they nest in singular Aarakocra faces resemble a cross between parrots and large trees found scattered throughout the plains.. Aarakocra eagles. They have gray-black beaks, and front-set black eyes are affected by the antipathy magic of the domes, so they can- that provide keen binocular vision. Plumage color varies not spread to the edge of the plateau. among tribes, but generally males are red, orange, and yellow, Each tribe lives in a communal nest made of woven vines while females are brown and gray. with a soft lining of dried grass. The eldest male serves as Aarakocra speak their own language, and on occasion, a leader. In tribes of more than 20 members, the second oldest common Nubari tongue (10% chance). male serves as shaman. Males spend most of their time hunt- ing for food and shiny treasure. Females spend eight months of Combat: Aarakocra fight with either talons or a heavy the year incubating eggs, passing the time by making javelins fletched javelin clutched in their lower hands. An aarakocra and tools from wood and stone. Resting on their backs, typically carries a half dozen javelins strapped to his chest in aarakocra females can use all four hands to weave boundary individual sheaths. He throws or stabs with them for 2d4 pennants, javelins sheaths, and other objects from vines and points of damage. Owing to the aarakocra’s skill at throwing feathers. Aarakocra breed slowly and therefore make great javelins in the air, he incurs no attack penalties for aerial mis- efforts to preserve and protect their race. sile fire. Aarakocra always save their last javelin for melee. A Aarakocra are claustrophobic and will not willingly enter a favorite attack is to dive at a victim (from at least 200 feet) cave, building, or other enclosed area. Hero aarakocra suffer a with a javelin in each hand, pull out of the dive just as he –1 to all initiative, to hit, and damage rolls in such settings. reaches his target, and strike with a blood-curdling shriek. This attack gains a +2 bonus to hit and causes double damage. Ecology: Aarakocra have had little contact with other races, An aarakocra avoids grappling or ground combat, since its and most remain aloof. The mountain aarakocra are more soli- fragile bones are easily broken. They prefer speed and maneu- tary than plains dwellers. Aarakocra hero characters are gen- verability over armor. erally concerned with protecting their tribe’s hunting grounds, and seeking knowledge or honor among other tribes. They Flying in Malatra: Aarakocra have two means for becoming want others to realize that the aarakocra are people of honor airborne. The preferred method is to launch from at least 20 and not “large bird things” to be shot for sport. feet off the ground. They may also take flight with a running start of at least 30 feet in open terrain. ❏ Butu by Welling Clark © 1996 TSR, Inc. All Rights Reserved

CLIMATE/TERRAIN: Hilly/Mountainous terrain FREQUENCY: Rare ORGANIZATION: Clan ACTIVITY CYCLE: Night DIET: Omnivore INTELLIGENCE: Low to Average (6-8) TREASURE: M,N,O,Q ALIGNMENT: Chaotic neutral

NO. APPEARING: 6-60 (6d10) ARMOR CLASS:7 MOVEMENT: 6 (jungles/plains), 15 (mountains) HIT DICE: 1-1 THAC0:20 NO. OF ATTACKS:1 DAMAGE/ATTACK: 1-4 or 1-6 (by weapon) SPECIAL ATTACKS: head-butt SPECIAL DEFENSES: quivering huddle MAGIC RESISTANCE: Nil SIZE: S (3’ 6” tall) MORALE: Average (9-10) XP VALUE:15 Leaders/guards 30

Legend has it that the Butu arrived in Malatra as the pets of Their AC stems from the hodgepodge collection of armor, skins, the Ancients, though in fact they came from an original kobold- and rags randomly strapped to their bodies. like servant race of the Ancients. These kobolds mated with the The butu have limited infravision capability of 30’, but do resident bakemono to produce the modern butu. Long thought not incur any attack penalties when fighting in bright light. A to be extinct, butu have been recently spotted among several special defense of the butu is to huddle down into a small quiv- remote rocky crags. ering form and hide. Enemies who fail an Intelligence check Butu physically resemble a cross between the Kara-Turan bypass that particular butu, thinking it harmless, and attack bakemono and the Faerûnian kobold. Their lower body is like the nearest standing butu or other foe. Unfortunately, this spe- that of a bakemono, with hairy legs with hoofed feet similar to cial defense causes all “hungry” enemies to immediately attack that of mountain goats. Their upper body strongly resembles a the small, helpless-looking morsel. kobold, though with two medium sized goat-like horns atop their heads. Their unique ability to run along the face of rocky Habitat/Society: The butu live a nomadic lifestyle among the cliffs like mountain sheep most likely accounts for their ability rocky crags of Malatra. Their movements and habits remind to survive the many Malatran predators. one of mountain goat herds. They like the safety of rocky ledges Butu have their own language and communicate in shrill, and slopes that predators find hard to scale. yapping barks. Some can learn other languages, such as the A typical clan consists of 4-24 (4d6) males, an equal number common tongue of the Nubari (50% chance). of females, and a number of young equal to the total number of adults. There is no size difference among adults. For every 10 Combat: While they tend to avoid combat, if trapped Butu will adult males there will be a leader or guard of larger size (HD fight to defend the clan and create a pathway to safety. The 2, AC 5/6, THAC0 19, Dmg 1-8). The leaders/guards generally butu approach to combat centers around ambush, maneuver, have larger weapons and pieces of tougher armor. sneakiness, and overwhelming numbers. In planning an attack Clan possessions are those things only able to be carried by they will use the terrain to the best advantage for ranged the butu. A butu clan will rarely have non-butu companions, as weapons and concealment. Like kobolds, they often hurl crude they move around the rocky cliffs very quickly and most often javelins and spears, not closing to melee until they see that non-butu eventually slip and fall to their deaths. their enemies have been weakened. Once melee starts, howev- Butu live along the rocky cliffs of mountains, co-existing er, they can become impulsive (caught up in the heat of the peacefully with bighorn sheep and mountain goats. The height- moment); in this state they forgo any attempt at cunning or ened sense of the sheep and goats provide the butu with early organized tactics. warning of approaching strangers. The butu constantly roam When they do close for melee with their enemies, they rush the mountainside looking for areas that provide both safety to the attack with weapons swinging. A preferred means of and plentiful small game. attack is to charge in mass, head-butting their opponents and then engaging with hand-held weapons. A swarm of butu can Ecology: Butu eat nuts, roots, small game, and anything else often knock down even the largest opponents. Opponents on they can acquire without getting killed in the process. They rocky slopes and cliff faces find it difficult to maintain balance stay in rocky areas primarily for safety. Their slow speed on after receiving a head-butt charge. A failed Dexterity check by flatlands makes them easy prey for most predators. such a recipient indicates a loss of balance, and possibly a fall down a rocky slope. Butu use horns, clubs, short bows, and ❏ stone knives. They greatly prize obsidian for this purpose. Korobokuru, Malatran By Permission of TSR, Inc., this page may be reproduced for personal use only. © 1994 TSR, Inc. All Rights Reserved

CLIMATE/TERRAIN: Tropical/Mountains FREQUENCY: Common ORGANIZATION: Tribal ACTIVITY CYCLE: Any DIET: Omnivorous INTELLIGENCE: Semi- to Highly TREASURE: Individual ALIGNMENT: Any (Chaotic Good)

NO. APPEARING: 1-50 ARMOR CLASS: 10/Varies MOVEMENT:6” HIT DICE: 1+1/Varies THAC0: 20 base NO. OF ATTACKS: 1/by class DAMAGE/ATTACK: By Weapon SPECIAL ATTACKS: See Below SPECIAL DEFENSES: See Below MAGIC RESISTANCE: See Below SIZE: S (4’ tall) MORALE: Elite (13) XP VALUE: 75 per hit die

Korobokuru are a race of dwarves who thrive throughout the Living Jungle. A somewhat xenophobic people, their villages remain suspicious of them. Korobokuru legend states the saru tend to be in remote areas of the jungle, and earning their trust kill children for food and sport, though the saru protest com- is often difficult. Korobokuru are 3–4 feet tall, with hairy arms plete innocence. Missing children and unexplained deaths are and legs slightly longer in proportion to their often blamed on this race. bodies. Males have sparse beards, and both genders have a Other tribes, mostly Nubari, tend to view korobokuru as wild and unkempt appearance and are known to bathe only rude, belligerent, and even comical. Korobokuru are extremely once a year. Korobokuru have big, bright eyes—either blue, boastful and outspoken, telling tall tales of their exploits and green, or brown. Their ears are small and somewhat pointed, conquests. No korobokuru can turn down a boasting contest, and they have full lips. Korobokuru avoid gaudy jewelry, but which they often use as an alternative to combat. Though their sometimes wear precious stones on leather straps around their boastful nature has given them a reputation as liars, koroboku- necks. ru are strictly honest about admitting defeat in a boasting con- test. Korobokuru are such practiced boasters that they gain a Combat: Korobokuru have a natural resistance to magic, and +2 Charisma bonus for boasting or lying. gain a +1 saving throw bonus for every 3 points of Constitution Korobokuru are deathly afraid of drowning and will refuse when saving against magical rods, staves, wands, and spells. to enter the water or travel in boats. Hero korobokuru may They also receive the same bonus for all saves vs. poison. ignore this fear for the purposes of traveling in a boat, but they Korobokuru have infravision with a range of 120 feet. They must make a successful saving throw vs. paralyzation to enter also have a 4/6 chance to recognize and identify any normal the water willingly. plant or animal. They receive a bonus of +1 to hit when Once a season, all elder korobokuru (50+ years) journey to fighting bakemono, , rats, and hobgoblins (rare the top of Fire Mountain in hopes of catching a glimpse of creatures in the Living Jungle). Giants, oni, , magi, War’dango, the powerful god of the mountain and leader of the and other humanoid creatures over 10 feet in height suffer a - korobokuru people. Those blessed with a vision (and there is 4 penalty when trying to hit korobokuru. Because of their always one elder so blessed) will be the “Voice of War’dango” for small size, these dwarves cannot use size Large weapons. the korobokuru folk for the coming year. Known as the war’dang, this elder will make all decisions Habit/Society: Culturally, korobokuru are less advanced than for the people as a whole (ie. racial wars, uniting the tribes, etc) most of their Nubari neighbors. They hunt for their food, farm until another is chosen. Seldom are more than one small portions of land, and create simple pieces art and craft. war’dang chosen in one year. Each tribe of dwarves will specialize in one type of craft (weapons, pottery, etc.) which is their primary source of trade. Ecology: Korobokuru produce few goods, but those that they It takes a Korobokuru at least 50 years of study before he is do create tend to be items of excellent quality. Crafts include considered a master craftsman. things such clothing, primitive arts and crafts, and weapons Korobokuru organize themselves into families, clans, and like spears and clubs. Tribes of more than 50 members will tribes, each having 1-3 families related by blood or marriage. have large parties of hunters which comb their territory for Korobokuru may allow some humans and katanga into their food, while smaller tribes tend to do less hunting and more tribes, but never spirit folk or shu. Saru are considered blood for aging enemies, and a korobokuru will fight first and ask questions later when encountering the ape-men. ❑ Hero Korobokuru need not attack saru heroes, but should Katanga By Permission of TSR, Inc., this page may be reproduced for personal use only. © 1994 TSR, Inc. All Rights Reserved

Caiman Monkey Pangolin Snake Tiger CLIMATE/TERRAIN: Tropical River Tropical Jungle Jungle Jungle Tropical Jungle FREQUENCY: Uncommon Uncommon Uncommon Uncommon Uncommon ORGANIZATION: Solitary Pack Solitary Solitary Solitary ACTIVITY CYCLE: Day Day Day Any Night DIET: Carnivore Omnivore Herbivore Carnivore Carnivore INTELLIGENCE: Low to Genius Low to Genius Low to Genius Low to Genius Low to Genius TREASURE: Individual Individual Individual Individual Individual ALIGNMENT: Neutral Chaotic Good Neutral Neutral Lawful Good

NO. APPEARING: 1-10 1-50 1-6 1-2 1-4 ARMOR CLASS: 7/5 8/6 6/4 9/8 8/6 MOVEMENT: 9/6, swim 6 12/12, climb 15 12/12, climb 15 9/9, climb 6 12/12 HIT DICE: Varies Varies Varies Varies Varies THAC0: Varies Varies Varies Varies Varies NO. OF ATTACKS: 21 1 23 DAMAGE/ATTACK: 1d4/1d8 (biped) 1d3 (biped) 1d6 (biped) 1d2/1d4 (biped) 1d3/1d3/1d6 (biped) or 1d8/1d12 or 1d2 or 1d4 or 1/1d3 or 1d4+1/1d4+1/1d10 SPECIAL ATTACKS: See Below See Below See Below See Below See Below SPECIAL DEFENSES: See Below See Below See Below See Below See Below MAGIC RESISTANCE: Nil Nil Nil Nil Nil SIZE: MS S MM MORALE: Elite (13) Unsteady (5-7) Average (8) Average (8-10) Average (8-10) XP VALUE: 150/hit die 150/hit die 150/hit die 150/hit die 150/hit die

Katanga are a race of intelligent shape-changing animals. shadow in the shape of their animal forms. Their ability to shapeshift is natural to the katanga and is not Hero Katanga may be of any good or neutral alignment, a form of lycanthropy. Katanga appear as normal animals to except tiger Katanga heroes must be lawful good, and monkeys spellcasters who detect for illusions or use true seeing. must be chaotic. Katanga can shapeshift between three different forms: animal, biped, and human. Each form has its own advantages Combat: Katanga can be warriors, wizards, priests, or thieves. and disadvantages. They may also be multi-classed warrior/wizards, In human form, katanga retain one or more distinctive warrior/thieves, warrior/priests, or wizard/thieves. feature of the animal form. For instance, the caiman katanga’s Each day a katanga can shapechange a number of times skin has a leathery texture when the creature is in human equal to its level. For instance, a 1st level katanga can change form. In all other respects, they have the same abilities as a from human to biped (or animal) once per day, measured by the normal human and may employ weapons, non-weapon profi- rising of the sun. It must then remain in that form until after ciencies, and class-based skills. the following dawn. Changing form requires one complete In biped form, a katanga looks like a humanoid animal that round of concentration, during which the katanga can take no can stand on its hind legs. The front appendages change into other action. Armor and other equipment does not change, but hands capable of gripping and using weapons, though they can simply falls to the ground. still use a limited form of their natural attacks. All values divided by a slash indicate biped/animal forms. The rest of the body retains the animal’s general appear- In human form, all katanga have human Size, Armor Class, ance, including fur, tail, or any other characteristic features. In and Movement rates, and they inflict damage by weapon type. this form, katanga can converse both with people and with Note that some katanga are more formidable in biped form animals of their same type. Some katanga are actually more than in animal, and vice versa. Strength bonuses never apply formidable with their natural claw and bite attacks in this to these natural attacks, only to weapon attacks in human or biped form. biped form. In animal form, katanga are indistinguishable from normal Total hit points do not vary between forms. In biped form, animals of their type. They can use their natural attacks to the katanga also gains 120-foot infravision. fullest, employ special attacks and movement, and may have other special animal abilities. Habitat/Society: In general, the katanga live as the animals Katanga in animal form cannot, however, cast spells, use they truly are, their habits ranging as widely as their forms. weapons, wear armor, or use non-weapon proficiencies which Most katanga have little desire to live in large tribes, require a human form (rope use, for instance). Also in this preferring wild lands. Instead of tribes, individual katanga form, katanga can communicate only with other katanga or sometimes appoint themselves protectors of small communi- animals of their type, though they can still understand any ties of humanoids or animals, ancient ruins, or sacred and languages they have learned. taboo lands. Katanga have little use for material possession, Regardless of their current form, katanga always cast a never accumulating more equipment than they can carry, and Pangolin The pangolin is a small tropical mammal whose body is cov- ered in plate-like armor. The pangolin katanga can roll itself into an armored ball for protection, gaining an AC of 2, but limiting its own movement to an awkward rolling 3”. Only creatures with large jaws (great cats and garuda) have a chance to unroll them. Pangolin katanga are common to the savannahs and jungle, but rarely travel into mountain regions. The pangolin has a prehensile tail which it uses to hang from trees, while on the ground this katanga is incredibly fast. The pangolin katanga also have long claws used for digging bur- rows (burrow rate of 3”), and can climb trees at a base per- centage chance of 80% at half their movement rate. Pangolin eat insects and larvae, though in human form will consume limited amounts of vegetables and meat. Pangolin katanga live on the edges of the jungle, sometimes venturing out into the savannah where they form burrows for families of 4-8 crea- tures. They forage on the ground, taking to the trees to rest or escape from predators. Pangolin katanga are rarely found in human or demi-human savannah or jungle tribes. Snake True to the stereotype, snake katanga are subtle and schem- ing—but not all are evil. In fact, few snakes are evil or good; most are neutral. The most prominent features of a snake katanga in its Nubari form are its sibilant voice, faintly scaly skin, and its long, thin, forked tongue. In animal form, snake katanga are constrictor snakes like the boa or anaconda. In trading precious items for practical ones, like weapons, tools, or their powerful coils, they squeeze their prey to death before food. swallowing them whole. Snakes are generally solitary crea- The leopard katanga is an evil breed of shapechanger tures, seeking out others of their kind only to mate. On the few (never a player hero, always an NPC) that preys on other races occasions that they join human tribes, they remain aloof and of the jungle. Lone leopard katanga will frequently attack even haughty, though individuals can overcome this natural single travelers or small bands of people. impulse to gain another’s confidence; snake katanga are subtle and manipulative, though most are forewarned by the crea- Ecology: A katanga’s diet depends on its animal form. tures’ reputation for scheming. When in Nubari company, snakes often seek out the leader and attempt to maneuver Caiman themselves into an advisory position, from which they can Caiman katanga live by their instincts and oppose the ways of wield power subtly. Snake katanga are carnivorous. humans, preferring their natural animal state to any con- trivance of civilization. Solitary and territorial creatures, Tiger caiman come together only twice a year (spring and fall) to Tiger katanga are solitary hunters, though a few individuals mate and lay eggs, before returning to their isolated homes. enjoy the company of a human tribe, where they often rise to The caiman have an uneasy relationship with the river tam’hi, positions of respect or leadership. Older, more experienced as wicked caiman sometimes devour tam'hi young. A few tiger katanga often appoint themselves guardians of the caiman katanga crave adventure and join Nubari river tribes, jungle. In human form, tiger katanga appear with faint orange serving as hunters or warriors. In human form the skin of this or off-white striping on much of their bodies. In animal form, katanga is thick and leathery, and the stub of the creature’s tiger katanga are always small tigers. They enjoy the protec- tail can be seen on its lower back. tion of a common jungle tribe taboo against killing any tiger. The myth of a terrible animal called Lion does not worry the Monkey tiger; none has seen Lion, or if one ever did, it refused to Monkey katanga are a wild, chaotic group of creatures thriving acknowledge it as Lion. Legend has it that if Lion ever appears on mischief and pranks. None of these acts are violent or in the jungle, no more tigers will be born. Tiger katanga are terribly destructive, but serve the monkeys’ need for enter- carnivorous. tainment. Monkey katanga seldom stay in one place for ❑ extended periods unless affected by harsh weather, fierce pred- ators, or held captive by victims of their pranks. Groups of Table 6: Katanga Hero Ability Score Ranges monkeys come together several times each season to relate sto- ries or to breed, then soon wander back into the jungle. Monkey Ability Caiman Tiger Pangolin Monkey Snake katanga’s diet consists of roots, fruit, fish, and sometimes raw Strength 6/18 6/18 3/17 3/18 3/18 meat. In human form the monkey katanga has thick hair of Dexterity 3/18 6/18 6/18 12/19 6/18 varying colors, and unusually long arms. Since tam’hi are dif- ficult to find and possess little humor, they are often the focus Constitution 12/19 3/18 3/18 3/18 3/18 of this katanga’s antics when the two cross paths. Monkey Intelligence 3/18 3/18 12/19 6/18 6/18 katanga are excellent climbers. Their percentage chance to Wisdom 6/18 3/18 6/18 3/16 6/18 climb is 80%. Charisma 3/17 6/18 3/18 6/18 3/18 Katanga, Hedgehog by Gary S. Watkins © 1996 TSR, Inc. All Rights Reserved

CLIMATE/TERRAIN: Tropical/Jungle katanga also gain 120-foot infravision. FREQUENCY: Uncommon ORGANIZATION: Solitary Combat: In biped form the hedgehog katanga’s nails resemble ACTIVITY CYCLE:Day claws which can inflict 1d4 points of damage. Anyone striking DIET: Omnivore the bipedal hedgehog katanga from behind will sustain 1d4 INTELLIGENCE: Low to Genius points of damage from the mane of enlarged quills that covers TREASURE: Individual its back. Hedgehog katanga can be warriors, priests, or thieves, ALIGNMENT: Neutral as well as warrior/priests or warrior/thieves. Hedgehog katan- ga thieves receive a +15% chance to hide in shadows due to NO. APPEARING: 1-2 their small size and natural camouflage. ARMOR CLASS: 8/6 MOVEMENT: 6/6, burrow 3 Habitat/Society: Hedgehog katanga generally travel singly, HIT DICE: Varies although rarely a mated pair is encountered. Close to nature, THAC0: Varies they do not adorn themselves much or carry unnecessary gear. NO. OF ATTACKS:1 Often hedgehog katanga maintain caches of food and equip- DAMAGE/ATTACK: 1d4 (biped) or Nil ment about the jungle and draw their needs from them rather SPECIAL ATTACKS: None than pack it around. The ‘thorny ones’ (as the shu call them) SPECIAL DEFENSES: Quills (biped) are on neutral to friendly terms with most races of Malatra, MAGIC RESISTANCE: Nil but feel uncomfortable around the loud, obnoxious korobokuru. SIZE:S Normally level headed, hedgehog katanga get nervous MORALE: Average (8-10) around water as they tend to be poor swimmers. Heroes may XP VALUE: 150/hit die ignore this fear for purposes of boat travel, but must make a successful saving throw vs. paralyzation to enter water will- Katanga are a race of intelligent shape-changing animals. ingly. Their ability to shapeshift is natural and is not a form of lycan- thropy. Katanga appear as normal animals to spellcasters who Ecology: Hedgehog katanga subsist on a diet of roots, fruit, detect for illusions or use true seeing. Katanga can shapeshift nuts, small insects, and grubs. They produce little in the way of between three different forms: animal, biped, and human. Each finished goods, but forage among the jungle for what they need. form has its own advantages and disadvantages. They trade medicinal plants, berries for dyes, and other mate- The hedgehog is a small tropical mammal native to the jun- rials for necessary objects. gle with sharp, harmless quills covering its entire body, save ❏ the face and underbelly. The three forms of this katanga include the natural hedgehog, a bipedal form resembling an upright hedgehog with usable hands, and a human form. In human form, a hedgehog katanga looks like a shu with a full head of dark, spiky hair, small dark eyes, and a pointed nose. The katanga’s claws enable it to burrow through soft earth or sand at a 3” rate. No matter what form the hedgehog katanga takes, it always casts a shadow in the shape of a hedgehog. Hedgehog katanga receive the foraging and hiding (jungle) bonus nonweapon proficiencies due to their familiarity with the jungle, natural camouflage, and their small size.

Ability Score Ranges Str 6/18 Dex 3/18 Con 6/18 Int 6/18 Wis 7/19 Cha 3/17

All values divided by a slash indicate biped/animal forms. In human form, all katanga have human Size, Armor Class, and Movement rates, and inflict damage by weapon type. Strength bonuses never apply to natural attacks. Total hit points do not vary between forms. In biped form, Katanga, Impala by David “Pasha” Morrow © 1998 TSR, Inc. All Rights Reserved

CLIMATE/TERRAIN: Tropical/Plains centration, during which the katanga can take no other action. FREQUENCY: Uncommon Armor and equipment does not change, but simply falls to the ORGANIZATION: Solitary or Herd ground. ACTIVITY CYCLE:Day DIET: Herbivorous Ability Score Ranges INTELLIGENCE: Low to Genius Str 6/18 TREASURE: Individual Dex 7/19 ALIGNMENT: Neutral Good Con 3/17 Int 6/18 NO. APPEARING: 1 or 3 - 300 Wis 6/18 ARMOR CLASS: 10/7 Cha 6/18 MOVEMENT: 12/24 HIT DICE: Variable All values divided by a slash indicate biped/animal forms. In THAC0: Variable human form, all katanga have human Size, Armor Class, and NO. OF ATTACKS:1 Movement rates, and inflict damage by weapon type. Strength DAMAGE/ATTACK: 1-2/1-4 bonuses never apply to natural attacks. SPECIAL ATTACKS: Nil Total hit points do not vary between forms. In biped form, SPECIAL DEFENSES: Nil/Scatter (See below) katanga also gain 120-foot infravision. MAGIC RESISTANCE: Nil Impala katanga excel at jumping. In antelope form, they SIZE: M (5-6' tall) /S (3' high at shoulder) can leap up to thirty feet and reach heights of nearly ten feet. MORALE: Unreliable (3) All impala katanga receive the Jumping non-weapon profi- XP VALUE: 150/Hit Die ciency at no cost, useable in both human and biped forms. In addition, any impala katanga taking the Running proficiency Katanga are a race of intelligent shape-changing animals. receives a +3 bonus to all checks against it, due to natural Their ability to shapeshift is natural and is not a form of lycan- swiftness. thropy. Katanga appear as normal animals to spellcasters who Impala katanga can be player characters. detect for illusions or use true seeing. Katanga can shapeshift between three different forms: animal, biped, and human. Each Combat: Impala katanga, like most antelope, prefer flight to form has its own advantages and disadvantages. fight. Impalas and impala katanga, however, have a special Like the small antelopes they resemble, impala katanga are advantage when in herds of over twenty: they scatter in a fren- flighty and skittish. They have a reputation among those who zy of leaps and bounds, inducing confusion. Any creature of know them as irresponsible and unreliable. As the Wise Ones semi-intelligence or less witnessing such a display must save say, “The impala katanga is the servant of his whim.” vs. spells or be confused, as per the spell. Impala katanga usu- In human form, large hooves in place of human feet betray ally take advantage of this situation to flee. an impala katanga’s true form. Though they often possess a If they must, impala katanga can wield weapons in human slighter build and shorter stature than most humans, nothing or biped form; they can attack with horns in biped or animal else truly sets them apart from humans. form. The biped form of an impala katanga resembles a satyr. Standing upright on two slender antelope legs, an impala Habitat/Society: Male impala katanga often adopt a herd of katanga in this form has human torso and arms. The head (and common impalas to live with and protect. Females often create antlers, for males) resembles that of an impala. In this form, an small herds of their own, supplemented by common impalas. impala katanga can wield weapons and attack with its horns, Some males remain solitary and claim their own territory. though not in the same round. It can also wear armor and These creatures spend much of their time at the edges of employ other human skills. Impala katanga can speak with groves and jungles within reach of water, evading the hottest both people and antelopes while in this form. rays of the sun. They often roam on the open savannas as well. In animal form, an impala katanga is identical to an ante- Impala katanga have befriended both the Wise Ones and lope. It stands three feet high at the shoulder, and is lightly the tribe of Chief Bagoomba; they despise the Simbara tribe, built and colored. Distinctive lyre-shaped horns adorn males; for those people hunt them and prize their unique horns. They both sexes bear a black stripe on each haunch. No weapons or have had little or no contact with other tribes of the plateau. human skills, including speech, can be used in this form. No matter what form the impala katanga takes, it always Ecology: Feeding on grasses and shrubs, impala katanga eat casts a shadow in the shape of an antelope. a herbivorous diet, even in human form (though they can eat Each day a katanga can shapechange a number of times “human” vegetables in human form). equal to its level. For instance, a 1st level katanga can change ❏ from human to biped (or animal) once per day, measured by the rising of the sun. It must stay in that form until after the fol- lowing dawn. Changing requires one complete round of con- Katanga, Ostrich © 1996 TSR, Inc. All Rights Reserved

CLIMATE/TERRAIN: Tropical/Plains FREQUENCY: Uncomon ORGANIZATION: Solitary ACTIVITY CYCLE:Day DIET: Herbivore INTELLIGENCE: Low to Genius TREASURE: Individual ALIGNMENT: Neutral good

NO. APPEARING: 1-10 ARMOR CLASS: 9/7 MOVEMENT: 12/18 HIT DICE: Varies THAC0: Varies NO. OF ATTACKS:1 DAMAGE/ATTACK: 1–8 (kick) SPECIAL ATTACKS: none SPECIAL DEFENSES: none MAGIC RESISTANCE: Nil SIZE:M MORALE: Unsteady (5-7) XP VALUE: 150/hit die

Katanga are a race of intelligent shape-changing animals. Their ability to shapeshift is natural—not a form of lycan- Combat: All values divided by a slash indicate biped/animal thropy. Katanga appear as normal animals to spellcasters who forms. In human form, katanga have human Size, Armor Class, detect for illusions or use true seeing. and Movement rates, and inflict damage by weapon type. Katanga can shapeshift between three different forms: Strength bonuses do not apply to natural attacks, only to animal, biped, and human. Each form has its own advantages weapon attacks made in human or biped form. and disadvantages. In ostrich form, ostrich katanga can kick with their power- In human form, the ostrich katanga retain a slightly elon- ful legs for 1-8 points of damage. If a fight is going badly, they gated neck, beaky nose, and bald head. In all other respects can also flee quickly. they have the same abilities as a normal human and may In biped form, katanga gain 120-foot infravision. employ weapons, nonweapon proficiencies, and class-based skills. Habitat/Society: Ostrich katanga generally live solitary lives, In biped form, ostrich katanga have an ostrich body and gathering in small flocks only to trade or mate; such gatherings legs with a human head and prehensile hands (pictured take place at the beginning of spring and fall. They have little above). They may still use a limited form of their natural use for material possession, never accumulating more equip- attacks. In this form they can converse both with people and ment than they can carry, trading precious items for practical animals of their same type. ones like weapons, tools, or food. In animal form, ostrich katanga are indistinguishable from They are generally on good terms with the Nubari and normal ostriches. They can use full natural attacks and employ other savanna humanoids, with no . Ostrich katanga see them- their animal movement. They cannot cast spells, use weapons, selves as the dominant birdlife on the savanna, and they pro- wear armor, or use nonweapon proficiencies which require a tect their homelands fiercely. However, they feel uncomfortable human form. They can communicate only with other katanga in the jungle; the enclosed space makes them claustrophobic or animals of their type, though they understand any language and hinders their running ability which they rely on heavily. they know. Each day a katanga can shapechange a number of times Ecology: A katanga’s diet depends on its animal form. An equal to its level (including changing back) measured by the ostrich katanga eats mostly plants, althoughthey will also eat rising of the sun. For instance, a 1st level katanga can change lizards and turtles if they can find them. In addition, they eat from human to biped. It must then remain in that form until sand and gravel to aid digestion. Ostrich katanga can go for after the following dawn. Changing form requires one complete long periods without water as long as they eat plenty of leafy roundof concentration, during which the katanga can take no green plants. other action. Armor and other equipment does not change, but Mating is polygamous, with a hen laying as many as 10 eggs simply falls to the ground. appoximately once a year. Males sit on the eggs at night, while Only physical shape and capacity change when a katanga both males and females take care of the eggs duringthe day. changes form. Total hit points and intelligence do not vary Ostrich katanga can live up to 80 years, and their hide between forms. Regardless of form, ostrich katanga always cast makes an excellent leather. Most ostrich katanga will attack a shadow in the shape of an ostrich. anyone wearing ostrich hide on sight. ❏ Lacerial LIVING JUNGLE™ version by Tom Prusa & Steve Jay © 1998 TSR, Inc. All Rights Reserved

Finhead Bladebacks Flyers Hornheads CLIMATE/TERRAIN: Jungle Jungle Jungle/Mountain Jungle FREQUENCY: Rare Rare Rare Rare ORGANIZATION: Tribal Tribal Tribal Tribal ACTIVITY CYCLE: Day Day Day Day DIET: Omnivore Herbivore Carnivore Herbivore INTELLIGENCE: Very to Exceptional Average to Very Average to Very Very to Genius TREASURE: Individual Individual Individual Individual ALIGNMENT: Any (Lawful Good) Any Any (Chaotic Good) Any

NO. APPEARING: 1-4 1-6 1-4 1-2 ARMOR CLASS:5 4 6 4 MOVEMENT: 12 12 FL 24(C),10 9 HIT DICE: 2/varies 2/varies 2/varies 4/varies THAC0: varies varies varies varies NO. OF ATTACKS: 1 or 2 1 or 2 1 or 3 1 or 3 DAMAGE/ATTACK: by weapon/ by weapon/ by weapon/ by weapon/ 1d3/1d3/1d2 1d4/1d4/1d6 1d2/1d2/1d2 1d4/2d4/2d6 SPECIAL ATTACKS: See Below See Below See Below See Below SPECIAL DEFENSES: See Below See Below See Below See Below MAGIC RESISTANCE: Nil Nil Nil Nil SIZE: M(5' tall) L(7' tall) S (3' tall) L (10' tall) MORALE: Steady (12) Steady (12) Average (10) Elite (14) XP VALUE:353565120

Lacerials are intelligent, bipedal lizards descended from crea- ranging through green, yellow, orange, and brown. tures similiar to dinosaurs. Lacerials are not native to Malatra, Tattoos are a common adornment among lacerials, especial- but claim to come from some other realm or world. Most ly mages. Approxiamately half of the lacerials that came from Malatran residents don’t understand the concept of other the Valley of Spirits wear tattoos of a white heart and the other worlds, and it is widely known that the lacerials fled some half wear one of a black flame. The disaster that brought them catastrophe in the Valley Of Spirits. They are now settled as to Malatra was centered on a conflict between these two one tribe along the River Of Laughing Idols, 100 miles east of groups. The nature of this conflict is known to only a few the tribe of Rudra. Malatrans, as the lacerials do not speak of it openly. It is a The lacerials are a solitary people. While not hostile to out- source of great shame, for it was one of the few times in histo- siders, they avoid prolonged contact with non-lacerials. They ry that lacerials killed each other. Though the fighting is over, seem to be suffering spiritually from what they call an “abduc- each side continues to wear the tattoos in silent acknowledge- tion” from their home and “abandonment” by their “gods.” ment of their past shame. Many native Malatrans are quite willing to avoid them, par- All lacerials have infravision. They can detect heat with ticularly the Rudrans. The Rudrans were viciously attacked by their eyes, but cannot see a cold object in the dark. Although a small group of misguided lacerials just before they moved to not cold-blooded, lacerials have difficulty keeping their body Malatra. The rudrans have an insultive nick-name for their tempature warm in cold conditions. unwanted neighbors: Garuda-People. For daily activities lacerials generally do not wear more Four types of lacerials currently live in Malatra: Finheads, than loinclothes and simple, loose cloaks. Lacerials do not wear Bladebacks, Flyers, and Hornheads. These are Malatran armor. They do, however, wear ornate robes or hides for cere- names; the native language of the Lacerials is a combination of monial occasions. Decorating the robes or hides is a deeply per- smells and ultra-sonic whistles. All four races have brightly- sonal and private matter, as the colors and patterns chosen colored scales, sharp claws, and tails, but their bodies vary con- always hold some kind of significance to the owner, frequently siderably. A finhead is nearly human in shape, though slightly showing some important connection to the tribe or family smaller. A bladeback is taller and stockier with a series of (their homes may be similiarly decorated). Once the robe or large, sharp scales which extend from the top of its head, down hide is complete, however, it is a source of great pride and will its spine, to the tip of its tale. A flyer has a delicate frame with be eagerly worn at any important social occasion. On those small legs, a short tail, and a flap of scale-covered flesh rare occasions when a lacerial has been expelled from his com- beneath each arm which serve as wings. A hornhead is a giant munity, his robes are ceremoniously stripped from his body and beast with a tail as long as its own body, sharp horns protuding torn apart. from its head, and a great bony plate protecting its neck. All Lacerials do not speak common. Indeed, to most nubari, four races have scales of some shade of green. Their back scales they do not seem to speak at all since their voices are pitched vary in color and pattern with each individual, with colors too high to hear without magic. The emotions accompanying their words are emitted as scents that nubari can often detect. Although it remains to be seen if Trueblood is up to the task of Lacerials can hear nubari speech, but so far none have learned leadership, he was Whiteheart’s only apprentice. (Whiteheart the language. Apparently they have had prior contact with was the former lacerial leader who died in a battle with other races as yet unknown to Malatra, for the lacerials have Blackflame just before the tribe came to Malatra.) Aiding developed a sign language with which to communicate with Trueblood is the 5th level bladeback shaman Starr, the 9th other species. The lacerial form of writing is to carve lines on level Flyer rogue Quickwing, and the 8th level finhead fighter sticks, which is used as spell fetishes or to record important Strongarm. Most of the lacerials are not adventurers, but cir- documents. cumstance has forced many to learn skills associated with character classes. Combat: Lacerials fight with a variety of weapons, and are Lacerials communicate with other tribes in one of two ways. mainly determined by . For example, spellcast- First, through sign language that the lacerials developed and ers use magic, fighters use blades and missle weapons, and taught to a select few in other tribes. Second, through a magi- clerics favor blunt cal shell-like device that weapons and magic. attaches to the ear. This Lacerial-crafted device translates any weapons generally have form of language into a shorter grips and favor form understandable by barb-like edges. Nubari the wearer. It is believed who try to use a lacerial that only Whiteheart was weapon without being able to make these trained in its use suffer devices. Only two are a -1 to hit. Lacerials known to exist, and they likewise suffer a -1 are kept in the lacerial when trying to use a tribe. nubari weapon that Lacerials are gen- they are unfamiliar erally polite and tolerant with. of other species and Some lacerials have points of view, but they knowledge of weaponry recognize evil and do not different than hesitate to stamp it out. Malatrans. Already they They can be very friendly have introduced blade- and tremendously loyal to back flails, one of their those who have proven most used weapons. themselves to be friends. Lacerials often speak of Lacerials generally main- creating other new tain the highest code of weapons out of foreign ethics, but are very res- materials, but so far olute about their wish to have not done so. be left alone. While they If unarmed, lacerials resort to ancient modes of attack. will engage in trade, aid their neighbors, and assist travelars, Finheads claw with both hands (1d3) or use their tail as a whip few outsiders are offered lodging for the night or allowed to (1d2). Bladebacks use both claws (1d4) or swing at their witness their ceremonies. Lacerials usually adventure only to attacker with their razored tail (1d6). Flyers claw and bite gather information and maintain ties with other tribes. (1d2/1d2/1d2). Hornheads either claw (1d4), swing their tail The lacerials suffer spiritually from their current situation. (2d4), or gore with their horns (2d6). They were kidnapped form their home and forced to work as Lacerials’ Armor Class is as listed for each race and is a slaves, dumped into the Valley of Spirits, succumbed to inter- result of their own thick hide. Lacerials do not wear armor, but tribal bloodshed, and forced to flee to Malatra. Their greatest occasionally use shields. Because of the nature of their senses, leaders, Whiteheart and Blackflame, killed each other in bat- lacerials gain a +2 save bonus against sound-based attacks tle. The lacerial gods, another concept foreign to Malatra, seem such as charm or shout. They are more susceptible to gas-based to have abandoned them. The result of all this is that lacerials attacks, and have a -2 penalty on all such saving throws. have become culturally introverted and lacking in hope. Their Finheads, Bladebacks, and Hornheads can be any character priests no longer pray to their old gods, but have become class except rogues. Flyers cannot be PCs. No lacerial can be a shamans instead and follw the nature spirits. Paladins have true paladin, though some still claim to be. Lacerials cannot be lost their powers and act as fighters, though a few still hold to multi-classed. the old paladin code of honor. It remains to be seen if lacerials will begin to pick up the habits and beliefs of their Malatran Habitat and Society: The adult lacerials of Malatra number neighbors, rediscover their gods, create totally new beliefs, or 60 and consider themselves one tribe. Leading this tribe is the just slowly die out. young hornhead, Trueblood. Trueblood is a 7th level wizard. Ecology: Lacerials mate for life and can produce 1 to 4 eggs a Lacerial Proficiencies year. Both male and female share the duties of raising the Sign Language 1 slot Dex -1 young equally. A lacerial appears full-grown at 5 years, but Rune Carving 1 slot Int mental maturity takes about 16 years. Under favorable condi- tions, lacerials can live to be 200. It is rumored that with the Class Restrictions Maximum Level lacerial emotional state in its current malaise, reproduction Class (bb/fh/hh) among lacerial adults has slowed considerably. Fighter 9/10/ 9 Finheads are generally alert, bright, active, curious, and Ranger --/10/-- emotional. They have good manual ability and are as dextrous Mage 7/ 5 /10 and flexible as any nubari. Exceptional finheads are usually Cleric 10/ 7/ 7 fighter types. They tend to believe in ultimate concepts of good Thief --/--/-- and evil and see things in absolute terms of black and white. In players terms, they are the most heroic, willing to take Lacerials have no multi-class options. incredible risks for the common good. While finheads can be great thinkers, they are more likely to be impulsive in their Ability Score Range actions. Minimum Maximum Bladebacks are social creatures. They enjoy the company of Ability (bb/fh/hh) (bb/fh/hh) friends and fellow lacerials and always find time to socialize. Strength 10/ 7/12 18/18/18 Being straight-forward and honest, non-lacerials sometimes Dexterity 3/ 5/ 2 14/18/12 think they are naive. In fact, bladebacks understand other Constitution 5/ 3/ 8 18/18/18 races better than any other lacerials, and understand the most Intelligence 3/ 3/ 7 18/18/19 deceitful of creatures. Bladebacks have phenomenal memories, Wisdom 7/ 3/ 3 18/18/18 often able to recall the most trivial of details. As a result, they Charisma 5/ 3/ 3 18/18/18 are slow to forgive an insult. Luckily, they are slow to anger as well. Bladebacks often act as mediators, judges, and living Living Jungle Appeal record keepers. We want to know who the heroes of the jungle are. If your char- Flyers are nervous, hyperactive lacerials, both irritable and acter has reached the status of a true hero, you have a story to irritating. They are noisy and talkative, listening to everyone tell. Heroes who have reached 7th level are invited to share and telling almost everything they know. Gossip seems to be a their stories. They may be published in POLYHEDRON, as the source of great pleasure to them, although only the most indis- basis for an adventure, or you may find your character used as creet of flyers will tell non-lacerials the shameful secrets of the an NPC to send a group of low-level adventurers on a mission, lacerial tribe. They have the benefit of flight, so often flee for a change. Players with characters of this stature are invit- instead of fight. They are not cowards, however, and will glad- ed to e-mail their vital statistics (at least name, race, class, ly tell the stories—over and over again—of heroic flyers who level and tribe), to Tom Prusa ([email protected]), or Stephen saved their larger brethren. Flyers are often messengers, and Jay ([email protected]). We’d like to know. help maintain contact with the other tribes of Malatra. As ❏ such, they are the least happy about their tribe’s insular atti- tude toward the rest of the Living Jungle. Hornheads are large and powerful, and tend toward careful, rational planning and thought. They are slow of speech but not slow of mind. They can take a long time to come to an impor- tant decision because they tend to methodically consider all sides of an argument. Hornheads tend to be wizards.

Height In Inches Weight In Pounds Starting Age Base Modifier Base Modifier Base Modifier Finheads 48 1d10 90 3d10 15 1d4 Bladebacks 72 4d6 200 6d10 16 1d4 Flyers 36 1d4 60 2d4 15 1d2 Hornheads 108 4d6 360 6d10 16 1d6

Middle Age Old Age Venerable Maximum Age Finheads 45 60 90 120 Bladebacks 50 75 100 140 Flyers 30 45 60 80 Hornheads 90 140 160 200 Lizardman, Malatran © 1996 TSR, Inc. All Rights Reserved

Lizard Man Lizard King CLIMATE/TERRAIN: Tropical/Swamp, Tropical/Swamp, forest forest FREQUENCY: Rare Very rare ORGANIZATION: Tribal Tribal ACTIVITY CYCLE: Any Any DIET: Special Special INTELLIGENCE: Low (5-7) Average (8-10) to Average (8-10) TREASURE:D E ALIGNMENT: Neutral Chaotic neutral

NO. APPEARING: 8-15 (1d8+7) 1 ARMOR CLASS:5 3 MOVEMENT: 6, Sw 12 9, Sw 15 HIT DICE: 2+1 8 THAC0:1913 NO. OF ATTACKS: 3 or 1 1 DAMAGE/ATTACK: 1-2/1-2/1-6 5-20 (3d6+2) or by weapon SPECIAL ATTACKS: Nil Nil SPECIAL DEFENSES: Nil Nil MAGIC RESISTANCE: Nil Nil SIZE: M (7’ tall) L (8’ tall) MORALE:1416 XP VALUE: 65 975 lizard king. A lizard king is a lizard man of above average height and intelligence, leading one or more loosely organized tribes of lizard men. If a lizard king is present, a shaman of 7 Lizard men are semi-aquatic, reptilian humanoids that live Hit Dice will always be present, and all patrol leaders from through scavenging, raiding, fishing, and gathering. each tribe (i.e., 10% of the male warriors) will be combined into Adult lizard men stand 6 to 7 feet tall, weighing 200 to 250 a single fanatical bodyguard for the lizard king. pounds. Skin tones range from dark green to gray to brown, and their scales give them a flecked appearance. Their tails Habitat/Society: Lizard men are typically found in swamps, average 3 to 4 feet long and are not prehensile. Males are near- marshes, and similar places, sometimes dwelling totally under- ly impossible to distinguish from females without close inspec- water in air-filled caves. In Malatra, tribes can also be found in tion. Lizard man garb is limited to strings of bones and other the jungle near swampy regions; these tend to be the more ornamentation, and occasionally loincloths among the more advanced lizard men. A tribe rarely numbers more than 150 advanced lizard men. Lizard men speak their own language; individuals, including females and hatchlings. It is not uncom- lizard man heroes must use proficiency slots to learn the com- mon for several tribes in an area to forge an informal alliance mon tongue of the Nubari or other lanugaues. against outsiders, including other lizard man tribes. About one tribe in 10 has evolved to a higher state. All Combat: In combat, normal lizard men fight as unorganized lizard man heroes are among these advanced lizard men. They individuals. If they have equality or an advantage over their dwell in huts and have more advanced aspects to their culture; opponents, they tend toward frontal assaults and massed in many ways they imitate the Nubari tribes around them. rushes. When outnumbered, overmatched, or on their home Lizard men are omnivorous, but prefer flesh to other foods. ground, however, they become wily and ferocious opponents. Snares, ambushes, and spoiling raids are favored tactics then. Ecology: Lizard men have few natural enemies. They prey on While individually savage in melee, these lizard men can be human, demihuman, or humanoid settlements if these are distracted by food or simple treasures. They occasionally take nearby. Lizard man eggs are bitter and inedible, as is their prisoners as slaves or to sacrifice in obscure tribal rites. flesh, but their skin is sometimes worked as scale armor Advanced lizard men, those evolved to a higher state, hurl (Armor Class 6). If a lizard man sees a human or humanoid barbed darts (30 yard range, 1-4 points damage) or javelins (1- wearing armor made of lizard man hide, he becomes enraged 6 points damage) before closing with the enemy. These lizard and seeks to slay the wearer at the first good opportunity. men use clubs (treat as morning stars, 2-8 points damage), and As amphibians, lizard men cannot breathe underwater; the leaders may use captured swords or other weaponry. they can however, hold their breath for a number of rounds For every 10 lizard men encountered, there will be one equal to 2/3 of their Consitution score before making a check patrol leader with maximum hit points (17 hp) and a 50% for drowning. Lizard men can suffer from dehydration when chance for a shaman with 3 Hit Dice and the abilities of a 3rd- adventuring outside of very moist/swampy areas. They must level priest. If one or more tribes are encountered, each tribe wet themselves twice a day or lose two Constitution points per will also have a war leader of 6 Hit Dice, two subleaders with missed bath. Lost Constitution points are regained at the rate 4 Hit Dice, and a shaman of either 4 or 5 Hit Dice (50% chance of two points per bath. A waterskin provides enough water for of each). Any group of two or more tribes has a 50% chance for a single wetting. an additional shaman of 7 Hit Dice. Furthermore, each such ❏ group has a cumulative 10% chance per tribe to be led by a Oscray by Tom Prusa © 1998 TSR, Inc. All Rights Reserved

CLIMATE/TERRAIN: Any (prefer plains) FREQUENCY: Very Rare ORGANIZATION: Tribal ACTIVITY CYCLE:Day DIET: Omnivore INTELLIGENCE: Highly (13-14) TREASURE:D ALIGNMENT:N

NO. APPEARING: 2-12 ARMOR CLASS: 6 (brass chain mail) MOVEMENT: 9 (12) HIT DICE:3 THAC0:18 NO. OF ATTACKS:1 DAMAGE/ATTACK: by weapon type SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: M (5-8' tall) MORALE: Elite (15) XP VALUE: 150

The oscray are a race of demi-humans originally descended from . They somewhat resemble orcs, but are larger and Player Character Oscray: have grayer skin than true orcs. They have the characteristic Player Characters who are oscray may be fighters, thieves, piglike snout of the orcs, but stand proud and erect, as opposed mages (maximum of 9th level), priests (maximum of 5th level), to the stooped posture of their orcish cousins. Oscray have or multi-classed fighter/thieves or fighter/priests. large canine teeth which they sharpen to a fine point. The oscray came from across the skies, fleeing a far off war Ability Minimum Maximum with a horrid race called The . They came in ships that Strength 6 19 flew in the sky, although those ships no longer have that power. Dexterity 3 18 The oscray have found a home here on the plains of Malatra. Constitution 5 18 The oscray speak a variant of the orcish tongue, unknown Intelligence 3 18 on the plains of Malatra. They can learn any Malatran lan- Wisdom 3 18 guage. Charisma 3 16

Combat: Oscray are highly disciplined fighters, using strate- Any oscray character may chose to begin with either brass gical and tactical cunning. They are as yet unfamiliar with the chain mail (AC 6), a brass dagger, or 20 brass-tipped arrows. jungle, but that will be remedied as soon as they accustom These count against their starting items. themselves to their new surroundings. Oscray use a variety of weapons in combat: spears, daggers, short bows, hand axes, long spears and long knives. In an emergency, an oscray can bite with its teeth for 1-3 points of damage. Oscray make a point of insulting foes in combat; it is con- sidered a fine talent to possess. Oscray combat abilities are not affected by daylight.

Habitat/Society: Oscray have but one village, located on the Ravanna Savanah, well to the north of the Wise Ones territo- ry. They exist by hunting and some agriculture. Their chieftain is Bentfang, who led them here.

Ecology: The oscray have banded together in this new world. An oscray will look first to protecting his tribe, especially the young. An oscray can live to be 80 years old. Plantman (Malatran mold man) by Welling Clark © 1996 TSR, Inc. All Rights Reserved

CLIMATE/TERRAIN: Tropical/Swamps, moist jungle FREQUENCY: Very rare ORGANIZATION: Tribe ACTIVITY CYCLE: Any DIET: Carnivore INTELLIGENCE: Average (8-10) TREASURE:O,P ALIGNMENT: Neutral

NO. APPEARING: 6-24 or 30-300 ARMOR CLASS:4 MOVEMENT:12 HIT DICE: 1 to 12 THAC0: By HD NO. OF ATTACKS:1 DAMAGE/ATTACK: 1-4 + 1/level or by weapon SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: Medium/Large (4’ - 9’) MORALE: Average (8-10) XP VALUE: Variable

Malatran plantmen are medium to large sized, bipedal fungus creatures. They have sharp, thorn-like claws, and leaf-like ten- Player character plantmen can be fighters, rangers, wiz- drils form a fringe on their shoulders, abdomens, and limbs. A ards, priests, fighter/priests, or fighter/wizards. All plantmen topknot of these tendrils sits at the apex of the plantman’s heroes can move silently and hide in shadows as rangers when head. in forest terrain. Preserving the forest and natural habitat of Malatran plantmen have brown skin and green tendrils. plantmen is the primary reason that some plantmen adven- They are 4 feet tall, plus 1/2-foot per Hit Die. Although they do ture and become Malatran heroes. Spell-casting plantmen are not have a spoken language, they communicate by sign lan- unable to use fire- or cold-based spells. Further, their healing guage and vocalized cries, and can learn to understand Nubari spells are ineffective on animal-based life forms. and other languages (by lip reading) at the cost of a proficien- cy slot. Other hero characters can learn to understand (but not Habitat/Society: Plantmen form primitive, settled tribes. speak) the “Plantman language” at the cost of a proficiency Their lairs are usually found in the undrebrush of warm slot. forests and jungles, though some tribes have lairs in under- ground places as well. Tribes are very territorial. Combat: Parties of plantmen hunt near their lairs. In the for- Plantmen co-exist well with plant and fungus life. They est, plantmen blend in to their surroundings giving them the often use shriekers to guard their lairs, and plantmen native to same ability to move silently and hide in shadows as rangers the lair can pass by those shriekers unnoticed. Russet plant is of their level. Plantmen will attack any form of animal life for usually found in the vicinity of a plantman lair as well. food. Malatran plantmen will use their natural camouflage New Malatran plantmen are created by russet mold, by capabilities to ambush opponents. their leaders’ spore attacks, or by budding from their leaders. Half of the plantmen in a group have 1 or 2 HD, while 25% Leaders are 10+ HD (and therefore non-adventuring) plant- have 3 or 4 HD. The rest are 5 or 6 HD (equal chances). For men and can only bud if food is plentiful. Plantmen heroes are every 50 plantmen, there is a subchief with 7 or 8 HD and too young to bud new plantmen. 1d4+1 bodyguards of 5 HD each. Each tribe of plantmen is led Plantmen have been known to associate with myconids, by a chief with 10 HD and 2d4 bodyguards with 6 HD each. which view them as rustic cousins. Half of the plantmen encountered carry spears, while the oth- ers use clubs or go without weapons (equal chances). Ecology: Plantmen live by scavenging and hunting. They will Chiefs can also attack with spores; victims must make a eat meat in any condition, from fresh to carrion. In times of saving throw vs. poison or be paralyzed, dying in 5d4 minutes great need, they have been known to eat other plantmen, unless treated by a cure disease spell. Victims who die in this though they seldom attack members of their own or an allied manner are reborn 1d4+20 hours later as plantmen with 6 HD. tribe. These individuals become the chief’s bodyguards. Plantmen can suffer from dehydration when adventuring Plantmen larger than 7’ tall suffer damage as large crea- outside of very moist, swampy areas. They must wet them- tures but also gain the benefit of wielding two-handed weapons selves twice a day or lose two Constitution points per missed with one hand. They are immune to charm and electrical bath. Lost Constitution points are regained at the rate of two attacks, except for charm plants, and take half damage from points per bath. A waterskin provides enough water for a sin- water-based attacks. Fire-based attacks cause double damage gle wetting. and require plantmen to make a saving throw vs. paralyzation ❏ or flee for 1d6 rounds before another save can be attempted. Saru By Permission of TSR, Inc., this page may be reproduced for personal use only. © 1994 TSR, Inc. All Rights Reserved

CLIMATE/TERRAIN: Tropical Jungle FREQUENCY: Rare ORGANIZATION: Clans ACTIVITY CYCLE:Day DIET: Omnivorous INTELLIGENCE: Very TREASURE: Individual ALIGNMENT: Lawful Good

NO. APPEARING: 5-15 ARMOR CLASS: 8/Varies MOVEMENT: 9, 15 in trees HIT DICE: 2+1/Varies THAC0: 20 base NO. OF ATTACKS: 1 or 2 DAMAGE/ATTACK: By Weapon or Fist SPECIAL ATTACKS: See Below SPECIAL DEFENSES: See Below MAGIC RESISTANCE: Nil SIZE: M (5’-6’ tall) MORALE: Elite (13) XP VALUE: 175 per hit die

Saru are gorilla-like apes native to the Malatran Plateau. Saru for young saru male to venture off into the world in search of have heavy upper-body strength, short legs, feet with limited excitement and adventure. Several clans of saru have been grasping ability, and black or copper-red fur covering their known to gather together for protection during times of conflict body except on their faces, palms, and soles of their feet. Most or severe weather, while some groups of four or more clans saru are five to six feet tall (with females being slightly small- have been known to stay together permanently. er) and have arm spans up to nine feet wide. Saru are neutral or friendly to most races of the Living The language of the saru consists of hand gestures, facial Jungle including korobokuru, who hate the saru for some expressions, grunts, hoots and screams. Saru PCs must spend unknown reason. Saru also hate leopard katanga, who often two proficiency slots to learn any spoken language. feed on their young. Every living animal, however, is consid- Since their first contact with human and shu tribes only a ered a “person” by the Saru. They try to speak with other ani- century ago, saru have begun to wear loincloths, crude belts (to mals, delighted when they are answered by those that under- hold weapons), and primitive jewelry. stand them (apes, monkeys, and many human and demihu- mans). Even though they don’t answer, hippos, lions, sloths, Combat: Only recently have the saru begun to use weapons in and other creatures are still approached—and sometimes combat, mimicking human and shu tribes they’ve come in immediately fled—by saru interested in conversation. In any contact with. Weapons that saru create or find themselves are event, saru can approach a normal animal with the effects of a limited to clubs and pointed sticks (treat as spears); however, friends spell once per day. other weapons are often trades from friendly tribes they’ve Saru priests are extremely rare, and only a handful exist at come to know. Saru can also strike with two fists per round in any one time—and only females can become priests. The saru a violent pummeling motion. Each successful attack inflicts venerate a greater being called Chee’ah, a demigod who walks 1d2 plus Strength bonus, and gains a +/- 2 on the punching and the plateau of the Living Jungle. Saru females who have the wrestling chart (Dungeon Master® Guide page 59). “calling” leave their clan to seek out Chee’ah, and those who Saru fear magic and will flee displays of visual enchant- find their god return to the clan with great priestly powers. ments (PC saru may save vs. paralyzation to resist this fear, All saru can climb trees. Other surfaces, like rock forma- fleeing for 1d6 rounds if failing). Player character saru can be tions, are also climbable, but with penalties—a base chance of warriors, thieves, or warrior/thieves. Rare PC saru can be 80%. Saru have no permanent settlements and move from one priests (only through special auctions and contests). part of the jungle to the next. Saru cannot swim nor can they learn. Habitat/Society: Saru are an extremely family-oriented. Clans of saru are typically all related by blood or mates (mar- Ecology: Saru eat almost any sort of vegetables, nuts, roots, riage is a concept unfamiliar to saru culture), though clans insects, and small game animals. They consider eating any sort may take in stray or orphaned saru. Clans generally consist of of flesh to be tantamount to cannibalism, making them rather 3-4 adult males (ages 16+), 4-6 adult females, and 1d4 children. poor dinner guests for most tribes. Females of a clan traditionally handle the care of the young, ❑ while the males hunt and protect the clan. It is not uncommon Shu By Permission of TSR, Inc., this page may be reproduced for personal use only. © 1994 TSR, Inc. All Rights Reserved

CLIMATE/TERRAIN: Tropical—Jungle/Savanna FREQUENCY: Common ORGANIZATION: Tribal ACTIVITY CYCLE: Any DIET: Carnivorous INTELLIGENCE: Average to Very TREASURE: Individual ALIGNMENT: Neutral (Good)

NO. APPEARING: 3-30 ARMOR CLASS: 10/Varies MOVEMENT:6 HIT DICE: 1+1/Varies THAC0: 20 base NO. OF ATTACKS: 1/by class DAMAGE/ATTACK: By Weapon SPECIAL ATTACKS: See Below SPECIAL DEFENSES: See Below MAGIC RESISTANCE: See Below SIZE: S (3’-4’ tall) MORALE: Elite (13) XP VALUE: 75 per hit die

The shu are similar to the found in other parts of the Forgotten Realms. However, they differ in their universally Additional saves must be made each turn the shu remains slender builds and complete lack of body hair. Shu compensate alone; failure indicates that the shu flees back to his nearest for the lack of hair by covering their bodies extensively with companions. war paint, gaudy jewelry, and body piercing (ears, nose, and The shu, as a whole, tend to isolate themselves from the lips). Shu gather together in small tribes consisting of three to other tribes of Malatra. Many younger shu see the need for four families, and their numbers tend to be smaller than their race to trade and interact with others of the jungle, but humans and korobokuru. this view is not widely accepted by shu elders. Shu tribes are commonly found in the fringes of the jungle, where they may Combat: Shu are extremely skilled in the use of the blowgun easily camouflage their homes. and short bow, gaining a +3 to hit with these weapons. Shu Shu are zealous foes of black leopard katanga, who often weapons are often tipped with a fast-acting sleep poison. This prey on lone shu travelers. The shu are impartial to all other sleep poison is a rare and guarded secret, dispensed only by races, and they will not attack others unless they are assailed witch doctors of the shu. Player characters never begin with first. Shu see themselves as only part of a more important enti- access to this poison. ty—the tribe, traveling company, or family. They always con- Shu are highly resistant to magic and poisons and save at sider the group as a whole before themselves as individuals. four levels above their actual level. In addition, shu are exceed- Though separated by individual tribes, the shu nation as a ingly clever and quiet when moving through terrain. In their whole is linked through different representatives. According to natural terrain, shu are considered invisible when purposely their oral history, no shu has taken the life of another shu. hiding, and impose a -5 penalty to opponents’ surprise rolls. Despite any differences, shu will walk away from confronta- Shu can be warriors, thieves, priests, or warrior/thieves. tions with others of their race before resorting to violence. This pact has not been broken throughout the culture of the shu, Habitat/Society: Families of shu gather together in small perhaps because legend states that if a shu ever kills another tribes to increase their numbers to help repel predators and shu, a terrible apocalypse will occur, and that at the least, the invaders. Chiefs, or shunin, are chosen by members of the tribe offender will be instantly struck dead. to help survive difficult times—such as war or famine. Only tribes with five or more families typically include a witch Ecology: Over the years the shu have become exceptional doctor (priest). hunters, and their diet consists of mostly meat and poultry.The The shu have developed a warrior-based culture after birth of a shu child is a time for celebration, since only a hand- centuries of being preyed upon by animals of the jungle and ful of children are born each year. Elder shu are revered in the other humanoids who encroach on their territory. Shu hate to tribe for their knowledge and wisdom. The death of a shu elder be alone in the jungle—or anywhere for that matter. Nothing over the age of 70 summers is a somber event, attracting shu terrifies a shu more than being utterly alone. No shu will trav- mourners from across the jungle for an elaborate death ritual. el alone willingly. Hero shu may purposefully leave the safety ❑ of a group only with a successful save vs. paralyzation. Tam’hi By Permission of TSR, Inc., this page may be reproduced for personal use only. © 1994 TSR, Inc. All Rights Reserved

CLIMATE/TERRAIN: Tropical—Jungle/River FREQUENCY: Uncommon ORGANIZATION: Clans ACTIVITY CYCLE: Any DIET: Omnivorous INTELLIGENCE: Very to Exceptional TREASURE: Individual ALIGNMENT: Any Good

NO. APPEARING: 1-10 ARMOR CLASS: 10/Varies MOVEMENT: 12, Sw 12 for River Tam’hi HIT DICE: 1/Varies THAC0: 20 base NO. OF ATTACKS: 1/by class DAMAGE/ATTACK: By Weapon SPECIAL ATTACKS: See Below SPECIAL DEFENSES: See Below MAGIC RESISTANCE: See Below SIZE: M (5’-6’ tall) MORALE: Elite (13) XP VALUE: 175 per hit die

According to legend, tam’hi are the descendants of humans and various nature spirits. All have strong ties to both the natural world and the tribes of the jungle. There are two types of tam’hi—jungle and river. Both hold excellent relations with each other, and there has been no war between the two during proficiency, and they can breath underwater. Once per day, the lifetime of the oldest living tam’hi. river tam’hi can immerse themselves in any fresh water river Tam’hi have thin, supple bodies with pale (river) or bronze or stream (not a pool or lake) and receive the benefits of a cure (jungle) skin, both with a tint of gold. Jungle tam’hi are some- serious wounds spell. They gain +1 to saving throws vs. the ele- times mistaken for black leopard katanga, and the two have a ment of water, but suffer a -1 on all saves vs. fire-based attacks. great hatred for one another. Their narrow eyes are almond (river) or black (jungle) with extremely thin eyebrows. All Both sorts of tam’hi are terrified of fire. Normally, tam’hi tam’hi hair is either light brown, black, or blond, and neither will flee if presented with fire. A player character tam’hi may males nor females can grow facial hair. Tam’hi with blond hair make a saving throw vs. paralyzation each round to overcome are considered rare and sacred. this fear. The first failed saving throw indicates that the tam’hi All tam’hi prefer simple dress and carry only what they must flee the fire for 1d6 rounds before attempting another need to survive away from their clan. Tam’hi are an off-shoot of save. the spirit folk of Kara Tur. All tam’hi have 120 foot infravision. Habitat/Society: Because of their human history, tam’hi have Combat: Tam’hi can be priests, thieves, or warriors, and a few a strong sense of family. Clans of tam’hi are all members of the can be wizards. The majority are warriors, and those who wish same family, while clans are a collection of families related by to learn magic must travel to another tribe to find a teacher. several marriages between them. Seldom will tam’hi belong to Tam’hi may be multi-classed warrior/wizards, warrior/thieves, non-tam’hi tribes, for this would put distance between them warrior/priests, or wizard/thieves. and their natural lifeforce. Tam’hi are fierce defenders of their The tam’hi are highly attuned to nature and their home and often form alliances with human, who find them surroundings, and they draw on special powers from their mystical and attractive, to defend the source of their lifeforce. spiritual ancestry. Once a day, jungle Tam’hi can speak with plants or animals (as the priest spell). They travel through the Ecology: Tam’hi tend to be vegetarians. They have no taste for jungle without leaving a trail, as the spell pass without trace, fermented berries or other strong drink, which make them and a -20% penalty is applied to attempts to follow a group severely ill. lead by a jungle tam’hi. While in their environment, jungle ❑ tam’hi have a 75% chance to hide in shadows. They gain +1 to saving throws vs. wood- or earth-based attacks, but suffer –1 to save vs. fire-based attacks. River tam’hi automatically receive the swimming Tales of Myth and Legend for the Living Jungle Campaign

Bengoukee stepped into the firelight and looked at the children It was only then the Chuk’aa awoke, and it did not take him gathered there, his gaze settling briefly on a few of them. long to understand why was going on. Chuk’aa grew very, very “Hmmph,” he snorted. “It is time that you began to learn more angry. “Miserable thieves!” he thundered. “Did you really think of the world beyond your village,” he began. “There are many to catch the great Chuk’aa unawares? Well, I shall teach you to mysteries, many taboos, and many beliefs that you must know murder peaceful travellers in their sleep!” With those words he when dealing with the peoples of other tribes and races. advanced upon the three brothers, and when he was done, not Tonight, we will begin with two tales: one of the saru and one of one of them remained standing. the shu. Listen well, young ones, and learn.” Arms akimbo, Chuk’aa surveyed the groaning would-be murderers. “Let that be a lesson to you”, he said, “and tell your The World Rests on the Back of a Toad people that if I ever hear of another shu laying hands on one of The saru believe that the world rests on the back of a giant his brother-shu, be it for greed or for any other reason, he will toad, which they call Pakweesa, “the Ancient One.” According suffer a much worse punishment than the three of you. Now to them, Pakweesa has been sitting for eons, trying to catch the go!” sun, and sometimes after a rain-shower, its many-colored The three brothers dragged themselves back to their village tongue may be seen, reaching out across the sky. and reported to the elders what had happened to them. Word Some also maintain that the moon is in reality one of of it soon reached the other shu tribes and, within a few days, Pakweesa’s eyes, opening and closing at regular intervals. Wise spread throughout all of Malatra. And ever since that time, no men say that Pakweesa is wont to stir from time to time, caus- shu has dared harm another shu, for they are afraid that ing the ground to lurch and shake. His other eye is always Chuk’aa might still be watching. turned toward the sun, which he watches hungrily. If he ever succeeds in swallowing it, this would mean eternal darkness “Not all shu or saru believe these legends, but most do. Now go and, by and by, the end of our world. So the saru offer him gifts to your mats and dream.” The aged koroborkuru witch doctor to appease his hunger. turns and walks into the darkness, the thump of his walking Pakweesa’s existence is also the reason why no saru would stick echoing back to the fire. ever harm a toad - they fear the Ancient One’s wrath. ◆ ◆ ◆ ◆ ◆ ◆

Why The Shu Must Not Kill Each Other Big Chief Bagoomba had been telling One day when the world was young, three shu brothers were stories for most of the evening. As hunting in the jungle. the fire grew dim, warriors After some time they chanced upon a little clearing where clashed in great battles in the they found a strange shu, peacefully asleep in the shadow of a minds of his listeners, the chil- tree. Their glance fell upon the jewel-encrusted short bow that dren of his tribe. Garuda fell was slung over the other shu’s shoulder and envy filled their under the spears of strong Nubari minds. The three brothers looked at each other and nodded; warriors, and strange creatures they understood each other without words. They would simply evoked cries of glee or amazement. kill the stranger and take the splendid weapon. The chief's final story ended, and So the first hunter set his blowgun to his lips. His aim was the aged witch-doctor, Bengoukee, true and the tiny arrow buried itself in the sleeper’s heart. took the center of the firelight. Little did he know, however, that this was none other than the "Our great chief has told you mighty Chuk’aa, the hero to whom the sprits themselves had of many wonders, but I will tell granted invulnerability as a reward for his countless deeds of you of the strangest wonder in valor. Chuk’aa just grunted sleepily and brushed the arrow off all Malatra. Gather round with his hand as if it had been of no more consequence than a young warriors and listen to a mosquito’s sting. At that the three brothers grew frightened, tale out of the mists of the but their greed was still stronger than their fear. The second past." brother tried to kill the stranger, and then the third - all to no avail. Mere mortal weapons could not harm Chuk’aa, beloved of the spirits. The Blue Heron and Those Who Fly had become wings, and his skin sprouted feathers. He had When I was young, I travelled much. Yes, even I, Bengoukee, become a bird man, for he retained his hands and his mind, but was young once. I was but a little korobokuru, full of the knowl- it was changed in a way both wondrous and frightening. edge I thought I had. Full of foolishness, in fact. On my travels Higher and higher he soared, free and alive. But his aged heart to the west, I encountered the plains of ash, which some of you gave out and he crashed to the earth. may have heard called the Yaku plains. No one knows what As he lay dying, his grandchildren gathered about him. caused this plain to be covered with ash, but little or nothing “Weep not for me, for I have lived more in the past few grows there to this day. moments than in my whole life before. Never have I been so Now the Yaku plains have long been taboo, but I felt no alive.” With a smile, he died. qualms about crossing them. Would that I had. I have never Inspired by this, many of his tribe took up the Blue Heron been so thirsty before or since. I nearly died, while several of and made the fateful leap. They too changed. Truly did they my companions caught the coughing death and did perish. live, free in the air, masters of the skies. For their name they Finally I had to turn back, but not before I saw a sight which took that of their grandfather, Aarakocra, and that is how they amazed me. I saw men flying, and with wings! They soared and are known as to this day to the few who know them. In the danced in the air. No, not flying garuda, and not just big birds. many moons since that day, a very few brave Nubari have What bird do you know that can sling a javelin, for that is what found this artifact of the Ancients, and they too have found the I saw them do. I would have put it down as a hallucination, but freedom of the skies. when I later told my grandfather, he said I did not dream them. Thus were born the aarakocra of the Forbidden Mountains, It was then he told me of the legend of Blue Heron. which I have seen, though so long ago. It is whispered among Thousands of moons ago, there lived a magic-worker of the the trees that they live there to this day, but we may never Ancient Ones. He could do almost anything with his magic, but know since the mountains are taboo as well. Taboo places are he was not content. His first love, his passion, was the birds. He best left alone, because they are dangerous to us, as my own could speak to them, he could even take their shape. But experience on the plains of ash should show you young ones. always he knew that he was Nubari, and not a bird. Always the ◆ ◆ ◆ ◆ ◆ ◆ birds spoke to him of the thrill of flight, of the freedom of the skies. More than anything else, he wanted to experience the The Simbara Legend Of The Ancient Enemy freedom that the birds knew. The grizzled old shaman, Syanya looked over the savanna, and So he set out on his greatest quest, his final quest. scowled. Dark, angry clouds blotted the horizon. It would rain Gathering his magic, he searched for a way to become one with again, soon. Many more days of monsoon would come. And the birds. He searched through countless places of the there were other omens. Already the earthquakes had started, Ancients, and found many strange artifacts. He broke many soon the dark servants would come. Syanya shivered, for the taboos, saw strange and frightening sights, but he did not find dark servants would not be the worst. what he sought. He spoke to wise Nubari, aged korobokuru, “Elder,” said a young male voice. Syanya turned and saw the and even to the elephants. He learned the language of the old- young Zuru standing before him with the warriors of the est of Malatra, the trees. It was one of them who finally gave Simbara. Though barely 21 summers, Zuru was already a him the clue he sought. The old oak was amused by his quest, respected warrior. He would make a fine chief... if he lived long but told him that his answer was already with him. One of the enough. artifacts he had found was a small ceramic Blue Heron. “Elder,” Zuru repeated. “For many Beautifully made, but it had only the faintest touch of magic hours you have stared at the about it, as of a magic long faded. darkened sky and scowled like a Overjoyed, he returned to his home, prepared to finally saru who has eaten a sour fruit. experience the true freedom of the air. But he did not have the The rains fall day after day; the secret, just the beginning of it. Many more years passed as he earth shakes. The simbara ask labored to bring the magic back into the Blue Heron. Finally, you why these things happen, and as a last hope, he returned to the old oak. The oak could only still you scowl at the sky,” say that for those who truly want to fly, the Blue Heron finds Syanya turned back and a way. watched the dark clouds. “Tell me Finally, he gave in to despair. His quest had kept him alive Zuru,” Syanya said. “What do the for many more years than most of his tribe lived. His children's Simbara fear?” children had already grown old, his friends long passed on. He “We fear nothing,” he boasted. went to the highest peak of the Forbidden Mountains and “We are the People Of The resolved to throw himself off. For he would fly at least once Lion, greatest of the Nubari. before he died. His grandchildren accompanied him, for they Our enemies run from us, our loved him dearly, and many too had caught his love of the free- friends respect us.” Zuru dom of the air. As he stood on the peak, he renounced his paused, then looked thought- magic, and said he would fly only through the Blue Heron, or fully at Syayna. “You know he would die. It was then that the Blue Heron spoke to him, in these things, wise one. Why do the language of the mind. He felt the secret words come to him you ask?” as he leaped. Repeating them, he was shocked to find his arms “Yes,” Syanya said quietly, barely heard over the blowing wind. “You fear nothing you will at first be weak. It will be born into a helpless form and understand. But those things you do not understand... do you need time to grow strong.” fear that which you do not know?” “Now is the time, tribesmen,” Syanya shouted above the Zuru puzzled a moment over what the shaman had asked, storm. “The signs are here! Monsoons, earthquakes, and new then replied, "How can I answer truthfully, wise one, when I do peoples have come. The forest spirits are troubled. The Tiger not understand the question?" comes! We alone have been given this knowledge. Search the Syanya smiled in spite of himself. “You are wiser than most, jungles, cross the savanna, look in the mountains. Seek the Zuru.” He turned back to the warriors. “I speak of the Legend Vizerathu, the spirit of the lion! Spread the word among all the of the Tiger! It is said that when Lion meets Tiger, the end of good peoples of Malatra: The Tiger comes!" the world has come and all will be lost. Come!” he cried. ◆ ◆ ◆ ◆ ◆ ◆ “Gather your warriors and scouts, and listen to a tale too long kept secret by our foolish elders!” Bengoukee was in a storytelling mood that night, the children Syanya strode purposefully to the center of the village. “All could tell. Whenever he had that second cup of ale, and got that of the Simbara, come out of your huts and listen to my tales!” moody look, he was up for a story. And right they were, for soon Men, women, and children left their huts, not understand- Bengoukee launched into his ‘good story’ voice. The children ing, but eager for relief from cleaning mud from their posses- gathered around eagerly. sions. The elders emerged from their lodge, demanding, “What is this? Syanya, what are you doing?” The Outcast Who Became Chief “What you in your foolish pride have kept me from doing. I “This my children is the story of the outcast who became chief,” will now speak. Many ancestors ago, the ancients came to narrated the old shaman. “Many moons ago, there lived a shu Malatra. They came from beyond the edges of the sky, for they named Booda. He had a very hard childhood, for chance and had fought a great battle and lost. They fled their enemies and the terrors of the jungle had left him an orphan, indeed, with- hid here in the jungles of our land. Here they rebuilt their out a tribe. tribe.” “But the young shu survived. Survived and prospered he "The ancients looked similar to us, they too had great mag- did, for he came to travel with a wise forest tam’hi who taught ics and commanded powerful spirits. They built a huge village him to commune with the spirits of the jungle. He was on his using strange and wondrous stones and metals in the place we way to becoming a formidable shaman when tragedy struck. call the Jungle Of Lost Tribes. But they feared their ancient He foolishly angered a garuda, and his mentor died allowing enemy might return, so they placed a guardian to watch.” him to escape. “For many seasons their tribe flourished. But one day, in “Now he was truly at a loss for a place to live. His reputa- spite of their guardian and powerful magics, the enemies found tion had begun to grow, but it was not a good one. Some spoke them and destroyed them. In a single night, the Ancients’ vil- of him as a bringer of bad luck, others thought that perhaps he lage was destroyed, the people scattered. No more were they was under a curse. None would have him. Finally he was forced known as a great tribe, their time was over. The few remaining to seek shelter with the only tribe that would have him, that ancients came to live with the Nubari tribes. Though they mar- den of mongrels and cowards, the tribe of the BooToos. ried many Nubari, their people died out and are no more." “Now the BooToos are not to be confused with the race of “Of all the Nubari only we, the Simbara, remember their the butu, a fact that the butu insist on. The legends. We are the People Of The Lion, an animal the ancients BooToos are the dregs of the jungle, understood and respected. We inherited their prophecies, and but Booda had no place else to go. all Simbara shamans since that day remember and tell the So he became their shaman, a most important prophecy: the day the enemy shall return. An fact that they all apreciated. For enemy they called the Tamara. the People Of The Tiger.” while the BooToos had many Syanya paused. All was silent except for the blowing wind. mages—of the cast your spell and “It is said that some day the Tamara, the People Of The run away mentality—they had no Tiger, shall return and destroy all that was once touched by the shaman. So for a while, Booda felt ancients. The Tamara hated the Ancients, for the ancients wor- that he almost belonged. shipped the great Lion spirit, and Lion and Tiger have always “But Booda was not like the fought. Where one lives, the other cannot. It was prophesied other Bootoos. For a start, he had that we would see monsoons and earthquakes in the days a brave heart. This terrified the before the Tamara return. Evil spirits will come, great trees other Bootoo, who exist only by will rise up and walk and slay, new creatures will be seen in giving no offense to anyone. So the land. All evil will rally to their side, and the jungle shall be one day, returning home from as ash. Finally, the Tamara themselves will return and kill all an adventure in which he sin- that lives. When Lion meets Tiger, the Lion shall be destroyed.” glehandedly defeated some “The ancients knew that there was one chance of defeating vile creatures who refused to the Tamara,” Syanya continued. “When the Tamara return, so stay dead, Booda found a dis- will the most powerful spirit of our people. A spirit called turbing thing at home. It was Vizerathu. Both the Vizerathu and the Tamara will come to gone. Yes, the entire village Malatra, but while the Tamara will be strong, the Vizerathu had moved to avoid having him in their tribe. “Reaching the mountain, the heroes had little trouble climb- “This was his lowest hour. Rejected by a tribe that would ing to the plateau of the gods. There, they waited with great reject no one. It was only luck that he heard of the passing of hope as well as a nervousness bordering on fear. How could the chief of the Simbuki. The chief had died childless, and they face a God of Fire Mountain and live? Simbuki law stated that there would be a challenge. Having “When the great spirit descended from the sky, it filled them nothing to lose, Booda journeyed to the village of the Simbuki. all with terror. Taller than a tree, and formed of living flame, it “The challenge was rigorous, but not out of reach to some- appeared as a bringer of doom. All of the heroes immediately one who had faced the gods of Fire Mountain. He had to select knelt and pressed foreheads to the ground in a show of respect. a companion, for the shu judge their chiefs by their ability to All but one, that is. Boo Two, a saru of little courage, could not inspire their followers. Booda’s choice of a companion was withstand the sight of the great god. His eyes rolled and he strange to many. For while the other contestants chose brave landed flat on his back, his will unable to hold up under the fighters and wily mages, Booda’s choice was Urg, a saru of mod- gaze of the divine spirit. est fighting ability. The challenges included a riddle, which “‘Is this how the great chieftain intends to show his Booda answered himself, combat, in which Urg proved to be as respect?’” thundered the god. The remaining heroes knew they good as his race would imply, and at the end, a difficult chal- must act quickly, or the land surely faced destruction by the lenge to retrieve a egg from the top of a great tree. It was here angry god. The leader of the heroes, Boo Dos, found the courage that Booda’s choice proved most wise, for while the fighters and to speak. ‘No lack of respect is intended, Great One,’ Boo Dos mages struggled and completed the task slowly, if at all, Urg stammered. ‘My tribesman was overcome by your presence,’ he scampered up the tree and back down with the egg in a matter said while two other tribesmen, Boo Tue and Boo Deux, of moments. propped the terror-stricken Boo Two up to a sitting position. “Having passed the challenges, only the final one remained. Meanwhile, the tribe’s shu shaman, Boo Da, held his head in a The Great Tree which is at the center of the Simbuki village respectful position. had to accept Booda. The Great Tree had many spikes which “‘I am not amused by this!’ thundered the fiery god. only a chieftain may pull. He strode forward, timidly, and laid Realizing that an offering of even more than the sacred staff his hand on the spikes. The tree hummed. Deep inside him, was required, Boo Dos did the only thing he could. ‘He is unable Booda felt a feeling he had never felt before. As the spike came to speak, great one, as his fondest wish, his heart’s desire, his loose in his hand, he was surrounded by the cheers of his tribe- life’s quest, is to serve you for the next thousand moons. He has men. Booda realized that at last, he had a home.” lived his whole life for this moment, and now that it is here, he is overwhelmed. Show mercy on him, and accept his service as Booda, the shu chieftain of the Simbuki, is played by Chris a small token of the respect of those present and of the tribe of Wilcox of Kansas City, Missouri. He earned this honor in the Big Chief Bagoomba.’ adventure If the Shu Fits at Gen Con® Game Fair ‘97. Several “‘Is this so?’ roared the great spirit. Boo Two nodded rapid- others qualified, but only Booda would grasp the spike (and ly, helped by the small Boo Da who was standing behind him. thus retire his character). Chris is allowed to start a new shu ‘So be it,’ he said, and gathered the sacred Staff of the Ancients character who can list “the brother of a chieftain” as one of his in one fiery hand. Draping the still terror-stricken saru over a background characteristics, with the usual privileges you could shoulder, the god flew off into the smoke and fire of the great finangle out of a big brother who is a chief. mountain. No one in the land has ever seen ◆ ◆ ◆ ◆ ◆ ◆ Boo Two since. “Thus was born the legend of Servant of Fire Mountain the saru who serves the gods of Many children gathered around the campfire where Big Chief Fire Mountain. As any Bagoomba waited for them. The chief was well known through- tribesman of the tribe of Bu will out the jungle for his ability to tell tales, and the children of his tell you, Boo Two serves the god tribe loved hearing his stories of bravery and adventure. to this day.” “Come closer, young ones. Tonight I have a special tale for ❏ you. This is the story of how a hero sacrificed himself to save the whole jungle from the gods of Fire Mountain. Many moons ago the great peak of Fire Mountain erupted, raining fire and death upon the Council of Tribes held in our village. A flaming spirit appeared and said that the tribute had not been sent according to the gods’ demands, and restitution must be made. Naturally I was shocked, as the time of the tribute had not yet come. To save my people I looked about for brave heroes to carry the tribute to the mountain. The tribe of Bu, a minor clan of saru known for dealing with threats by appeasing invaders, offered their services. I would not normally have chosen them, preferring braver warriors, but in my wisdom I saw that their special talents would be of use in this case. Entrusting them with a Staff of the Ancients, I set them on their way. The Hungry Spirit of Fire Mountain A Ruin of the Ancients by Ed Gibson the entire Huroola tribe when the akay- Finally, the procession of villagers dis berries ripened. Likewise, each of the reached the clearing where the hungry S’yth Kyanna was worried: leopard other Huroola villages presented offer- spirit waited for their offering. As the katanga raids and the sleeping death ings to the spirit in response to a tradi- villagers stepped into the clearing, the had claimed the lives of many villagers - tion which was developed generations spirit’s eyes opened; they shone so would the tribe’s offerings be sufficient ago, back in the dark times when men brightly that the villagers were forced to to satisfy the spirit? If the god was were allowed to bear spears. shield their eyes. The body of the spirit unhappy, he might punish both Latanya Many generations ago, a village was buried within the mountain, but his village and the entire Huroola tribe. The failed to make the offering. The spirit head was as tall as four warriors, and as fate of the village was in her hands, as it was angered and sent rivers of fire to wide as three leaps of a tiger. His mouth had been ever since the day that she destroy the offending village. The other was as big as a small hut, but he had no became elder speaker. villages sent their bravest men and teeth. The bottom of the clearing was S’yth led the villagers along the women to make the offering, hoping to covered with stones which had been Dreaming River to the sacred place high save the Huroola tribe. Although dozens placed so carefully that no grass grew in upon the weathered flank of Fire died while crossing the rivers of fire, the the clearing. The men stepped aside as Mountain. The men climbed slowly, offering was made, and the spirit was the elder speaker approached the spir- straining under baskets piled high with appeased. The negligent village was it’s mouth. pots, wooden carvings, food, and other razed, and the survivors were driven S’yth Kyanna spoke “Hungry one, our offerings. Their sweat streaked the red from the Huroola lands. village has come to feed you. Please mud that covered their faces and hands. The face and hands of every villager were covered with the same red mud for this ceremony, including the infants that several of the women warriors cradled in their left arms, even while wielding a spear with their right hands. Under different circum- stances, the view of the lush green plains and winding blue river would have been spec- tacular, but today the women watched only the surrounding jungle, alert for any threat, while the men concen- trated on the rough ter- rain beneath their feet. Latanya village had the duty of presenting an offering on behalf of accept our offering on behalf of all the most needed of the tribe’s goods. he had been roasted by its fires, wrung Huroola and do not unleash your rivers The approach to the mouth of the by the twisting bowels of the mountain. of fire upon our land. I, S’yth Kyanna, spirit is hazardous. The Dreaming River, The chieftain’s dream ends there, but elder speaker of Latanya village beseech treacherous and swift as it pours down what happened after is legend itself. you to hear my prayers, as you did for the side of the mountain, is but one of Maddened by the dream, the dream that my mother before me”. She gestured and the dangers each villager must face. came again and again into his sleep, the the men began to lower the baskets into Several short, steep climbs weary the dream which left him sweating and the spirit’s gaping maw. According to body, and fatigue the spirit as well. exhausted each morning as he woke to Huroola legend, if the spirit was very Tribal elders say that the journey must the day’s break, the chief made a deci- pleased with the offering, he would give be made one step at a time and with sion to find out the truth about the hun- a gift to the tribe. These gifts were large pure heart, for the spirits easily see the gry spirit, the truth of his dream. blocks made of a strange material. Two charcoal shadow of the insincere giver. When his village fed the hungry one, strong men were required to carry each Huroola warriors tell stories of how he waited. When the mouth of the spirit block, which become altar stones that the mouth of the spirit emits an ear- rumbled and closed, the enraged chief the Huroola use to venerate the spirits splitting scream to announce his pleas- lept into the pit himself, determined to of their ancestors. ure at the gift, as his great lips close know the truth. The spirit’s satisfied The hungry spirit does not tolerate around the offering, and his great gullet scream blended with a new cry, the cry thieves and two-hands worth of greedy gulps it down, a belch of steaming of terror from the insane chieftain. people were known to have been swal- breath emitted from within signifying Stories say that the chieftain found lowed whole, while other more fortunate the gift’s acceptance. his truth in death; some say that the individuals merely lost limbs to the spir- One story often told by tribal elders hungry one taunted the chieftain to it’s enormous mouth. tells of the dream of one of the Huroola become part of the mountain. S’yth watched the men empty their chieftains, a dream which came to the Many stories are told about the loads into the pit, waiting for the bellow man each night. He dreamed that he mouth of the hungry spirit, about those that signified the spirit’s acceptance of had been swallowed by the hungry one, who’ve served him, and those who’ve the offering. It had not come by the time where he encountered the spirit’s many been served. But it is said that when the the last villager dropped his offering teeth, and was chewed into bits no larg- mountain is satisfied, and the offering into the hole. “So this is how the end er than biseechee leaves. In his dream, has been pleasing, the hungry spirit comes”, thought S’yth Kyanna as she however, his spirit remained intact; he leaves a gift, a stone for the village to stepped forward to the waiting mouth. watched as the hungry spirit digested use for an altar. Most often, the stone is She knew her duty; to sacxrifice herself his body. black and shiny-smooth. Rarely, the to avert the great spirit’s wrath, and she He felt his body cooked in the belly of stone is a glossy white. was prepared to do so. Before she the spirit, cooked as over the hottest The legend of the chieftain ends with jumped, however, the great bellow central fire, warmed to render the juices such a gift, a black, glossy stone with a sounded, echoing off Fire Mountain and of his mortal flesh into the air. Abruptly white design on the top of its surface. causing shivers in the twilight. The the chief felt his body rotating, twisting, Some say the design resembles a bat, a Hungry Spirit closed his mouth, swal- spinning, and whirling. He felt pressed bird, or a giant moth. To most, however, lowed, and opened again in preparation against the side of the great belly, felt the design is a reminder of the chieftain for a new offering. The villagers silently squeezed and wrung, like the garments and his dream: a pair of outstretched, made their way down the mountain, the washer presses against the rocks to bony hands that seem to reach out of the their thoughts already turning to the drain them of moisture. mirrorlike surface of the stone. coming year’s tribute. Finally, he felt his flesh merge into ❏ the flesh of the belly, becoming one with The tales surrounding the Hungry the hungry spirit, to see the world no Spirit of Fire Mountain are some of the more. But in the chieftain’s dream, his oldest legends in Malatra. Many strange spirit remained alive inside the great stories are told of this large pit, the body of the spirit, the body that was Fire many offerings placed inside over hun- Mountain. dreds of years, and the black altar He could see the two secret ways into stones the spirit provides for a success- the spirit’s mouth, ways covered by ful sacrifice. years of rockslides and lava flows. He The Huroola tribe, which inhabits could see the many tunnels that were the western slope of Fire Mountain, has the spirit’s veins and arteries. He could long been the keeper of the site. see the lungs and the three great pipes Watching the mountain with care for of the mountain, lungs that could puff signs of its unhappiness, the people of the smelly smoke, pipes which belch the each Huroola village keep the spirit noxious fumes which sometimes over- appeased by offering sacrifices of the come the worshippers of the hungry most precieous, the most beautiful, and spirit. And he could see the belly where Architects of Adventure Writing Guidelines for the Living Jungle

This campaign-style tournament setting may conflict with future plans for the Read all the Living Jungle material allows RPGA members to bring their Living Jungle setting. you can, and play in as many of the tour- own characters to the tournament table. Decide whether you wish to write a naments as will fit in your convention Thus, Living Jungle authors needn’t sup- stand-alone adventure or one which is schedules. ply characters for their tournaments. linked to other jungle adventures (either Feel free to include elements of any But writing for a Living setting has its as a multi-round tournament, or several real-world culture as well as your own own challenges, like balancing encoun- stand-alones which share some back- imaginary additions to the setting when ters, determining experience awards, ground events, subplots, or locations). We writing your tournament. African, Asian, and establishing a consistent andcon- recommend the latter course, since it South American, and Polynesian culture, vincing atmosphere for a setting with provides a sense of continuity in the set- myths, legends, geography, flora, and many authors. ting. Also, if you’re a first-time author, fauna would all provide excellent inspi- Almost as important as writing a working with a veteran is a great way to ration for your adventure. When in good event is meeting your deadlines. avoid common mistakes and to write a doubt, keep Africa and Asia foremost in Network tournaments written for first stronger adventure. mind, and try to blend two or more cul- run at a particular convention must be If your tournament is intended for tures when creating a new part of the submitted in complete form no less than first run at a convention, be especially setting. six months before the con. If you miss sure that you can meet the deadlines this deadline, chances are very good that with room to spare. Your tournament Tone your tournament will not appear at the may require some editing, and if you’d Though they are often confused, tone and convention for which you wrote it. Of like to have a strong hand in that edit- atmosphere are not the same. The atmos- course, you can submit tournaments ing, you must allow even more lead time. phere of an adventure is its setting and without a particular convention in mind, Once your adventure is complete, background, its landscape, characters, and then you needn’t worry about dead- send it to HQ with a completed Standard animals, and all the things which sur- lines. In any event, meeting a deadline Disclosure Form and a cover letter. round the heroes. The tone of an adven- doesn’t guarantee that your event will be ture, on the other hand, is attitude. sanctioned—it still has to be a good, fun, Atmosphere All Living Jungle events should complete adventure. The Living Jungle setting and its inhab- include some element of heroism (see itants are inspired in large part by Player Goals, below). Beyond that one The Submission Process African and Asian cultures, inhabitants, element, scenarios can be horrific, Once you’ve decided to write a Living legends, geography, and animals. But humorous, mysterious, action-oriented, Jungle adventure, the first thing to do is you’ll also find elements of other jungle or any other sort of adventure that suits compose an outline. Some authors can cultures in the tournaments, and of your taste. Deciding on a single tone or a begin writing an adventure without an course there are some parts of the Living clear blend of different tones, however, is outline, but most of us do a much better Jungle which are almost pure fantasy. crucial. An adventure designed to evoke job if we have a blueprint before we For inspiration, read books on early terror can benefit from a little comic begin pouring concrete. African and Asian cultures, visit a muse- relief before an especially shocking To make sure that your foundation is um, watch films, or even just browse a moment (the heroes tense before a mov- sound before you begin piling on the few encyclopedia entries. Any realistic ing bush for a mighty tiger’s attack, only beams and walls, start with an outline. element you add to an adventure is sure to see a tiny cub pad out and yawn—but Send your outline to the staff at the to heighten the excitement surrounding as soon as they relax, the cub’s huge RPGA Network office (mail or e-mail will magic or monsters when those elements mother crashes down on a party mem- both do nicely), and they’ll give you feed- of an adventure appear. But remember— ber). However, to include a nomadic band back on your proposed adventure, warn- the Living Jungle is not historically of seven shu with names like “Dopey” ing you whether it is too similar to other accurate, nor is it meant to be a strictly and “Sneezy” in an otherwise frightening adventures in the works, or whether it actual depiction of real-world cultures. scenario could well frustrate and annoy players. Some things just don’t go togeth- judge should have little trouble antici- of events which may be triggered by hero er well (think: bacon and ice cream). Just pating the players’ next move, and the actions. For instance, if the heroes begin be sure to have a tone in mind when plot of the adventure will remain clear the adventure by witnessing a brawl starting your adventure, then keep it and consistent. during a celebration, their “next consistent and use moments of other The most often cited drawback of the encounter” could be: 1) participating in tones to complement your main tone, not linear adventure is that the players may the brawl), 2) going to summon help, 3) conflict with it. feel “funneled” into actions rather than following the suspicious-looking charac- having the freedom to choose them. The ter who left just before the fighting start- Player Goals most important thing to consider when ed, or 4) leaving the area to avoid all the Player Characters (heroes) in the Living writing a linear adventure is to give the trouble. Jungle must all be of good or neutral heroes the illusion of free will. Make the As you can see, event-based matrix alignment; the campaign is meant to be choices required to move from one adventures almost always have location- heroic, not gritty and dark. Inspire the encounter to the next inevitable and log- based elements as well. In fact, most players to perform heroic deeds by giving ical. good matrix adventures will have ele- them heroic goals: rescue, defense, explo- Anticipate any player objections to ments of both location and event trig- ration, diplomacy, or similar activities. each segue between encounters, and pro- gers. Don’t lure the heroes only with the prom- vide the judge with suggestions and If you are a beginning author, you ise of tangible rewards; give them the options for getting the players back on may find the linear adventure easiest to chance to accomplish something altruis- track if they depart from the plot. write. Location-based adventures are tic or selfless. This does not mean heroes The decision-tree structure is similar also relatively easy to write (dungeon won’t ever go on a hunt, search for lost to the linear adventure in that it is plot- crawls, after all, are location-based). As treasure, or compete for territory. But based, but the players’ decisions deter- you become more confident and capable the main goal of each scenario should mine which of several encounters they as a tournament author, you will likely give the heroes a chance to show that will experience. explore combinations of these and possi- they are heroes, not just treasure- So after the heroes finish the first bly other tournament structures, eventu- hunters. encounter, they may have a choice ally settling on the combinations that between two or more “next encounters”: best suit your own style. Structure the choices of their characters deter- Regardless of the structure of your Part of adventure structure is gauging mines which encounter happens next. adventure, you will probably want to the time heroes will need to complete the Ultimately, however, the decision-tree include one or two role-playing encoun- adventure. Living Jungle tournaments, leads to the same conclusion (or pair of ters in which the heroes can overcome an like most RPGA Network events, must conclusions—one for success, one for fail- obstacle simply by role-playing and deci- be finished in three hours (four- hour ure). A simple example of a decision-tree sion-making, one or two intellectual slots, less 30 minutes start-up and 30 branch is whether the heroes choose to obstacles (like traps or riddles), and two minutes scoring time). Be sure that most pursue a villain on foot or by boat. They combat or action encounters in which the competent groups of players can com- might encounter bandits on the road, but heroes must make die rolls to overcome plete the entire scenario within that a dangerous series of water rapids on the an obstacle. There’s no secret recipe for time. It’s frustrating to fall short of the river. Either way, they move toward cap- constructing a great adventure, but final goal in an otherwise engaging turing the villain. these general guidelines reflect the adventure. A matrix-based adventure is much tastes of most gamers. Successful tournaments may take one more versatile from the player’s perspec- For more information and excellent of several forms: tive, giving them abundant choices and commentary about adventure structure, ✺ Linear great power to determine the course of see The Complete Book of Villains,by ✺ Decision-Tree the plot. But matrix adventures demand Kirk Botula, or (though it is out of print) ✺ Location-Based Matrix more of a judge and sometimes lack a The Dungeon Master® Design Kit by ✺ Event-Based Matrix strong, coherent plot. Matrix adventures Harold Johnson and Aaron Allston. can be location-based or event-based. There are plenty of other good sources of The linear adventure is perhaps the The former allow the heroes to move advice and inspiration available from most common structure for Network from one physical location to another, TSR as well, including but not limited to tournaments. In them, heroes move triggering different events in different Creative Campaigning and the inevitably from the first encounter to the places. Campaign Sourcebook and Catacomb second, then to the third, the fourth, and An adventure in which the heroes Guide. so on to the end. There is never a choice must travel to six different tribes to between two “next encounters.” gather the totems for a ceremony is a Hero Levels The virtues of linear adventures are location-based matrix adventure, as long All tournaments for the jungle setting simplicity and coherency. The writer as the heroes can visit those locations in must be written with a single level range needs not include several fully-developed any order they choose. in mind. There are three level ranges: encounters which the heroes may never Event-based matrix adventures are experience. They are coherent in that the even more difficult to write; they consist ✺ Low Level 1st-3rd Experience Awards Hero Points ✺ Mid-Level 4th-6th Experience awards will be constant Writers should be especially careful to ✺ High Level 7th-10th regardless of the total experience levels give the judge hints and advice on when of the hero party. However, to keep to award Hero Points for specific Characters of levels 1-3 can participate things easy for the judge, who must do moments in the adventure. For instance, in a low-level tournament, but charac- all the arithmetic under the pressure of if the heroes are given the opportunity to ters of 4th level and above cannot. getting players their experience, filling wrestle a lion in order to win a magic Characters of 4th-6th level may play out scoring form, answering player ques- spear from a Simbara tribe, then you mid-level adventures, but characters of tions, collecting the player’s score forms, should point out to the judge that a Hero 7th level and above cannot. PCs of lower and so forth, don’t bother with exact or Points award is not appropriate, since level than the range indicated on the even correct experience awards from the the heroes see an obvious reward for tournament can still play, but they run AD&D® game rules. wrestling the lion and are likely to do so the risk of encountering obstacles too Give the party no more than 15 dif- for glory as much as for bravery. powerful to overcome with a lower level ferent experience awards, and keep all of However, if those same heroes see mem- character. Judges should advise anyone them in units of 50 points. Thus, if you bers of the tribe attacked by a rogue lion, planning to bring a 2nd level character have an encounter in which the heroes and one chooses to wrestle the lion to into a mid-level tournament that it’s a must defeat a creature which is normal- submission rather than kill it, then you risk. But ultimately, being a hero is a ly worth only 35 experience points, make may suggest a Hero Point award may be dangerous profession, and the threat of the experience award 50 points. appropriate. character death must remain a real one No single experience award should It is still the judge’s place to deter- if adventuring is to remain exciting. consist of more than 25% of the total mine when a Hero Token is appropriate, experience available for the adventure. but you should anticipate moments in Level XP Award Furthermore, a good adventure is struc- your adventure in which the heroes are Low 1,000-2,000 tured so that an average party will earn likely to have heroic opportunities. Mid 3,000-5,000 somewhere between 50% and 75% of the High 6,000-9,000 total experience available. Only very Special Stuff good adventuring groups should earn all Magical items are very, very, very rare in As the campaign progresses, a level possible experience awards. the Living Jungle. But that’s not to say range above 10th may be created to Experience awards should be distrib- the heroes can’t find special treasures in accommodate very high level heroes. uted so that a party can earn most of the every scenario. In fact, the plateau of Since Living Jungle scenarios are available experience even if it does not Malatra is rife with ancient ruins and written for a range of character levels, finish the scenario. half-buried artifacts. encounters need not (and should not) be Placing most of the experience in the Don’t include more than one perma- tiered for different groups of characters. last encounter discourages role-playing nent magical item in any tournament, Thus, a group of all 1st level characters and forces players who are concerned and include only non-magical treasures will face the same threat in a tourna- with earning experience points to rush in low level adventures. Substitute those ment as would a group of all 3rd level and perhaps not have as much fun as magical items with treasures like these: characters. To anticipate this disparity possible. ✺ An elegant gold mask decorated and allow the lower level characters a Never put more than 25% of the total with gems and fine filigree fighting chance when facing dangerous possible experience awards in the last ✺ An excellent ebony spear with a foes, authors should include “trou- one or two encounters. Give the heroes a razor-sharp tip of a strange, light, bleshooting” advice for a DM who faces chance to earn experience throughout stone-like material (+1 to hit, non- the imminent demise of all his heroes the adventure. No total experience magical) when they have played well and are sim- award should exceed the high end of the ✺ The gratitude of a village shaman, ply outclassed by the opposition. Such following xp ranges: good for one long-term bless (1 day) advice can include the suggestion to Note that the upper range of this spell cast at the beginning of the lower the number of enemies the party chart is purposefully depressed (relative next adventure faces. This option is best used in encoun- to experience needed to advance a level) ✺ A korobokuru chief’s secret recipe— ters which include many combative ene- than the lower range. This is an inten- never before shared outside the mies, say, 20 giant rats. Lowering the hit tional device to prolong the adventuring tribe—for brewing a celebrated malt points of an opponent, reducing the dam- careers of higher level adventurers while beverage age die from a trap (converting a 3d6 still allowing low level characters to Let your imagination run free when damage trap to a 3d4 damage trap), and advance relatively quickly into the mid- designing similar treasures, but keep in similar tactics. dle range. Authors should never feel as mind that treasures lose much of their There’s no concrete set of guidelines though they must use the upper range of mystique when they become too common for producing such advice, but as the experience point awards simply to please or too numbers-oriented. Let every object writer you should be sure to make your the players; players will be best pleased tell a story, or at least hint at one. instructions simple and clear to the with good, enjoyable scenarios. ❏ judge. Living Jungle Q&A Errata for Malatran Heroes

Errata ❉ Katanga characters can be any size treasure found in LIVING JUNGLE events, ❉ Katanga heroes do not gain a which fits into their size category, as be it magical or mundane, must have an Dexterity bonus when in biped or ani- noted on the MONSTROUS COMPENDIUM official certificate. Heroes cannot simply mal form. The armor class of this form sheets. They can vary in size within that use their skills to find items of value in already takes into account the creature’s limitation (different species of monkey events unless individually specified. hide and agility when in these forms. for example), but gain no special game Judges are not empowered to create However, they do receive a Dexterity abilities. their own treasure certificates. bonus when in human form. Saru char- acters, on the other hand, do receive an Frequently Asked Questions What are some of the other things that do AC bonus for Dexterity. Why can’t you specialize in rock throw- not exist in Malatra? The following ing? No character can specialize in items are some of the things which do ❉ All races of the LIVING JUNGLE share a “rock.” The shape and weight of a rock not exist in the LIVING JUNGLE: lycan- language in the common tongue of the varies from stone to stone, making each thropy, potion miscibility, a standard of Nubari. However, the ape-like origins of projectile a different size and shape. currency, true gods, and contact with the saru force them to spend two non- Specialization in a weapon is based on a races outside the Malatran plateau. weapon proficiency slots to learn hero’s experience and knowledge of a Common. Tribes created by Network weapon’s balance and form. Rocks come Are katanga affected by a hold person members can have their own Nubari in a variety of different shapes, sizes, spell? Although they are described as an dialect, but a proficiency slot must be and weights. intelligent race of shape-changing ani- allocated to this new language. mals, katanga are susceptible to the Why can’t wilderness races like the jun- effects of spells such as charm and hold ❉ Tribes outlined in the tribes section gle tam’hi and the tiger katanga be person. Katanga are considered demi- have special weapon bonuses for their rangers? Since several non-human races humans for the purposes of all spell members. However, these weapon have special abilities and powers, cer- effects. Consequently, they are immune bonuses must still follow class restric- tain restrictions need to apply to hero to the effects of spells such as charm tions. For example: a cleric or mage classes. If the tiger katanga had many mammal or hold animal. may not fight with a spear even though more advantages than other races, there they receive the proficiency for free. would be fewer benefits to being Nubari What are the height, weight, and age fac- This rule contradicts benefits for the or other races. tors of Living Jungle races? This infor- Rudra tribe, staying within the core mation is presented here for some races. rule restrictions. Can a judge make up a certificate for ❏ items found in an adventure? Unusual Height & Weight Height in Inches Weight in Pounds Race Base Modifier Base Modifier Korobokuru 50/48 1d10 110/100 3d12 Katanga 60/58 2d6 115/95 3d12 Tam’hi 55/50 1d12 90/70 3d10 Nubari 60/59 2d10 140/100 6d10 Shu 32/30 2d8 52/48 5d4 Saru 50/50 2d10 260/220 6d10 Age Race Starting Age Maximum Age Middle Age Old Age Venerable Korobokuru 20 + 1d10 100 + (3d10) 45 yrs 80yrs 125 yrs Katanga 19 + 1d8 70 + (2d10) 40 yrs 60 yrs 95 yrs Tam’hi 35 + 1d10 200 + (3d10) 60 yrs 170 yrs 230 yrs Nubari 15 + 1d4 90 + (2d20) 45 yrs 60 yrs 95 yrs Shu 17 + 1d6 75 + (2d10) 30 yrs 55 yrs 80 yrs Saru 15 + 1d3 90 + (2d20) 45 yrs 60 yrs 95 yrs LIVING JUNGLE™ Campaign Character Creation Guidelines

The following are guidelines for creating druids, and specialty Skill Koro Kat. Tam. Shu Saru Aara Butu Lizrd IVING UNGLE your own L J hero and modifying wizards are not avail- PP — — +5% +5% +5% –– +5% -5% that hero after playing in official Network able at this time. tournaments. Multi-Class heroes OL +10% — -5% +5% -10% -10% –– -5% You can use the LIVING JUNGLE Hero are permitted (see the F/RT +10% — — +5% — –– –– –– Sheet or make one of your own, as long as it MONSTROUS MS — +5% +5% +10% — -5% +5% +5% is complete and easy for a judge to read. You COMPENDIUM descrip- HS — +5% +10% +15% — –– +10% +5% are responsible for keeping a copy of your tions). Keep in mind DN — +10% +5% +5% +10% +15% –– +5% hero and a list of all the items, wealth, and that it takes longer for experience points he earns during tourna- these demi-humans to CW -10% +5% — -10% +15% –– -5% -5% ment play. You must be able to provide a advance, as they must RL -5% — — -5% 20% -5% -10% -5% Treasure Certificate to prove that your hero divide experience they has earned any special items listed on your earn. Dual-Class heroes are not permitted in hero’s Strength, Intelligence, Wisdom, Hero Sheet, and you must have a Hero Point the LIVING JUNGLE at this time. Dexterity, Constitution, and Charisma Certificate to show that you’ve earned a scores. Scores of 19 can be reached only by Hero Point. Warriors:LIVING JUNGLE warriors are virtu- spending 10 points beyond the initial 18. A All LIVING JUNGLE heroes must fit the ally unchanged from the generic version, Dexterity of 19, then, requires 28 points. The AD&D® 2nd Edition Game rules and the though the lack of powerful armor changes exception to this rule is in Strength scores. Player Character race descriptions in the the nature of combat significantly. LIVING Raising Strength above 18 costs one point MONSTROUS COMPENDIUM® sheets in either JUNGLE rangers are identical to the standard for each 10% up to 18/00. Strength scores of POLYHEDRON® issue 102 or 121. Follow these version, except for style and trappings. 19 cost 29 points. steps to create your own LIVING JUNGLE hero: Except for katanga, all non-human Wizards: Wizards begin play with any four heroes’ Ability Scores must range from 6 to 1) Select a Race & Class spells from the following list: affect normal 18, with the following exception: Races Available: Aarakocra, butu, katanga, fires, armor, audible glamer, burning hands, See the MONSTROUS COMPENDIUM sheets in korobokuru, lizardmen, Nubari (humans), chill touch, comprehend languages (spoken POLYHEDRON 102 and 121 for katanga Ability plantmen, saru, shu, and tam’hi. only), enlarge, feather fall, friends, jump, Score ranges. Human heroes’ scores must Aarakocra are bird-like humanoids who light, magic missile, mending, protection from range from 6 to 18. can fly, butu are kobold-like beings, katanga evil, shocking grasp, sleep, spider climb, spook, Aarakocra: S 3/16 D 3/15 are shapechanging animals, korobokuru are taunt, ventriloquism, wall of fog. Spellbooks dwarfish savages, Nubari are humans, plant- Butu: C 4/15 Ch 3/14 are unknown in Malatra (see below). Hero Korobokuru: C 12/19 I 3/17 men are vegetable-based humanoids, saru wizards will gain spells at the end of most are smart apes, shu are hairless halflings, and Lacerial, blade S 10/18 D 3/14 (but not all) adventures as part of the sce- C 5/18 W 7/18 tam’hi are nature spirits. All of these races nario’s rewards. are explained in detail in the MC sheets Ch 5/18 LIVING JUNGLE wizards do not use spell Lacerial, fin S 7/18 D 5/18 found in the LIVING JUNGLE Packet. books or material components; instead, they Lacerial, horn S 12/18 D 2/12 memorize their spells by meditating upon C 8/18 I 7/19 Classes Available: fighter, ranger, cleric, the various fetishes each wizard carries. Each Lizardmen: I 3/17 Ch 3/16 thief, and wizard. Bards, specialty priests, fetish represents a single spell that the hero Oscray S 6/19 C 5/18 wizard can memorize. First level wizards Ch 3/16 begin the game with four fetishes. Character Class Limits Saru: S 12/19 I 3/17 Ftr Rng Wiz Pri Thi Shu: S 3/17 D 12/19 Clerics: The shamans, witch doctors, and Tam’hi: C 3/17 Ch 12/19 Aarakocra 10 – 7 5 9 priests of Malatra are all treated as clerics, except that they have major access to all Butu 10 – 5 – 10 Heroes begin at first level and must meet priest spheres. Because LIVING JUNGLE priests Katanga 10 – 7 5 7 the minimum statistic scores for their class- do not worship gods, but the spirits of the es. LIVING JUNGLE heroes have maximum hit Korobokuru 10 – 5 7 9 jungle, their holy symbols are of all varieties, points at first level. Lacerial, blade 9 – 7 10 – even within a tribe: rattles, small drums, Lacerial, fin 10 10 5 7 – preserved snakes, bones, and virtually any 3) Choose an Alignment totem or fetish imaginable. Lacerial, horn 9 – 10 7 – All LIVING JUNGLE heroes must be of Lizardmen 10 7 – 7 9 neutral or good alignment, but only goodly- Rogues: Thieves are essentially the same as aligned heroes may earn or benefit from Nubari U U U U U their basic versions, but they cannot use the Hero Points. Oscray 9 – 9 5 9 read languages ability until after written or Plantmen 10 7 5 5 – iconic languages are discovered during the 4) Select Proficiencies Saru 10 – – 9* 7 course of the campaign. Consult the table above and to the right for racial thieving Most proficiencies in the Player’s Handbook Shu 10 – – 5 7 modifiers. are also available to LIVING JUNGLE heroes. Tam’hi 10 – 9 – 7 Other proficiencies available are listed in the 2) Assign 75 Points article “Jungle Lore” in POLYHEDRON 108. * Except under special circumstances (Network contests), More could become available as the cam- player character saru priests are not available. You have 75 points to divide among your paign progresses.

® and ™ indicatre trademarks of TSR, Inc. © 1996 TSR, Inc. All Rights Reserved. At present, no LIVING JUNGLE hero may hemp rope, 30 feet of vine rope, sharp cut- sonality traits, especially some that you do begin play with the following proficiencies: ting stone, fire-starting stick, bone needle not possess. If you consider yourself quiet ancient history, armorer, blacksmithing, char- with thin hemp thread and reserved, you may like trying to play an ioteering, engineering, forgery, gem-cutting, active and out-spoken character. heraldry, languages (ancient), mining, read- Weapons in the LIVING JUNGLE setting are ing/writing, riding (airborne), riding (land- usually made of stone, wood, or bone. Metal Heroes should have interesting back- based), seamanship, stonemasonry. technology has not yet appeared on the grounds, but be sure not to tell all of your Malatran plateau, and metal weapons are hero’s story before she begins adventuring. 5) Select Equipment rare. For the sake of simplicity, however, Let the tournaments be a large part of your LIVING JUNGLE heroes begin with no money. these inflict the same damage listed in the hero’s story, and update your Hero Sheet to The people of Malatra use a bartering sys- Player’s Handbook for steel versions of the include important or interesting events from tem instead of money. Magic items are same weapons. those tournaments in your character's back- acquired only during tournament play and During campaign play, heroes could find ground. at convention activities, such as the Great more exotic weapons, but beginning heroes Convocation of Fire Mountain. Trading must choose from this list: Advancing in Level magical items among heroes is welcome, but When your LIVING JUNGLE character earns players must exchange Treasure Certificates Weapons: Battle axe, blowgun (for barbed sufficient experience to advance a level, be to prove the trade. darts or thorns*), short bow, club, hand axe, sure to modify your Hero Sheet to reflect the A player character begins play with one javelin, knife, quarterstaff, sling (stone only), new level. item for each point of Charisma he or she spear has. These starting items represent gifts the * Poison thorns are never available to Add the appropriate number of addition- character has received in the past. For exam- heroes, though nonplayer character shu al Hit Points. LIVING JUNGLE heroes gain hit ple, a hero with a Charisma score of 10 can tribes are notorious for their use. Sleep poi- points based on their hit die type: Hit points select 10 items total. Choose all of your son could become available during an for high Constitution scores are added. For items from the following lists of clothing, adventure, but only for the duration of that example, a ranger hero (warrior class) with a food, equipment, weapons and armor. adventure. PC HD HPS/ Clothing: robe, belt, loincloth, halter, vest, Armor is rare in the Living Jungle, but these Class Type Level sandals, shoes (reed), snakeskin cap, toga, kinds are available: hide armor (AC 6, Warrior 10 8 tunic, rain cape, woven hemp sash, straw weight 30), bone armor [Wise Ones heroes Priest d8 6 hat, lizardskin leggings can also wear thatch] (AC 8, weight 15, Rogue d6 4 weight 5 for thatch), and reed armor (AC 9, Wizard d4 3 Food: beer, bread, cheese, eggs, fruit, grain, weight 5) body shields, and medium shields. berry juice, wine, meat, milk, nuts, water, 16 Constitution gains 10 hps per level coconut shell full of honey, roots (one Other weapons and equipment will be made beyond first. Consult the following table for week’s supply of food and drink counts as available during the campaign. Heroes may the additional hit points gained. two items) not begin the campaign with items that are Note that a Nubari hero can earn and not on this list. save more Hero Points at higher levels. For Equipment: arrows (6), barbed darts (6), example, second level Nubari heroes can basket (large or small) berry dye (ink), bone 6) Describe Your Hero have up to two Hero Points at a time. tube, charcoal stick, clay pot, clay jug, cloth, Heroes should never be just collections of fish net, bone fishhooks (6), pouch (large or numbers and abilities; they should have per- Check the Player’s Handbook for addi- small), sack (large or small), torch, water sonality, appearance, and history. So before tional or improved abilities, such as thief gourd, waterskin, wicker backpack, straw your LIVING JUNGLe character is done, you skills. sleeping mat, wooden bracelet, bone ear- should be sure to fill in the Physical rings, walking stick, wooden bowl, reed flute, Description, Personality Description, and LIVING JUNGLE heroes gain a new profi- bone comb, small drum, leather cup, orna- Tribe Information on your Hero Sheet. If ciency slot with every level they attain mental necklace, witch doctor foot salve, you want more room, simply attach another beyond the first. These slots can be either coconut filled with insect wax, 20 feet of page to your sheet and write as long a weapon or nonweapon proficiencies. This is description and background as you like! a change from the core AD&D® game and These can be as sparse or as elaborate as you replaces the usual weapon and nonweapon like, and here are some suggestions: proficiency advancement. Thus, a fighter hero in the LIVING JUNGLE campaign can Characters who have both strengths and gain a proficiency (weapon or nonweapon) weaknesses are much more interesting than at second level, and another at third. characters who have nothing but strong points. Consider giving your character some flaws, like a fear of spiders, an inability to see more than one side of an issue, or even a physical injury, like a missing finger or tooth.

Heroes come from humble beginnings as often as from grand. Consider a character who isn’t especially prominent in her tribe, or perhaps one who everyone thought wouldn’t go far in life (before the adventuring begins, that is).

Even when playing a non-human charac- ter, remember to include human-like per- Living Jungle Scenarios Events in which to play your Living Jungle Character

The RPGA has a substantial library of Living Jungle scenarios, which you can play at conventions or game days near you. And we can always use more high-quality scenarios, so if you have run out of adventures in which to play, you can help expand the fun for others. Scenario Author Allies or Enemies by Leonard S Dessert Along River Of Laughing Idol by Thomas Prusa Curse Of Fire Mountain by John C Ireland Death From The Mists by Stephen H Jay IV Dark Shadow Over Kuamu by David Baker Death From Above by Leonard S Dessert Dreaming Lake by Daniel Vitti For Chief And Tribe by Bill Bullock From The Gods Of Fire Mountain by Kevin William Melka Golden Child by Kevin William Melka Great Hunt by Dan Donnelly Huroola Prophet by Thomas Prusa If The Shu Fits by Leonard S Dessert Into The Valley Of Spirits by David J Gross Lair Of The Headshrinker by Kevin William Melka Lion! by Doug Smith Lost Tribe Of Fire Mountain by Dan Donnelly Mantu’s Sacrifice by Susan Threadgill Masks of Dohi-ri by Jean Rabe Monkey City by Robert Wiese Necromancer’s Stone by Thomas Prusa On the Lookout by Linda Baldwin Once Broken by Allan Fawcett and Jean Rabe Plague by Jean Rabe Quest for the Snake Mother by Thomas Prusa Revenge Of Exile by Thomas Prusa Search For Blue Heron by Thomas Prusa Searching For A Flower by Robert and Susan Farnsworth Sharp Teeth, Mostly Tasty by Steve Null Ships From The Sky by Thomas Prusa Sickness (The) by David N Krolnik Soulless Shu by Leonard S Dessert Sound of Silence by Thomas Prusa Spirit of Ash by Gregory Dreher Spirits Of The Lake by Sherrie Masdon Stitch In Time by David Baker Terror from Below by Leonard S Dessert To Catch a Feathered Shu by Dan Donnelly To Fight For A Tiger’s Honor by Doug Smith Thunder Lizard by Thomas Prusa Trembling Village by Thomas Prusa Until The End Of The World by David J Gross Venom by Jean Rabe ❏