THE SOUTHLANDS (Draft August-24-15)

A GM’s Sourcebook for Warhammer Fantasy Roleplay (WFRP) in the Southlands – Not for Players! Don’t Spoil Your Fun

As envisioned by Valvorik. Remove 6’ and 2’s to email: [email protected]

Contents THE SOUTHLANDS ...... 1

Contents ...... 1

Southlands Introduction ...... 10

Region Overview ...... 13

Map 1: GM Map ...... 13

Overview of Cultures in the Southlands ...... 18

Rarer knowledge requiring a reliable source: ...... 20

GM Only: Secret Races ...... 21

Southlands History and Timeline ...... 23

Peoples of the Southlands - Details of Races ...... 35 Ebonians – The Ivory Kingdoms – Izizwana Nohabmo – Baalwari, Mehngara and Kai’itano ...... 35

History ...... 36

The Old Kingdom – Umbuso Udala ...... 36

Years of Darkness ...... 37

The Bond of Sky and Sun ...... 38

The Kingdoms Today ...... 38

Warfare ...... 39 1

Third Edition Mechanics: ...... 39

Worship, Magic and the Supernatural ...... 40

The Three Ivory Kingdoms ...... 42

Map 2: Ivory Kingdoms ...... 42

Baalwari ...... 42

Secrets of the Baalwari ...... 43

Mehngara ...... 43

Secrets of the Mehngara ...... 44

Kai-Itano...... 44

Secrets of the Kai-Itano ...... 45

Current Events in the Ivory Kingdoms ...... 45

Southrons – Tribesmen – The Cannibal Tribes – The Ghoul Tribes ...... 47

The Beehive Towns ...... 49

Asur Fortress of Dawn ...... 49

Ruin of Past Elf Colony ...... 50

New Coast Colonies ...... 51

Map 3: Player Map of New Coast ...... 53

Imperial Penal Colony of Sudenburg ...... 53

History of Sudenburg ...... 54

Key Services ...... 55

Convicts ...... 56

Sudenburg Factions: ...... 57

Sudenburg Locations: ...... 57

Notable Sudenburg Personages: ...... 60

Current Events: ...... 63

Goudenport ...... 64

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Current Events ...... 65

Secrets of Goudenport ...... 66

Port Calasangre ...... 67

Current Events ...... 68

Secrets of Calasangre ...... 68

Grimazagor ...... 68

Current Events ...... 69

Stations and Trade Posts ...... 69

The Magritta Company of Merchant Venturers (The Magritta Company) ...... 70

Biloko - Savage Halflings ...... 71

Secrets of the Biloko ...... 71

Skaven ...... 72

Savage Orcs ...... 73

Jungle Kobold ...... 74

The Great Ape Races ...... 74

Mangani (Talking Great Apes) ...... 75

Khar-Yana ...... 76

Children of the One Ones ...... 76

Lizardmen (Common Old World Knowledge) ...... 77

The Scholar's View of Lizardmen, their Cities and the Ancients...... 78

Slann Views of Other Races ...... 80

Slann, the Great Plan, Nagash and Undeath ...... 81

Locations of Lizardman Cities ...... 82

Map 4: Lizardman Cities and Lines of Power ...... 83

Abandonment of Temple Cities ...... 84

The Western Cities ...... 85

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The Eastern Cities ...... 86

Temple City Layouts ...... 88

Slann ...... 88

Lizardmen ...... 91

Saurus ...... 91

Skinks ...... 92

Treasures and Artifices of the Old Ones and their Children...... 92

Serpent People - The First People ...... 94

History ...... 95

Psychology ...... 97

Posing as People ...... 97

The Southland Look...... 98

Serpent Science and Abominations ...... 99

Serpent People Outside Southlands: ...... 100

Serpent People and Skaven ...... 100

Serpent People Weapons and Artifacts ...... 101

SOUTHLAND RULES ...... 103

Climate ...... 103

The Jungle ...... 103

Disease and Other Risks ...... 103

Exotic Resources ...... 104

Winds of Magic ...... 108

Map 5: Global Zones of Strength for Winds of Magic ...... 109

Geomantic Lines...... 109

Ley Line Hub Points ...... 111

Pyramids and Ziggurats ...... 111

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Spirits and Pyramids ...... 111

Mutants – Mwezibi’s Children ...... 112

Blackpowder in Jungles ...... 112

Creatures ...... 113

New Traits ...... 113

Peoples of the Southlands...... 113

Ebonian Racial Features ...... 113

Ivory Kingdom Warrior ...... 114

Obah ...... 114

Mganga ...... 114

Sample Human Profiles ...... 114

Human Tribal Hunter %% ...... 114 Human Tribal Warrior %%% ...... 115 Human Tribal Champion %%%% ...... 115 Human Obah (Tribal Shaman) %%% ...... 115 Human Cannibal Cultist %%% ...... 115

Human Cannibal Shapeshifter ...... 116

Biloko Common Traits ...... 116

Erzul-Possessed Traits ...... 116

Sample Biloko ...... 117

Biloko Hunter (Soldier) %%%...... 117

Biloko Scout (Ruffian) ...... 118

Biloko Tinyela Rider ...... 118

Domesticated (Fungus-Infected) Tinyela Mount %% ...... 119 Tinyela (Giant Wasp) %% ...... 119

Savage Orcs ...... 120

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Savage Orc %%% ...... 120 Savage Orc Shaman %%%% ...... 120 Jungle Kobold%%...... 121

Ancient Dead ...... 121

Tomb Swarm (Undead Scarabs)%%% ...... 121 Basteth (animated, mummified cat) %...... 122 Greater Basteth (animated, mummified cat) %%% ...... 122 Mummy (basic)%%%% ...... 122

Nominally Real Animals ...... 123

Bee Swarm % ...... 123 Mosquito Swarm % ...... 124 Gorilla %%% ...... 124

Great Cats: Lion, Leopard, Panther ...... 125

Lion %%%% ...... 125 Panther %%% ...... 126 Hawk or Falcon % ...... 126 Imvubu - Hippopotamus %%%% ...... 127 Ingwenya (local) or Carnivorous Snapper (Old World) (crocodile)%%% ...... 128

Hairless Southlands Rhinox (Rhinoceros) ...... 128

Fantasy Animals ...... 129

Giant Poisonous Frog ...... 129

Giant Spiders ...... 129

Giant Leeches ...... 129

Giant Scorpion ...... 129

Giant Snake%%%...... 130 Serpent Swarm %%% ...... 130

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Monsters ...... 130

Flightless Griffon (Demigryph) %%%% ...... 130

Khimar (chimera) ...... 131

Kitisho (Horror) ...... 131

White Apes ...... 132

White Ape Pack % ...... 133 White Ape %% ...... 134 Bull White Ape %%%% ...... 134 4-Armed White Ape%%%%% ...... 135 Yena %%%% ...... 136

Children of the Old Ones ...... 137

Slann ...... 137

5th Generation Slann Stat block ...... 138

Universal Lizardmen Traits (saurus, skinks, kroxigor): ...... 138

Saurus %%% ...... 139 Saurus Temple Guard %%%% ...... 140 Skink %% ...... 140

Skink Priests and Chiefs ...... 141

Skink Priest %%% ...... 141 Skink Chief %%% ...... 142 Chameleon Skinks %%% (check) ...... 142

Kroxigor...... 143

Kroxigor Warrior %%%% ...... 143 Terradons (Pterodactyl) %% ...... 144

Human Slaves ...... 144

Living Zombie Slave % ...... 144

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Horned One %%%% ...... 145 Salamander – Fire Lizard %%%% (guestimating) ...... 145

Coatl ...... 146

Slann Relic Priest - Mummy ...... 147

Serpent People ...... 148

Common Traits ...... 148

Long Term Mesmerism ...... 149

Mind-Control Devices and “Necro-Tech” ...... 149

Serpent Person (Esoteric-Scientist) %%% ...... 150 Serpent Person Overseer (Master Esoteric-Scientist) %%%% ...... 151

Serpent Person (Esoteric-Scientist Infiltrator) [rogue] ...... 152

Serpent Person (Esoteric-Scientist Assassin) [cutthroat] %%% ...... 152 Sample Serpent Person Monstrous Abomination %%%%% ...... 153 Sample Serpent Person "Passable Human Poser" Abomination %%% ...... 153 Sample Hybrid %%% ...... 154

Fantasy Humanoids ...... 154

Great Ape Races Common Traits (Mangani, Khar-Yana): ...... 154

Mangani %%%% ...... 154 Mangani Shaman (Tree talker) %%%%% ...... 155

Khar-Yana ...... 155

Khar-Yana %% ...... 155 Khar-Yana Pack Leader %%%...... 156 Green Mask%%%% ...... 156

Mongrel Men ...... 158

Tinyela (Giant Wasp) %% ...... 158

Carnivorous Plant ...... 158

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Maitiyu (corpse flower)%%%% ...... 158 Vege-zombie % ...... 159 Snapping Pod - Hangman Vines %%% ...... 159

Dinosaurs ...... 160

Bastiladon ...... 161

Carnosaur (Tyrannosaurus-like) ...... 161

Leaping Claw (Deinonychs) ...... 161

Sky Fisher (Dimorphodon) % ...... 161 Ripperdactyl %%% ...... 162 River Worm (Spinosaurus) %%%%%% ...... 162 Stegadon (Triceratops) %%%%%% ...... 163

Trogolon ...... 164

Hazards ...... 164

Madcap Fungi Spore Cloud ...... 164

Quicksand ...... 164

Native Trap ...... 164

Tropical Storm ...... 165

Mist Vapours ...... 165

Appendix 1: Hakhara - the New Kindgom...... 167

Appendix 2: Cards ...... 170

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Southlands Introduction

The Southlands are mysterious lands south of Araby and the Lands of the Dead, past the Bay of Medes in the west and The Crater of the Dead in the east, beyond the boundaries of the ancient kingdom of Nehekhara at its height.

The Southlands begin as steaming jungles filled with mysterious predators and mountains whose peaks vanish into mists. These barriers threaten many kinds of death to overland travellers before giving way to the veldts of the extreme south. Through grasses, often a man’s height, walk mighty elephants bearing precious ivory tusks. In the same grasses lurk great cats hunted by the mightiest warriors of the white walled cities and villages of the Ivory Kingdoms.

The World's Edge Mountains run south into the central Southlands. Many maps show the mountains running south in a line bisecting the Southlands, but these are cartographers' fancy. No elven, human or dwarven cartographer has ever mapped the interior of the continent and the sites of locations lying more than a few miles from the coast are speculative. Some maps even differ on simple matters such as which of the west coast’s great rivers is named the “Red River”.1

Author’s Note

This material collates and draws from a number of footnoted sources. Sources offer tantalizing hints and small bits of information but to my knowledge, there being no official gazette or product detailing Warhammer's Southlands. This can be frustrating or it can be liberating, offering GMs a chance to draw what lies beyond the wall of greenery and mists and create something of their own. So take what I have done in that vein – for your game it may be no more accurate than any other old sailor’s yarn spun in a Marienburg port in exchange for a drink.

1 Newer maps often show the straight bisecting line, older maps in the Warhammer Fantasy Battle (WFB) system show the mountains ending in the continent's centre. I use the latter. There are indeed maps labelling different rivers “Red River”. GM’s can consider all conflicting and “inaccurate” maps examples of error and fictions that afflict Old World cartography. 10

For creatures not found in WFRP but which have profiles in Warhammer Fantasy Battles (WFB) material, I have often used the WFB stats benchmarked against other WFB creatures with WFRP analogues (e.g., a skink’s WFB stats are similar to a goblins with lower TO, higher Ag etc so WFRP goblin used and tweaked in same directions, then special abilities per WFB and other novels or sources added). I give the skull ratings where I do this on assumption my tweaks don’t change them or where I can find a WFRP creature with similar damage, wounds and toughness and not otherwise.

Using Paizo Pawns

Paizo manufactures stand-ups in its Pawn series of boxes. I note where there are useable ones for various creatures with PB meaning Paizo Bestiary with # indicating which one. I'm not usually using Paizo concepts, often they are using actual folklore that I look to and re-interpret. For example my Green Mask is a Kapre in Paizo and in folklore, neither of which is as evil as mine - in the Warhammer world things fit into various models which do not leave much room for "kind or playful faeries" etc. In this case the artwork (the skulls) added an element a bit at odds with Paizo's vision and the folklore but which of course could be made right at home in Warhammer's world.

Artwork

I have inserted a small number of drawings where they suit. The creators of the African-themed RPG " of Dawn" make the artwork for their game available for general use, as it says:

The art in this resource pack was provided by the talented hands of Andrew Krahnke, Earl Geier, Ian MacLean, Luigi Castellani, Miguel Santos, Nicole Cardiff, and Sara Mirabella. At the agreement of the artists and under the terms of its commission, it is intended for the public domain, and may be used by anyone for any purpose desired. As a matter of courtesy, I would request that you leave the artist's name attached to the file and credit them in your work.

Racism

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Okay let's be clear here, I'm a ginger writing about a fantasy version of the Dark Continent for use in RPG's. The inspiration of RPG's is fiction and the influences at work in much jungle-fantasy are often Conan (Howard), Tarzan (Burroughs) and Quartermain - She (Haggard) perhaps with some Conan-Doyle and Kipling thrown in. I love all these books and authors (some more than others) but they are all of their time and vary in whether they rise above it. Whether it is overt racism in their language and views, racial stereotyping, or use of simplistic idea such as "noble savage" and "simple-minded barbarian" these texts have many flaws from a modern perspective.

I suggest being careful about using savage-fantasy tropes that verge into stereotypes based on race or differently valued "civilization and savage" etc.

That said, of course Old Worlders have racist ideas about Ebonians. Just as Elves and Dwarves have racist ideas about humans. NPC's can display these attitudes without the actual events of a setting or capabilities of other NPC's validating such views.

An example is the current Ebonian celibacy movement. This is a great subject of mocking by northerners about superstitious savages. In point of fact, learning when it's not a good idea to conceive children due to increased risk of mutation and being able to apply that knowledge as a society is something the Old World's nations haven't even begun to figure out.

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Region Overview

The continent's interior has not been explored by Old Worlders so they know its regions by the names of coastal territories.

Map 1: GM Map

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Most information below can be provided to Players who have appropriate knowledge skills or access to sources of information such as explorers or scholars (the better informed ones). Less well-known or secret information is indented, if GM-only that is indicated.

The Medes Coast: The north-western coast is desert and desolation with ruins visible along it. Tlaqua is a desolate city of step pyramids (ziggurats) and barely visible worn carvings which offer little to the scholar. Explorers speak of a cursed sandstorm, or a ghostly maelstrom, that descends if intruders linger. On the far western coast stand the eerie obsidian Death-Head Monoliths. Sailors say that if you walk between the heads on a night when Morrslieb is full you hear in your mind how you are going to die.

GM: Tlaqua is an abandoned Slann city (see later).

The Deaths Head Monoliths are immense, towering black stone likenesses of humanoid skulls. The skulls are engraved with row upon row of very fine wavy lines and dots. Careful examination shows they are different versions, sometimes to point of being unrecognizable, of human, elven, dwarf, halfling and ogre skulls.

A GM can decide whether on Morrslieb’s full nights, the whispers are a “dooming” (i.e., if someone already knows their dooming remind them if not generate one) or inflict a curse. 2

The Dark Coast: The western coast between the Gulf of Medes and the New Cost is a wall of inhospitable jungle beyond which rise mist-shrouded mountains. Early explorers from Araby and the Old World were discouraged by the fitful coastal winds, combined with few favourable anchorages and savage orcs infesting the coast.

2 A passing monolith reference is in WFRP Companion, 2nd Edition. The sandstorm that scours Tlaqua is my explanation for it being abandoned, hazardous and not an easy source of sample lizardman inscriptions. Doomings can be generated using table on Tome of Salvation, 2nd edition, page 151 . 14

For many years, human ships seldom sailed south of The Dragon's Teeth chain of volcanic islands. The islands were home to many wyverns until the Norse explorer and adventurer Losteriksson destroyed most of them.

These islands lie in line with the peninsula on which rise The Dragon’s Spine Mountains. The last major volcanic eruptions were during the Time of Woes (- 1500 Imperial Calendar) but there have been smaller lava flows and cascades of sulfurous smoke from time to time.3

The mountainous mainland peninsula that reaches out to the isles holds little-explored Asur (elven) ruins (see later).

The New Coast and Losteriksson's Bay: The great inland west coast bay, south of the equator was discovered in 2421 by Norse voyager Losteriksson.4 After the foreboding Dark Coast, the bay’s broad beaches and coastal scrubland are welcoming. It was named the New Coast. The region has colonies attracted by the gold found in rivers flowing from the interior mountains.

Guardian Statues of Ancient Gods stand on the southern side of the entry to Losteriksson's Bay. These 28 worn statutes, of which 16 are still mostly intact, are carved from great cliffs as if they were giants striding forth from them.

If examined carefully they are 27 men and 1 woman. A close examination reveals they were probably erected west to east, and that the easternmost statue bears a great similarity to the 4th statue.

GM: These monuments were raised by the self-proclaimed Pharaohs of Hakhara. These rulers carried on this practice for 900 years (ending over 3500 years ago). They are the most prominent evidence of past Nehekharan influence in the region. The last easternmost statute is of the

3 The volcanic islands are based on the real world Cameroon Line. There are references to volcanoes in Southlands but I find none on maps, so have created this part along with the mountains. They and their wyverns acted as barriers to help explain delay in coast-hugging ships discovering the New Coast and make the elven settlement and temple city of region easier to explain being near each other. 4 Warhammer Fantasy Battle 3rd edition, 1991. Losteriksson voyaged to Lustria and the Southlands. 15

same ruler as the 4th statue as it was erected when he resumed rule having been awakened as a Tomb King.

Ivory Kingdoms: Inland from the southernmost west coast lies the territory of the continent’s only known advanced human civilization - meaning literally the only culture that builds cities. The vast grasslands host large herds of antelopes, impalas, zebra and the long horned cattle raised by the natives. The grasslands and foothills are divided among three Ebonian domains. These are iron-age cultures, some dwelling in white walled cities and others as nomadic herdsmen. The Ebonians’ militant and fiercely protectionist views prevent settlement in this region and regulate trade pass. For the past 90 years, Old Worlders have accepted these conditions to gain access to precious ivory and the treatment for the skinflake disease that ravages newcomers to the continent.

The coast here is difficult to navigate as the natural sea currents run north-west along it, threatening to ground ships if they cannot find fair winds. Sailing too far off the coast to avoid this menace has its own risks.

The Churning Gulf lies further off the Ivory Kingdom’s coast. This stretch of treacherous seas in the Great Western Ocean is where, over a thousand years past, Prince Aravael, son of Phoenix King Morvael, was lost from the deck of his ship. With him was lost the Amulet of Sunfire – one of the Goddess Lileath’s three blessings to the Elves of Ulthuan in the Golden Age. The amulet burned with a light so pure no evil creature could endure its presence.5

Cape of Storms: Just as the western coastal currents run north-west, making it difficult to sail south around the Cape of Storms at the continent's south end, on the eastern cost the currents run north-east and thus make approaching the cape

5 WFB High Elf Army Book, 8th edition, page 25. The date of this event is not given but it was during Morvael’s rule, 1121-1503 and could logically be around the time the Fortress of Dawn was built, 1203. 16 challenging from that direction. Both coastal regions lack many natural harbours.6

The islands and confusing currents at the Cape make it challenging to navigate safely, if reached despite the challenges of currents.

Savage Coast: The southern portion of the eastern coast is named for cannibal tribes and other menaces explorers meet. Early explorers were slave-hunting so did not incline those they met to facilitate it being named the "amiable coast". Many tribes propitiate blood-thirsty spirits whose attitudes Old Worlders find reminiscent of Khorne the Blood God.

Inland from the coast are the Jungles of the Gods, where mysterious ape-men guard hidden cities. These spirit-haunted jungles are ancient but not quite the “deathtrap” of Lustrian jungles. They seem alive with spirits judging intruders. Beastmen, savage orcs and the cannibal tribes are wary of these jungles.

GM: Unknown to outsiders, in the interior mountains lie the Smoking Caverns of Sotek. A trio of volcanoes rise in the south-central region of the continent. The Slann of the Southlands saw the coming of Sotek and created a shrine to Sotek here. Chameleon skinks in the eastern continent, when capturing skaven they cannot return to Zlatlan for sacrifice, sacrifice the skaven by hurling them into lava flows that run through caverns in the slopes of the mountains. The mountains swarm with poisonous serpents that seem to breed with great speed and spread out into the jungles.

Shifting Mangrove Coast: Explorers wound rounded the cape and sailed north found a mangrove-forested coastline along the east coast. Here they found overgrown ruins of strange design.

GM: This region was explored and settled long by official and unofficial migration from Nehekhara and Ind, before Sigmar’s Empire was ever

6 The currents reflect my understanding of currents around Africa’s southern coasts which were apparently, along with the coasts’ lack of natural harbours, a barrier to early exploration. Cape of Storms was apparently the original name of the Cape of Good Hope. 17

created. These colonies were depopulated over two thousand years ago by plague and other causes. Their ancient ports are overgrown by the mangrove trees that cloak the coast. Ruins such as Baghrusa have been swallowed by the jungle and their names are now lost to memory.

Overview of Cultures in the Southlands

The Southlands' intelligent races include servants of the Old Ones, cultures founded by migrating peoples, and recent immigrants seeking to plunder the interior’s riches. A short description – such as PCs might know or learn from appropriate sources - follows for each, with greater detail later.

Ebonians: The Southlands' humans do not see themselves as one people any more than do Old Worlders. The most civilized are three kingdoms in the grasslands of the extreme south, the Ivory Kingdoms. Tribal cultures are found in the jungles. Ebonian mercenaries and workers are often employed by others as they are less likely to suffer losses due to disease and heatstroke. Ebonian and Ivory Kingdoms are Old Worlder labels.

Biloko: Terrifying halfling cannibals prowl the jungles for their next feast in honour of their Goddess. Their drums communicate many miles and they surprise victims by flying down upon them mounted on giant winged insects.

Savage Orcs: Savage orc bands roam the continent. There are many fewer goblins and snotlings than found in the north. The bands are composed almost completely of orcs. They seldom come together in sufficient numbers for a WAAAGH! and have Jungle Kobold hangers on.

Beastmen: Similar to those of the Old World but favouring simian, leopard and hyena features. There is a large concentration of beastmen in the east-central Southlands (north of the Jungle of the Gods and south of Teotiqua).7 Bands range throughout the entire subcontinent. Weakness in the winds of magic in much of

7 WFB Creatures of Chaos 2003, map page 17 18 the continent means that Chaos often does not speak to them as strongly as it does in the north. Though savage and hostile, they are less prone to rampages. The Ebonians call these creatures Nightwalkers.

Old World Humans: Different Old World nations have established colonies over the past century: Marienburgers (Goudenport, est. 2430), Imperials (Imperial Penal Colony of Sudenburg, est. 2439) and Estalians (Port Calasangre est. 2476). Natives often called Old Worlders “fernesh” which means “sickly ones”.

The Norse Colony Longaxe founded in 2465 was destroyed in 2503 by hordes of skinks swarming from the jungle while the skies darkened with Terradon riders (that’s the last sight reported by a fleeing ship). Other colonies have been more wary of Lizardmen since then, for no one suspected there were so many of the creatures.

GM: the Norse settlement was close to Zlatlan. The Norse explored the wrong direction in the interior and suffered the consequences.

Dwarves: In 2463, dwarves from Barak Varr founded Grimazagor (Barren Place of Wild Beasts), a colony from which to prospect for riches to mine in the mountains. A few among its founders had hopes of finding the lost hold of Karak Zorn (the Stronghold of the High Plateau).

Dwarven legends of their origins say they first lived in the Southlands Hold of Karak Zorn, others claim it was founded by dissidents who refused to follow Grungi north. All agree Karak Zorn possessed great wealth and lore from the time of the Ancestor Gods. The hold has not been heard from since before the Time of Woes (circa -1500 Imperial or 4000 years ago) and its fate is unknown. Some believe it was destroyed by Lizardmen, though this is a rumour with insufficient grounds to warrant an entry in any Book of Grudges. Maybe Dwarves live there still, content in their isolation. Perhaps, vast treasures lay in wait for those willing to brave the southerly point of the Worlds Edge Mountains.8

8 This is the background given in Dwarves Stone and Steel. 19

Lizardmen: A race of small intelligent Lizardmen inhabit the jungles and claim many of its ruins for their own, often wearing as decorations objects they have looted from these ruins. Virtually any reptilian creature may also be found working with them, whether it be swarms of snakes, flying reptiles used as mounts or terrifying carnosaurs and other immense predators used as mounts and war-beasts.

"Scalies" as Old Worlders call the lizardmen are savage creatures, who mark their territories with foes' heads on stakes, take prisoners to eat, sacrifice or enslave, and have no interest in trade - though occasional tales of peaceful encounters circulate. Some scholars think that the Lizardmen were enslaved by an ancient civilization, Oceania, and rose up, destroying their masters and taking their cities. A few are more intelligent and some command magic. Rare ones can shapeshift and walk among humans. These more intelligent Lizardmen are particularly dangerous.

More information known commonly and to scholars is given in the section on Lizardmen.

GM: All this information is what Old Worlders believe not what is true. In addition the rare tales speaking of shapeshifting Lizardmen are actually Serpent People, see below.

Rarer knowledge requiring a reliable source: This information is likely to reach PC's in distorted form unless they have truly reliable sources.

Talking Great Apes or Mangani: Cunning apes lurk in the forest, using bolas and other weapons against intruders. Some say they are Beastman though Ebonians, who call them Mangani, consider them sacred protectors of the natural world. They rumoured to have a city in the Jungles of the Gods.

Khar-yana (Ebonian), Screamers (colonist slang) or Jungle Goblins (Old Worlder): what the talking apes are to gorillas, the Khar-yana are to chimpanzees (real ones

20 not the cute movie ones). Khar-yana are carnivorous, frantic and violent, running in packs which raid, despoil and kill.

GM: So yes, PC’s may be confused whether that’s a talking ape or a beastman, though if they meet a real Mangani they are not likely to confuse them again.

Asur or High Elves: At the southernmost tip of the Southlands, off the Cape of Storms, lies the Island of the Sun and the Elven Fortress of Dawn. This outpost was established in 1203, during the reign of the 9th Phoenix Emperor Morvael (1121-1503).9 The Fortress was built in a global effort to eradicate Dark Elf slaving ships (its sister the Citadel of Dusk at the southern tip of Lustria was founded in the same era). It remains a way-station for elves travelling to the distant lands of Cathay and Nippon and outpost to watch for the resurgence of Dark Elf corsairs.

GM: Nearby, on the mainland’s southernmost point is one of the strong points the Slann created to safely channel the Chaos energy flooding from the Southern Polar Rift, the Elves took over its care.10 The elves keep this information secret.

Elven ruins lie on the east coast, on the mountainous northern coast of Losteriksson's Bay. This site was founded in the era of the 2nd Phoenix King Bel Shanaar the Explorer (-4419 to -2749) and abandoned two thousand years later in the recall of colonies during the reign of the 5th Phoenix King Caradryel (-1599 to - 996).

GM Only: Secret Races Skaven: When the dreaded Clan Pestilens Skaven fled Lustria, they came to the Southlands, before eventually regaining a position in Skaven society to the north. They fought with the skaven already present. Their civil war of 400 years devastated many former Skaven holdings and spilled out to ravage local human populations. Ind's colonies in the eastern Southlands were wiped out.

9 WFB Elf book 4th edition 10 Some sources conflate these locations. 21

Since the existence of Skaven is denied in the Empire no "official version" of this history exists.

Serpent People: Strange serpent shapeshifters have been found poising among Southlands humans, Ebonian and otherwise. Player Characters might hear Ebonian stories of shapeshifting reptilian humanoids going back centuries, in which case they learn these are a breed of lizardmen which infiltrate human society to capture slaves.

GM: This is the source of the widespread and mistaken belief some Lizardmen can shapeshift. These encounters are rare as the creatures go to great lengths to conceal themselves and their disguise is not magical thus hard to detect. The truth of the Serpent People is much different and found below. Even more than the Skaven, the Serpent People work to suppress knowledge of their existence.

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Southlands History and Timeline

Hardly any of this information is actually known by Old Worlders, most is not known even to the Asur and some is not even known to the Slann.

-15,000 – Old Ones arrive accompanied the Elder Generation Slann (the only ones of off-word origin and only ones to ever interact directly with the Old Ones), alter the planet's orbit and destroy the Serpent People's civilization along with those of the other indigenous races. First Generation Slann, Saurus, Skinks and Kroxigor are all created.

-10,000 – Temple Cities begin to be built, staring with Itza the First City (Lustria), Second Generation Slann are created and more geological engineering carried out.

-7500 – Zlatlan founded by Slann during the Third Spawning of Slann.

-6485 – Fourth Generation Slann created to attend to the Polar Gates which are becoming more of a concern, the Geomantic Ley Lines are refined and more Temple Cities built as part of controlling them. Southlands are split from Lustria in the creation of the World Pond.

The "new races" of elves, dwarves, humans, halflings and ogres are all created (other races are also created but destroyed as unsatisfactory). Greenskins appear and the Old Ones’ servants are unable to exterminate them.

Whether Greenskins are a scourge that hitched a ride on the Old One's starships or an attempt to create a soldiers that backfired is unknown even by the Slann.

Creation of the Fifth Generation of Slann, the most active generation and those usually now tasked with leading armies.

Dwarves emigrate from their birthplace of Karak Zorn in the Southlands, lead north by Grungi (other dwarf histories state Karak Zorn was founded by those

23 dwarves who refused to go north with Grungi).11 By the time of the Great Catastrophe, the dwarf race is well-established in the north.

-5589-4420 – The Great Catastrophe unfolds.

The struggle against Chaos begins and for a time the Old Ones make progress and eventually, after centuries, tried to close the polar gates.12 This ended in disaster, with the explosion of the gates and vanishing of the Old Ones, fall of many temple cities and deaths of many Slann including all First Spawning Slann everywhere and Second Spawning Slann in the Southlands, along with millions of Lizardmen.

Chiccotta of Zlatlan (Slann of First Spawning, taught by the Lost Old One Xholankha) sacrifices his own life in casting a spell destroying all Daemons in the Southlands and barring them for the duration of the Catastrophe.

Accordingly, the flora and fauna of the Southlands are not modified into "deathtrap defences" against the Chaos Incursion (as was done in Lustria).

The armies of the Southlands Temple Cities and many of its Slann mage-priests go to aid the beleaguered cities of Lustria. They are almost completely wiped out, meaning few return and the Southlands are depopulated despite not having been themselves invaded.

At this time the gold plaques that set out the Old Ones' plans are created by the last of the Elder Slann to act as guides for future generations.13

-3894 – Contact lost between Slann of Lustria and Southlands with the sinking of the Lustrian temple-city Chupayotl. Chupayotl was a major geomantic nexus maintaining communication with distant temple-cities outside Lustria - its loss was not foreseen as part of the Great Plan. Tales of an undersea race now dwelling there circulate.

11 Dwarfs Stone and Steel, 2003, page 3. Note there is a map showing the location of Karak Zorn in another product (it would be about the top of my map) but I suggest it be wherever a GM wants. 12 More recent publications have the cataclysm occur suddenly whereas an older edition account includes the struggle beforehand as a hostile sentience grows in the warp and the Old Ones try to counter it, I prefer this older approach. 13 Warhammer Lustria, 2004, page 50. 24

-3000 – The Asur Colony of Tor Harathoi on west coast of Southlands established, during reign of Second Phoenix King Bel Shanaar.

-2500 – Settra the Conqueror in Nehekhara. Note – Nehekhara was the “favoured human civilization” of the Old Ones, indirectly tutored by the Slann.

-2498 – The Asur colony in on west coast of Southlands stops using slaves, as part of general reforms ordered by the Phoenix Emperor Caledor of Ulthuan.

-2203 – Rakhash, the 2nd Pharaoh of the 2nd Dynasty , “he who desired much gold and lead a mighty army beyond the mountains”,14 also has his navy search for treasures and lore. A great fleet embarks travelling along the coasts of the continent into southern waters on a mission to find gold or other treasures for the Pharaoh. It suffered greatly in reaching this far and rather than returning, to likely punishment for failing, decided to settle as far as they got: what is now the New Coast. Thus is in -2201 is founded the Southern Nehekharan dominion or New Empire, more modestly known as the city of Hakhara.

-2000 – Nagash born.

Sometime around this point whatever contact there had been between the Southlands Slann and Nehekhara ends.15 It may be from period of contact that the mummified Slann Ibn Jelaba helped recover originates (see below).

The Ebonians' ancestors begin their migration south.

-2000 – Zlatlan records Lizardman conflicts with the Dwarf Hold of Karak Zorn. There are no further references to Karaz Zorn after this time.

GM: One explanation of how the dwarves came into conflict with the lizard men (even if the lost city really is over 400 miles from the nearest lizard city according to one map) is that a dwarf got hold of some golden relics sacred

14 Tomb Kings Army Book 6th edition, which gives succession of Pharaohs but not years or durations of rule so the year is approximated from the # of rulers and time between Settra and Nagash. 15 5th Edition Lizard Army book, page 24 posits a theory of influence over Nehekhara ending when "it goes wrong". 25

to the Slann and a recovery expedition was sent. How it turned out is up to the GM.

-1950 – Aided by elves from Tor Harathoi, Hakhara inflicts a crushing defeat on the savage orcs. The greenskins were besieging the fortress town of Khesefaptra when Pharaoh Sinuhaken's relief force bolstered by elven warriors surprised and annihilated them. In the next two centuries, Hakhari drives greenskins out of the large swathes of the region.

Zlatlan decides to tolerate the human presence as a buffer against greenskins entering the region from the mountains.

-1900 – An Ebonian tribe making the great trek south encounters the now 300- year old New Empire and their bloodlines intermix. They settle in the region, their descendents will largely survive the New Empire's fall and become the Beehive Town folk.

-1800 – The Ebonian tribes end their southward migration and enter the region of the Ivory Kingdoms. This makes their current inhabitation of the region 4300 years. They found what is now called Umbuso Udala, “The Old Kingdom”.

-1700 – Hakhara starts carving statutes of its rulers, creating the first of what are now erroneously called the Guardian Statues of the Old Gods.

-1599 – During the recall to Ulthuan, the Asur abandon their colony of Tor Harathoi (The Young Town) in the Dragonspine Mountains on the west coast of the Southlands.

-1500 – Time of Woes, decline of Dwarf Empire due to the great earthquakes of the era (also the devastation of Skavenblight). The cause was shifts made in continents by the Slann in accordance with the Great Plan as interpreted by Lord Quex of Pahuax in Lustria and executed by Lord Mazdamundi. The Southlands,

26 being cut off, were not warned of this event. They knew of the plan from their own plaque sequence.16

They had thus prepared to abandon what is now known of only in rumours, the Lost City of Gold, known to them Slann as Tlankai, but not yet executed their evacuation completely leading to a chaotic outcome as the city was partially swallowed by the earth (lying as it does now in a sunken depression atop a great plateau).

Unknown to the world at large and outside the Old Ones’ Great Plan, the earthquakes wake a cadre of Serpent People from the stasis in which they have lain since losing their war with the Old Ones, thousands of years before the Great Catastrophe.

-1400 – Skaven enter the Southlands as part of their general expansion to other lands following the devastation of Skavenblight.

-1250 – Serpent People start infiltrating Hakhara, and work to elevate the worship of snake-aspect gods Asaph (asp goddess of beauty, magic and vengeance) and Qu’aph (snake god of subtlety). Their ultimate plan is to promote “serpent people” as divine messengers but their work is cut off.

-1151 – The Great Ritual of Awakening animates all Nehekharan dead which were prepared using the rites of the Mortuary Cult. Though the New Empire has not suffered the depopulation Khemri suffered, this event happens in the Southlands too. Tomb Kings, under Menkauho , the 4th ruler (first to style himself a pharaoh), seize power in Hakhara but have living servants as well as undead. The result is a unique, and brief, period in Hakhara's history.

The Tomb Kings detect the deceptions of the Serpent People and expel the “false priests”, establishing a more balanced respect of the full Nehekharan Pantheon (all a bit moot as the gods of Nehekhara no longer answer mortals – the fact the

16 The earthquakes being Slann-work is found in WFB Lizardman books (e.g., 7th edition timeline on page 24). A contradicting statement is made in 2nd Edition's Children of the Horned Rat which blames the Skaven for these earthquakes (see timeline page 35). I prefer to give such power to the Slann not the Skaven and go with the former source. I'm sure the Skaven like to believe they caused the earthquakes. 27 snake gods were “answering prayers” was the Tomb Kings’ first clue something was wrong).

-790 – Hakhara and its New Empire come into conflict with the city of Zlatlan, as the Slann cannot tolerate the nearby presence of powerful undead. Zlatlan unleashes a variety of calamities upon Hakhara and its surrounding towns. A horde of skinks then overwhelms the region. Those humans not taken to be slaves are killed. The Tomb Kings not destroyed are sealed within their crypts and buried.

By the time humans arrive on the site of what is now Goudenport, only a few walls remain as Hakhara’s ruins lie under the earth of over 3000 years. Some of the more distant Hakharan towns and outposts, which had no undead presence, were spared the 'skink apocalypse'. They are the ancestors of the Beehive town people and other isolated groups. If a GM desires, a valley in the mountains could hold a full-fledged survival of the New Empire – for example, a mining colony which did not have a necropolis and so escaped the fate of being taken over by undead in the Great Ritual and the ensuring wrath of the Slann. This would be a “lost world” sort of scenario which I use in my own campaign.

-700 – Colonists from Ind establish holdings on the eastern coast of the Southlands in what is now the Mangrove Coastline. Over the next 900 years they grow and expand into several cities, the largest being Baghrusa, and a great temple on the upper slopes of Mount Lhasa. They also create irrigation works and import long horned cattle to the continent. Conflict with beastmen and jungle tribes limits expansion.

400 – Slann remove themselves from cities and sites on the same leyline as the tainted Temple of Skulls: the Golden Tower of the Gods, Cuextotl and Nahuontl.

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100 – Clan Pestilens Skaven enter the Southlands (sailing from Lustria, driven out by Lizardmen and the power of Sotek), establishing several strongholds. 17

Civil war in the skaven empire as Clan Pestilens devastates the Southlands city of Bhagrusa and Mount Lhasa.18 The human city of Bhagrusa is overrun in a single night of fire and blood, then the skaven stronghold beneath it besieged, none surviving the plagues unleashed into it. This conflict lasts until Pestilens joins the Council of 13, and the Pestilens clan suffers its own losses to Eshin assassins.

190 – Sickness ravages the Ebonian Old Kingdom.

232 – In a weakened state, the Ebonian Old Kingdom is destroyed by savage orc and beastmen incursions. Survivors take refuge in the foothills and slopes of Kohl N’gai.

446 – The last of the Ind colonies is overwhelmed by a horde of cannibal tribes.

This is low point of human civilization in the Southlands as both Ebonian and Ind cultures are in decline and Hakhara’s New Empire destroyed. The Ind culture never recovers and vanishes except for its ruins. Only the Ebonians recover.

Circa 800 – In a struggle of generations, Ebonians drive savage orcs and beastmen from the plains. Their greatest strides are under the leadership of a great warlord remembered now as Ogoun, a mighty Loa (ancestral spirit). The resurgent Ebonians have lost many arts they brought south including the Nehekharan script.

1150 – The Arabyan trader and scholar ibn Jellaba travels into the Southlands reaching the hidden Temple City of Zlatlan and encountering its lizard people (Al'Saurim). He aids in the recovery of a mummified Slann from the Land of the Dead (Nehekhara) and returns with riches from that raid. The role he played in this task may be the only reason his expedition was permitted to reach Zlatlan and leave again. Ibn Jellaba warns the Sultan that the Al'Saurim have no interest

17 Skaven migration from Lustria to Southlands has differing timelines between Children of the Horned Rat and WFB Lizardman books. I take the key point to maintain overall to be Clan Pestilens was driven out by Sotek, meaning they must leave around year zero to align with that key fact. 18 WFB Lizardman army book 5th edition, page 24. 29 in trade and are not to be harassed. Recopied versions of maps from his explorations are eventually the source of the map Templemann uses.19

1200 – Plague nearly destroys the Sahnwari tribe in the Ivory Kingdoms.

1203 – Asur establish Fortress of the Dawn on Island of the Sun.

1400 – The boundaries of the Ebonian Ivory Kindgoms territories are largely established by this time, when a great horde of savage orcs emerges from the jungle. The orc horde is destroyed by an alliance of the Three Kingdoms. The Bond of Sky and Sun is sworn among the tribal leaders.

1533 – The Year of Green Fire as a meteorite falls to earth in a less-settled part of the Ebonian Sahnwari territory.

1562 – Plague ravages the Sahnwari tribe.

1620-24 – Tilean explorer Gaspare Polleti retraces parts of ibn Jellaba’s route, leaving records later found by “the Conspiracy”.

1681 – The Night of the Living Dead also takes place in the Southlands (being a global phenomenon). Jungle tribes saw their dead come out of the night and the cities of the Ivory Kingdoms were besieged by undead coming forth from their tombs.

The Sahnwari are completely wiped out as plague victims interred earlier return as particularly deadly undead, some of which still endure.

After this time the Ivory Kingdoms adopt the burial practice of “weighing down the dead” (burying them with heavy stones on them or in caves that are then permanently sealed after a year’s worth of interments).

GM: The vivid demonstration of walking dead leads the wicked among the Ivory Kingdoms and Tribes to later explore the arts of necromancy.

19 WFRP Enemy Within, 3rd edition references maps but gives no source. I propose ibn Jellaba and Polleti as the source of what marginally accurate maps may exist in the Old World. 30

1690 – Cathayan explorer Yin-Tuan narrowly escapes sacrifice in Zlatlan (his dragon tattoo perhaps being mistaken for a representation of the serpent god Sotek).20

1946-1954 – Mganga Ayize, now called Skull-Keeper in legends, rises to power by animating legions of undead. He builds Mahali Wafu (place of the dead), in Sahnwari and demands the dead of the Three Kingdoms as tribute. The Three Kingdoms refuse and years of conflict ensue.

1954 – The combined arts of the Obah, guided by the Ayize's sister, the great Themba Dreamspeaker, are sent against Ayize to briefly sever his control of his undead. In these moments, his own creations destroy him. Most of the dead he raised collapse when Ayize dies but some independently willed creatures survive.

GM: An ancient undead menace surviving from Skull Keeper's day can pop up anywhere in or near the Ivory Kingdoms, as could dire artefacts intended to bring back the villain.

2340-80 – The Ivory Kingdom of Kai-Itano converts to a revived version of Nehekhara's religion.

2395 – Sudenburg/Leopoldheim founded (for the first time) on the Bay of Medes.

2401-2423 – The Kai-Itano build a pyramid as part of conversion to the pantheon of Nehekhara.

2421 – Norse explorer “Losteriksson” reveals the existence of a great bay in the west coast of the Southlands and the protected coast in the bay is named New Coast.21

GM: “Losteriksson” is a misnomer in this case. Erik the Lost or more commonly called as the Lost Erik, which changed to Losterik was the father of original, legendary, Losteriksson who found passage to the Lustria and the colony of Skeggi. This happened in the year 888. The man the Old

20 WFB Lizardman army book 6th edition, page 9. 21 Warhammer Battle Bestiary,1984, page 11. 31

World recalls as the Losteriksson who found great bay in the west coast of the Southlands did not actually have that name, rather that title. The Second Losteriksson is really Skeggi-born Norse, Olaf Bjørnsson. He was from the Losteriksson-clan and mighty seafarer. So, he was given the God- blessed name of the clan ancestor, the great Losteriksson. He then became Olaf Losteriksson, son of Bjørn. But the Old World explorers remember this Norse, who found the New Coast, just as Losteriksson.22

2430 – New Coast colonization begins with the foundation of Goudenport by Marienburg interests in an overgrown ruin on an island. The site if first only as a landfall port that was not inhabited year round.

GM: This is one year after Marienburg obtained independence from the Empire. A plot line could involve evidence that the settlement was really established in 2429 before independence was granted (the grant having been purchased and not including any colonial territory). This would make Goudenport the Empire's territory. True or falsified evidence of this could be the "macguffin" in an adventure.

GM: This site is Hakhara, former centre of the New Empire. Under the soil and behind sealed doors still brood a few surviving Tomb Kings, burning with animosity against the Lizardmen who destroyed the New Empire.

2431 – Trade is opened with the Ivory Kingdoms. Ivory is shipped to sell at rich prices in Araby and the Old World while the local demand is for ikhambi, a treatment for skinflake.

2433 – Unsuccessful attempt to create Southlands colony by Estalian noble Alfredo Olmos. Most colonists die of various illnesses within two years. Survivors leave the continent. The site of the colony is now lost.

2439 – Sudenburg rebuilt on the New Coast at the mouth of the Skull River.

22 This reconciliation of differing source materials use of Losteriksson is suggested by Jackdays, author of the Norsca project and many other useful WFRP materials. 32

2463 – Gold rush on New Coast,23 year round inhabitation of Goudenport begins. Dwarves from Barak Varr found the settlement of Grimazagor.

2465 – Norse colony of Longaxe founded on New Coast. Its focus is exploration of ruins, capturing human tribesman as slaves and other more direct resource extraction. It is suspected of carrying out piracy on ships bound for other colonies.

2475 – Trade from New Coast to Old World becomes regular.

2476 – Port Calasangre founded by Estalian merchants at the mouth of the Red River.

2480 – Coolwood’s properties identified, leading to increasing demand for it.

2503 – The Norse Longaxe colony destroyed by a horde of skinks - a handful of survivors who survived in a fleeing ship described the scene.

2506 – The Magritta Company of Merchant Venturers, an Estalian trading concern, approaches Imperial Sudenburg Governor Albrecht Brennerman for permission to operate in the area and gains it (the governor's lifestyle improving considerably).

2514 – Governor Brennerman’s successor, Johann Laubrecht, takes office and continues arrangement with the Company. Albrecht Brennerman returns to the Empire a richer man though of poor health. He publishes his memoires (Adventure in the Green Hell of the Southlands) in 2517 but they are generally regarded as a badly written and mostly fictitious effort at self-aggrandizement.

23 Marienburg Sold Down the River, 1999, page 21 33

Events from this point on invoke elements of the 3rd Edition Enemy Within.

2520 Kaldezeit (10th month) – The Kaufman- The years of events 2520 Templemann Southlands Expedition leaves for onwards should fit with the the Southlands. It reached Sudenburg early in year a campaign sets the 2521 and spent almost a full year making events of 3rd Edition Enemy expeditions into the interior (2 expeditions). Within. This dating assumes Year-end 2521, Bischoff, "Johann Templemann" 2522 for the start year of that (Eric Mandelbrot), Magister Ernst Feir and Borgir campaign, so move back or Holck, along with a few soldiers go into the later a year for your own Screaming Darkness to explore the ruins a map campaign. says lie there. Only Bischoff returns.24

2522 – New Year’s Day, expedition leaves Southlands.

2522 – Sigmarzeit - Southlands Expedition returned to Averheim, having reached Marienburg two months earlier (Jahrdrung 2522)

2522 – Sigmarzeit, Sudenburg Governor Johann Laubrecht killed by tribesmen while hunting.

2522 – Brauzeit, arrival of new Governor Marcus Baerfaust in Sudenburg.

24 Some of these NPC’s and events are part of my own version of the 3rd Edition Enemy Within. 34

Peoples of the Southlands - Details of Races

Ebonians – The Ivory Kingdoms – Izizwana Nohabmo – Baalwari, Mehngara and Kai’itano

Old Worlders call the Southlands’ dark-skinned Slavery humans Ebonians, Southrons and various other things. These peoples are several cultural Ebonians have a strong, groups and variations in skin colour, with their cohesive culture and are own names for their cultures. Generally they suspicious of strangers. have dark skin, brown eyes and dark hair that Attempts to raid them for tends to tight curls. slaves end badly and they do not sell each other into Old Worlders are most familiar with the peoples slavery. of three tribes of the southern veldt plains and hills. Old Worlders call these the Ivory They have suffered from Kingdoms for their trade good of greatest lizard man raids at times, as interest. the reptilians use human slaves, and this earns the The tribes call themselves the Tribes of the lizard folk the Ebonians' Journey, Izizwana Nohabmo. They are the allied undying hatred. Baalwari, Mehngara and Kai'itano tribes which share a common culture and language. They are each monarchies.

Their territories lie inland from the eastern coast, for the coastal territory itself is barren, a near desert which receives little rainfall. This band of near-desolation insulates the Izizwana Nohabmo from Dark Elf and Norse raiders – seaborne raiders would have to land and travel overland if they wished to pillage.

The jungle tribesmen possess more than one culture but speak dialects related to the same language as the Izizwana Nohabmo (effectively understood as same language with strong accents and a few terms differing). While regarded as savages and much less respected by Old Worlders than the people of the Ivory

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Kingdoms, they are sometimes sought as guides or porters, more regularly as healers.

Ebonians of all backgrounds are hired, as troops of mercenaries or individuals, to assist northerners in the Southlands. They are less prone to heat-stroke or falling ill to skinflake. Those Ebonians skilled in the herb and leech craft of the Southlands, knowing the best remedies for many illnesses or poisonous bites, are also highly prized as barber-surgeons.

History According to their oral and pictographic histories, the tribes once lived further north and alternated between trading and being in conflict with a great power which was most likely Nehekhara. They adopted several practices from the Nehekharans including writing (since lost) and mummification of the dead.

When evil began to rise in Nehekhara, visions inspired the leaders of seven tribes to leave the region in a great journey south. One migrated to what is now the southern Arabyan territory and was absorbed into that culture.

Two tribes were separated from the others during the journey. They are believed to be the ancestors of the more primitive jungle tribes. In Ivory Kingdoms’ lore, these tribes lost faith and thus are called “The Faithless” by the peoples of the Ivory Kingdoms.

The four Tribes of the Journey which founded the Ivory Kingdoms believe the great journey was "the journey home" and that their god blessed their path and sent spirits to guide them. They believe their creator lives on Kohl N'gai, the highest peak of the southern mountain range. Their god has no name, for they believe the creator is beyond mortal language. Kohl N’gai means Throne of God and when a name would be used they use that for their god’s name (which can confuse people with statements such as “Kohl N’gai ordained our ancestors to watch over us” and “on the other side of Kohl N’gai lies another sea”).

The Old Kingdom – Umbuso Udala -1800 to 280 of the Imperial Calendar

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The four migrant tribes founded what grew to be a great kingdom whose works can still be seen. These stone ruins and mastaba tombs are similar to Nehekhara’s and can be confused at times with Hakharan Empire ruins.

The Old Kingdom lasted just over 2000 years, Ebonian Calendar though in truth it only established itself truly 200 years after its people entered the region. Once The Ebonians name each year established, it went through many changes 1 to 24 year in a cycle of lion, including two bloody civil wars. It built towns antelope, eagle, snake (a throughout the region and explored further, larger cycle of 96 years). having mines and outposts as far as the eastern Antelope is 4 years old is the coast. It fought many wars with beastmen and way this is said (the current greenskins and established client relationships year). with some tribes to extend its reach. They also give years of However, the Old Kingdom never developed momentous events a name, advanced agriculture and so did not create high such as the Year of Green density cities. It had one major city supported by Fire. tributes from many villages and towns (this Only the Obah worry about pattern repeats unto the present day in the counting the larger number region). This capital's ruins lie under the Kai- of 96-year cycles. Itano capital, the modern town of Indawo.

The Old Kingdom was destroyed by plague and war, overrun by savage orcs and beastmen, so much lost that even its name is now only recalled as Umbuso Udala, meaning “the Old Kingdom”. Refugees from its fall survived in the foot hills of Kohl N’gai and took 500 years to rebuild and drive out the invaders.

Years of Darkness

Another calamity struck when the fourth tribe, the Sahnwari, were cursed by a falling star, which burned across the sky with green fire. They were subsequently much diminished in a great plague over a thousand years ago.

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GM: The plague was Skaven work as they cleared out humans so they could recover warpstone from the fallen meteorite.

The Ebonian recovery of territory was cemented under the war chief Ogoun, whose leadership and personal bravery are legendary. Each tribe now claims he was of their bloodline.

The Bond of Sky and Sun

As long as sun crosses sky, we stand together against the enemies of humanity.

In 1400, the Izizwana Nohambo united to defeat a savage orc WAAAGH! The tribes' kings swore a blood oath that their peoples would always come to each other’s aid against such foes as seek the end of humanity. A renaissance and era of progress began as the region rebuilt from the orc depredations.

The Bond of Sky and Sun covers attacks by greenskins, Lizardmen and beastmen. Undead were agreed to be also covered after the Night of the Restless Dead.

The Night of the Restless Dead was the worst setback to the kingdoms’ recovery. The last of the Sahnwari tribe were wiped out during the dark night. Sahnwari lands are still shunned as unclean and prowled by hungry dead (the latent effects of the meteor fall).25

The Kingdoms Today The Ivory Kingdoms are most aptly seen as city states. Their people are skilled with metallurgy and can work iron but have little access to it and thus forge mostly copper and bronze. They have access to large copper deposits. They hunt elephants for their ivory but also use some domestically (e.g., to help shift large weights).

They are a cattle-herding, warlike folk who deal harshly with unwanted intruders - whether beastmen, greenskins or lizard men. They prefer to take the battle to

25 Warpstone has various origins some of which are less applicable in the Southlands but meteoric falls of it can happen anywhere. Any big landmass has to have at least one notable site and this is the Southlands'. 38 foes if they find such gathering near their borders. Early encounters with bands of Norse and Dark Elves who explored inland made them very suspicious of Old Worlder explorers but they have become more accepting in recent decades.

Warfare The Ivory Kingdoms’ armies are largely militia levies of young men who act as warriors. Each kingdom maintains small standing force as a Royal Regiment that accompanies their ruler.

They favour armour and weapons that are light and use metal sparingly. Their normal weapons are short stabbing spears I usually use Zulu names and (assegai, hand weapon), throwing spears, terms for Ivory Kingdoms shortbows and war-clubs (iwisa, hand weapon, terms and names but as this the rungu is a smaller version that can be is fantasy go with "what thrown as a “throwing hammer”). Ornamented sounds right" at times. war-clubs are often used as rods of office by rulers or their officials. If wanting to play PCs or expand considerably, Lee's They usually wear little armour (padded lists Zulu Names pdf is a quilting, effectively Robes), or cotton-quilted handy source. body armour (Leather or Brigandine depending on how well reinforced). They use small wicker shields with reinforced hide (Bucklers and Round Shields) that do not hinder mobility nor impose penalties in their hot climate.

Guards and greater warriors use large shields (kite shields) but most prefer to travel lighter.

When war threatens, loss of life is often avoided by a giya. Two forces confront each other 100-200 yards apart and exchange insults and demonstrations of prowess in a contest to see who has the most spirit. Since this is the side expected to win, most disputes are resolved this way with only minor injuries.

Third Edition Mechanics: Wicker shields are effective against arrows and clubs but are less effective against Piercing weapons – whenever struck by a weapon with Pierce, they take damage 39 which reduces one either Defence or Soak (Damaged condition for armour) or if none of either left destroys the shield. Deem the shield struck if the K it provided results in an @ and that is difference of hit or miss.

Many Ebonian warriors train in a fast-moving combat style called Idada. This is a Tactics talent that requires total Enc less Str +6 and allows them to spend one Manoeuvre to gain Def +2. This Improved Footwork talent and does not combine with Footwork tactic talent. Once closing with a foe, if simply remaining engaged, the warrior spends their unused manoeuvre to gain this defensive benefit, otherwise it costs a Fatigue (Aggression die).

Any warrior who would command others must prove courage by facing a lion alone and thereafter wearing its skin () to Leadership and Fear tests [not Terror]).

Worship, Magic and the Supernatural Ebonian spirituality provides the only form of magic openly practiced. They are well-aware of Ogoun is depicted as a man the existence of other forms of magic and with a short trim beard distrust them. Necromancy, powered by bearing a double-headed axe. sacrifice, is the most common “alternate source of energy” for magic in most of the Southlands.

The Creator Currying Favour thus of All Things is represents progress in too busy to attracting a Loa. Casting heed the Blessing is being possessed affairs of (beneficially). creatures as minor as people. To care for them, he permits their greatest ancestor spirits (amadlozi) to watch over them as Loa. Loa are "saints" given special powers by the Creator. Men and women become Obah, intermediaries with the Loa. Art - Luigi Castellani

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Obah invite possession by Loa which then works its Blessings.26

Major ceremonies and events involve mass possessions during ritual dances and songs (just as core rules permit priests to gain fortune dice benefits with support from a congregation). The Creator is honoured and mentioned in prayers invoking the Loa.

Loa rest in inanimate objects, when they are not possessing people. Sometimes these are special fetishes ~ the principal form of “magic item” found in the region. The most powerful Loa is the great unifier and warrior Ogoun, but there are countless others. Another favoured Loa is Themba Dreamspeaker, she who saved the Three Kingdoms from Skull-Keeper.

Obah do not choose to become such, children with a talent for hearing the Loa are identified and taken by the Obah to be purified and raised to follow this calling.

GM: Children who in the empire would be taken into the Colleges or in Bretonnia by the Fey Enchantress, here are taken to become Obah. Sometimes a Mganga (see below) may take one as an "apprentice".

Ebonians are concerned for the proper disposition of remains after death out of respect for amadlozi (ancestor spirits). The minimum acceptable practice is wrapping in a shroud and interment to protect against scavengers. When possible, interment takes place in mastaba-style tombs or caves which are sealed shut permanently (e.g., with large boulders) after a year’s worth of interments.

Evil spirits called Umoya-bi manifest at times. Most often they are simply voices tempting mortals with corruption, particularly when Mwezibi (the evil green moon) shines or when thoughts dwell too much on wickedness. Desperate men sometimes bargain with these “voices on the wind”, inevitably becoming monsters in their thoughts and sometimes their forms. Obah who listen to the Umoya-bi turn to using dark powers and become Mganga.

26 No offence is meant to those who practice any of the actual faiths that incorporate such concepts, no more than using “daemons” or the title “Priest” in RPG’s is meant to offend faiths that believe in them or use that title. 41

The green moon Mwezibi is the Mother of Monsters such as the Umoya-bi. She causes wicked creatures to come into being to prey upon men, for she hates all that is good and all who welcome the sun. She long ago sought to be the sun's consort but was spurned and cast into darkness. Ever since then she has sought her revenge.

GM: The Ruinous Powers have their followers in the Southlands, particularly the Ivory Kingdoms as the Winds of Magic blow normally here to carry their twisted will. However, their cults are not as well organized or elaborate as in the more densely populated Old World.

The Three Ivory Kingdoms

The Kingdoms have rivalries and come to conflict at times but they don't fight for territory. They believe that seizing land would result in being cursed for the land is home to the ancestor spirits, Loa, who would not be kind to intruders.

Their material conflicts are raids for cattle and other livestock, though they see such activities as redressing insults to honour and such.

Map 2: Ivory Kingdoms [to do]

Baalwari This tribe has created the strongest kingdom, ruled from the great white-walled adobe city of Isiquonga but with three other large towns and many smaller villages. They number over a hundred thousand. Their settlement’s brick buildings strike Old Worlders as "bee hives" built in spiraling mazes.

The Baalwari muster the largest armed force in the Ivory Kingdoms - greater than the other two kingdoms combined. The Baalwari have several war elephants, something neither other kingdom possesses.

42

The Baalwari prize trades and crafts skills but are suspicious of abstract lore as being snares for the unwary. Inkosi (King) Londisizwe ka Simphiwe27 requires of foreign trades that for every agreement of trade to export ivory or other goods, or to hire mercenaries, a tradesman or craftsman of the north must stay at least a season in Baalwari passing on their knowledge.

Inkosi Londisizwe ka Simphiwe's health is starting to fail. He has two sons, Jabu and Sifoso by different wives but has never declared which is his heir. Factions are developing around each, with the possibility of civil war. Jabu is a great hunter and warrior but seen as a pawn for his mother Nomzamo. Sifoso ka Londisizwe is a wise man but has a club foot, whose mother died in childbirth of his younger sister Zama. Some accuse him of being a child of Mwezibi (mutant) who uses sorcery. The line between mutation and disability can be hard for people to see.

Secrets of the Baalwari A secret marriage negotiation is taking place to wed princess Zama to the young Inkosi of the Mehngara, Bonginkosi. Allying Sifoso’s faction to the strongest Mehngara tribe would alter the power struggle’s equation. In Mehngara, some would see this as a sign Bonginkosi desires a prominence more suited to permanent kingship.

The Obah ban on marriage is forcing this secret engagement to be kept longer than its proponents feel safe.

Mehngara The highland realm Mehngara is home to quasi-nomadic tribes who move as they graze great herds of long horned cattle.28 A chain of stone hill forts throughout the highlands provides them refuge, as it did their ancestors who fled the fall of the Old Kingdom. Mehngara are remarkable hunters and trackers.

27 "protect the nation", many names used are Zulu or Swahili. In Zulu, ka means "son of" - a full name would be xx ka yy ka qq etc. 28 These cattle are originally from Ind and were brought to the continent by colonists long ago. This is trivia, no one among the continent’s present inhabitants knows the cattle’s origin. This loosely follows the history of such cattle in Africa. 43

Mehnhgara has the largest number of Obah who often gather around the great stone circles found in the upper highlands – within sight of the great misty peak of Kohl N’gai.

Mehngara are divided into three sub-tribes, each with a chieftain. The role of king rotates among these three chieftains every three years (this is the result of a division of inheritance by a King of Mehngara 240 years ago), the current King being Bonginkosi ka Mondli.

The King's power is nominal and tribal leaders meet to agree on collective action, even re-allocating families among tribes to deal with shortages or surpluses of various skills or qualities. They give great deference to the infrequent advice of a similar council of Obah.

There have been wars between Baalwari and Mehngara for as long as any recall. The typical pattern is Mehngara cattle raids provoke Baalwari punitive expeditions.

Secrets of the Mehngara The Mehngara hill forts were here before humans came to the region. The same forts provided refuge during the Years of Darkness. In Izizwana Nohabmo mythology, the forts were created by Kohl Nagai for their safety.

The forts are all built using immense close fitting blocks of a smooth, dark black stone that comes from the mountains leagues to the south. They have chambers that descend deep into earth. The scale of the structures is oversize, as if built for giants.

Despite being miles apart, the hill forts are the top of buildings from one single huge antediluvian metropolis. The city's population was destroyed in the Old One's purge of indigenous civilizations (-15,000).

Kai-Itano This kingdom is similar to Baalwari in accomplishments but much diminished in population. It is more scholarly compared to the militant and pragmatic Baalwari. It is isolationist and in turn avoided by others who mistrust its people and believe

44 them cursed. Queen Thandeka rules. She had become regent for her brother's son when he died (it is popularly believe she poisoned both).

Its capital, Indawo, stands upon the ruins of the Old Kingdom of Umboso Udala’s former capital.

More than any other tribe, they preserve ancient lore from time in the north, including of Nehekharan religion. In the 24th century, they turned from the Loa to worship the ancient gods of Nehekhara, even building a small step pyramid over a century ago.

A sign of the depth of this change is that Kai-Itano priests shave their heads. Most Ebonians pride themselves on keeping their hair tidy, usually close cut, and shaving the head is usually only done as a form of shaming.

In the century after this they began to show the changes that the tribes believe mean that Kohl N'gai has cursed them, though they insist it is simply the scarring of a recurring outbreak of skinflake.

Secrets of the Kai-Itano Many Kai-Itano have the "Southland Look". The Kai-Itano were infiltrated by Serpent People who encouraged the cultural shifts which then allowed them to advance their experiments with the Southland Look. Their influence led to building the pyramid. Its true purpose is to provide Serpent Esoteric-Scientists greater magical energy and it is home to a nest of them.

Though superficially, the ancient gods being worshipped are all known ones, it is not difficult to see that two Nehekharan gods are most favoured: Asaph, the asp goddess of beauty, magic and vengeance and Qu’aph, the snake god of subtlety (see the -1350 entry in timeline for the previous Serpent People plot of this nature).

Wiser Obah among the other tribes suspect that an evil force is at work in Kai- Itano but have no idea what it is and do not suspect a corruption so deep.

Current Events in the Ivory Kingdoms

45

The Mganga's Lions

The powerful Obah Siyanda Red-Eye has turned to evil and become a Mganga. He terrorizes the borderlands of Baalwari and Kai-Itano, in revenge for being expelled from the councils of the other Obah. Siyanda commands a large pride of lions to kill at his command. Hundreds of people have died in the past decade. None in the local region even admit he exists for fear of him.29

Celibacy Movement - Baalwari and Mehngara

Ill omens have been seen by the Obah and no marriages are currently being performed in the kingdoms of Baalwari and Mehngara for it is foreseen that the issue of such marriages will not be pleasing to Kohl N'Gai. Married couples have been urged to forego customary marital relations. This has caused much consternation among lovers. The long term consequences of reducing childbirth rates is also a concern to rulers who ask the Obah repeatedly how long this will go on but have received no clear answer.

Kai-Itano has not implemented any such policy and scoffs at it.

Old Worlders are dismayed by this development and dismiss the "superstitious natives" for their silly taboos. Ebonians in Old World colonies are particularly taunted about it.

GM: The Obah may have detected a time of great disturbance in the Winds of Magic threatening mutation when life is just beginning (and most easily tainted), or perhaps oracles warn of some plot of the Serpent People without naming them.

Queen Thandeka's Plan to Move the Capital of Kai-Itano

29 Based on true deaths by a pride of lions over a decade and disputed theory of witchcraft involved in 1930's African events. 46

Queen Thandeka has announced a plan to move the capital of Kai-Itano, pronouncing Indawo accursed. This plan is not popular with courtiers or the folk of Indawo as the "royal city" system of the Ebonians would cause all tax revenue and other levies to move to the new capital. Indawo would shrink into a village within a short span of years.

Given Thandeka's history, no one wishes to oppose her openly.

GM Only:

Thandeka seized power though seduction and murder (in that order). She is a truly Art - Luigi Castellani brilliant and vicious woman who is also a witch (wielder of dhar magic) and no part of the Serpent People's plots. She has unexpectedly upset them by seizing power. She uncovered several "spies" and now does not trust the capital city, realizing it is honeycombed with secret passages. In the long run, one witch however brilliant and able is no match for the depth of the Serpent People's infiltration of Kai-Itano but in the short run they are stymied for they do not wish to risk direct action.

Southrons – Tribesmen – The Cannibal Tribes – The Ghoul Tribes

The jungle tribes are racially identical to the Ivory Kingdoms’ people (sharing a common ancestry) and speak a related language (effectively a dialect). Their technology is far less advanced and their cultures quite different. They do not use iron or other metals except that they have taken from others.

In the western region, around the New Coast for example, the tribes are often lighter skinned and speak an even-more distant dialect. This is the consequence of intermarriage with survivors from the fall of Hakhara. These differences are

47 often overlooked by Old Worlders but native peoples easily tell someone's regional origin.

Ebonians and Old Worlders distinguish between “tribesmen” and “the cannibal tribes”, though this is an imprecise distinction. There are some actual cannibal tribes but the reputation for cannibalism generally is overblown. It is fed by the breadth of several quasi-secret societies which practice cannibalism as part of fetish-worship of animal spirits: the Leopard, Hyena and Alligator Societies.

Society members meet at night and don the skins of these animals (sometimes several skins sewn together) to appear as a humanoid version of them. They hunt victims, usually someone who has offended them or who they are paid to hunt down, kill them and eat “choice parts” in rituals they believe give supernatural powers (e.g., the ability to see in the dark to better hunt) and vitality (resistance to wounds, Armour Soak) – ultimately the ability to actually shapeshift.30

Society members are feared as ruthless killers who exult in terrorizing victims. Joining a cult requires killing a family member to prove devotion. They often carry small “bowl-like” wooden instruments which when blown into produce a growling-hiss like unto the animals they emulate.

The cult dominates some tribes, particularly in the region of the Temple of Skulls. Tribes completely dominated by the societies, permitting them to act openly, are called Ghoul Tribes and may accept actual ghouls among their number. However, for the most part the cult exists secretly even among jungle tribes.

Most tribes worship the spirit of the jungle itself. Tribesmen sing hymns to the forest to ask for its protection and to ask it to punish evil-doers and enemies.31

GM Secrets

A GM can decide the source of Cannibal Society powers. If desired, they can be the Chaos Gods at work more subtly in this generally winds-weak region. I

30 This is loosely based on the actual Leopard Cult which is both historical and appears in a Tarzan book. 31 A GM comfortable using real-world spiritual concepts can research Molimo. 48 suggest it is a sacrifice or dhar-fueled sorcery and bizarre survival of Nehekharan religion. The Nehekharans gave their gods’ images animal aspects and this changed for these tribes into worship of animals as powers. The terrorizing hunts are actually a form of ritual sacrifice harvesting life energy.

The Beehive Towns Though almost all Old Worlders and even many Ebonians view all those who live in the jungle as wandering savages, there are newly encountered settlements in the region north-west of the Jungles of the Gods and beyond the head-waters of the Red River. Some of these are sophisticated towns as large as a 1000 people.

These jungle towns clear land for crops, hunt and fish and raise a small number of domestic animals. They wear linen kirtles and wraps.

The townsfolk trade with tribesmen but are wary of Cannibal and Ghoul Tribes. The relationship of townsfolk and uncorrupted tribes is symbiotic as they lend mutual support to each other.

The Beehive Towns worship animal totems, primarily a crocodile with power over rivers and running water. They honour him by keeping pools of sacred crocodiles.

GM: This is a faint memory of the Nehekharan god Subekh, the hieroglyph for which is also the symbol for pharaoh. The humanoid aspects have been lost and it is only remembered for the animal associations. It would take a very Educated scholar to make this connection.

The towns are named after the giant beehives each keep. They have long domesticated giant bees, obtaining honey that is highly valued for its culinary and medicinal uses. The giant bees are also a key part of the towns' defenses.

GM: The towns were originally created by Hakhara and their inhabitants carry a larger degree of Hakhara blood but not enough to noticeably change their apperance.

Asur Fortress of Dawn

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The Asur’s only permanent presence in the Southlands is the Fortress of Dawn on the Island of the Sun. A small city is built around a colossal waystone32, though the city was never fully populated. Its construction is more a sign of ambition at the height of Ulthuan’s colonial era.

This naval strongpoint was completed first in 1203 as part of the global effort against Dark Elves. It is a fortress and naval base to a small fleet. Elven vessels sailing to Cathay and Nippon or the elven outposts in those waters (the Tower of the Sun, Tor Elasor) layover here and can also get repairs and supplies. The base is well protected by natural position and fortifications, being approached only through a narrow passage between high cliffs (so narrow that a Dark Elf Black Ark would not be able to pass). Scouts mounted on giant "seahawks" soar the skies around the fortress.

Nearby, on the mainland’s southernmost point is one of the strong points the Slann created to channel away the Chaos energy flooding from the Southern Polar Rift (ensuring it is swiftly suborned into the Geomantic Web). Elves have taken over its care. This site is usually marked “Elven Fortress” on maps but was not built by them. Standing slightly inland on a rocky outcropping, it is a thin and tall spire of smooth glittering white marble – more akin to a strange lighthouse than a fortress.

The Asur name the mainland site [need Asur name xxx]

Ruin of Past Elf Colony There are elven ruins on Southlands’ east coast, on the northern coast of Losteriksson's Bay in the mountainous Dragon’s Spine.33 This colony was founded circa -3000 in the era of expansion under the 2nd Phoenix King Bel Shanaar the Explorer (-4419 to -2749). It was abandoned in -1599 in the recall of colonials at the end of the War of Beard and the start of the reign of the 5th Phoenix King

32 WFB “Uniforms and Heraldry – the High Elves” page 71. 33 WFB Elf Army books have maps showing the greatest extent of elven colonial era expansion before the recall, which shows an elven presence in this region. All else is my fiction. 50

Caradryel (-1599 to -996) – thus endured over a thousand years. These ruins are of similar age and style to elf ruins in the Empire but overgrown.

Sites include a ruined port (known to modern Old Worlders) and a town once known as Tor Harathoi (The Young Town) and several towers built on a small plateau in the mountains (so far unknown to modern Old Worlders). Nearby mines were operated where the elves oversaw slaves extracting precious gems (e.g., diamonds and emeralds) and cinnabar, from which quicksilver (mercury) was extracted - though with the ill-effects of working that substance befalling many slaves.34

Though modern Asur do not like to admit, nor do they dwell on, their past use of slaves. Before the split and recognition of Dark Elves, elf colonies made extensive use of local humans as slaves. They stopped when the split came as slavery came to be looked on as a corrupt practice beneath true Asur (and an increasingly moot one with the abandonment of colonies).35

The Asur colony was not far from the Temple City of Nahuontl but intervening mountainous terrain made approaching it difficult. Elven scouts riding great eagles sighted to the city at times but never approached it, understanding this was ill-advised for it was the work of the Old Ones (though the temple city was already only inhabited by skinks). Thus some old elven maps of the region do show the temple city – but note it is not to be approached. Such maps might be found in the ruins on the plateau.

New Coast Colonies

The colonies along the New Coast are reached only by sea, the overland routes to the north being through leagues of jungle and mountains inhabited by hostile creatures.

34 Suggested by "d6 evil men" on FFG forum. 35 Warpstone #14 has the article on slavery by elves. 51

The great bay found by “Losteriksson” is sheltered from the worst ocean storms and home to several colonies, all established at river mouths. The names of the rivers are given by colonists as are those of most features.

The Hungry River and Red River are both named for the vicious predators that lurk in them, though the Red River also carries red mud that colours it. Skull River is named for the skulls on stakes that adorn its upper reaches, courtesy of the Biloko. The River of Mists, a tributary of the Hungry Water, is named for the mists that constantly rise in the highland region if flows out of (a mist jungle, or to be technical “cloud forest”). The Fire Lizard Swamp is named for the fire-breathing salamanders encountered there.

This map shows some local details, as known to colonials, which the larger scale map does not. Skull River is not as significant as the others and the small islands that rise from the bay not large enough for any settlement. Both are home to goats that mariners have left there so they could be hunted at times for food.

This map is suitable for PC’s to see. It does not note the ruin of Nahuontl or the city of Zlatlan. It also only shows the coastal elf ruins (what was a port) not the abandoned elf town and towers in the mountains ~ which have not been “discovered”.

The colonies are founded in hilly and grassy lands for the most part, smaller stands of trees are close but the Great Green or the Green, as the jungle is called, usually starts somewhat inland.

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Map 3: Player Map of New Coast

Imperial Penal Colony of Sudenburg

Sudenburg sits at the mouth of the broad slow-moving Skull River. The coast around it is bush and scrub for roughly a mile inland, in which a few crops are grown, and then the dark green jungle begins. In the east, beyond the Fire Lizard Swamp, mountains rise, their highest peaks perpetually wreathed in mists.

From its 2439 population of 200, Sudenburg has grown to a polyglot population of 1000 humans [725 imperial of whom 200 are convicts, 125 Ebonian, 50 Estalian, 50 Arabyan, 50 Other - Tilean/Bretonnian/Border], 75 dwarves and 6 ogres. The population is predominantly male as most convicts, traders, mercenaries and such are men. Women are usually local-born or rarer female convicts.

53

Many in Sudenburg, mostly the native born (about 300 are native-born), have a certain look, often the after-effects of a nasty bout of skinflake. It's not that unusual, except for recurring so often: a receding forehead and chin, small ears, a flat nose, dry flaking skin.

It is a corrupt, crime-ridden community in which safety comes from paying protection money to the Company or living under protection from the Imperial authority of the Keep.

The small town lies under an imperial style keep with an outer wall on which three cannon are mounted (facing the sea): Schloss Klara (the emperor Luitpold's favourite grand-daughter's name).

The only two stone buildings are Schloss Klara and the Magritta Company's guildhall. The rest of the town's buildings are wood, often log structures.

Imperial soldiers are technically the town watch but only keep order in the area of the keep itself. It's a small community so anyone offending another is easily identified. Whether any form of justice ensues depends on a victim's faction.

It's a small community so anyone offending another is easily identified. Whether any form of justice ensues depends on a victim's faction.

History of Sudenburg Sudenburg was first established in 2395, far north of its current location, by Emperor Leopold von Krieglitz (elected Emperor 2369, from Stirland, after Magnus the Pious). It was founded with the assistance of Marienburg merchants (at that time still part of the Empire) to exploit the Southlands' riches as related in travellers' tales. The colony failed miserably at first having really been an ill- conceived and badly located venture/swindle.36

However, the Emperor hit upon the happy idea of turning it into a penal colony in order to answer Shallyan petitions for clemency instead of death in the case of various political prisoners and agitators.

36 Aprocrypha Two outlines the “original Sudenburg”. Its demise and relocation are my invention. 54

Prisoners are sent with a brand of L and the year of their sentencing (on their left fore-arm). It is death to be found back in the Empire within 10 years of that date. Service in the garrison is punishment duty for soldiers sent here and likewise being "Governor of the Colony" is usually the result of spectacular failure or truly crossing the great and powerful. Being in the magically poor Southlands, it is a good place to send wizards who "need time to think about being more careful".

Disaster struck in 2432. The first convict ship of the year arrived to find the settlement completely deserted. Everything of value was gone but there was no sign of a struggle. Had the 600 inhabitants fled some menace, were they taken by Arabyan slavers, had someone made a very badly-chosen wish from an Arabyan Djinn37 or did some foul plot of Chaos account for it? No answer was ever found and no one was willing to resettle the possibly cursed-location.

In 2439, under Emperor Wilhelm the Wise, the first Holswig-Schliestein Emperor, the colony was re-established further south and without Marienburg's involvement (this being after its independence), on the New Coast.

In 2506, the Magritta Company of Merchant Venturers, an Estalian trading concern, approached then Governor Albrecht Brennerman for permission to operate in the area. This was gained, the governor's lifestyle improving considerably. The Company hires use of convicts from the Governor to get cheap labour for hazardous work. This is quite profitable, though it has reduced the number of convicts reaching their 10 year mark.

Key Services There are 2 inns, one of medium+ quality (the Coolwood, see below) and one of poor quality (The Broken Bars). There are boarding houses to get (poor) quarters in long term (higher risk of disease and other misfortunes).

There are about 20 taverns to get a drink or smoke something stronger, most of them no more than a shack. This is a high number for a community this size but the local population has much to forget and is rather dissolute. Many in it also

37 Travellers' tales lie. Djinns don't grant wishes, being a minor daemon but Players can find that out the hard way. 55 prefer to drink with their own kind thus creating more sites. Beer is not brewed locally and is thus more expensive though dwarves still imbibe it by preference. N'samba (palm wine) and iQhilika, a mead-like honey-based drink (of short shelf life) are the local alternatives.

There are several kitchens, being "take it and go" eateries, which do a good business as the predominantly male population mostly does not cook for itself.

There are a couple of gaming dens, including one which puts on fights between local wild animals (a fee is paid to watch and betting is encouraged) - there being a market for anything man-sized or smaller including smaller predatory dinosaurs, wild cats and other creatures.

Other services include barber-surgeons (more barber than surgeon), smithies, carpenters and minor trades.

There are no temples but there are shrines to Manann (at the docks), Sigmar (in Schloss Klara' courtyard) and Shallya (in the poorer end of Riverside area). There is a Garden of Morr a quarter mile inland.

Convicts Roughly 40-80 convicts arrive twice a year, however many of these soon die of illness. For those who survive, labour in the interior where they face threat from its dangers is another cause of high mortality.

Convicts are all put to work, at first as indentured servants. The starting point of any convict is hard, often dangerous labour, unless they have particular skills making them more valuable in other work. At the five year mark, or as a reward, convicts are allowed to work for whom they choose and may now keep their earnings though they are subject to a special tax. Convicts are referred to by several slang terms, most commonly "scrag" referring to those in their first five years, "swells" for those in their last five years or promoted early to that status (the term is meant ironically), and "laggers" for those who stay on after their 10 years is up. A "bolter" is a convict who flees the colony and tries to make a life elsewhere in the Southlands.

56

Many convicts create their own businesses or trades in the last part of their sentence and this is often the reason they stay afterwards. By this time most have adapted to the Southlands (mechanically they gain the Southlander trait of heat resistance) and have established themselves more than they would be in the north. This progress from convict to freeman and settler has been going on for almost a century now, meaning there are 4th and 5th generation locals.

The population growth is less than might be expected due to the hard local conditions, which include high infant mortality.

Sudenburg Factions: The Keep - free imperials in the Emperor's service including College Wizards, and members of the official cults.

The Company - the employees and officers of the Magritta Company (see below).

Ebonians - except for a few outcasts who are treated as "dead" by others, the Ebonians look out for their own.

GM - the "Ebonians" are a mix of Ivory Kingdom mercenaries and local tribes who divide themselves along those lines. A mercenary from Baalwari would not worry to avenge or protect a bearer from a local tribe.

The Honourable Sundenberg Guild of Craftsmen and Merchants (the Guild) - The few skilled craftsmen and trades people use their wealth to hire thugs to look out for their shops and wares. These are mostly convicts who decided to stay or their descendents. Their security consists mostly of the Ogre Brothers.

Sudenburg Locations:

(colony map to insert)

The Docks and Warehouse Row (Warehouse District)

The docks area known as Warehouse Row is mostly Company-owned buildings. Several face directly onto the docks to permit direct transfer between warehouses and ships. 57

Port clerk Hussein bin Ashok is a portly Arabyan with a large family who perform all the real work associated with his position. All ships entering the port are noted and the records available to the Company (unofficially) and the Governor.

Most dockworkers are Ebonians - this is a sought-after job as it's the best-paying low-skill low-class job there is that doesn't involve risking trips outside the town. There is some resentment among Imperials against the Ebonians for "taking these jobs".

The ogre Ushtak Gorge is Dockmaster. People assume he is dim-witted though perhaps he is just inscrutable - but no one causes trouble, works without docker permission or steals from Company ships or warehouses on his watch. Carver is Ushtak's halfing cook and spokesperson, who many suspect is the real brains of the pair. Most find him scarier than the ogre. He talks in the plural and is endlessly fascinated with sharp objects.

The Coolwood (Warehouse Row in Warehouse District):

Warehouse Row is home to the oldest inn in the city, the Coolwood – the town can only support one reasonably quality tavern or inn and this is both.

Most new visitors stay here. There is one other inn and many other taverns but they would all be considered fit only for a rat-catcher in the Empire.

The inn’s original owner built the large, comfortable building out of coolwood from the jungle, giving it a dark rich hue. The wood gives it both a naturally cool environment and also shadows deeper and more frequent than expected.

The Coolwood has an unlucky reputation. The last two owners each ran the inn for less than 2 years before disappearing. Some claim that "the wood ate them", as if the building is alive.

GM: In reality, both were insufficiently cooperative with the Magritta Company. The current owner, a Kislevite named Miroslav Tupin is more cooperative. Miroslav and his staff spy on guests and collect information for the Company.

58

A spellcaster's equilibrium is reduced by 1 within the inn due the effects of Coolwood (see Exotic Resources).

Traders' Square (District):

Traders' Square is the town's financial centre. It is a sun-baked plaza just south of Warehouse Row, but uphill and so looking down onto the harbor. It in turn is overlooked by Schloss Klara.

Shacks, stalls and stores ring the square. Most are of long-standing and are in greater or lesser debt to the Company. When a new cargo arrives it usually goes here.

Magritta Company of Merchant Venturers Hall (stone, 4 stories, Trader's Square District):

The Hall is the second grandest building in town (Schloss Klara being grander), the Company headquarters has a dignified, mercantile look to it, much like a merchant house in a more civilized region. On closer inspection, it is also a small fort, complete with a swivel-cannon taken from a ship.

It holds copies of mundane files, a small treasury, maps, shipping manifests, and the like.

The chief Company agent is Alberto Cortez (yes of those powerful Cortez's). Though older and more portly now, Cortez has been an active explorer and trader throughout the Southlands and is highly valued by the Company and respected generally. Cortez is frustrated by the new Governor's increasing lack of cooperation in providing cheap convict labour, and the demands from the Goudenport agent to support exploration inland of the Hungry River.

GM: Cortez is an efficient bureaucrat seeking to show his quality to superiors and get a position in the homeland away from "this accursed, sweltering pit not fit for the son of rats."

Cortez's right hand man is a book-keeper named Pedro Ayolas, who is the channel for his deniable actions.

59

GM: If using Serpent People, he is a Serpent Person who exercises great influence over Cortez and mixes his own agenda into Cortez's off-book activity.

He lives on the 4th floor in very comfortable apartments panelled in coolwood.

Garden of Laughing Flowers (Trader's District)

This bordello is a poorly maintained two story building. The population being mostly male ensures a steady business. All factions safeguard the Garden.

Triple-rate "inn" which allows bonus Stress and Fatigue recovery.

The girls pass any useful information on the Company. Owned and operated by Madame Nayla, an 40ish woman from Araby who has a very pragmatic view of sexual matters and a low opinion of men.

Riverside (District):

Most dwellings are along the river. The better class ones are on the "higher side".

Keepside (District):

The area around Schloss Klara is mostly free-Imperials. It is the part of town least under the Company's influence. The keep's soldiers and other staff live here. Order is kept without paying protection to anyone.

Notable Sudenburg Personages: Governor Marcus Baerfaust

Governor, formerly Captain, Baerfaust is a grizzled veteran and looks it. He is forever grumbling and muttering, though on the parade ground or battle-field his voice is clear and his orders a roar heard over musket fire.

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He is a tall, powerfully built man who manages to make a greatsword look not so big when it’s strapped to his side. He wears his grey hair cropped short and his long moustache brushed down, accentuating his already gloomy and haunted look.

He looks a decade older than his 38 years. He is hardly ever seen out of uniform and hardly ever seen wearing any honours he has earned.

He is Silver Tier (for noble interaction). A career soldier, he respects the Military - career trait gives ) ). He has had a lifetime full of clerks - Bureaucrat career trait gives K K

Public Information: Baerfaust is a key NPC from the Enemy Within, 3rd Marcus Baerfaust is a commoner who joined edition. In my campaign he the army as a youth. At the Third Battle of survived and took voluntary Black Fire Pass, he took command of the exile in the form of this Averheim Greatswords regiment when its command. You may need to captain was killed. During that battle, Marius adjust this NPC's name and Leitdorf was slain by the orc chieftain, Vorgaz history for your own Ironjaw. Marcus Baerfaust lead the Averheim campaign. Greatswords to hold despite these set-backs.

Ultimately, the Empire was victorious and Baerfaust was lauded by his superiors. Some common soldiers, however, whispered that Baerfaust could have saved Leitdorf ’s life, but chose not to. Those present deny these rumours.

Baerfaust was made Captain and de facto commander of the Averheim garrison forces, in the absence of an Elector Count. Captain Baerfaust recommended a number of veterans to work on the Southlands Expedition organized by Graf Friedrich von Kaufman.

At the Battle of Griffon’s Fall in 2522, the Captain was credited with being among those who rushed to the Emperor’s side and defended him, which raised his profile and prospects considerably.

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However, Captain Baerfaust was relieved of his command in Nachgeheim 2522, after it was discovered that his aide, Arta Schaffer, was part of The Black Cowl conspiracy and had been poisoning the Emperor - despite the Captain being among the Emperor's chosen personal guards.

Though offered the opportunity to return to Averheim and the Greatswords, Baerfaust declined. The position of military governor of the imperial colony of Sudenburg in the Southlands being open (news having just arrived of the last governor’s death at the hands of local savages), Captain Baerfaust requested the assignment (normally considered a punishment duty).

He left Altdorf for Sudenburg on the 25th of Nachgeheim, 2522 (he could be expected to arrive and took command at the end of Kaldezeit 2522.

Emma Silberman

Shallyan Radical Agitator has been here 14 years (she is 46). She has stayed 4 years past her sentence's end despite the fact that supporters would pay her way home as a leading advocate of the Markovite Ukase. Emma says that she is needed here as nowhere does inhumanity show itself so boldly as in the Southlands. She is very unpopular with the Magritta Company – who would love to see her return north.

The Markovite Ukase (decree) is a doctrinal tract published by Markov, a Kislevite Shallyan Priest-Scholar. Markov calls upon the cult to act on its objections to the poverty and squalor created which it says are created by the Empire’s political system and its ruling class. The cult is sympathetic but not prepared to challenge the Empire's political system. 38 Sister Emma is progressive but only for her time. By the inhumanity of the Southlands she means the way convicts are treated as disposable beasts of burden, and those who work for wages often little better. The treatment of the natives is not something she contemplates much. A GM may alter this though if she does advocate better treatment of native bearers or

38 From "A Private War" 62

otherwise have a more modern view of decency that will only make her seem even madder - what next, considering Bretonnians civilized! Governor Baerfaust is protecting her more actively than his predecessors.

Bartolemeus Langer

The tall, somewhat stoop-shouldered bald Bartolemeus is a third-generation local (descended from prisoners). He is the largest landowner/gangster in the town, have purchased an Arabyan slave girl to become his wife and the mother of his three arrogant sons Bechtold, Edgar and Gobel - younger versions of their father, each aspiring to show that it is he who has the ruthless aptitude to succeed in the family business.

GM: he is a secret agent of the Serpent People who tricked him posing as Arabyan sorcerer/cultists.

The Ogre Brothers Thurk

Three ogres, who may or may not be related but travel as a group and seem to always know what the others know. They all answer to the name Thurk. Some whisper one or more of them is an Ogre Butcher - a practioner of Gut-Magic, summoning the power of the Great Maw with gourmand practices. They are employed by the Guild though also work freelance as long as not at cross- purposes to the Guild.

Current Events: The zealot Hartung Tilman brings the word of Sigmar to the heathen savages along the Skull River, routing a herd of beastmen who were gathering in the jungle. Tilman has since gathered two tribes to his cause of cleansing the jungle of such creatures and is seeking to bring more into this crusade. He is urging Sudenburg to support this effort.

The new governor, Marcus Baerfaust, has declined to continue hiring convicts out to the Magritta Company, believing it was exploiting them. Governor Baerfaust takes the sentence of exile to Sudenburg as an express indication the criminal is to be permitted to return to the Empire eventually and thus is not a lost cause.

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This has caused friction with the Company but gained Baerfaust much local popularity.

Tales are circulating again, as they have every few years for decades, of a lost city of endless riches ruled by a beautiful immortal queen, guarded by cannibal apes. Some say she is a sorceress who sold her soul to Slaanesh.

The GM may use this 'lost city' tale for any Tarzan or Howard-milieu tale. The immortal queen could an illusion created by Serpent Person, the last of an isolated line of Hakharan colony, or an abomination of the Serpent People.

Goudenport

The oldest and largest surviving Old World settlement in the New Coast is the work of Marienburg merchants. Though all the human colonies are diverse ethnically, Goudenport is the most so and there is no human ethnicity, even Cathayan, which would be considered remarkable here.

Its population is 1200 humans [800 Marienburg, 100 imperial, 130 Ebonian, 50 Arabyan, 120 Other - Estalian/Tilean/Bretonnian/Border], 45 dwarves and 4 ogres.

Goudenport is on an island, connected to the mainland by a wooden bridge. There were ruins here when the Marienburgers arrived and they choose to build atop and around them. The immense ancient stone wall around the island’s high ground was a key reason for this choice. Scholars are unsure if the civilization that built them was local (see below).

The colonists have added two large, fortified watch towers to guard the bridges to the mainland. A small battery of cannons overlooks the sea approach to the town. The cannons can be moved to face landward at need and have seen off the occasional savage orc band.

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Goudenport's docks are on the mainland side, overlooked by watch towers and protected by a pallisade - the impressive wall around it leaves no room for docks and the settlement regards interfering with the ruins as unlucky.

More accurately, they realize that those who meddle with any ruins often invoke a curse of some sort. Those who attract such a curse are asked to leave the town, for such curses do not follow them. A curse could be something like having a swarm of undead scarabs boil up from under the floor in their inn-chamber as they sleep.

Goudenport is under the authority of a Governor appointed by the Directorate in Marienburg. The current Governor is Erasmus van Berkel. Governor van Berkel is an energetic and tireless administrator and the strongest opponent of the Magritta Company of Merchant Venturers in the region.

Goudenport is a hub for activity and the destination of most naval traffic to and from the New Coast. It has the best facilities for repair of ships and maintains the largest overt military force – 90 Tileans, 80 Ebonian mercenaries and 100 tribal allies – to protect against attacks whether by pirates or savages.

Its forces are commanded by Captain Julius Oosterlee, a Marienburg-born mercenary.

There are two moderate quality inns, the Palm Rest and the Seaman's Fortune, and several poor quality flop-houses.

The Magritta Company has a small office here and tries to conduct some trade, though is openly seen as an attempt to spy on Marienburg's activity. That said, Secretary Gorka Collado is an affable and friendly sort, always willing to buy a drink and pair a more than fair price for something exportable.

Current Events Governor van Berkel broke a leg badly a few weeks ago in a mishap on the docks. He is still unable to move about freely. During his convalescence, corruption and smuggling have flourished. Some now whisper of how profitable it would be if he never recovered.

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Captain Oosterlee's wife Birgitte has recently given birth to a son no one has seen. There are rumours the child does not resemble the father but perhaps more a father of one of the other backgrounds in the colony. The normally professional Captain Oosterlee has been increasingly violent, challenging several men in his command to duels. This disruption has only made the situation caused by the Governor's disability even worse.

Secrets of Goudenport Drug Trade (easily known)

Anyone with a passing knowledge of such things knows that a significant narcotics trade passes through Goudenport. The Dreaming House, a den for smoking narcotics, is also the centre for this smuggling. Narcotics are not illegal, just highly taxed thus shipments are often not declared. Marienburg insists that all outgoing shipments be taxed on export in order to deal with tax avoidance but bribes to local officials see this law poorly enforced.

The drug trade is controlled by Sander Starmans, who is connected to criminal interests in Marienburg.

Goudenport's Ruins - Hakhara's Ancient History and Ancient Dead (unknown by any living)

Goundenport is built on the ruins of Hakhara. These were built between -2200 and -1090. Hakharka was founded by Nehekharans who travelled along the coast as far as the New Coast. Here they decided to try to make a new life, founding what became the city of Hakhara. They were sent in search of treasures, particularly gold. They failed and having endured considerable hardships already, expecting punishment if they returned, they decided to settle down. There is no pyramid so the (somewhat stereotype-influenced) Old Worlders have not realized the ruins are Nehekharan.

The Nehekharans included members of the mortuary cult and so mummified their dead. Thus their dead rose when Nagash enacted the Great Ritual. Their royal tombs yielded 27 local "tomb kings" (one actually a "tomb queen"). Menkauhor , the 4th ruler, seizing power to rule the city. The undead presence was why the 66 city was eventually destroyed by the Slann and their servants. At the time of its destruction, Hakhara had endured 1200 years and established a number of outposts, towns, mines and plantations. Traces of their influence are found throughout the region including in the Beehive Towns.

Of the 27 "tomb kings", 14 have been destroyed completely (as much as a tomb king can be destroyed) either in the struggle between them for ascendency or by the Slann purge. The thirteen remaining tomb kings include Pharaoh Menkauhor and Queen Maatkare. The most dangerous and active undead underneath Goudenport is Prince Djere who was a devotee of the mortuary cult and is a master of the dark magic of necromancy.

Port Calasangre

The Estalian colony is, ironically, not under the complete control of the Magritta Company, which has more direct influence in Sudenburg. The presence of so many Estalians restrains Company conduct since word of misconduct would reach home. The Company is still a major presence here.

This is the smallest human colony in the New Coast. Its population is 900 humans [600 Estalian, 15 imperial, 80 Ebonian, 110 Arabyan, 95 Other - Tilean/Bretonnian/Border] and 5 dwarves.

The port is ruled by Captain Paolo, who arrived eight years ago with wealth and a crew of fearsome aspect. It's an open secret that he is Paolo Lazzaretti, a pirate pardoned by the major powers of Estalia for his service putting an end to an undead corsair (The Black Shark) on condition he leave their waters. He retired to Port Calasangre.

Captai Paolo's identity is obvious as the pirate Lazzaretti is the only known ship’s captain to employ a goblin first mate. There aren’t that many peg-legged goblins with stuffed “former parrots” for pets.39

39 Google the image of Ranzak the Goblin (Paizo) – I defy you to not want him to appear in your game! 67

While Goudenport has the largest land force in the region, Port Calasangre has the largest naval force. Captain Paolo has a small private fleet of three well- armed ships that keep the bay free of outside threats in exchange for a “small tariff” upon all ships – though admittedly they have never tried to collect it from the dwarf ironclad that supplies Grimazagor.

Current Events Captain Paolo has been sparing no expense in renovating his residence and turning it into a proper mansion, importing furnishings and using liberal amounts of coolwood to make it very pleasant (and inhospitable to wizards). Many of the rooms are decorated with a woman in mind and there are rumours that his "secret love" is coming to join him, turning his refuge into an oasis of romance amid the harsh facts of the Southlands.

Secrets of Calasangre Calasangre is on a geomantic line making it easier for Old World magic users to use their arts here if they are willing to risk being flooded with too much power. Supernatural forces are stronger here than in other settlements.

Grimazagor Karak Zorn has never been found. Obviously it is in Grimazagor (Barren Place of Wild Beasts) is a mountains but beyond that dwarf colony founded by Barak Varr. The no one has any real idea northernmost of the New Coast colonies, it is where it is located. close to the Dragon’s Spine Mountains in which the dwarves prospect for riches to mine. One official GW map shows it and the Lost Plateau near the The colony is home to approximately 400 top of my map of lower dwarves, only about half of whom come from Southlands (in the middle of Barak Varr. They are not trusting of outsiders the mass of mountains NE of but are prepared to deal with Imperial Ka-Sabar and NW of Rasetra). humans. I suggest if a GM decides to use it to put it wherever works for their story, 68 including even in the mountains at the far south of the continent. Lodefinder Thurgrom Dorinson is the colony's senior dwarf and its leader by default.

The dwarf colony is heavily fortified and the most defensible of all the New Coast colonies. It is built with more stone than any other colony (which mostly build with wood). Though at first the dwarves used wood, they have continuously brought stone down from the mountains. Despite this, most of the dwarves here are never really at rest for “the ground is just not firm enough under them and the sky is too close over them”.

The more adventurous hope to find the lost hold of Karak Zorn (the Stronghold of the High Plateau).

Grimazagor provides the most sophisticated steam-powered riverboats which can be hired to other colonies to travel up any of the region’s rivers: Friga’s Fury and Dwinbar’s Thirst. Their fees are not cheap but they are highly sought after, and they often venture in search of coolwood as fuel and to export.

Current Events Mines established to date have been productive but not extraordinary, however in the past month the diamonds and emeralds flowing to Grimazogor have tripled in number. Though it is not the gold dwarves prize but is still extraordinarily lucrative. The dwarves worry about the level of interest pirates will have when they try to send this north and are exploring ways to transport their riches secretly.

Stations and Trade Posts

Sudenburg, Port Calasangre and Goudenport are all bases from which smaller, oft destroyed and oft rebuilt, “stations” in the interior are created to trade and extract resources.

Station locations change year to year, sometimes season to season. There are some particularly choice sites over which different colonial factions have come to armed conflict. In the interior, no one knows the cause of a vanished outpost and the rivalry of the factions becomes intense. 69

The Magritta Company operates the largest number of stations. There is more diversity in factions represented inland from Goudenport than from Port Calasangre.

The Magritta Company of Merchant Venturers (The Magritta Company)

GM: Serpent People have replaced key officials in the company, not in Estalia but in the field, sufficient to make the Company's presence in the Southlands serve the Serpent People's agenda and interests.

The company is controlled by Estalian nobles and merchants, having been founded over a century ago (in 2420) to explore and trade with Arabya. It is a "commenda" style arrangement in which some provide capital and others take the risks of travelling. The main two houses controlling the company are the noble family of Fortunato and the merchant house of Montressor.

The Magritta Company seeks wealth over all other objectives. Inside Estalia, it rigorously obeys Estalian law but outside Estalia it is its own law.

This means outside Estalia it accepts non-humans, criminals and anyone useful - appearing progressive - though it retains Estalian antagonism to elves for blocking their New World ambitions. It is prepared to make more use of magic than permitted in Estalia. It is also completely amoral.

In 2430, the Company made history as Fernando Monserrat became the first Old Worlder to treat with the Ivory Kindgoms, opening trade with Baalwari. The Company further increased its presence in the gold rush that started in 2431.

It has built stations and trade posts to extract resources from the Southlands jungle. Its trade includes exotic timbers, perfumes, gold mining, narcotics and medicines.

Attitudes to the Company, as locals call it, are mixed. It is a ruthless employer promoting those who increase profits without asking how and treating life as a

70 commodity. However, it is also the region's largest employer and it is how luxuries or even necessities of life from the Old World arrive most frequently.

Relations:

The Company likes to maintain a peaceful relationship with the Al'Saurim of the jungle and thus avoids trying to explore or loot any lizardman city. Anyone who causes trouble is handed over to the lizard folk (they are assumed to be eaten but most are sacrificed or lobotomized).

GM: This last policy is reinforced by the Serpent People agents in positions of authority in the Company who do not want to antagonize the lizard folk.

Biloko - Savage Halflings

Biloko are jungle-dwelling halflings. They intentionally create nightmarish features with their distinctive facial tattoos, reddish skin (dye) and filed teeth. Perhaps the most disturbing about them is that they are skinny, which often leads to failure to recognize them as Halflings (Old Worlders find a skinny Halfling an unnerving sight).

Biloko are expert with poisons and rare herbs. They paralyze victims with poison darts, carry them off to eat alive or trade to Lizardmen or Arabyans as slaves. They put victims' preserved heads on stakes as trophies to decorate their territory – much the way Lizardmen do which can lead to some confusion (acquiring the skill to tell the trophies apart is possible, if gruesome).

They sometimes travel by flying on strange mounts, strange insects that are part fungus (see below).

Secrets of the Biloko Biloko believe in invisible spirits much as do the Ebonians (and as, an Obah would observe, do the fernesh). They propitiate the female spirit, Erzul. It is when willingly possessed by her that they engage in cannibalistic hunting and beat their drums.

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Asking them if Erzul is a goddess would just get a perplexed look - Erzul is a fact, a power, and not a choice, she grants favours not blessings, praying to her is silly, she wants one thing - you! Why does Erzul want to eat people? She's angry at them that's why. Why is she angry, well you'll be able to ask her soon won't you!

These hunting times come when Mannslieb is full and usually last for less than one week. By eating victims, they are making offerings to Erzul (this may explain why they are so skinny, it’s not really them doing the eating during these times). Erzul is portrayed alternately as an emaciated skeleton (who must be fed, if not fed outsiders she will eat her own people) and as a voluptuous (Halfling) woman (who bestows her blessings of health and good fortune on followers).

When not possessed by Erzul, Biloko are still aggressive but not murderous. They trade and engage in other non-violent discourse – if the opportunity presents. However, to ensure Erzul does not go hungry (or require them to turn on each other), they often take prisoners and keep them alive until the full moon.

Incongruously to outsiders, Biloko regard cannibalism by others (eating intelligent beings) as blasphemy since people are for Erzul, only she may eat them. They thus hate Apart from eating people, beastmen, greenskins and other cannibals. Erzul appears to have some similarities in perspective Their flying mounts are giant wasps called with the northern moon Tinyela, which they domesticate by exposing to goddess of vengeance Ecaté a fungus that makes the creatures malleable. (see In Search of the Old This is a ‘zombie fungus (cf real world) whose Faith, Nunez and Ragan) affects Biloko have learned to manipulate to their advantage. Individual mounts last 3-5 months typically before the fungus finally kills them.

Skaven

Skaven encountered in the Southlands are almost always Plaguemonks of Clan Pestilens.

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Several skaven clans were once present in the Southlands, particularly beneath human cities such as Baghrusa, built by colonists from Ind along the eastern coast.

This changed with the coming of Clan Pesitlens. Driven out of Lustria, and coming to the Southlands, they were not welcomed. A civil war among the skaven clans lasted four centuries with the north led by the Council of 13, and the south led by the Plague Lords.

The civil war ravaged generations of the Southlands skaven and in their struggle destroyed the human cities of the east coast. The Ind colonies were wiped out, or abandoned. Their human populations dying in plague attacks against the skaven dwelling beneath them.

However, the skaven are relentlessly hunted by Lizardmen. Skink hunters take skaven captives to sacrifice to Sotek either sending them to Zlatlan or the lava flows of the Smoking Caves of Sotek.

The skaven’s major centres are two sites once inhabited by Ind colonists: the ruins of the city of Baghrusa on the east coast and the temple complex on Mount Lhasa in the interior.

[Map to insert xxx]

Stats: Skaven profiles from core products.

Savage Orcs

Southland orcs are primitive, vicious and brutal even by orc standards. Their Neolithic technology does not include metal weapons. They wear little to no armour and favour shields and huge spears: the Big Stabba which deals grievous damage.

Savage orcs adorn themselves with necklaces of their foes' teeth and bones, and war paint applied by their shamans. Their war paint gives them such confidence in Gork and Mork that it provides some warding against magic.

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Goblins and snotlings are never given war paint. Note that there are no Black Orcs in the Southlands as these creatures have not made their way so far south.40

Jungle Kobold

The exact origin and nature of these creatures is unclear. They are about the size of a goblin but without the paunch goblins are given to, and with longer arms well suited to swinging from tree to tree.41

They travel in large packs, often scavenging behind more dangerous predators, including savage orcs. The Great Ape Races

The Southlands have gorillas, chimpanzees, baboons and orangutans along with other simian species (note great apes do not have tails - that's one quick way of sorting simians).

There are two more intelligent ape races, the Mangani and Khar-Yana or Screamers. There are also mutant monstrous apes, a sort of beastman (see the Monsters section).

Canopy Villages

Both of these ape races are quasi-arboreal and comfortable living in tree platforms and avoiding the ground except when there for a reason. From woven mat platforms (think Tarzan’s tree house), they watch over what happens on the jungle floor below. No intrusion escapes their watchful eye but they seldom show themselves except by design.

Intruders, even guests, have to make Coordination and Athletics checks to move around in canopy villages. Falls may allow an Athletics check to hang onto something to avoid falling to the ground or simply involve hitting the

40 Black Orcs were created in the north of the Dark Lands by Chaos Dwarves in a failed attempt to create more useful slaves (WFB Chaos Dwarf army book). They escaped and spread, but not this far south. 41 Jackdays' suggestion from White Dwarf 268. 74

ground for wounds = number of @ rolled on KKK to KKKKKK (based on distance fallen) and a number of Fatigue points equal to the number of % rolled. A Resilience check against Difficulty = # of wounds is required to avoid a Critical Wound.42 Mangani prefer to let intruders pass. Khar-Yana choose an opportune moment to fling feces (if feeling playful) or descending to choose a meal (if hungry or antagonized).

Mangani (Talking Great Apes) The Mangani are intelligent, tool-using great apes. Strong, powerful and thoughtful, they use cunning, a mastery of the forest, and weapons such as bolas. Mangani can communicate with anyone, even with plants and other jungle creatures. Their language combines facial, hand and vocal gestures which others somehow understand at an intuitive level. “Mangani” is the vocal portion of their name for themselves.43

Mangani avoid contact with outsiders and are often mistaken for Beastmen by Old Worlders. Ebonians consider them sacred protectors of the natural world. Their intelligence is far greater than others assume for they eschew technology.

Their rumoured city in the Jungles of the Gods is a ruin they guard from others for fear of what could be unleashed if it is disturbed.

GM: What lies in this city is up to a GM to decide. Is it a renegade Slann with very peculiar ideas, best left alone? Is it the city the Mangani were to inhabit once the Old Ones finished creating them – a ruin of an exiled Nehekharan prince or one of the “mortuary priest” expeditions Settra sent looking for secret of immortality?

The Jungles of the Gods are also a supernatural place in another sense for they were seeded in a way similar to Athel Loren. They also have “forest spirits”. The

42 This can be used as a general rule for falling damage when a fall is not "simply death". 43 The intelligent great apes’ name comes from the separate species of great ape in the Tarzan books. The idea of some ape-creature comes from WFB Beasts of Chaos. 75 jungle has no bitter history of humanoid deforestation and is not as hostile to humans as Athel Loren but are every bit as alien.

Mangani shamans are able to rouse the Jungle.

Khar-Yana Khar-Yana are halfling-sized but surprisingly strong for their size, with large fangs and wiry frames.

They are intelligent but eschew tool-making or other crafts, content to steal such things from others. Khar-yana respect size, avoiding creatures much larger than a man (they would pause at an Ogre and probably not attack, larger they would avoid – they never attack Mangani). They can mimic voices and sometimes use this to lure prey into ambushes.

Khar-yana are mercurial. If hungry they will attack to kill and eat their targets, otherwise they react to outsiders with mockery and harassing attacks, flinging excrement is a favourite.

They also harass victims, lurking about campsites and making their screaming, chattering hoots to disturb rest (this can result in fewer wounds recovered and fatigue the next day).

Children of the One Ones (With debts to Children of the Old Ones 1)

The Southlands are isolated from Lustria. Younger fourth and fifth generation Slann provide guidance to the Southlands Lizardmen. They have been without reliable communication with Lustria for over 6000 years. Only in the western temple city of Zlatlan does a full high Lizardman society endure on the continent, with Teotiqua a smaller outpost city in the east.

Several other cities are host to skink populations but without any Slann. This is mostly due to the concern of the Temple of Skulls’ taint of leylines (see below).

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Spawning pools within the Southlands have long spawned many fewer Saurus, meaning they have a predominantly Skink population. The few Saurus who spawn are all thick-scaled Temple Guards with an unshakeable resolve to protect the Slann. Skinks of the Southlands are trained to fight by the Saurus so are more martial and ferocious than Lustrian skinks.

The Temple-Cities of the Southlands are in better physical condition than many in Lustria as none were overrun by daemons. Their plaque sequence is almost complete. This may make Southlands Slann’s predictions much more accurate than their Sotek by most accounts Lustrian counterparts. An example is that the emerged in reaction to Slann of the Southlands knew of Sotek’s sacrifices of Skaven by Skinks coming before Clan Pestilens washed up on circa the year zero. their shores. They accepted Sotek faster than their Lustrian brethren (previously it was noted However, the Obernarn that they created a shrine in the Smoking Stone in the Museum of Caverns of Sotek). Altdorf, an artefact of pre- Imperial times, contains a Sotek encircled Zlatlan with a living wall of mention of Sotek the Snake serpents to protect it from the vengeful among the last gods resisting ratmen, who instead set upon their own kind. the onslaught of Chaos when The Slann believe that the Skaven were sent it almost overran the world mad by the magic of Sotek. thousands of years earlier.

Lizardmen (Common Old World Knowledge) (Tome of Salvation)

Old Worlders know short reptilian humanoids live in the Southlands jungle, fast moving and deadly creatures who sometimes mass in great hordes. Arabya calls these creatures Al'Saurim and Old Worlders simply "lizardmen" or the slang "scalies". Ebonians and jungle tribes have the greatest contact with them, regarding them as foes but foes to be avoided, calling them “the Cold Killers” or baridi-muaji for their cruel, emotionless ways.

There are different types of lizardmen. The wildest are the little savage ones that lurk in jungles, blending in with their surroundings until they fill you full of poison 77 darts and cut off your head as a trophy. "Googlies" they are called for their protruding eyes. More advanced ones dwell in ruined cities that dot the jungles. Just as goblins have their shamans, among these the occasional one also commands some magic.

Scholars and better-informed explorers know that larger lizardmen exist, usually in ruins and other sites the lizardmen have occupied, and these are powerful warriors with thick scaled hides.

The city-dwelling lizardmen guard vast treasures of gold but do not value it as a rule - alas they will often kill intruders on principle and have unknowable taboos whose violation drives them into frenzy.

No one speaks their languages, there being some dispute over whether they truly have any, and attempts to parlay or trade usually fail. Mostly the lizardmen ignore others, though sometimes they seek to capture other humanoids to either eat or enslave. They attack anyone who approaches ruins they have occupied, an instinctive "protecting the nest" reaction.

The Scholar's View of Lizardmen, their Cities and the Ancients Scholars who have studied reports from the Southlands and Lustria are confident that breeds of this race are found on both sides of the ocean. They obviously have a language and are able to communicate among themselves very effectively though no one else speaks or understands more than a handful of words.

Those who have access to accounts from Marco Columbo's voyage of 1492 have greater insight into the intelligence and organization of Lustria's lizardmen.

The lizard creatures sometimes wield powerful magical artefacts or weapons that they have looted from the ruins they inhabit. Their attitudes to gold are erratic as sometimes they ignore it and sometimes they treat it with great reverence.

GM - Old Worlders have not realized that gold per se is not valued but any gold object of the Old Ones or Slann is sacred.

Scholars once argued whether the ruined cities in the Southlands were the remnants of a fallen Ebonian civilization, colonies founded by Nehekhara, elven 78 outposts or even, most radically, the work of the Lizardmen often found inhabiting them.

As scholars gain more insight into Lustria, the theory of a transoceanic ancient civilization has grown in the Empire's universities. Professor Ulfred Gorman of the University of Altdorf is the leading proponent of this theory of a culture using lizardman slaves to build pyramid-based cities on both sides of the ocean. Whether it fell to Chaos in the times of great catastrophe that elves and dwarves sometimes speak of or was destroyed in a rebellion of its reptilian servants is debated. Professor Gorman suggests ancient Nehekhara was founded by the survivors of this civilization, which he names Oceania, since it too built pyramids and appears to have arisen so quickly.

GM: Professor Gorman's Oceania theory's strength is that it is largely correct. There was a transoceanic civilization, lizardmen lived in its cities and served it, and it had contact with Nehekhara. His mistakes are primarily that he believes those who built the cities to have been humans, perhaps a "high race", and that Nehekhara was founded by survivors of his lost civilization, rather than cultivated by it.

Finding evidence of the Oceanic Ancients, as Professor Gorman calls this lost civilization is a great goal of modern scholar-explorers.

Other scholars are interested in learning about lizardman reproduction, for as yet no nest or egg-hatchery has been found. Their extreme defensiveness of their lairs explains this but does not diminish the interest of more naturalist academics in learning more of their breeding.

The few lizardmen studied by anatomists were found to be neuters. A theory is advanced that these are drones. Lizardmen may be like insects, with males and breeders staying in the nest and drones sent out to labour and fight.

GM, they are not of course but that is the best theory any Old World or even Elven knowledge would be able to produce.

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Slann Views of Other Races Slann view other races as falling into the following categories:44

Children of the Old Ones: Slann, Saurus, Skinks, Kroxigor, Coatl. "Children" is not a literal translation but is the closest in concept most warmblood languages come.

The New Ones or Those Intended by the Great Plan: Creatures created as part of the Old Ones’ Great Plan (at least when they stay where they were supposed to be, elves in Ulthuan, dwarves in the mountains and so on): High Elves (and Wood Elves), Dwarves, Humans, Halflings and Ogres and some so-called monsters.

The humanoid races are sometimes referred to by the order in which they were created (e.g., elves being the First Race, dwarves the Second Race, humans the Third Race, halflings the Fourth Race and Ogres the Fifth Race). They are also given specific names referring to their traits or how they were seen at the time of their creation. Elves are itz'ka'khanx (ringed by ocean), dwarves are dro'ka'khanx (those who delve) and humans are xho'za'khanx (untamed ones).45

The Slann are not sure of the roles these races were to play. Were they intended to further the Great Plan even to eclipse the Lizard races entirely some day?46

Accepted: Creatures adopted into the Great Plan, Shoggoths and Dragons.

Corrupted: Planned who no longer fit the Great Plan due to the influence of Chaos or Corpse Geometries: Dark Elves, Vampires Counts, Tomb Kings, Warriors of Chaos, Chaos Dwarfs. Isolationist Slann put almost all of the Intended in the Corrupted category. Shoggoths and those Dragons that allied with Chaos also fall into this category.

44 This is modified from a grouping suggested by Kurt Meyermann online at http://www.lustria- online.com/viewtopic.php?f=32&t=12374. New Ones is used in WFB 5th edition. The order of creation is given in 7th edition WFB p.6. 45 WFB Lizardmen 7th Edition, p.39 46 5th Edition WFB Lizardman book page 22 clearly states the Old Ones intended the races they created (elves, dwarves, humans etc.) to surpass the lizard races and to evolve and advance to the point they would vanquish Chaos entirely not just in the Old Word or on this planet but throughout the universe, but the Slann don't understand this aspect of the Great Plan. 6th edition states the later races were to be predators of Chaos (p.15). 80

Anathema: Creatures that were never meant to be - Daemons (Xlanax47), Skaven (xa'kota, unnatural spawn of the rat), Greenskins, Beastmen, and many monsters.

Rejected: The planet's original inhabitants which were rejected from the Great Plan and thought to have been destroyed, such as Serpent People.

Old Ones Honoured in the Southlands

The main Old Ones honoured in the Southlands are:

Sotek - The Deliverer, invoked in the war against Chaos

Tepok - God Magic and Wisdom

Huanchi - Jaguar God of Earth and Night

Chotec - Lord of the Sun, said to be the eldest Old One.

Itzl - Lord of Cold Blooded Beasts

They also honour the memory of Xholankha the Lost, one of the few Old Ones not present at the time of the Great Catastrophe, and the teacher of Chicotta the First Generation Slann whose sacrifice saved the Southlands from daemonic incursion.

Slann, the Great Plan, Nagash and Undeath

The calculus of the Slann finds the Corpse Geometries which Nagash set into motion extremely disquieting and completely at odds with the Great Plan.

The Slann spirits that persist after death are not undead in any ordinary sense. They do not animate or inhabit their corpses, only use them as anchors to the material world.

Why the Slann permitted Nagash to rise is unclear, perhaps the Corpse Geometries are not predicted in the Old Ones plaque sequence.

A Proposed Answer - the Slann did respond to Nagash

47 WFB 5th Edition Lizardbook p.32 gives this term for daemon. 81

The Great Plan called for humans to be cultivated and civilized. Nehekhara was the first great civilization and was to be guided by the Slann (perhaps alongside Ind and Cathay). The Slann used psychic projections to interact with humans, giving rise to the mythology of Nehekhara’s gods – invisible entities that adopted symbolic forms in order to interact with mortals.

Vampirism is the great threat Nagash created. The weaknesses of vampires, as the most dangerous form of the undead, are thought in some mythology to be curses from the gods of Nehekhara. This is exactly what these vampiric weaknesses are: the work of Nehekhara's true gods, the Slann of the Southlands.

They did not tolerate the rise of the Corpse Geometries but intervened indirectly as is often their preference. The weaknesses which have prevented vampires from spreading further and lead to the destruction of so many are the Slann's work.

Locations of Lizardman Cities

All temple cities lie on current or former geomantic leylines.

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Map 4: Lizardman Cities and Lines of Power

What Do Player Characters Know?

ALMOST NOTHING!

Maps in various edition products show many cities in the Southlands however no so detailed map would be available to inhabitants of the Old World or even Ulthuan. Any Player who has access to such maps should be reminded they are unreliable and if following them led ruthlessly astray. Their character was likely

83 cheated if they bought them – in my own campaign I would make the Player pay at least 20 shillings and as much as 5 gold crowns for the map – letting experience demonstrate it to be largely fiction.

A GM should be prepared to move locations to preserve the sense of mystery, or simply have expeditions wander in the jungle as Slann magics misdirect them.

My own map uses the coastline and city locations, changing the mountains and adding the Ivory Kingdoms and New Coast colonies etc.

Abandonment of Temple Cities

The city of Tlaqua was abandoned around -3000. Its position was too close to the expanding human sphere in the continent’s north. The Slann interpreted the Great Plan as requiring Nehekhara’s humans develop and thus always intended to abandon Tlaqua as part of the Great Plan. By Alcadizaar's time it was completely uninhabited and remained so, as the Slann were uncertain about humanity’s place in the Great Plan in the wake of Nagash’s invocation of the Corpse Geometries.

During the Great Catastrophe (circa -5000), what is now called the Temple of Skulls was briefly overrun by daemons.48 The site was cursed with daemonic energy. It calls to corrupt creatures as it corrupts the winds focused into it and draws Dhar.

A daemonic psychic presence on a ley line can disturb the meditations of Slann elsewhere on that line, with disastrous effects. After this was realized in -400,49 the Slann removed themselves from cities and sites on the same leyline: The Golden Tower of the Gods, Cuextotl and Nahuontl. The psychic threat does not apply to skinks and they continue to maintain these sites, spawning within the two cities and using them as bases from which to hunt skaven.

48 Official sources imply the pyramid was lost to the Lizardmen before the time of Settra the Conquorer (-2500) and the Serpent Queen novel that it is inherently corrupt. From this, and a reference to a daemonic presence’s effect on leylines in the WFB Lizardman book, I have developed an explanation for several cities being abandoned. 49 It took until 912 for the Lord Zhul affair to reveal this in Lustria, I have it happen slightly sooner here to clear out some cities before Skaven arrive. 84

The Temple of Skulls itself is a place of intense dhar-energies and daemonic taint. However, all sites along the geomantic lines from it, and the land through which the lines pass, are preyed upon by a daemonic warp entity, the Kitisho or Horror (see Monsters).

The Western Cities

Zlatlan – The City of Being is the more significant of the two Southlands cities still fully functional and ruled by Slann Mage-Priests. It was founded during the Third Spawning. The 4th generation Slann Mage-Priest Lord Xuaxamul was active as recently as 1690 considering the fate of a human explorer from Cathay.

Zlatlan’s most precious treasures are its plaque sequence (unknown to it, the most complete in the world) and the Relic Priest Chicotta – the mummified remains of the 1st Generation Slann who saved the Southlands from daemonic incursion are still the anchor for his spirit.

On a “good day”, 100 skaven are sacrificed here, as skink bands range far and wide hunting the ratkin.

Zlatlan is the normal winds of magic region.

Nahuontl – Skink city, abandoned by Slann after the taint of the Temple of Skulls was realized. Its spawning pools still produce skinks (usually Chameleon). It is patrolled by Chameleon Skins and Terradon riders. It is marked on some maps in the elf ruins near it but otherwise unknown to the outside world.

Nahuontl, the City of Darknesses, is unique among temple cities in actually being carved out of mountains and being mostly subterranean. Its earliest creation involved some work by the Dro'ka'khanx (dwarves). This may confuse explorers (is it dwarven or lizard in origin, is it the lost original home of the dwarves?)

Cuexotl – The City of Memory. Skink city, abandoned by Slann due to taint of the Temple of Skulls. Its spawning pools still produce skinks (usually Chameleon). It is patrolled by Chameleon Skins and Terradon riders. Tribes speak of it, just as they speak of many lost cities which easily lead explorers astray.

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The City of Memory is an archives and was intended to preserve the outcome of Slann ruminations (whenever one of those long meditations produces something useful) and make them available. This was done by creating monumental inscriptions suitable to be viewed by any Slann in meditative spirit form. The severing of contact between Lustria and Southlands thus made more profound by cutting off the more populous Lustria from this resource (effectively it was "the Journal of Slann Metaphysical Calculation").

Tlaqua – A well-known ruin on the Gulf of Medes, abandoned with the expansion of Nehekhara (as was planned all along). Tlaqua’s crypts and vaults were sealed and still contain some treasures that could not be moved. They are well hidden and the Slann conjured a permanent “living sandstorm” that prowls the ruins and attacks intruders. It is the only city whose location is well-known to explorers and even shown on maps. Scholars debate Tlaqua’s origin, most believe it a remnant of a splinter-civilization from Nehekhara (being wildly wrong in their theories of its age).

The Eastern Cities

Temple of Skulls – This was lost during the Great Catastrophe. It lies in a region called the Cursed Jungle and had been inhabited by succession of human tribes and vampires attracted by Dhar’s taint (see card in Cards section). A vampire, priest-king of cannibal tribes or necromancer is likely to be in control of the site at any given time. Stories of site of great dark power circulate in necromantic and other forbidden texts and the nearby jungle tribes know of it.

Golden Tower of the Gods – This monument site sits high in the mountains. It was an observatory built at a key geomantic site. Slann would sometimes come here to make observations, until the disquieting influence of the Temple of Skulls ended these trips. Skinks still patrol the area around it.

Rumours of a "Golden Tower of the Gods" flow from jungle tribesmen to the few explorers. Those who go in search of it usually fall prey to the skinks guarding it.

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GM: This tower could hold inscriptions of great interest to a scholar who understood what they were seeing, giving great insight into astronomy and astrology. A Celestial College mage in particular would see hints as to the nature of the solar system and the fact that Morrslieb is not part of this ancient map of it (whether the recurring comet seen at the time of Sigmar's coming and other points in time is part of it is a GM's decision).

Teotiqua – The city was originally planned for evacuation as part of the Great Plan but grew after loss of communication with Lustria, as Slann relocated from cities on tainted leylines to expand what had been a waystone monument. Coazototl, a Slann of the 5th Generation oversees the city, from which skinks patrol to the Golden Tower of the Gods and Temple Avenue of Gold.

The cannibal tribes and beastmen of this region are both sworn enemies of the skinks and a fierce war is waged endlessly through the region. The vagaries of warfare sometimes leave gaps in the skink patrols which would allow explorers through, however such a path would never be permanently safe.

Teotiqua is in the Poor magical winds region.

Temple Avenue of Gold – This is a monument, not city. Skinks often visit it and patrol the area around it. A few explorers have seen it from a distance and it is one of the many rumoured cities of gold in the jungles.

GM, just as the Tower of the Gods is a celestial observatory, the Avenue of Gold was built to monitor planetary tectonic activity. The Great Plan calls for specific reshaping of the planet which requires directing activity and also suppressing some tectonic activity that would have otherwise occurred. Just as a Celestial Mage could be overwhelmed by what they might learn in the Tower of the Gods, a Gold Mage wielding Chamon would – if they retained their sanity – find a lifetime worth of mysteries here, though the purpose of the Avenue is much harder to deduce and some of the information has little practical application.

“The Elven Fortress” – originally a Slann outpost. The elves are knowledgeable enough to want to maintain the Slann outpost but distrust living there. Why the 87

Slann permit this is unclear though perhaps the lack of comfortably humid and sweltering jungle in the extreme south makes them more willing to rely on an alternative to skinks. Asur call this site “The Watchtower” (asur? xxx) and believe it was created by the gods (a statement of enigmatic meaning given Asur metaphysics).

Temple City Layouts

The lizard folk create paved stone roads around their cities, following astrologically significant (or predicted to be so at some point) directions.

The pyramid-temples that dominate the cities are stepped ziggurats. The largest one in each city is it is centre, positioned at a nexus in the geomantic web (perhaps creating it) and now playing a part in the Great Warding. The Star Chamber at the apex is a focus from which Slann Mage-Priests commune with each other and scan the stars for the return of the Old Ones.

Within a pyramid are vaults, crypts and passages containing mummified Slann, scrying pools and Old One relics.

Skink-spawning pools are around perimeter of city while the saurus pools are in caverns underneath temple pyramids. In the Southlands, the saurus pools seldom spawn. A spawning pool is a strangely glowing liquid.

The technology of the Old Ones and many secret panels are controlled by glyphs which must be correctly traced in order to be activated. The highest forms of technology project holographic glyphes to trace. In effect, these are keyboards to type commands into and which react badly if anything is "misspelled".

Slann

All Slann were created by the Old Ones and none have come into being since the Old Ones vanished. They are otherworldly creatures not created from the same

88 source creatures as the Lizardmen races. There were Slann with the Old Ones when they first came to this world.50

Slann are of far greater intelligence than Lizardmen and rule over Lizardmen as a caste of Mage Priests. Although others “lump them in” as a type of Lizardman, neither they nor the Lizardmen regard Slann as Lizardmen. They are instead recognized as a completely separate and higher order of creature. “Frogmen” according to Ehrwig von Danikien, author of Chariots of Frogs, before he vanished and his book was suppressed.

The Old Ones created the Slann as living super-computers to carry out the calculations necessary to various complex tasks (changing orbits, weather patterns, continents, species etc.) and to issue the necessary instructions to their other living servants.

The hyper-intelligent Slann are thus usually lost in contemplating complex fractal mathematical concepts that model and influence reality. They spend decades or longer in apparent comatose meditation. Slann perceive events and creatures in terms of their place in a mathematical construct and regard the world as a vast I propose the Old Ones were equation which they are attempting to incorporeal entities or even “balance” in accordance with the will of the Old psychic projections which Ones. needed physical servant races to carry out tasks. Due to their long periods of motionless Their physical forms are contemplation, Slann’s legs become spindly and somehow inert, perhaps near useless, and all but the youngest (by Slann waiting for the stars to be reckoning) are borne upon elaborate right. palanquins, carried either by stout Temple Guards or by their own magical intellect.

The Old Ones created five generations of Slann after reaching this world:

50 WFB Lizardmen, 6th edition, page 23. 89

1st Generation Spawning Slann (all extinct) created the first temple cities (in Lustria). All are now dead but their mummified remains are considered relics, for their spirits remain bound to them and sometimes advise the remaining Slann.

2nd Generation were to address the world’s alignment and orbit. Only five remain, all in Lustria.

3rd Generation oversaw more temple cities being built as crucial parts of the world’s geomantic web. Fewer than 20 exist, all in Lustria.

4th Generation were to attend to the polar warp gates and continental re- alignment such as created the World Pond. Their number is not certain, there is at least one in the Southlands.

5th Generation were spawned in haste and are the most numerous of the slann, they organize military campaigns and oversee servant races. Their number is not certain, there is at least one in the Southlands.

There is no indication what became of the Slann which were with the Old Ones at the time of their arrival. Their purpose may have been solely related to travel between worlds.

Of those now existing, even the youngest and most active 5th Generation can be considered “absent-minded professors mostly concerned about working the details of that theorem out”.

Through the Slann, the Old Ones taught fledgling races, guiding them to civilization and learning and the manipulation of magical energies. The elves alone have dim memories of this time. The Slann did not do this through direct contact, relying on visions and other means of imparting knowledge and inspiration. The favoured human culture was ancient Nehekhara.

Slann are well aware that humans, elves and dwarves (and halflings and ogres) were all “part of the Great Plan”, at least were before the coming of Chaos. They tend not to commence hostilities against these races but are swift to deal with anything they perceive as a threat from them and place no value on the lives of individuals. The Slann of the Southlands have had more contact with humans so 90 do not find them quite as novel as do Lustrian Slann (e.g., would be less interested in capturing one for vivisection).

Lizardmen

Lizardmen do not reproduce normally. They are genderless, which contributes to their alien psychology. Spawning pools bring forth each generation in numbers and abilities dictated by the Great Plan. They also do not age and can live centuries, though skinks seldom live past 100. Skink Priests and Chiefs may live much longer lives.

All lizardmen emerge from their spawning pools knowing how to speak their common language and with much pre-set knowledge suitable to their roles. They are quickly further instructed by others on matters relating more to the current needs of their city.

Outsiders might not realize lizardmen speak a common language, Saurian for lack of a better term, due to their different styles of speech. Skinks speak in long complex expressions uttered in a low, croaking one. When trying to convey the thoughts of their Slann betters, they augment their speech with complex gestures in order to capture as much meaning as possible. The typical Saurus, by contrast, sounds deep and harsh when they speak, being nearly monosyllabic and familiar only with terms needed to organize in battle. Slann also use few words, but only because they prefer to communicate telepathically in concepts that transcend mere words and which they find difficult to compress into mere sounds.

Saurus The Saurus were the first type of lizardman created by the Slann to be warriors whose mission it was to exterminate all life that was not suited to the Great Plan.

They are ferocious and deadly combatants, covered in scale and armour plates from which protrude spikes and spurs, possessed of a powerful jaw and sharp teeth in addition to arms strong enough to wield heavy weapons.

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Skinks Skinks are small, skittish amphibious humanoids with colourful crests, bred long ago from some sort of newt. They are intelligent and dextrous.

They are the most “intellectual” lizard folk. Whereas the Slann may contemplate a question for centuries, skinks are impatient creatures - even reckless by comparison. One of the key things that skinks instinctively know is how to tend to spawning pools and carry out other basic functions necessary to the functioning of Temple Cities (if they awaited instruction from the Slann the race would have gone extinct while quantum math puzzles were being solved).

The Old One programming for spawning lizard men does not usually include knowledge of their higher sciences. Special spawnings may create skinks with knowledge of unique technologies, even ones designed to fulfill specific roles the Great Plan.

Gaggles of Skinks directly tend the Slann, ready to record rare utterances and otherwise keeping the Slann free of disturbance.

Skinks cooperate well in large groups. Unlike the monosyllabic Saurus, skinks use complicated speech and also communicate through changes in crest colour.

Although Skinks lack the natural aggressiveness of the Saurus, they are effective archers, firing volleys of poisoned arrows and from concealment. Skinks also tend beasts of war and ride the ferocious Horned Ones (in Lustria also Terradons and Stegadons) and herd temperamental Salamanders into battle.

Southlands Skinks are more aggressive than the Lustrian breed, having been trained by Saurus to fight in melee.

Treasures and Artifices of the Old Ones and their Children

See Exotic Resources as well since these are generally known to the Lizardmen, and some used mostly by them.

Carnosaur Pendant – a fang talisman, whenever the bearer deals a wound they are immediately Frenzied (condition). At the end of the Act they recover from 92 this condition - and recover no Fatigue that Rally Step or 1 less in Episode Recovery.

Coatl-Blessed Venom – Skinks become ecstatic at encountering a Coatl and present whatever poisons they are carrying hoping to receive a blessing on its potency. Coatl-blessed venom is effective against daemons, undead and any other creature that is contrary to the Great Plan even if that creature is normally immune to poisons.51

Obsinite – a black rock used to create weapons that are razor sharp and stronger than forged iron (e.g., steel): Superior ), Pierce 1, Vicious. When wielded by a strong arm, an obsinite blade can decapitate a horse.52 Modern Lizardmen cannot create such weapons.

Floating Palanquin – this apparatus keeps a Slann Mage-Priest from touching the ground. The earth being contaminated by the Great Catastrophe, Slann prefer to avoid contact with it.

Skull of Memories – crystal skulls can record visions and sounds to be seen by one who touches the skull (think video history storage).53

Blade of Realities – A unique hand weapon created by the Old Ones, it shimmers in and out of existence as it exists in more than one plane of reality. This blade severs the souls of those it touches, and destroys Daemonic entities utterly, rather than simply banishing them back to the Realm of Chaos.

DR 7, CR 2, Vicious against Daemons, Undead and Spirits. Any Wounds on these targets by this weapon are doubled (after deductions for Toughness and Armour).

Sacred Plaques of the Old Ones - [Gold or Stone tablets], inscribed with fragments of the Old Ones ancient prophesies, these items are signs of great prestige to the bearer, who seems protected by the power of the Old Ones. Some

51 Another item derived from http://www.lustria-online.com/viewtopic.php?f=32&t=13731#p103122 52 This is actually true of obsidian and a Spanish account of battle with Aztecs speaks of horse decapitation. 53 Based on reference to the only record of Sirion "the Obsessed" expedition to Lustria (p.20 WFB Lizardman book for 5th edition). 93 rare plaques are imbedded with ancient incantations that can be utilised by those able to wield magic. These plaques are so rare, that the Lizardmen will do anything to reclaim those stolen by treasure hunters.

The plaque grants an extra two Fortune Points per day. A Lizardman with this item gains +2 to Fellowship when dealing with other Lizardmen. If the bearer is not a Lizardman, they must make a Daunting (4D) check (Intimidate, Charm or similar) to avoid being attacked by Lizardmen on sight. The plaque may be enchanted with a spell which can be used as if a scroll once a day.

Plaques are very heavy, typically Enc 6.

Cube of Darkness - Fashioned by the Old Ones. When viewed up close, this small, black cube contains millions of tiny pinpoints of light, circling around a sphere of pure darkness. With the correct pattern of thought, it may be opened for a fraction of a second, sucking away the Winds of Magic in the immediate vicinity instantly within its confines. It requires a Channelling (4D) check to activate. Within Medium range, all spells are immediately ended, and all spellcasters (including the bearer) lose all accumulated power. Any Daemon within this area must immediately roll 4 challenge dice and is banished on any G, if not banished they still suffer 1 Wound for every @. The Cube of Darkness may not be used again for 24 hours.

Serpent People - The First People Serpent people are lithe and sinuous, bipedal serpent-headed scaled humanoids whose twitching tails are their only sign of emotion, though their tails are often concealed under ochre or yellow robes. Their talon-fingered hands can wield weapons and they have a poisonous bite.

Serpent People are warm-blooded, unlike Lizardmen. The chances that any other race would realize they are not a Lizardman variant are very small, particularly given the lengths the Serpent People go to in laying the blame for their activities on the Children of the Old Ones.

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They can be mistaken for shapeshifters but really use esoteric technology to take on a humanoid likeness.

Scales provide them natural armour. Most that are encountered are not warriors and wear no other armour. They prefer to fight The Slann and Nagash are not with surprise and from a distance, using the first to defeat death, nor mechanical crossbows and strange firearms. the dwarves the first to Most are Esoteric-Scientists who worship the worship an ancestor. "This Great Serpent Yig.54 Yig is the spirit of their has all happened before". civilization's greatest scientist, who largely shaped their civilization even before the Old Ones came. His mummy still exists as an anchor for his spirit. It is in a deep vault from which it guides the greatest of their savants – Yig is as powerful in his own fashion as the most adept Slann (though not more powerful thus the need of his people for secrecy).

History The Serpent People were this world's most advanced original species. Relatively insular, they lived in great basalt cities before the Coming of the Old Ones. They mastered esoteric sciences involving the manipulation of life and the creation of dread poisons that kill or alter their victims' bodies or minds. Their great enemies were the dragons and dragon ogres (shaggoths), both of which have inherent resistance to Serpent People poisons. The Serpent People had driven these creatures away from the regions of their cities.

When the Old Ones came to the world they found it spinning further away from the sun, seemingly doomed to a long ice age before warming again. This would cause a massive extinction of much of its life. The Old Ones changed its orbit to stabilize it in a pattern closer to its sun, as the first step in their massive project reconfiguring the planet.

54 These are Lovecraftian Serpent People with Deep Ones themes. They can trigger an atavastic gene change to convert a humanoid into a serpent-person. Look to the Yuan Ti of D&D for further inspiration. 95

The Serpent People had gone into stasis chambers within their great cities, to wait out the "cold time", which they knew would eventually end (the dragons and dragon ogres were capable of extraordinarily long hibernations, traits developed to cope with the planet's orbit). The Old Ones' planetary shifts caused the Serpent People to emerge early, discovering their world being transformed. The Skyfire War ensued in which the Old Ones destroyed the Serpent People's civilization and exterminated the entire species.

Or so the Old Ones thought.

Some Serpent People survived deep in the earth, taking refuge again in stasis, which they remained in for millennia. The Time of Woes (-1500) earthquakes disturbed their stasis chambers, causing them to awake and emerge.

In the 4000 odd years since the Time of Woes, the Serpent People have cautiously explored the world to learn its current state and have increased their numbers while dwelling in covert subterranean centres. They learned of the destruction of their entire civilization by the Old Ones, who then exposed the world to its possible doom through the encroachment of Chaos. They are thus incredibly bitter, unsympathetic and resentful of the civilizations and races the Old Ones raised up using the very science the Serpent People created.

The Old Ones either did not know, or perhaps consider important, that all of the simian life forms that they were having the Slann manipulate to become humans, elves, dwarves, halflings and ogres had already been manipulated by the Serpent People using their own genetic material. The Serpent People’s purpose in manipulating the original humanoid stock is not clear but it included breeding into these beings a weakness to mental control by Serpent People. This "echo of the Serpent" within all sentient humanoids is weakened in most but is now part of plans the Serpent People lay for their return.

To understand the depth of mystery around the Serpent People contemplate that only Slann of the First Spawning witnessed their civilization, and never met them in person. All those Slann are all dead, reached only through spirit communing. The Great Plan does not speak of Serpent People as they were believed extinct

96 and had no role in it - they were believed wiped from the slate before the Great Plan was written on it. They are part of the "plaque sequence" only where it records what is past and does not dwell on the details of what was on the slate before it was wiped away.

Psychology Serpent People tend to be logical and when pretending to be human strike others as serious, humourless and intense though sometimes also sad and depressed. They are intellectual and curious but tend to be dismissive of the works of other races. A monkey might find something of interest but will never make anything of interest. They may spend time trying to solve a puzzle, equation of magical problem another humanoid has solved just because "it can't be that hard if a monkey can do it".

Among themselves, they prize self-sufficiency and respect strength and accomplishment. Success brings prestige and influence while failure leads to isolation. Lone Serpent People are often those who have lost influence through some misadventure or over-ambitious venture and now seek to regain it by proving themselves.

Beneath this logical and intellectual veneer they are also a tragic, saddened people. They have lost all for no fault of their own. They react with a combination of anger and throwing themselves into their "work". This comes out mostly when they are "recast" as humans by their technology, the longer they spend as humans the more their anger and sadness surface.

Posing as People

Serpent People pose as people using a transmogrifying effect created through their exotic science. What appears to be a mirror of liquid silver suspended in a jade frame is used to 'read' a humanoid creature and store its likeness in great detail by passing a creature into it (a painful process for the subject being read). This permits a Serpent Person to later assume the humanoid’s likeness.

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Whether the original is alive after being The reading and scanned does not matter. Originals are sometimes kept alive as prisoners to be transmogrification processes interrogated for information to support a are both painful and take a disguised Serpent Person in the field. few hours for the subject to recover: Resilience (To) Through this process a specific form between a check ++++, each success dwarf or an elf in size can be assumed (an ogre reduces 3 hour recovery time is too large and a halfling too small). They thus by 20 minutes, a inflicts the always impersonate specific individuals but G often don't try to assume their names and Queasy condition for 24 identities as this can create complications. hours. They prefer to impersonate unknown people such as a sailor just off the boat, a messenger from afar.

Reverting to their own appearance requires being exposed to a poison lethal to humanoids but not to Serpent People. Ironically, being a victim of a poisoning attempt is the likeliest way for one to be uncovered though witnesses may fail to realize what they have seen. The Southland Look Many in the Southlands have a certain "look".55 It's not that unusual, except for recurring so often. It is one or more of a receding forehead and chin, small ears, a flat nose, skin that becomes dry and flaking if not kept moist.

When these traits accumulate, it's common for others to believe that this is the result of the small population in-breeding (not having enough knowledge to realize it happens too fast for that alone to explain things).

Mutation from corruption is also suggested, though it seems a milder mutation than usually encountered. Benedict Morelli, a Tilean scholar, suggests that the Southlands are primitive in so fundamental a way that they cause susceptible creatures to regress into more primitive forms of life.

55 This is inspired by the Innsmouth Look in Lovecraft's work and the reskinning technique suggested in "Stealing Cthulhu" by Graham Walmsley. The idea is to facilitate Innsmouth type scenarios though it also speaks to the vastness of the Serpent People's plans. 98

The Ebonians of the Ivory Kingdoms believe the changes are a curse for abandoning Kohl N'gai and his spirits the Loa. They are correct to the extent that Loa possession wards against the Serpent Folk gene manipulation and thus Ebonians who participate in their "wild primitive collective rituals in which all the dancers act as if possessed" are protected.

In reality, Southland-look victims are hybrids - humanoids in which the Serpent People have triggered genes to gradually shift them to become proto-Serpent People. This trigging is caused by an exotic poison that is mistaken for the disease Skinflake. Some subjects that “die” of it in fact recover but become hybrids (thus any PC who is afflicted only suffers this fate if they first die under the game rules). The Serpent People are experimenting to create a better version of this toxin.

More extreme hybrids develop fangs and serpent eyes and in all cases are strongly susceptible to influence by Serpent People.

Serpent Science and Abominations

Serpent Esoteric-Scientists are constantly seeking improve their understanding of humanoid life and the effects of their experiments. They make Skaven disease- experiments appear amateur. Autopsies, vivisection, live experiment are all popular past-times. Live experiment is not always fatal. They sometimes release a subject and observe them – at least for a while before recovering for vivisection. These activities also extract components they use to create their poisons and “faux diseases”, as they use subjects as 'living distillation and refining" engines.

The Serpent People exploit the human practice of leaving mutant children to die from exposure. Whenever they can, they recover such infants – to experiment on them, use them as test subjects, create degenerate and abominable bodyguards and assassins. These abominations can combine human, mutant and serpentine features and capabilities -for example become giant snakes with forearms – these creatures tend to have less intelligence

They can appear almost human, passing as can some mutants in the north (e.g., minor, concealable features such as clawed hands) or completely monstrous

99 creatures- chimera combinations of serpent and humanoid that may give rise to legends of lamia and other monsters. Note that since abominations are created from mutants, they have the taint of Chaos, unlike Serpent People and hybrids.

Exposure to warpstone or other Chaotic or daemonic taint can further affect such a creature and make it uncontrollable, bringing out Chaotic instincts, making it a danger even to its Serpent People masters.

Serpent People Outside Southlands: Serpent People are found in the Southlands and have infiltrated the Old World and other regions. They avoid Lustria due to fear of being discovered by the elder generations of Slann.

In the World's Edge Mountains, near Karaz Azgal (Badlands region): "Also hidden high in the mountains is said to be the Lair of the Serpent Queen. Rumour persists of this powerful woman who has carved out a palace high in the peaks and holds court over an army of snake men."56

Another cadre of serpent people awoke earlier in the region of Ind and adopted a more conciliatory view of humanity, seeking to guide it. They are source of legends of Naga.57

Serpent People and Skaven As both races live in underground settlements, there has been contact between them - ironically the two races most unknown to the surface world are best known to each other. The Serpent People's underground domains are mostly in warmer territories closer to the equator - they do not have domains underneath the Old World's nations (Estalia, Tilea, The Empire - areas Skaven predominate).

56 WFRP Companion (2nd Edition) – the only WFRP reference to serpent people of any sort that I have found. The strange mummified creatures Malekith took his iron circlet from could have been dead serpent people – they were in an obsidian city in the north [Dark Elf WFB/novel to cite]. This was before to the Time of Woes. However, since the circlet deals with magic and my serpent people are not magicians this would not be the case if using my approach and "who these creatures were" remains a mystery. 57 Pelgrane Press - Ken Writes about Stuff – Serpent Folk suggests they could be behind Naga legends. 100

Serpent People live deeper than the Skaven and are hostile to the chaos-born ratmen. Serpent People invoke atavistic terror in ratmen, all having in effect a "Fear 2" trait insofar as Skaven are concerned. This did not stop Skaven trying to wipe them out, using diseases to destroy colonies of Serpent People in the Border Princes and Badlands regions. The Serpent People in turn have developed inoculations that render them highly resistant to all Skaven-borne diseases (they have a "Resist Skaven Disease" trait of: A)) to any Disease check).

Ratmen do not understand what Serpent People are, believing them only some form of lizard man which (like all lizardmen) does not usually have warpstone (the resource that most interests Skaven).

Serpent People Weapons and Artifacts The typical Serpent Person is a highly educated Esoteric Scientist (recall Arthur C. Clarke's observation that a sufficiently advanced technology is indistinguishable from magic to a less advanced observer).

The weapons used by Serpent People vary. The elite among them use precious, and rare, death flutes (which from a distance might be mistaken for a strange blowgun). Others rely on crossbows to attack at a distance or short curved swords similar to a scimitar if forced to fight hand-to-hand (in which case their poison bites will also be used at no penalty).

Aside from complex poisons, the technology of the Serpent People uses sound and light, strange methods of producing sonic effects or altering, refracting and reflecting light. Their transmogrifying mirrors are one example of this at work.

Serpent People from a rare surviving underground city might have other relics of an advanced pre-spaceflight civilization such as air cars, but would be very loath to risk revealing them. A Flash Gordon/Buck Rogers/Ming of Mongo style technology can be redone in their sonic/light/vibration style. Ming’s plot of dropping poisonous dust is right up their alley (only it would be mutagenic poisoned dust).

See creatures section for some applications resulting in “tech zombies” and “robot dinosaurs”. 101

Death Flute (Arcane Pistol) – these dark silver twisted flute-like rods turn the whistling hiss of a Serpent Person into kinetic pulses (immaterial bullets that leave bullet-wounds with no bullets). They have the same weapon profile as a Repeater Pistol but are not unreliable. They are “imprinted” to only be used by Serpent People.

Psychoactive Poison – their venom is sometimes distilled into a poison that can be administered in food and beverages, to similar affect as a bite (see their monster profile in rules section). This poison is sufficient to render the weaker willed pliable.

Mutagenic Poison – the most deadly poisons used by the Serpent People inflict specific mutations on a subject, in what is usually a slow and painful process. These poisons are difficult to administer and require a captive be subdued before they are used (in game terms, a target must be completely at their mercy and as good as dead before this fate is a danger).

Farspeaking Cube – this palm-sized silver cube engraved with a series of obscure runes is essentially a 2-way radio transmitter. It has another use as it can transmit thoughts to an attuned receiver. This receiver takes the form of a small silver needle implanted in a subject's brain. This process destroys higher order intelligence but can be used in beasts and lower order creatures.

Crystal of Aethyric Revelation – looking through this crystal is the same as using magical sight at the “lowest level” (no information about source, nature etc. just whether winds normal or not essentially).

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SOUTHLAND RULES

Climate

Temperatures average 70 to 80 degrees Fahrenheit. There is a wet season in Sommerzeit to Nachgeheim (more or less the same time as summer in the Empire) and a dry season from Ulriczeit to Jahrdrung (more or less the same time as winter in the Empire).

See Weather Cards at end of section for Hot, Hot and Humid and Heavy Rain conditions. Jungles are usually Hot and Humid.

It is common in the Southlands to avoid mid-day activity (an hour before noon to mid-afternoon) and be active longer into evening. Mid-day activity often requires a Resilience check (minimum 1D, more if particularly hot condition card in play) to avoid Fatigue equal to check difficulty, and on a Failure plus & star Heatstroke condition (B+ to all actions; All actions and manoeuvres cost 1 Fatigue and 1 Stress, see cards).

The Jungle

Many brave or foolish explorers have tried to penetrate its mysteries but fewer have returned.

Under the canopy, the sky cannot be seen and directions thus hard to establish. Few hack more than a few miles into the jungle without becoming lost unless they are following a river - these being the only sure and predictable pathways.

Jungles are humid and often down-right wet, particularly in rainy season (winter, see environment cards).

Disease and Other Risks Waterborne parasites and mosquito-borne sickness are common threats.

Contact with water is understood to be a source of some illness but insects are not, instead “bad air” is blamed (Miasma in game terms). 103

Existing diseases that are appropriate include: Bog Lice (poor colonial living conditions), Galloping Trots (‘ingestion’ [bad water] - water borne parasites), Ghastly Vapours (‘miasma’ – insects), Grim Ague (‘miasma’ – insects), Slackjaw (‘miasma’ – insects), Yellow Skull Fever (‘contact’), Stenchfoot (‘cause unknown’ - mud borne parasites), Tomb Rot (‘undead’ if in a Nehekharan-Hakharan tomb), and Skinflake (ingestion – Serpent People poison).

Of course, if Clan Pestilens is about, any sort of illness (including simply a more virulent version of existing one with tougher initial resistance roll) is possible.

Exotic Resources

Non-exotic resources are also found such as timber, iron, copper, tin, and gems.

Analogues for many healing herbs found in the north also exist including (Ebonian name then base rule herb: Etkansha- Faxtoryll, Sophoni- Gesundheit and Muolo - Speckled Rustwort. Costs are as in the north.

Coolwood – these immense trees grow in isolated stands throughout the jungle and are highly sought. Their wood is prized in Arabya and beyond. The rich, dark hued wood absorbs energy from its environment and can be used to cool rooms.

Panelling a room in coolwood effectively "air conditions it", making it highly valued in hot climates. Coolwood also absorbs light though only enough to create deeper shadows than would already exist. In the forest, these trees are in deeply shadowed areas. When large amounts of coolwood is used in construction it creates a shadow-rich environment.

The older the tree is, the darker and denser the wood. The oldest trees are cold as ice but as heavy as granite.

Dwarven smiths (who will burn anything at need) discovered that Coolwood burns very slow and hot – imagine it to be a super-efficient form of coal. Dwarves and others prize it as a fuel for steam-engines in boats and other conveyances (where the volume of fuel to carry is a concern). 104

Coolwood also grounds and channels away magical energy and does not retain it so it is not a direct source of great magical power or risk. It even retains a grounding effect when cut. This reduces a spellcaster's Equilibrium by 1 if in proximity (e.g., carrying a piece, in a room paneled in it or around a storeroom of it or engine fueled by it).

Ikhambi – This sap extracted from a tree common in the veldts of the extreme south is very effective in treating the symptoms of Skinflake. Its preparation is known to the Ebonians who trade it to Old Worlders. One 4 day course of treatment costs 20 shillings, and allows a bonus recovery check at the end of the 4 days (with whatever positive or negative dice modifiers were applicable throughout the period).58

Itzi Grubs - These grubs absorb magical energy from the ground along Geomantic lines. Living or dried, they may be consumed to gain magical energy (roll 2 expertise dice and gain 1 Power per success, 2 Power for a comet). Slann consider the grubs a delicacy though others find them horrible and require a Resilience (2D) check to avoid gaining the Queasy condition until the next Rally step.

The grubs are found all over the Southlands, but only those found along Geomamantic lines store magical energy. They are one of the few things for which skinks would actually trade with another race (assuming it wasn’t easier to just kill the warmblood and take them). Offering a steady supply could even create a basis for contact.

In the unlikely event a non-spell user eats grubs they are just as disagreeable (making it unlikely they will be consumed by accident) and very dangerous – having Power of the Winds but no means to use it. In this case, roll the two expertise dice to generate power but then make a Resist Corruption check of difficulty equal to power generated and on any Chaos stars also generate a Miscast effect as well as increased Corruption.59

58 This is modelled on the Earth Root treatment for Black Plague (Liber Infectus/GM Guide). 59 The idea that a non-spell user having Power is in trouble comes from 2nd Edition’s Realms of Sorcery, Brutal Finish - my take here is actually quite tame compared to what happens in that adventure. 105

Lotus Flower (Hazard and Trade Resource – this euphoria-producing drug is produced from Lotus Flower seed pods. The flowers grow on vines in jungle darkness. The brightly yellow-green coloured flowers are a common sight. In its natural state the flower emits a mildly soporific and euphoria-producing scent. In their vicinity, Intelligence-based checks and Initiative checks both gain K K.

Flowers are harvested to produce bales which are dried and ground up to produce the Lotus Flower drug.

In the Old World the dried dust produced from these pods sells for 10 brass pennies for a one ounce dose (a labourer’s daily wages being 25 pennies). One pound thus has a retail value of 160 pennies or 6 shillings and 10 pennies and a “short” 2000 pound ton has a retail value of 128 gold crowns - once returned to the Old World. Locally it sells for 5 pennies a dose.

A dose of Lotus dust relieves 1 Stress and inflicts the Intoxicated condition for one hour – an excellent way of getting over a hard day! If more than 2 doses are consumed in a 3 day period, a Discipline check vs (difficulty = # of doses) is required to avoid Staggered condition for 1 day (plus 1 day if & rolled). Failure and & means Addiction. Whenever a character goes more than 3 days without a dose, they suffer one of the following Temporary Insanities: Impatient, Manic Fervour and Reclusion. They may then make a Recovery check (Resilience (resist poison) 3D) to avoid repeating this experience in another 3 days. When back on the drug, or passing the check, a Willpower check to recover from each Temporary Insanity is permitted (1 success required).

The Biloko harvest the pods to create Lotus dust bombs that their tinyelya riders drop onto targets. These are Enc 1, thrown Close range, though Biloko can accurately target them from above at Medium range. They must only hit the vicinity of a target so the attack is against +, any use of Dodge or other movement to avoid (armour, parrying etc. provides no help) is reflected as fortune dice on the Daunting (4D) Resilience (resist poison) check that must be made to avoid Intoxicated condition (but also remove 1 Stress!).

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Mindblossom – This flower’s petals are distilled into a narcotic liqueur. Drinking it heightens senses to an extraordinary degree modifying Intuition, Magical Sight and Observation by !$) for one Act. However, the effect can be distressful when seeing things best unseen (Fear and Terror check modifier of BK). A user finds it difficult to rest that night (minus 2 to all Fatigue, Stress and Wound recovery, the negative modifier above also applies to overnight Resilience checks). Taking additional doses in the same day causes an immediate 1 point of Stress for each dose already taken that day. The flower is fairly hard to find and distill (a Hard (3d) Nature Lore of Medicine) and the liqueur sells for 20s.

Poison Antidotes – the Ebonians (tribes and Ivory Kingdoms) create antidotes for many common poisons, in particular those used by Biloko and lizardmen. If intending to use such, Fatigue or Stress from poison should be tracked with different counters than normal Fatigue or Stress. Then four fortune dice are rolled and one point lost to poison is recovered for every success or boon. 20 sp for antidote specific to either Biloko or lizardman poisons.

Xiliqua Root Gum – "fire blood root" is only safely used by Lizardmen. They chew it to raise body temperature in cold environments, effectively acting as a stimulant. That way Lizardmen can enter areas too chilly for cold blooded creatures (such as going underground or high into mountains). It's mildly poisonous to humans, first giving the Energized condition for one Act, then causing fever-like symptoms (Resilience (resist poison) ++ to avoid the Heatstroke condition (recovered after one night's rest). Lizardmen get fatigued using it too long: a Lizardman encountered where there ought not to be who has been there too long has a reduced Aggression die budget, how much GM discretion.60

Warpstone – there are skyfalls of Warpstone scattered about the Southlands, particularly in the lands of the Sahnwari. Considered accursed, it is called “the burning stone” in the languages of the Southlands (abn-i-khat in Nehekharan). Legends among the human tribes say these cursed stones are the tears cried by Mwezibi when the sun scorned her, turned to poison by her anger.

60 See the story New Alliances here: http://www.lustria-online.com/viewtopic.php?f=32&t=13731 107

Winds of Magic

The Equatorial zone is as far from the poles as one can go thus the Winds of Magic are weaker in the much of the Southlands. Casting magic works normally, it is getting the power through Chanelling that is more difficult. However, miscasts are also less likely as the weaker winds are less unpredictable (count & as one fewer for miscast purposes).

Going south, Winds become poor in Araby and Khemri (KKK to Channeling) and then very poor in the Equatorial Zone such as the Bay of Medes (KK @), before again becoming poor continuing South (e.g., the Dark Coast and New Coast), and then returning to normal in the furthest Southlands (Ivory Kingdoms and Elven outpost at south of continent). Aqshy, Ghyran or Ghur users instead face Poor (KK) and Very Poor (KKK) if circumstances are right (in hot deserts or life-filled jungles respectively).

Magical Sight works better the weaker the winds as there is less “background noise”. So the basic misfortune die modifier becomes an equal fortune die modifier poor ) ) ) and very poor ) ) !.

In poor and very poor regions there is no automatic recovery when below Equilibrium during Acts.

In very poor regions, starting Power at the opening of an Act is reduced. Roll + and subtract one power from Equilibrium for each @ or three power for G. Aqshy, Ghyran or Ghur users if circumstances are right may roll ) as well to try to counter a failure as heat, plants and animals in abundance favour these Winds.

Aqshy is generally not as badly reduced due to a hot climate making “heat” a much dwelled upon concept. Ghyran and Ghur are both easier in jungles where there is so much plant and animal life.

GM: I suggest to balance by providing opportunities for a PC spellcaster to gain a Wand or other item that stores Power or let them find out about the Itzi Grubs. All such things should of course come with narrative and other “hooks and backstories”. 108

Map 5: Global Zones of Strength for Winds of Magic

NOTE: The above warhammer world map uses a different configuration of the Southlands' mountains than I use. I present it only for “winds of magic” purposes.

Geomantic Lines

The powerful geomantic lines connecting Temple Cities are the continent’s strongest source of magic. Any creature that channels on a line, or in a site they converge (e.g., temple city prime ziggurat or waystone monument) finds this source available. Magic sight detects a line and failing that a wizard becomes aware of power once declaring Channel Power action and before rolling.

Map 6: Lines of Power

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In such a location, channel not to gain power but to control how much power is gained and not be burned by it. This is difficult and adds +K to Channel rolls. Success Channelling - increase power gained +1 per Rank in Channelling Skill. Failure - Burning Overload - suffer penalties as if venting more than double Willpower as if it was 2 Power vented plus 1 for each net failure (1 Fatigue per power vented, roll K for each and suffer 1 wound per @and one stress per %).

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Ley Line Hub Points All the major Slann cities and site are located where the ley lines intersect, what Old World scholars and druids know as Henges. These are sites of enhanced Aethyric power - whether the Slann choose to build upon them to stabilize it or in building their cities provided the focal points for the lines to converge is beyond the scope of this work or the ability of any other current inhabitant of the world to determine.

Pyramids and Ziggurats The Old Ones directed the Slann to build pyramids because properly constructed and aligned pyramids retain magical energy, including from the Geomantic Web. This was also why the Nehekharans built pyramids, to focus what magical energy they could in Nehekhara. The Mortuary Cult used the weak magical forces being focused to preserve remains. This feature of pyramids is also why Nagash ultimately built the Black Pyramid.

Channelling works normally in an intact pyramid or ziggurat, though the option to tap the Geomantic line exists and Miscasts resolve normally (still usually ignoring daemonic ones).

Spirits and Pyramids As pyramids retain magical energy, and when designed by the Old Ones (as opposed to Nagash) prevent its corruption while retained, they also have a tendency to preserve the spirits of creatures that die within them (spirits being warp-entities).

In the case of lizard people, since the lizard folk make so little impression on the warp their spirits are weak and tend to exist only a “buzzing noises in the aethyr” or “swarms” unless the Slann will otherwise. Spirit guards are often empowered by the Slann if there is a shortage of living saurus warriors at a site.

Note – that proper pyramids can be part of dealing with corruption is one reason the College of Light in Altdorf, which stores corrupt artefacts, is a pyramid.

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Mutants – Mwezibi’s Children The southernmost parts of the Southlands (Zlatlan’s region and south) are exposed to the same strength winds of magic as the Empire and similar lands in the north. However, they have never been subject to Chaos invasions and did not suffer the same daemonic incursions during the Great Catastrophe, so are not as tainted.

Nonetheless, the winds inevitably cause some mutations – most often to children before birth as when life is most malleable in its earliest stages. Both Ivory Kingdoms and Jungle Tribes abandon such children to die from exposure to the elements (or whatever happens along). They view mutant children as “the children of Mwezibi” – who has stolen the real child and replaced it with one of her foul progeny. There being fewer beastmen in the Southlands, most such abandoned children perish. Very few become Gaves (adopted members of beastmen herds) as often occurs in the Old World.

As in the Old World, sometimes parents do not wish to give up a child. Love stronger than tradition is usually as tragic here as in the north.

GM Secret:

Since their re-emergence, the Serpent People collected many abandoned mutant children. If there is a local wise woman who is helpful on such matters, there is a good chance she is really a Serpent Person in disguise or in league with them. These infant mutants are then subjected to further experiments and alterations. Many of the degenerate, monstrous guards and servant creatures used by the Serpent Folk unknowingly originate from this source.

Blackpowder in Jungles

Keeping Blackpowder dry is difficult. In jungles or during Rainy Season, at the start of each engagement (e.g., a combat Act) each PC wanting to use blackpowder weapons must make an Easy (1D) Nature Lore check to see if they have kept their powder dry - failure means all weapons are loaded with ruined

112 powder that it takes an Easy (1D) Weaponskill Ballistics check as an action to clear.

Creatures

New Traits Southland Natives

All native creatures share the following trait unless noted otherwise.

Southland Native: Two fewer K from heat, humidity or tropical weather.

Flying Creature: all flying creatures share certain features. One is that one or more critical wounds whose cumulative severity is equal or greater than the creature's skull rating grounds it (broken wing or similar effect) rather than whatever that critical would usually do (e.g., if it’s the 2nd critical which would do it, grounding is the effect instead of that critical wound’s usual effect).

Not a Predator: if foes all disengage to at least medium range and do not cause any harm for one round, roll one + for each critical wound it has to represent its anger at being hurt and it disengages unless a & comes up. This trait may be identified with appropriate Nature Lore or Folklore (creature lore) rolls. It does not apply if the creature's young are threatened.

Trained Animal Companion: trained to cooperate with ally, the animal and its ally each gains ) to attacks when in same engagement and may use Teamwork actions.

Peoples of the Southlands

Ebonian Racial Features If chosen as a Player Character background, a character has the normal human starting profile with the following two racial features:

Scaled Vendetta: the many raids by Lizardmen and conflicts with them over the centuries have given the Ivory Kingdom Ebonians a deep hatred for these merciless creatures. Whenever they kill a lizardman or a servant creature

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(Horned One, Terradon etc.) they may recover 1 Stress or 1 Fatigue or take a free manoeuvre.

Southland Native: two fewer K from heat, humidity or tropical weather (note to the GM, climate cards at the end apply such penalties frequently).61

Ivory Kingdom Warrior Use Soldier

Obah Effectively a shaman invoking blessings appropriate to the theme of the ancestor they are calling.

Mganga Mganga often extend their lifespans though the creation of Green Masks, though their skin develops an increasingly stretched appearance to the point an Old Worlder might assume them some form of undead creature.

Powers include summoning spirits to possess objects, animals and people.

Sample Human Profiles

62 Human Tribal Hunter %% St To Ag Int Wp Fel A/C/E Wounds Stance

4/4) 4/1) 4/1 2 3 2 4/2/1 10 R1

Typically armed with war club and shortbow.

61 These benefits are respectively based on Averlander greenskin hatred and Nordlander ‘northerner’ benefits inverted for heat. 62 These are loosely modeled on Skaelings and Pit Fighter cultists etc. Instead of Wpn Skilled Trained, the Cannibal Cultist has special abilities, and the Tribal Warrior is like Chaos Marauder with poison attack and one more R. 114

Human Tribal Warrior %%% St To Ag Int Wp Fel A/C/E Wounds Stance

4/5) 4/1) 4/1) 3 3 2 4/2/2 10 R2

Typically armed with war club and shortbow.

Poisoned dart - any critical wound also does Fatigue damage.

Human Tribal Champion %%%% St To Ag Int Wp Fel A/C/E Wounds Stance

5/6) 5/2)) 5/2) 4 4 3 6/4/3 15 R3

Typically armed with superior war club ) and shortbow.63 Poisoned Dart: any critical wound also does Fatigue damage. Epic: once per session may add!$ to results of dice pool after rolling. Suggested Actions: Disorienting Strike (based with that warclub), Lead from the Front (treat as Noble Rank 2), and Bodyguard (for a champion protects his comrades), Improved Dodge.

Human Obah (Tribal Shaman) %%% St To Ag Int Wp Fel A/C/E Wounds Stance

3/3 3/1 3/0 3 4) 4) 3/3/1 12 C1

Intuition, Invocation, Piety Trained

Suggested Blessing Actions (Minor plus 2 additional): Minor Ward, Blessing of Health (recharge A/C budget!) - example choices for blessings - Wolf's Cunning (Ulric - )) on initiative if in hiding and Init checks gain DD +1), Vigil of Nature (Rhya ward site to be alert if tainted presence enters).

Human Cannibal Cultist %%% St To Ag Int Wp Fel A/C/E Wounds Stance

63 Tribal Warrior with Hero Template from Hero’s Call 115

6/4) 6/2) 4/1 3 3 2 6/2/2 12 R1

See in Dark, Supernatural Defence

Human Cannibal Shapeshifter St To Ag Int Wp Fel A/C/E Wounds Stance

6/4) 6/2) 4/1 3 3 2 6/2/2 12 R1

See in Dark, Supernatural Defence

[improve stats above]

Biloko Common Traits Sneaky: K K to all Observation checks against them. Night Vision: two fewer K K due to low light. Blow Gun Poison: Range Medium, CR 4. The blow-darts carry a paralyzing poison, only 1 point of damage is done but any hit requires an Average 2D Resilience - Resist Poison (To) roll to being “Poisoned”: lose 2 Fatigue and next round repeat Resist Poison 2D to avoid another 1 Fatigue, on & an additional 2 Fatigue is suffered. Additional poisoning inflicts 2 Fatigue each hit and require a repeated Resilience check or increase the difficulty of one already required by +. Southland Native: two fewer K from heat, humidity or tropical weather. Scary Little Freaks: Anyone familiar with their habits must make a Fear 2D if outnumbered by the miniature Hannibal Lectors. Hearing their drums (which beat only to summon them to dinner and usually mean a large number are in the area) may add misfortune dice to this check. Erzul-Possessed Traits When driven to feed Erzul, Biloko stance switches from Conservative to Reckless and they gain two additional traits:

Feed the Goddess: Biloko gain )) on all attacks against humanoids.64 The Goddess Protects: magical effects targeting a Biloko gain KK.

64 Modeled on the hatred bonus dark elves get. 116

Once Erzul-possessed Biloko kill or incapacitate a humanoid, they are satisfied carrying that victim off.

Sample Biloko65

Biloko Cuthroat

St To Ag Int Wp Fel A/C/E Wounds Stance

2(5) □ 3(2) □ 5(1) 3 3 4 4/3/1 13 R2

Ballistic Skill, Coordination and Stealth Trained Sneaky: K K to all Observation checks against them. Night Vision: two fewer K K due to low light. Blow Gun Poison: Range Medium, CR 4. The blow-darts carry a paralyzing poison, only 1 point of damage is done but any hit requires an Average 2D Resilience - Resist Poison (To) roll to being “Poisoned”: lose 2 Fatigue and next round repeat Resist Poison 2D to avoid another 1 Fatigue, on & an additional 2 Fatigue is suffered. Additional poisoning inflicts 2 Fatigue each hit and require a repeated Resilience check or increase the difficulty of one already required by +. Southland Native: two fewer K from heat, humidity or tropical weather. Suggested Actions: Cutthroat and Backstab, Chink in the Armour

Biloko Hunter (Soldier) %%% St To Ag Int Wp Fel A/C/E Wounds Stance

2(4) □ 3(2) □ 4(1) 3 3 4 5/2/1 13 C1

Trained in Weapon Skill, Ballistics Skill Sneaky: K K to all Observation checks against them. Night Vision: two fewer K due to low light. Blow Gun Poison: Range Medium, CR 4. The blow-darts carry a paralyzing poison, only 1 point of damage is done but any hit requires an Average 2D Resilience - Resist Poison (To) roll to being “Poisoned”: lose 2 Fatigue and next round repeat Resist Poison 2D to avoid another 1 Fatigue, on & an additional 2

65 Biloko stats are simply NPC cards of various types modified for a halfling’s statistics as they are simply Southland halflings. 117

Fatigue is suffered. Additional poisoning inflicts 2 Fatigue each hit and require a repeated Resilience check or increase the difficulty of one already required by +. Southland Native: two fewer K from heat, humidity or tropical weather. Suggested Actions: Agile Strike, Biloko Scout (Ruffian) St To Ag Int Wp Fel A/C/E Wounds Stance

2(3) □ 3(1) 4(1) □ 2 3 3 3/3/1 12 R1

Ballistics, Stealth trained Sneaky: K K to all Observation checks against them. Night Vision: two fewer K K due to low light. Blow Gun Poison: Range Medium, CR 4. The blow-darts carry a paralyzing poison, only 1 point of damage is done but any hit requires an Average 2D Resilience - Resist Poison (To) roll to being “Poisoned”: lose 2 Fatigue and next round repeat Resist Poison 2D to avoid another 1 Fatigue, on & an additional 2 Fatigue is suffered. Additional poisoning inflicts 2 Fatigue each hit and require a repeated Resilience check or increase the difficulty of one already required by +. Southland Native: two fewer K from heat, humidity or tropical weather. Suggested Actions: Knife in the Crowd, Chink in the Armour

Biloko Tinyela Rider St To Ag Int Wp Fel A/C/E Wounds Stance

2(5) □ 3(2) □ 5(1) 3 3 4 4/3/1 13 R2

Sneaky: K K to all Observation checks against them. Night Vision: two fewer K K due to low light. Blow Gun Poison: Range Medium, CR 4. The blow-darts carry a paralyzing poison, only 1 point of damage is done but any hit requires an Average 2D Resilience - Resist Poison (To) roll to being “Poisoned”: lose 2 Fatigue and next round repeat Resist Poison 2D to avoid another 1 Fatigue, on & an additional 2 Fatigue is suffered. Additional poisoning inflicts 2 Fatigue each hit and require a repeated Resilience check or increase the difficulty of one already required by +. Southland Native: two fewer K from heat, humidity or tropical weather.

118

Trained Rider: may guide its mount to make attack, adding )) to that attack. Is able to spend own A/C/E budget on mount's actions and may spend mount's A budget on own relevant attacks. Actions: ranged attacks favoured.

Domesticated (Fungus-Infected) Tinyela Mount %% Beast

A Tinyela looks like a giant wasp and attacks with its stinger, this one has yellow fungus patches on it and is a bit less nimble and more drone-like.

St To Ag Int Wp Fel A/C/E Wounds Stance

3/5 3/2 3/1 1 1 1 2/0/0 10 --

Flight: may disengage without a manoeuvre and move away without a manoeuvre from foes unless they can fly. Hover: may hover overhead a target gaining similar advantage to a mounted attacker against a foe on foot □ to Melee Attacks against foes due to height; ■ to opponents on ground using melee attacks unless using a halberd, lance, , or similar weapon. Instinctive: As a beast, may use Wp instead of Int for Observation checks. Poison Stinger: critical wounds dealt by its attack deal Fatigue equal to Severity. Suggested Action: Aerial Assault, Vicious Bite (describe as Vicious Sting)

Tinyela (Giant Wasp) %% Beast

A Tinyela looks like a giant wasp and attacks with its stinger.

St To Ag Int Wp Fel A/C/E Wounds Stance

3/5 3/2 4/1 2 3 1 3/0/0 12 R1

Flight: may disengage without a manoeuvre and move away without a manoeuvre from foes unless they can fly. Hover: may hover overhead a target gaining similar advantage to a mounted attacker against a foe on foot □ to Melee Attacks against foes due to height; ■ to opponents on ground using melee attacks unless using a halberd, lance, spear, or similar weapon. 119

Instinctive: As a beast, may use Wp instead of Int for Observation checks. Poison Stinger: critical wounds dealt by its attack deal Fatigue equal to Severity. Suggested Action: Aerial Assault, Vicious Bite (describe as Vicious Sting),

Savage Orcs

66 Savage Orc %%% Greenskin St To Ag Int Wp Fel A/C/E Wounds Stance

5)/5 5) /1 3/1 2 3) 2 7/1/2 14 R2

Orc warrior with ritual scars, a necklace of fangs and war paint, a thick-shafted stone tipped spear and a hide shield. Southland Native: Two fewer K from heat, humidity or tropical weather. The Bigg Stabba: the oversize spear has Vicious trait due to the huge wounds it can deal. If used after a move action (or an attack action that allows movement as part of attack) and if an A dice is spent on attack, momentum gives it Pierce 2. War paint: Gork and Mork ward from magic tricks, add K K to any spell action targeting the orc. No armour is worn, a shield may be used. Primitive Weapons: weapon attacks gain: G weapon suffers Damaged condition (-2 DR). Suggested Actions: Stomp, Pigsticka, Crush 'em Good, Ed Butt (unarmed damage is 4)

Savage Orc Shaman %%%% Greenskin St To Ag Int Wp Fel A/C/E Wounds Stance

5/5 5/1 3/1 3)) 4) 3 7/2/2 16 R2

Southland Native: Two fewer K from heat, humidity or tropical weather. Suggested Actions: Stomp, Typical Spells: Mork Wants Ya, Quit Your Yappin, Vindictive Glare Gutbustin Homebrew Cure: healing draught requiring Resilience 2D to keep down.

66 Regular Orcs with reduced soak and Def to reflect no armour just a shield, +1 A dice. Warpaint replaces "Stomp the Stuntie" 120

Jungle Kobold%% Greenskin St To Ag Int Wp Fel A/C/E Wounds Stance

4/4 3/1 4/0 3) 2 2 2/4/1 9 R1

Southland Native: Two fewer K from heat, humidity or tropical weather. Arboreal: may climb as normal move and move from tree to tree as an action. Drop Attack: dropping onto a foe from above they may move from Medium to Engaged in one manoeuvre, gaining ) to a melee attack. Stealthy: adept at concealing themselves, Observation to spot them gains K K Southland Native: two fewer K from heat, humidity or tropical weather. Very Skittish: if they do not outnumber foes, they will withdraw if possible, failing that K K to actions, and on G in any action result simply cowering in abject terror. Suggested Actions: Stick 'Em with the Pointy End, Swarm 'Em and Craven Attack

Note they often carry poorly-made javelins that they fire in volleys (DR 4 not 5). Ancient Dead Hakhara's tombs and ruins may have Nehekharan-style undead creatures, and in the east remnants of Nehekharan outposts may likewise have dead awoken by Nagash's Great Ritual.

Tomb Swarm (Undead Scarabs)%%% An “insect swarm” but of dried husks of insects not living ones.

Remove Poison and Overwhelming (since redundant); Add

Fear 1 with K (see below), Undead trait

It came from below: They boil up out of the ground/floor and from walls, appearing from between cracks. This imposes a + on foe's initiative and the "shock" factor adds K to the Fear check. Swarm Vulnerability: Effects targeting engagements or with Blast quality ignore Swarm soak. Implacable Horde: They cannot be knocked back, immobilized, affected by fear/terror or other psychological effects, do not need a manoeuvre to disengage

121

Tiny Creatures: Immune to criticals, instead suffer wounds = severity.

Basteth (animated, mummified cat) % St To Ag Int Wp Fel A/C/E Wounds Stance

3(3) 2(0) □ 4(2) □ 1 3 1 4/0/1 6 C1

Fear 1, Night Vision, Undead, Do not suffer critical wounds

These are likely encountered in groups (henchmen) and like other swarms are best used with more significant foes to create hindrances and enhancements.

Suggested Actions: include Ghostly Howl (but in their case it's Ghastly Yowl).

(From Lure of the Lich Lord)

Greater Basteth (animated, mummified cat) %%% St To Ag Int Wp Fel A/C/E Wounds Stance

3(3) 2(1) □ 5(4) □ 3□ 5□ 1 6/2/3 8 C2

Fear 1, Night Vision, Undead, Do not suffer critical wounds Sorcerous: 2 ranks in Channelling, Magical Sight and Spellcraft, once a session can simply gain 5 power Suggested Actions: include Ghostly Howl (but in their case it's Ghastly Yowl). Spell (note with with poor Int, it uses C and E dice when casting): Vanhel’s Dance Macabre, Hellish Vigour, Hand of Dust, Invocation of Nehek The greater form use spells to empower skeletons and other tomb warriors.

(From Lure of the Lich Lord)

Mummy (basic)%%%% May wear some valuable jewelry (though if fire used against mummy it may be damaged).

St To Ag Int Wp Fel A/C/E Wounds Stance

122

6(4) □ 5(4) 3(2) 4□ 4□ 3 5/3/2 16 C3

Terror 2, Night Vision, Undead, Do not suffer critical wounds unless inflicted by fire. Flammable: Wrappings that sustain and protect it do not ward against fire. Fire- based attacks ignores its 'armour' soak. My Will Be Done: May compel skeletons and zombies to obey. Usually served by WP number of henchmen gangs. Curse of Vengeance: Causing the destruction of this creature (having inflicted damage on it in the round it falls) requires a Discipline (3D, its Fel) (resist charm) check to avoid immediately being stricken with 5 Wounds (its To) - a challenge die is rolled for each Wound and on G it is a Critical Wound. Recall however many critical wounds a PC has, as long as they did not also fall unconscious, this does not kill them. Tomb Rot: On critical wound subjects make a Hard Resilience (resist disease) (3D) check to avoid Tomb Rot disease.

Suggested Actions: A Bone To Pick (undead), Bone Ripper (skaven action), Braaaaaains! (undead). The basic mummy/tomb king rips foes apart, strangles them or throws they around, though more advanced ones command magics etc.

A mummy has one of the following abilities:

Horekhah's Righteous Smiting: Once per engagement "take another turn" allowing it to take any normal action and manoeuvre, though it does not gain additional recharge of actions and may not spend Fatigue for additional manoeuvres.

Djedra's Incantation of Summoning: One per engagement, cause fallen undead skeletons or zombies to rise again to fight on, resurrect a "henchman gang".

Nominally Real Animals

Bee Swarm % This is not a "swarm" in normal sense, it is more an effect than a monster, use "insect swarm” modified – remove Poison and Overwhelming, add:

123

Flight: may disengage without a manoeuvre and move away without a manoeuvre from foes unless they can fly. Cloud: the swarm can affect all targets in one engagement. Annoying Stings: all targets must make an Agility 2D check to avoid 1 Travel Fatigue and the Rattled condition (2 counters plus 1 per net @), ignoring the swarm's presence to take an action means the check becomes 4D. A bee swarm can be driven off with fire or smoke that would inflict 3 wounds. Otherwise they typically remain for 2 rounds.

Mosquito Swarm % For stand-up use PB2 box #39.

This is not a "swarm" in normal sense, it is more an effect than a monster, use "insect swarm” modified – remove Poison and Overwhelming, add:

Flight: may disengage without a manoeuvre and move away without a manoeuvre from foes unless they can fly. Cloud: the swarm can affect all targets in one engagement. Annoying Bite: attacks are conducted normally but made on each target, but do no damage, rather a hit is a point of stress and fatigue. Disease Bearing: on F target must later make a Disease 2D Resilience check against one of Ghastly Vapours, Grim Ague, Slackjaw. In all cases Old World medicine considers these “miasma” afflictions and does not immediately associate the illness with insect bites. The disease will not manifest until the next day. (Note, with only one Expertise die, the typical swarm does not inflict a disease).

A mosquito swarm can be driven off with fire or smoke that would inflict 3 wounds. Otherwise they typically remain for 2 rounds.

Gorilla %%% For stand-up use PB #141 or 142.

St To Ag Int Wp Fel A/C/E Wounds Stance

6/4 5/1 3/1 4 4 3 3/2/2 19 C1

Arboreal: may climb as normal move and move from tree to tree as an action. 124

Drop Attack: dropping onto a foe from above they may move from Medium to Engaged in one maneuvre, gaining ) to a melee attack. Stealthy: adept at concealing themselves, their Stealth rolls gain ) ) and Observation to spot them gains K K Southland Native: two fewer K from heat, humidity or tropical weather. Suggested Actions: Crush ‘em Good (greenskin, forest spirit), Headlong Charge (bestial), Tooth and Claw (bestial). Great Cats: Lion, Leopard, Panther

Lion %%%% Beast67 (required test for Ebonian seeking to lead others)

St To Ag Int Wp Fel A/C/E Wounds Stance

5(4) 5(2) 5(2) □ 2 3 1 4/3/2 16 C2

Instinctive: As a beast, may use Wp instead of Int for Observation checks Suggested Actions: Tooth and Claw, Mauling Strike.

These stats are for a male lion, a lioness is slightly smaller, having Str 4 and Ag 6 and females are:

Fast: requires 1 less manoeuvre to close any range that requires more than 1 manoeuvre to close.

A pride of lions is up to 6 females with 1-2 males. Surplus males often roam alone or in pairs as nomads. In both cases, they seldom intentionally hunt humans but will defend against any perceived aggression and exploit perceived vulnerability. Those aggressive enough to actively hunt humans, so called "man-eaters", are so aggressive they are often loners unable to live with other lions.

Lions typically hunt at night and dawn, often in cooperating groups. In a pride most hunting is by females, with the males guarding the young (males lions are the "heavy armour" and female lions "the light infantry").

67 Between Giant Wolf at 3 skulls and Manticore/Griffon at 5 skulls. 125

Panther %%% Beast St To Ag Int Wp Fel A/C/E Wounds Stance

4(4) 4(2) 5(2) □ 2 3 1 4/3/2 13 C1

Instinctive: As a beast, may use Wp instead of Int for Observation checks Fast: requires 1 less manoeuvre to close any range that requires more than 1 manoeuvre to close. Predator's Senses: Trained in Observation, add @ to Stealth actions opposing it. Suggested Actions: Tooth and Claw, Mauling Strike.

Panthers are actually a type of leopard (their spots are close in shade to the rest of their fur). Some remarkable individuals and remote "advanced tribes" train panthers. An individual hunter or champion may have a panther companion, in which case it has added trait:

Trained Animal Companion: trained to cooperate with ally, the animal and its ally each gains ) to attacks when in same engagement and may use Teamwork actions.

Hawk or Falcon % Beast, Flying Creature (grounded by Severity 1 Critical)

Ebonians and other more advanced Southlander cultures use these birds as hunting animals. They can be trained to scout, carry messages and perform other "pet" actions such as harrying a foe in combat to aid their master.

St To Ag Int Wp Fel A/C/E Wounds Stance

1/3) 3/1 4/1) 1 3 1 2/0/1 4 R1

Instinctive: As a beast, may use Wp instead of Int for Observation checks. Flight: may disengage without a manoeuvre and move away without a manoeuvre from foes unless they can fly. Fast: requires 1 less manoeuvre to close any range that requires more than 1 manoeuvre to close.

126

Actions: Swoop (this is a weaker Aerial Assault for small creature, using Ag not Str, triple success is +2 and end flying away at Close range, and two boons inflicts Blinded condition for 1 round, 2 banes gains staggered condition, chaos star ‘knocks prone’ or ‘grounds’).

An individual hawk or falcon may be trained and if so gains: Trained Animal Companion: trained to cooperate with ally, the animal and its ally each gains ) to attacks when in same engagement and may use Teamwork actions.

Imvubu - Hippopotamus %%%% Beast

St To Ag Int Wp Fel A/C/E Wounds Stance

7)/5 6/1 2/1 1 3 1 5/1/1 19 R1

Instinctive: As a beast, may use Wp instead of Int for Observation checks. Amphibious: Move normally though water, while partially submerged they gain some concealment and may be able to hide completely or just impose K on melee and K K on ranged attacks and Observation to spot them. Rock the Boat: An angry hippo can upset a canoe or skiff or rock a larger boat threatening to make passengers fall overboard. This outcome is avoided by a piloting check (usually Athletics to turn the wheel, rudder or paddle furiously) against a variable difficulty depending on situation (basic +++) to avoid a smaller craft being upset, a larger one taking damage and possibly sending some passengers for a dunk if they fail Coordination (balance) checks. Suggested Actions: Savage Strike (a hippo bite is dangerous), Bestial Frenzy (hippos go into a rage when injured) - eventually need to create custom "Hungry Hungry Hippo" action!

Hippos are dangerous creatures with no fear of humans.68 The male bulls are unpredictably aggressive and the females against anyone approaching their young. A typical bull hippo has a harem and defends a stretch of river as its own.

68 In the real world, they reportedly kill more people each year than any other creature in Africa and do not fear creatures such as crocodiles. 127

A hippo yawn is actually a threatening display of tusk-like teeth in its powerful and massive jaw - a good time to run.

Native lore regards a hippopotamus as braver than a lion. One Ebonian chant honouring Ogoun goes: "In-gonyama Gonyama! Imvubu! Yah-bo! Yah-bo! Imvubu!

He is a lion, he is better than a lion, he is a hippopotamus!

Ingwenya (local) or Carnivorous Snapper (Old World) (crocodile)%%% Beast

11' long dark green reptile with long snout found lurking in rivers and swamps.

St To Ag Int Wp Fel A/C/E Wounds Stance

5/5 5/3 3/1 1 3 1 5/1/1 15 C2

Instinctive: As a beast, may use Wp instead of Int for Observation checks Ambush: Adds expertise die to its Initiative and gains ) against targets yet to act (this applies only when the crocodile is able to strike from water). Amphibious: Move normally though water, while partially submerged they gain some concealment and may be able to hide completely or just impose K on melee and K K on ranged attacks and Observation to spot them. Suggested Actions: Vicious Bite, Grapple - used in water, treat as having both hands free, note this represents biting and trying to submerge and drown a victim as they will be submerged for the time the card is recharging (suffer 1 Fatigue each round submerged - represents drowning).

Crocodiles do not cooperate but are found in groups and a commotion may attract more than one to feed.

See the Beehive Towns for ritual and religious role.

Hairless Southlands Rhinox (Rhinoceros) Beast

Mentioned, not given stats, in Enemy Within 3rd edition.

128

Fantasy Animals

Giant Poisonous Frog Beast

St To Ag Int Wp Fel A/C/E Wounds Stance

4/4 4/1 4/1 2 3 1 3/2/1 12 C1

Vomit (conservative), Inescapable Power (sticky saliva instead of webbing), Fast (hopping), Poisonous trait.

Giant Spiders Use core product's giant spider.

Giant Leeches 10’ long tubular with a circular toothy maw. Drop out of trees onto victims.

St To Ag Int Wp Fel A/C/E Wounds Stance

Compared to Giant Rat - +1 To, +1 Wound, lower mental stats.

Fear 1

Ambush (Tree Drop):

Venemous

Fear fire but otherwise immune to any mental effect.

(WF Battle bestiary)

Giant Scorpion [Placeholder, Warhammer Armies – good armour, Fear, Poison sting, Claws shear armour and damage it, can move across sand etc. w/out penalty]

129

Giant Snake%%% Beast

St To Ag Int Wp Fel A/C/E Wounds Stance

5/5 5/2 4/1 1 3 1 5/1/1 14 C1

Instinctive: As a beast, may use Wp instead of Int for Observation checks Poison: when inflicting critical wound, target stuffers Fatigue equal to wound severity. Suggested Actions: Rend the Flesh (coiling about, fatiguing foe as well as trying to bite), Vicious Bite (for that poison-inflicting critical).

Serpent Swarm %%% Swarms of serpents often appear near lizardman cities and in the mountains and jungles near the Caverns of Sotek. Massed lizardman attacks often are accompanied by such swarms which hinder and terrorize foes. Poisonous puff adders and black mambas are among them.

St To Ag Int Wp Fel A/C/E Wounds Stance

4/3 5/3 3/1 1 3 1 4/1/1 19 C1

Overwhelming: all attack actions gain F - target must make Discipline check vs Fear 1. Poison: when inflicting critical wound, target stuffers Fatigue equal to wound severity. Swarm Vulnerability: Effects targeting engagements or with Blast quality ignore Swarm soak. Implacable Horde: They cannot be knocked back, immobilized, affected by fear/terror or other psychological effects, do not need a manoeuvre to disengage. Tiny Creatures: Immune to critical wounds, instead suffer wounds = severity. Suggested Actions: Inhibiting Attack, Knee Biter, Overrun. Monsters

Flightless Griffon (Demigryph) %%%%

Per Enemy Within, though that was a juvenile specimen. 130

For a mature specimen, add a "hero" template and remove the Easily Distracted trait. Since those statistics are all in an official and still available online product I will not repeat them.

Khimar (chimera) Flying Creature (grounded by Severity xx Critical)

St To Ag Int Wp Fel A/C/E Wounds Stance

Kitisho (Horror) Daemon, Chaos

Tribesman and Ebonians both know of a terrifying creature they call only Kitisho - the Horror. It is an invisible spirit that feeds on life, becoming a thing of smoke and fire as it does so, which rips a victim apart.

A horror is a daemon which cannot exist in this reality but manages to manifest briefly through the tainted leyline from the Temple of Skulls.

Each time it strikes a foe for more than minimum damage (a hit below) it becomes more tangible - increasing both its ability to inflict damage and its vulnerability to being damaged. At each new stage below, a new Fear or Terror check is required.

The truth of this creature is up to a GM. It could be a type of creature, one creature encountered along the ley line that returns after being “killed” (as daemons are wont to do), or a sending from the Temple of Skulls. This is intended to be similar to a Lovecraft Star Vampire: an invisible/incorporeal and nearly invulnerable creature that only becomes material as it feeds.

Invisible, Ethereal Presence (Stage 1, 0-1 hits inflicted)

St To Ag Int Wp Fel A/C/E Wounds Stance

131

/4

Fear 1 Invisible: It can only be targeted if magical sight determines location (simple magical sight notes a presence but it takes a 1D check to determine location) - if this is communicated between PC's then attacks by those without magical sight may target it only if the creature doesn't get to act (and move) between them. An exception is a reaction action responding to its attack. Attacks still add + (the Blinded penalty). Ethereal: its attacks ignore armour Def, and its Soak is increased by WP against non-magical and non-divine effects, can pass through solid objects.

Smoke Being of Smoke and Flame (Stage 2 , 2-3 hits inflicted)

St To Ag Int Wp Fel A/C/E Wounds Stance

/5

Fear 2

Ethereal: attacks ignore armour Def, Soak increased by WP against non-magical and non-divine effects, can pass through solid objects.

Scaly Daemon with Flaming Eyes and Breath (Stage 3, 2-3 hits inflicted)

St To Ag Int Wp Fel A/C/E Wounds Stance

/6

Terror 2

At this point Daemonic Instability applies to the creature.

White Apes White apes are intelligent and savage, and some might mistake them for kin to the Mangani but they are entirely different in origins.

132

White apes are chaos mutants descended from apes exposed to daemonic corruption in the Temple of Skulls, just as beastmen were created long ago by chaos afflicting life in other parts of the world.69 They combine traits of the ape races with chaos traits.

There is more than one sort of them, as is common with tainted creatures. They are found in any jungle or nearby terrain but particularly common along and near the Tainted Line that runs from the Temple of Skulls (making them a special risk in the regions of the Golden Tower of the Gods, Cuextotl, Nahuontl and the elven ruins near Nahuontl).

They sometimes dominate tribes of khar-yana.

White Ape Pack70 % Chaos

The smallest of the breed, short and wiry, they are only found in packs (henchmen groups). They are every bit as savage but more cowardly than the others of their breed.

St To Ag Int Wp Fel A/C/E Wounds Stance

2/3 2/0 4/1 1 3 1 2/1/0 5 --

Arboreal: may climb as normal move and move from tree to tree as an action. Drop Attack: dropping onto a foe from above they may move from Medium to Engaged in one maneuvre, gaining ) to a melee attack. Southland Native: two fewer K from heat, humidity or tropical weather. Stealthy: adept at concealing themselves, Observation to spot them gains KK Cowardly: if white apes do not outnumber foes, they K gain to all actions. Suggested Actions: Tooth and Claw, Swarm 'Em (count as Snotling).

69 Thanks to Jackdays for this suggestion. It was one of those things that needed to percolate in my head but like the Call of Chaos eventually it compelled me. 70 Based on Snotling, to let heroes have some "Conan" moments mowing down hordes of creatures till the real foes arrive (and Act 1 or 2 foe in WFRP3) 133

White Ape71 %% Chaos

The commonest of the breed, shorter than a man but stouter, they are little more than animals that strive to please their betters. They often lurk in trees or brush waiting to spring out at victims. Any victims that are not eaten immediately may be taken to be offered to one of the Bull White Apes that dominate a tribe.

St To Ag Int Wp Fel A/C/E Wounds Stance

4/4 4/1 4/1 1 3 2 3/1/1 8 --

Arboreal: may climb as normal move and move from tree to tree as an action. Drop Attack: dropping onto a foe from above they may move from Medium to Engaged in one maneuver, gaining ) to a melee attack. Southland Native: two fewer K from heat, humidity or tropical weather. Stealthy: adept at concealing themselves, Observation to spot them gains K K Suggested Actions: Tooth and Claw, Undying Ferocity (use reckless stance).

Bull White Ape %%%% Chaos

The dominant pack member, there is rarely more than one in a pack as two will fight each other for mastery. A lone bull white ape is usually a loser in one of these contests and may show the scars of its loss.

St To Ag Int Wp Fel A/C/E Wounds Stance

6)/5 6/1 4/2 3 3 2 6/2/2 22 R2

Fear 2 Southland Native: two fewer K from heat, humidity or tropical weather. Arboreal: may climb as normal move and move from tree to tree as an action. Jungle Gymnast: its great athleticism allows both "drop attacks" (dropping onto a foe from above can move from Medium to Engaged in one maneuver, gaining )

71 These are very much Ungor, Wargor with a lower Soak (no armour etc) and a couple more wounds to compensate a bit, then 134 to a melee attack) and "springing away" if it was engaged to "close range" including "up" on DD. Stealthy: adept at concealing themselves, Observation to spot them gains KK Shrug it off: when suffering critical wounds it draws 2 and chooses the least damaging (if struck by a Vicious Weapon simply ignore the Vicious trait). Suggested Actions: Bestial Frenzy, Tooth and Claw, Undying Ferocity, Bestial Howl

4-Armed White Ape%%%%% Chaos, Monstrous

These are huge solitary savage creatures, larger than a troll, that even others of their race avoid, the sight of almost any other living creature drives them into a rage. Unlike others of their kin, they have too little patience to be stealthy.

Sometimes one is found being propitiated with live offerings from their lesser kin.

They are not truly 4-armed, only rumoured and misreported this way, due to their blurring, displacement trait.

St To Ag Int Wp Fel A/C/E Wounds Stance

6)/5 6)/2 4/2 3 4 2 6/2/2 28 R3

Fear 2 Trained in Athletics, Coordination Blur of Fury: the warp of chaos makes it displaced, seeming blurred, particularly when moving, this creates the impression of multiple limbs when they flail (hence the misperception of 4 arms) and more importantly adds + to all actions which target it with the added outcome result: G action fails completely as it does not target the ape. Arboreal: may climb as normal move and move from tree to tree as an action. Jungle Gymnast: its great athleticism allows both "drop attacks" (dropping onto a foe from above can move from Medium to Engaged in one maneuver, gaining ) to a melee attack) and "springing away" if it was engaged to "close range" including "up" whenever it generates D D. Southland Native: two fewer K from heat, humidity or tropical weather. Shrug it off: when suffering critical wounds it draws 2 and chooses the least damaging (if struck by a Vicious Weapon simply ignore the Vicious trait).

135

Suggested Actions: Bestial Frenzy, Headlong Charge, Mighty Blow, Throw into Wall, Undying Ferocity, Bestial Howl, Improved Dodge

Note - as a solitary creature this may be 'swamped' by PC attacks, its Blur of Fury and Improved Dodge are intended to ensure it can stay "on screen" long enough to be worthy foe, and it may use Throw into Wall to move a foe across a chasm or other barrier stopping it from readily returning to fray. Similarly, it's arboreal ability allows it to "move in 3 dimensions" (e.g., disengage "upwards" into a tree).

Yena %%%% Beast, Chaos This hyena-like predator has powerful jaws and the ability to mimic voices, to lure prey. It often works with other creatures such as ghouls. It differs from a hyena being larger, with prominent fangs and a very noticeable ridge on its back. The creature's eyes are oddly iridescent, and its head has a distinctively sinister cast. Yenas have rigid backbones, and are unable to turn their heads. Consequentially, the creature must move its entire body in order to look behind itself. Yenas do not have a fixed gender. Each time Morrslieb is full they switch gender.

St To Ag Int Wp Fel A/C/E Wounds Stance

5)/4 4/3 3/2 2 3 1 4/3/1 14 C1

Fast: requires 1 less manoeuvre to close any range that requires more than 1 manoeuvre to close. Instinctive: may use WP for Observation. Mimic: capable of duplicating sounds and voices, an Intuition (Intelligence) Detect Lies 2D check is required to detect falsehood. Ambush: add Expertise die to initiative, gain ) on attacks against foes who have not yet acted. Easily Flanked: the yena's inability to turn its head makes it vulnerable to teamwork, any use of the Assist manoeuvre adds ))D. Diseased Bite: eating carrion and other offal, their bite is thus a source of Disease with the Filth trait. Any critical wound requires a Resilience (Resist Disease) (2D) check to avoid contracting such a disease. Suggested Actions: Vicious Bite, Go for the Throat (Daemonic)

136

Children of the Old Ones There are four different races in this catagory: Slann, Saurus, Skinks and Kroxigor.

Slann All Slann have the following features.

Night Vision: Two fewer K K from darkness

Alien Cold Blooded Will: effects targeting WP to interfere with emotions (e.g., cause fear) or thoughts gain ++ or if Slann rolls they gain AA into results pool. This does not apply to attempts to lie to them, in the unlikey circumstance communications are established, as they don’t really “get” humanoids and among their own kind intentional deceit is never used. Shield of the Old Ones: The will of the Old Ones protects Slann and allies in same engagement (e.g., Temple Guards). Slann and affected allies have +3 magical Armour Soak and Defence which does not hinder spellcasting abilities. Ponderous: Slann take no physical actions and have no melee attacks. Devout Guards: They can empower their Temple Guards (usually 16 per Slann) to fight on despite mortal wounds. A Temple Guard engaged with a Slann does not fall until it has critical wounds with cumulative severity greater than To or an effect succeeds that is described as destroying its body (e.g., certain spells). Telepathy: Slann communicate across vast distances (blocked only by the world's curvature) with the power of their minds. They may see through the eyes of Skink Priests within extreme long range (though they seldom bother to do so). Masters of Magic: always come up to their Equilibrium at start of round. They possess magical sight that works constantly as if successful against 4D. Any spell, blessing or supernatural effect targeting them adds + (this is not cumulative with the effect of Alien Cold Blooded Will). Wisdom of the Old Ones: Slann are the world’s Start with the most powerful greatest spellcasters, and know all the magicks practiced by the younger races. They may cast spells and "work down" in any Arcane Spell of any school or any Hedge picking Slann spells. Ensure Magic. They have 5 Ranks in Channel Power Celestial transport magics are and Spellcraft. among them as Slann are Profound Yet Inscrutable: Slann always act known for teleporting to last in its side’s initiative order. On II, a Slann safety when threatened. forfeits its action in the following turn, as it pauses to contemplate some profound matter. 137

However, its next action after that then gains !$F. If I I I is rolled in the same dice pool the Slann also gives a vocal or telepathic utterance causing all skinks in the encounter to devote all their energies in the next turn to interpreting (and arguing about) the meaning of the statement – however this will then give all skinks the Inspired condition for the remainder of the Act. These multiple delay results don’t repeat in the same Act. Southland Native: two fewer K from heat, humidity or tropical weather.

5th Generation Slann Stat block 72 St To Ag Int Wp Fel A/C/E Wounds Stance

3/0 5/3 1/3 8))) 6))) 3 0/5/4 22 C5

The armour soak and defence ratings include Shield of the Old Ones.

[Individual Slann have unique powers]

Universal Lizardmen Traits (saurus, skinks, kroxigor):

Night Vision: Two fewer K K for poor lighting. Sacred Duty: Enter a Frenzied condition if a Slann or spawning pool is threatened or intruders have possession of an artefact of the Old Ones, and are immune to Fear and Terror in such situations. Cold Blooded Will: Effects targeting WP to interfere with their emotions (e.g., cause fear) or thoughts gain +1 Challenge Die or if it is the lizard man rolling they gain one automatic A into results pool. This does not apply to attempts to lie to them (in the rare circumstance communications are established).

Variable:

Blessing of Old Ones - some spawnings have a 'blessing' from the spawning pool that reflects a particular Old One’s sphere of influence (it is rare to have more than one blessing). The Old Ones which may have blessed a Southlands lizardman are Sotek (skink only, red colouring, infused with blood-fueled anger, )) to all

72 Using WFB benchmarks - Goblin St, Orc To, what a dragon is to To, a Slann is to Int. Wounds like a Giant. With 5 Conservative dice, the double and triple delays will come up. 138 attacks), Tepok (purple colouring, infused with protective energy, KK to all magical effects that target it), Huanchi (green-brown colouring, exceptional stealth @ on checks to spot or A on checks to sneak) and Chotec (fiery red-orange, Fast).

A Skink Chief may have the blessing of Itzl (bony head crest, able to control/ride a Horned One or Carnosaur).73

Saurus %%% Saurus are thick-scaled warriors bred long ago from crocodiles. They are protected by scales and hard bony plates. They speak seldom, only short guttural military commands and answers.

In Southlands all are Temple Guards, normal ones are given as baseline.

St To Ag Int Wp Fel A/C/E Wounds Stance

5/5) 5/2) 3/1 2 3) 1 6/1/2 14 C2

Bone Helm, Bone Breastplate, Great Weapon (heavy club spiked with stones, fangs or metal).

They have a natural bite attack if disarmed (DR 4) and which they may use as a secondary weapon for any "two weapon" attack action.

Scaly Hide: though they wear no armour, their scales count as such meaning also that some attacks may bypass this protection. Predatory Fighter: F make another basic melee attack (this effect does not repeat). Vicious Bite: All melee actions gain $$ - make an additional bite attack as basic melee attack with DR 4.

Applying templates to Saurus produces the older and more ferocious varieties (Scar-Veterans and Old Bloods).

73 Lizardman Army Book 6th edition, page 74 for which are in Southlands, 51 for associated themes. Huanchi's based on 5th edition page 44. 139

Saurus Temple Guard %%%% St To Ag Int Wp Fel A/C/E Wounds Stance

5/5) 5/3) 3/1 2 4) 1 6/2/3 18 C2

Heavy bronze armour, ceremonial halberd of obsinite, glyphs and gruesome trophies.

Resilience and Weapon-Skill Trained. They have a natural bite attack if disarmed (DR 4) and which they may use as a secondary weapon for any "two weapon" attack action. Scaly Hide: though they wear no armour, their scales count as such meaning also that some attacks may bypass this protection. Obsinite Blade: The preternaturally sharp blade has Pierce 2 and is Vicious (GM should favour choosing a critical reflecting sharp cutting edge). Predatory Fighter: F can elect to make another basic melee attack (this effect does not repeat). Vicious Bite: All melee actions gain $$ - make an additional bite attack as basic melee attack with DR 4.

Skink74 %% St To Ag Int Wp Fel A/C/E Wounds Stance

3 / 4 2/1 4)/1 4)K 3 3 2/5/1 8 R2

Stealthy: K K to observation checks against them. Jungle Walk: Ignore up to K K in penalties from jungle terrain and move normally through it. Amphibious: Move normally though water, while partially submerged they gain some concealment and may be able to hide completely or just impose K on melee or K K on ranged attacks and Observation to spot them. Ranged Attacks: Their blow gun darts are Short range and DR 3 but particularly good at dealing poison (any hit that deals non-minimum damage does 1 Fatigue), javelins are also S range, DR 4.

74 Similar to goblin with lower To, but much faster and smarter, the misfortune die on Int reflects skittishness 140

Poisoned Attacks: Critical wounds also deals Fatigue = Severity when using blow- pipe darts and javelins. On a critical hit, even if the minimum damage rule negates a critical, its severity for Fatigue loss is applied. Skink Priests and Chiefs A skink-spawning sometimes produces only one skink, one who is particularly intelligent, attuned to magical energies and the thoughts of the Slann. These "priest" and "oracle" skinks act as literal eyes for the Slann, who can see through them when they choose. These are attendants to the Slann and chief interpreters of the Slann's cryptic statements. These skinks may travel far afield to carry out the will of the Slann, accompanied by others skinks and even Temple Guard Saurus if the matter is important enough.

Their intelligence also allows them to master languages fairly quickly and pass them on. A city might thus have skinks speaking Ancient Nehekharan, Arabyan, Cathayan or other languages of past explorers.

The priests bear staffs that are badges of office and assist them in wielding energies granted by the Slann.

Skink Priest %%% St To Ag Int Wp Fel A/C/E Wounds Stance

2 / 4 2/1 4)/1 4)K 4) 4 2/5/2 12 R2

Stealthy: K K to observation checks against them. Jungle Walk: Ignore up to K K in penalties from jungle terrain and move normally through it. Amphibious: Move normally though water, while partially submerged they gain some concealment and may be able to hide completely or just impose K on melee or K K on ranged attacks and Observation to spot them.

Staff of Office: stores 3 Power granted by the Slann (of no use to anyone the Slann doesn’t favour)

Skink Priests may use Rank 1 or 2 spells, usually having two of the Celestial school. A conscious Slann within extreme range may also channel magic missiles through

141 a Skink Priest (in addition to the Skink Priest's action) as long as the priest has their staff.

Skink Chief %%% St To Ag Int Wp Fel A/C/E Wounds Stance

4 / 4 3/1 4))/1 4)K 3 3 4/4/2 12 R2

Stealthy: K K to observation checks against them. Jungle Walk: ignore up to K K in penalties from jungle terrain and move normally through it. Amphibious: Move normally though water, while partially submerged they gain some concealment and may be able to hide completely or just impose K on melee or K K on ranged attacks and Observation to spot them. Ranged Attack: Their blow gun darts are S range and only DR 3, but are particularly good at dealing poison. Any hit that deals non-minimum damage does 1 Fatigue. Their javelins are also S range, DR 4. Poisoned Attacks: Critical wound also deals Fatigue = Severity if dealt by blow- pipe darts or . On a critical hit, even if the minimum damage rule negates a critical, its severity for Fatigue loss is applied.

Chameleon Skinks %%% (check) Chameleon skinks are the most frequently encountered type in the Southlands jungles. They work alone or with other chameleon skinks, not with others of their race. They live in the jungle, not cities, and make sure explorers do not reach inhabited cities. They also guard otherwise-abandoned sites. Lastly, they hunt foes throughout the continent, in particular searching for skaven. They only come to the major lizardman cities of Zlatlan and Teotiqua to help defend them if under threat from attackers.

Aside from their colouring (since skinks come in different colours others have difficulty using that as an identifying trait), chameleon skinks are identifiable by their bulging eyes which protrude and allow them to see in all directions without moving their heads (part of their ability to stay still for long periods). This leads to the colonial nickname "googlies".

They are extremely aggressive if intruders are nearing a city (abandoned or not).

142

Colonials often assume these are a different breed of particularly savage lizardman separate from the marginally more-advanced city dwellers.

St To Ag Int Wp Fel A/C/E Wounds Stance

3 / 4 2/1 4)/1 4)K 3 3 3/5/1 8 R2

Ambush: due to coloration - add + to foes' initiative. All-Around Vision: KK to checks to sneak around them or )) to their visual Observation checks. Stealthy: KK to observation checks against them. Jungle Walk: Ignore up to KK in penalties from jungle terrain and move normally through it. Amphibious: Move normally though water, while partially submerged they gain some concealment and may be able to hide completely or just impose K on melee or K K on ranged attacks and Observation to spot them. Ranged Attacks: Their blow gun darts are S range and DR 3 but particularly good at dealing poison (any hit that deals non-minimum damage does 1 Fatigue). Their javelins are also S range, DR 4. Marksmen: their ranged blow dart attacks always has an Expertise die added and ignore armour soak (they are skilled at aiming between armour joints, at eye slits or other weak points). Poisoned Attacks (critical wound also deals Fatigue = Severity) blow-pipe darts and javelins. On a critical hit, even if the minimum damage rule negates a critical, its severity for Fatigue loss is applied. Kroxigor The "ogre-lizardman" to Old Worlders is mute and can breathe underwater

Kroxigor Warrior75 %%%% St To Ag Int Wp Fel A/C/E Wounds Stance

6 / 6 5) / 2 3/1 2 3) 2 6/1/2 19 C2

75 Stronger than an orc, similar in some other ways - a bit more black orc. 143

Scaly Hide: though they wear no armour, their scales count as such meaning also that some attacks may bypass this protection. Predatory Fighter: F make another basic melee attack (this effect does not repeat). The same fighting instinct means it never breaks off a fight or pursuit unless a skink persuades them (as conveyer of Slann orders). Natural Bite: Have a natural bite attack if disarmed (DR 5), as second weapon in "two weapon fighting" or as basic attack using Predatory Fighter.

Terradons (Pterodactyl)76 %% Beast

The skinks of the temple cities fly patrols around them on Terradon mounts.

St To Ag Int Wp Fel A/C/E Wounds Stance

3/3 4/1 4/1) 2 3 1 3/1/1 12 C1

Fear 1 - largely for the sheer newness. Flight: may disengage without a manoeuvre and move away without a manoeuvre from foes unless they can fly. Instinctive: As a beast, may use Wp instead of Int for Observation checks Actions: Raking Swoop (new action, can carry off creatures of smaller than human/dwarf mass), Tooth and Claw

Human Slaves The Southlands Lizardmen use human slaves, mostly captured tribesmen or Ebonians (see Ebonian entry for enmity). They lobotomize the humans, making them drooling, incontinent living zombies controlled by Skink Priests.

Being callously practical, they also eat their slaves when other uses end.

Living Zombie Slave % St To Ag Int Wp Fel A/C/E Wounds Stance

4 / 4 3 / 0 2 / 0 1 2 1 4/0/0 4 C2

76 Stats modeled on Fury 144

Actions: No Escape, No Hope

Horned One %%%% Beast

A variant breed of Cold One that lives within dank caverns and comes out to hunt in the rainforest. Aggressive and territorial, willing to attack any other beasts they perceive as a threat, no matter size. This instinct is manipulated by handlers.

Only Skink Chieftains with the Blessing of Itzl (qv) can control and ride a Horned One, and only then a beast that has been reared with great care from hatching – these skinks have massive crests, marking them out from the moment they come forth from spawning pools.

St To Ag Int Wp Fel A/C/E Wounds Stance

5/5 4/3 3/2 1 3 1 4/0/1 14 R1

Fear 2

Fast: requires 1 less manoeuvre to close any range that requires more than 1 manoeuvre to close.

Salamander – Fire Lizard %%%% (guestimating)77 Beast A salamander is a giant, predatory amphibian with a “sail” along its spine. They inhabit jungle swamplands and estuaries. They move quickly on both land and water, and are skilled and voracious hunters. A Salamander can spit a burst of corrosive, flaming liquid to incinerate their next meal. They are vicious and temperamental, yet Skink Handlers sometimes drive Salamanders to attack foes.

St To Ag Int Wp Fel A/C/E Wounds Stance

6/4 4/3 4/2) 1 3 1 6/0/1 16 R1

77 Stronger, faster and more wounds than a Cold One, and not “stupid” in WFB 145

Fast: requires 1 less manoeuvre to close any range that requires more than 1 manoeuvre to close. Amphibious: Move normally though water, while partially submerged they gain some concealment and may be able to hide completely or just impose K on melee and K K on ranged attacks and Observation to spot them. Flame Breath: Dragon action (note damage is much lower due to lower To).

Coatl Use PB #152 stand-up

A 20’ long serpent with multi-coloured feathered wings and a dragon-like head. These magical creatures are always found aloft unless severely injured. They are rare creatures and even the Lizardmen are uncertain of their nature – many believe them to be manifestations of the vanished Old Ones or Sotek.

St To Ag Int Wp Fel A/C/E Wounds Stance

5/5) 4/3 5/2) 4) 5) 5 5/5/3 22 C2

Fear 2, Coordination and Spellcraft trained. Flier: Unless an opponent also flies, it can disengage without a manoeuvre. Hover: may hover overhead a target gaining similar advantage to a mounted attacker against a foe on foot: □ to Melee Attacks against foes due to height; ■ to melee attacks by opponents on ground unless using a halberd, lance, spear, or similar weapon. Old Ones Protection: The will of the Old Ones protects a Coatl against magic or supernatural effects of any variety, any magical effect targeting them adds +. Venomous Bite: Any critical wound deals Fatigue equal to Severity. Inspiring: All lizard people treat a coatl’s appearance as a great omen and are Inspired (add ) to all actions in the encounter). Spontaneous Magic : It’s unclear if coatl cast spells or something aids them but whenever its action generates $$, a Celestial School spell is immediately cast to aid it (as if the coatl cast it), any of Harmonic Convergence, Omen or Shooting Star. Living Jungle: Coatl often guard sacred places and can animate the jungle, moving trails and landmarks to mislead travellers and redirect around or away from a site (Nature Lore +++ to avoid being lead around or away from site). More aggressively, when directly encountered the jungle and air come alive to aid them

146

- GM gains a budget of K K + per PC spend as "jungle or winds interfering" with that PC's actions. Suggested Actions: Aerial Assault (bestial), Vicious Bite, Improved Dodge, Flying Debris (logs or other debris hurled by hurricane winds), Strangleroots (the coatl summons the jungle to help it)

Note - the Coatl does not have to engage to use its last two actions, using these first it may have some its spells aiding it by the time it closes. Slann Relic Priest - Mummy First Generation Slann spirits can remain active after death by pure will, anchoring to their remains. The spirit hovers near the dried husk, and magical energy pulses through the air around the corpse warning of its presence (magical sight will detect). They are able to influence the world through their arcane powers, communicate with living Slann, and appear to Skink Priests in visions and dreams.

Sheathed in gold and holy bindings, befitting a being closest of all creatures to the gods themselves, mummified Slann are extremely holy relics to the Lizardmen. They are brought forth, in times of celebration of war, in the latter instance to raise lizard man morale.

They can also possess other creatures, such as a skink priest, flooding them with power.

In 1150, an expedition from Zlathlan recovered a mummified Slann from a Nehekharan tomb (see timeline). How it came to be there is a mystery, the human helping the Lizardmen understood that it was "stolen in a raid thousands of years earlier" (likely during the time of Settra or Nagash). The name of Arabyan who assisted in this was "ibn Jellaba" (son of Jellaba), his proper name is unknown.

St To Ag Int Wp Fel A/C/E Wounds Stance

147

Inspiring to lizardmen.

The mummy is an inanimate anchor, the entity is a Spirit. The sheathing around the mummy protects the physical remains.

Serpent People

Common Traits Southland Native: two fewer K from heat, humidity or tropical weather. Night Vision: two fewer K due to darkness. Contempt of Aeons: their loathing and hatred for all the Old Ones' works gives them ) ) to all actions targeting humanoids and other creatures of the Old Ones' plans, but also gives such targets ) ) on attempts to use Guile or otherwise best the serpent person's wits (benefit lost first time attempt successful). Mesmerizing Gaze: their yellow eyes are compelling to humanoids (Close or Engaged range). Looking into their eyes gives an automatic I result, immediately (i.e., move initiative token down or add two recharge to action of GM’s choice which could be the one the PC was about to use). Avoiding their gaze means adding + to any action against them, with G having possible effect of meet gaze anyway. This effect is ignored if they are in human form. Poison Bite: DR 4, CR 3, subject makes Resilience 2D check to avoid Stress equal to the Serpent Person’s Toughness (once per encounter). The poison in a Serpent Person’s fangs is psychoactive. It causes swimming vision and dizziness. In game terms, it’s a poison that inflicts Stress, not Fatigue (simply describe the stress in the way given). It is also a drug. A humanoid whose Willpower is Distressed, in whole or part, due to this poison becomes even more susceptible to their gaze - if affected they are inclined to do as told short of suicide (Discipline check, resist charm speciality to resist, against difficulty equal to number of Stress points over Wp).

In humanoid form their abilities are altered as they no longer have a mesmeric gaze or poison bite, making their traits:

Night Vision: two fewer K due to darkness. Southland Native: two fewer K from heat, humidity or tropical weather. Contempt of Aeons: their loathing and hatred for all the Old Ones' works gives them ) ) to all actions targeting humanoids and other creatures of the Old Ones'

148 plans, but also gives such targets ) ) on attempts to use Guile or otherwise best the serpent person's wits (benefit lost first time attempt successful). Illusion of Humanity: some Serpent People have been transformed into a humanoid likeness though a science-based process magical sight cannot detect. Only Intuition will usually detect something "off", though the fact they retain abnormally-good night vision may also be a clue.

They will often still have access to:

Poisoned Weapons: attacks with weapons are poisoned with a psychoactive agent meaning on a critical they inflict Stress equal to Critical Severity (once per encounter, not cumulative with poison bite).

In either form they can use mundane weapons. For ranged attacks assume a Repeater Crossbow (DR 4, medium range, two-handed, 10 bolts, 4 manoeuvres to reload) and hand-to-hand attacks assume a Scimitar hand-weapon (DR 4). Long Term Mesmerism

If a Serpent Person can render a subject helpless and has the luxury of time (in mechanical terms, could have killed a PC if they wished) their mesmerism can accomplish more specific objectives. They can implant or alter memories and the most skilled among them can create “Manchurian candidate” style programming.

However, their lack of true understanding of lesser life forms means that such programming creates “glitches” that make the person behave oddly at times and create risks of exposure (how this manifests would depend on scenario, for example they don't program well for anything romantic). Mind-Control Devices and “Necro-Tech”

Esoteric-scientist serpent people can implant devices, which look like silver needles, into brains that make the creature a “robot of sorts”. This is a labour- intensives and difficult process that cannot be undertaken “en masse” and the resulting creature could never pass in a social situation since it loses any higher order brain function. This process is thus pointless to use on sentient creatures, only creatures that were pretty much ‘beasts’ to begin with function ‘normally’. It

149 is usually used to create guardian creatures (e.g., a serpent person laboratory can have a carnosaur or gorilla guarding it). See Farspeaking Cube.

Another tool used at times is a mutagenic poison that can be used on the corpse of a dead creature within 24 hours of death to create a zombie. The resulting creature has all the characteristics of a normal zombie except is not initially connected to dhar. Nonetheless, dhar is attracted to the creature and if it stationary for a lengthy period it may start to acquire a dhar aura and "act up".

Magical Sight looking at a Serpent Person

Magical sight sees nothing special looking at a Serpent People do not manipulate the winds of magic, they use “esoteric science” even to accomplish their shapeshifting. Spells that pierce "illusions" do not penetrate their shapeshifting though a spell such as Eyes of Truth (Light Order, Rank 2) could detect "something false".

Serpent Person (Esoteric-Scientist) %%% St To Ag Int Wp Fel A/C/E Wounds Stance

3/5 3/3 4/1 3) 3 2 3/4/2 12 C1

Night Vision: two fewer K due to darkness. Southland Native: two fewer K from heat, humidity or tropical weather. Contempt of Aeons: their loathing and hatred for all the Old Ones' works gives them ) ) to all actions targeting humanoids and other creatures of the Old Ones' plans, but also gives such targets ) ) on attempts to use Guile or otherwise best the serpent person's wits (benefit lost first time attempt successful). Mesmerizing Gaze: their yellow eyes are compelling to humanoids (Close or Engaged range). Looking into their eyes gives an automatic I result, immediately (i.e., move initiative token down or add two recharge to action of GM’s choice). Avoiding their gaze means adding + to any action against them. This effect is ignored if they are in human form. Poison Bite: DR 4, CR 3, subject makes Resilience 2D check to avoid Stress equal to the Serpent Person’s Toughness (once per encounter). The poison in a Serpent Person’s fangs is psychoactive. It causes swimming vision and dizziness. In game terms, it’s a poison that inflicts Stress, not Fatigue (simply describe the stress in the way given). It is also a drug. A humanoid whose Willpower is Distressed, in

150 whole or part, due to this poison becomes even more susceptible to their gaze - if affected they are inclined to do as told short of suicide (Discipline check, resist charm speciality to resist, against difficulty equal to number of Stress points over Wp). Poisoned Weapons: attacks with weapons are usually poisoned with a psychoactive meaning on a critical they inflict Stress equal to Critical Severity. Skills: 3 Ranks Education, 2 Ranks Guile

For ranged attacks assume a Repeater Crossbow (DR 4, medium range, two- handed, 10 bolts, 4 manoeuvres to reload) and hand-to-hand attacks assume a scimitar hand-weapon (DR 4).

Serpent Person Overseer (Master Esoteric-Scientist) %%%% St To Ag Int Wp Fel A/C/E Wounds Stance

4/5 3/3 5/2 3)) 4) 3 4/5/3 15 C2

Night Vision: two fewer K due to darkness. Southland Native: two fewer K from heat, humidity or tropical weather. Contempt of Aeons: their loathing and hatred for all the Old Ones' works gives them ) ) to all actions targeting humanoids and other creatures of the Old Ones' plans, but also gives such targets ) ) on attempts to use Guile or otherwise best the serpent person's wits (benefit lost first time attempt successful). Mesmerizing Gaze: their yellow eyes are compelling to humanoids (Close or Engaged range). Looking into their eyes gives an automatic I result, immediately (i.e., move initiative token down or add two recharge to action of GM’s choice). Avoiding their gaze means adding + to any action against them. This effect is ignored if they are in human form. Poison Bite: DR 4, CR 3, subject makes Resilience 2D check to avoid Stress equal to the Serpent Person’s Toughness (once per encounter). The poison in a Serpent Person’s fangs is psychoactive. It causes swimming vision and dizziness. In game terms, it’s a poison that inflicts Stress, not Fatigue (simply describe the stress in the way given). It is also a drug. A humanoid whose Willpower is Distressed, in whole or part, due to this poison becomes even more susceptible to their gaze - if affected they are inclined to do as told short of suicide (Discipline check, resist charm speciality to resist, against difficulty equal to number of Stress points over Wp).

151

Serpent Person (Esoteric-Scientist Infiltrator) [rogue] St To Ag Int Wp Fel A/C/E Wounds Stance

Poison Bite – DR 4, CR 3, subject makes Resilience 2D check to avoid Stress equal to the Serpent Person’s Toughness (once per encounter).

Serpent Person (Esoteric-Scientist Assassin) [cutthroat] %%% St To Ag Int Wp Fel A/C/E Wounds Stance

3/5) 3/3 4/1) 3) 4 2 4/3/2 15 C2

Night Vision: two fewer K due to darkness. Southland Native: two fewer K from heat, humidity or tropical weather. Skills: Coordination, Education and Stealth, 2 Ranks Guile. Contempt of Aeons: their loathing and hatred for all the Old Ones' works gives ) ) on actions targeting humanoids and other creatures of the Old Ones' plans, but also gives such targets ) ) on attempts to use Guile or otherwise best the serpent person's wits (benefit lost first time attempt successful). Mesmerizing Gaze: their yellow eyes are compelling to humanoids (Close or Engaged range). Looking into their eyes gives an automatic I result, immediately (i.e., move initiative token down or add two recharge to action of GM’s choice). Avoiding their gaze means adding + to any action against them. This effect is ignored if they are in human form.

Poison Bite: DR 4, CR 3, subject makes Resilience 2D check to avoid Stress equal to the Serpent Person’s Toughness (once per encounter). The poison in a Serpent Person’s fangs is psychoactive. It causes swimming vision and dizziness. In game terms, it’s a poison that inflicts Stress, not Fatigue (simply describe the stress in the way given). It is also a drug. A humanoid whose Willpower is Distressed, in whole or part, due to this poison becomes even more susceptible to their gaze - if affected they are inclined to do as told short of suicide (Discipline check, resist charm speciality to resist, against difficulty equal to number of Stress points over Wp). Poisoned Weapons: attacks with weapons are usually poisoned with a psychoactive meaning on a critical they inflict Stress equal to Critical Severity.

152

Actions: Cutthroat, Volley of Death (dark elf ranged) or Sniper Shot (PC ranged)

For ranged attacks assume a Repeater Crossbow (DR 4, medium range, two- handed, 10 bolts, 4 manoeuvres to reload) and hand-to-hand attacks assume a scimitar hand-weapon (DR 4).

Sample Serpent Person Monstrous Abomination %%%%% 78 Chaos

St To Ag Int Wp Fel A/C/E Wounds Stance

6/5 6/2 6/0 2 1) 1 4/1/1 24 C1

Fear 2 Night Vision: two fewer K due to darkness. Southland Native: two fewer K from heat, humidity or tropical weather. Poison – on a critical wound target also suffers Fatigue equal to severity. Exploit Weakness – adds ) to attacks if target critically wounded. Mesmerizing Gaze: their yellow eyes are compelling to humanoids (Close or Engaged range). Looking into their eyes gives an automatic I result, immediately (i.e., move initiative token down or add two recharge to action of GM’s choice). Suggested Actions: Brutal Assault (chaos), Soporific Strike (Slaanesh), Torment (Slaanesh), Tenacious Hunt (Slaanesh)

Sample Serpent Person "Passable Human Poser" Abomination %%% 79 Chaos

St To Ag Int Wp Fel A/C/E Wounds Stance

5/5) 5/2) 3/1) 2 3 2 6/1/2 14 R2

Night Vision: two fewer K due to darkness. Southland Native: two fewer K from heat, humidity or tropical weather. Exploit Weakness – adds ) to attacks if target critically wounded. Clawed Hands (mutation) - function as daggers DR4/CR3, K K to Skullduggery/fine motor.

78 Based on Chaos Spawn 79 Based on Orc 153

Suggested Actions: Chop! (greenskin), Setup Strike (PC), Twin Strike (PC, using clawed hand - no shield). May also be armed with spear or other .

Sample Hybrid %%% 80 St To Ag Int Wp Fel A/C/E Wounds Stance

3/4) 3/3) 3/1 3 3 2 5/2/1 14 R1

Scaly Skin- accounts for +1 Soak. Suggested Actions: Mob Justice (NPC), Make a Stand (NPC),

Fantasy Humanoids

Great Ape Races Common Traits (Mangani, Khar-Yana):

Southland Native: two fewer K from heat, humidity or tropical weather. Arboreal: may climb as normal move and move from tree to tree as an action. Drop Attack: dropping onto a foe from above they may move from Medium to Engaged in one manoeuvre, gaining ) to a melee attack. Stealthy: adept at concealing themselves, Observation to spot them gains K K Mangani %%%% Great Ape For stand-up use PB #141 or 142.

St To Ag Int Wp Fel A/C/E Wounds Stance

6/4 5/1 3/1 4 4 3 3/2/2 19 C1

Southland Native: two fewer K from heat, humidity or tropical weather. Bola Attack: close range Entangling weapons with DR 4 Arboreal: may climb as normal move and move from tree to tree as an action. Drop Attack: dropping onto a foe from above they may move from Medium to Engaged in one manoeuvre, gaining ) to a melee attack. Stealthy: adept at concealing themselves, Observation to spot them gains K K

80 Based on Soldier 154

Suggested Actions: Crush ‘em Good (greenskin, forest spirit), Headlong Charge (bestial), Tooth and Claw (bestial), if using Bola in melee also Capture and Contain (dark elf)

Mangani Shaman (Tree talker) %%%%% Great Ape

St To Ag Int Wp Fel A/C/E Wounds Stance

6/5 6/3 3/1 4 4) 4) 2/3/2 19 C2

Southland Native: two fewer K from heat, humidity or tropical weather. Bola Attack: close range Entangling weapons with DR 4 Arboreal: may climb as normal move and move from tree to tree as an action. Drop Attack: dropping onto a foe from above they may move from Medium to Engaged in one manoeuvre, gaining ) to a melee attack. Stealthy: adept at concealing themselves, Observation to spot them gains K K Suggested Actions: Tooth and Claw (bestial), if using Bola in melee also Capture and Contain (dark elf), Strangleroots (forest spirit), Tree Singing (support, forest spirit), Rhya's Bastion (Rhya Blessing), Vigil of Nature (Rhya Blessing),

Tree Talkers carry hardened cudgels and seem to have skin tough as bark. Khar-Yana Khar-yana are mercurial. If hungry they will attack to kill and eat their targets, otherwise they react to outsiders with mockery and harassing attacks, flinging excrement is a favourite.

Diseases their filth (Fling Poop action) may inflict: Oozing Eye, Grimdark Fever

Khar-Yana %% Great Ape

St To Ag Int Wp Fel A/C/E Wounds Stance

4/4 4/1 5/1 3 3 2 4/2/0 8 C1

Southland Native: two fewer K from heat, humidity or tropical weather.

155

Arboreal: may climb as normal move and move from tree to tree as an action. Drop Attack: dropping onto a foe from above they may move from Medium to Engaged in one manoeuvre, gaining ) to a melee attack. Jungle Gymnast: its great athleticism allows both "drop attacks" and "springing away" if it was engaged to "close range" including "up" on D D. Stealthy: adept at concealing themselves, Observation to spot them gains KK Actions: Swarm 'Em (greenskin), Fling Poop (custom action). Note, they can also use a basic ranged attack hurling rocks, clubs etc as improvised weapons (DR 3)

Khar-Yana Pack Leader %%% Great Ape

St To Ag Int Wp Fel A/C/E Wounds Stance

5/5 5/2) 6/2 4 4) 3 6/4/1 13 C2

Southland Native: two fewer K from heat, humidity or tropical weather. Arboreal: may climb as normal move and move from tree to tree as an action. Drop Attack: dropping onto a foe from above they may move from Medium to Engaged in one manoeuvre, gaining ) to a melee attack. Stealthy: adept at concealing themselves, Observation to spot them gains KK Epic: once per session may add AD to results pool after results are rolled. Actions: Swarm 'Em (greenskin), Fling Poop (custom action), Crush 'em Good (goblin), Bestial Howl, Improved Dodge. Note, they can also use a basic ranged attack hurling rocks, clubs etc as improvised weapons (DR 3)

Khar-Yana are often encountered in groups (henchmen packs). If they enjoy a 2:1 numerical advantage, they gain Induce Panic action (support, swarm).

Green Mask%%%% Daemonic, Chaos (inspired by but not Kapre, use PB 4 stand-up #198)

A huge 12' tall humanoid creature of twisted vine sinews with a wooden bask for a head/face, in which an inner fire burns through four eye-slits from which rises constant smoke.

156

Green Masks are created by evil Mganga (witch doctors), who work rituals to allow a corrupt spirit to animate a construct through creating the creature's mask. The Green Mask is a kind of vessel extending the Mganga's life force to slow aging by absorbing life from others. The skulls of those slain in this way are often kept as trophies by the Green Mask.

A Green Mask is often encountered apart from the Mganga which created it, the evil witch doctors having many reasons to travel and leaving this creature to guard their homes and other places of importance.

The creature's wooden mask is a tainted item which becomes risky to handle once the spirit has inhabited it for at least a month (Moderate Source of Corruption).

Destroying a Green Mask automatically inflicts a Critical Wound on the Mganga which created it.

GM - the Green Mask is effectively a minor daemon possessing a specially constructed vehicle allowing it to remain in this reality, effects and weapons that have special results against Daemons or Chaos creatures will benefit from those results against it.

St To Ag Int Wp Fel A/C/E Wounds Stance

4/5 4/2 5/2 4 4 1 4/4/2 15 R2

Terror 1 Spirit Construct: may spend an Aggression die to avoid a critical wound; any effects targeting its Mental abilities add +. Ambush: in any foliage its stealth means it may spring from surprise, Stealth trained and add + to target's initiative. Great Reach: any creature within Close range of a Green Mask is "engaged" for purpose of it being able to attack and that creature using any abilities with limits or penalties for being "engaged" - but not for purpose of themselves attacking the Green Mask. Regeneration: regain 1 wound each round, as it is the Mask which holds the creature and its twisted vine mass is merely a vehicle.

157

Tainted Confusing Smoke: any creature within Close range of the Green Mask must make an Average (2D) Resilience (Resist Poison) check to avoid the Perplexed condition (with 3 recharge tokens, do not remove any while within Close range). Any creature that falls victim to this effect forgets how it got to its current location (becomes lost). A G on this check also requires a Moderate (2D) Corruption check. Life Leach: this is a largely narrative effect describing how a Green Mask actually kills someone. An unconscious target left to the Green Mask's attention has life literally leached from them, their flesh and organs consumed until only bones remain (mechanically inflict one critical each round the Green Mask is able to target an helpless PC, per the normal rules, with death meaning full consumption). The creature saves the skull as a trophy. Suggested Actions: Daemonic Strike, Mauling Blow Mongrel Men Sub-men created before the current races they come in a variety of shapes and sizes and can thus be de facto Townsfolk, Soldiers, Goblins or other humanoids “under the hood”.

Tinyela (Giant Wasp) %% Beast For stand-up use PB #238 or Skull and Shackles #80. A Tinyela is a giant wasp. It attacks with its stinger. St To Ag Int Wp Fel A/C/E Wounds Stance

3/5 3/2 4/1 2 3 1 3/0/0 12 R1

Flight: May disengage without a manoeuvre and move away without a manoeuvre from foes unless they can fly. Instinctive: As a beast, may use Wp instead of Int for Observation checks. Poison Stinger: Any hit by the Stinger deals 1 Fatigue though a Critical Wound instead deals Fatigue equal to Severity.

Carnivorous Plant

Maitiyu (corpse flower)%%%% The corpse flower is a menace restrained mostly by its own lifecycle. It depends on humanoids to reproduce and easily wipes out its local food supply. 158

Maitiyu have a green bulb base from which six runners extend, allowing it to move, and a large stalk 3-6' high, from which and three small stalks emerge on which grow acidic spores, while atop the stalk is its flower-like "head".

St To Ag Int Wp Fel A/C/E Wounds Stance

6)/5 6/3 4/1 3 3 2 6/1/1 18 C2

Plant Mind: Unaffected by fear and terror and other conditions/effects based on psychology. Slow: may not spend A for extra manoeuvres. Actions: Vomit (Troll action, spray of poison), Putrefying Strike (Nurgle, effect of its fronds)

In addition the plant itself, encounters may include the "vege-zombies" it creates out of the corpses of its victims.

Vege-zombie % Plant

St To Ag Int Wp Fel A/C/E Wounds Stance

2 2 4 1 2 1 2/0/0 5 C1

Plant Mind: Unaffected by fear and terror and other conditions/effects based on psychology.

Snapping Pod - Hangman Vines %%% Plant, Monstrous

This plant-entity awaits prey as a large pod, hidden in jungle growth. When an animal of donkey or smaller size comes near it "explodes" sending up a huge stalk that can be as much as 20' high, on which a gaping mouth sits ready to swallow a

159 target whole.81 It can only swallow one substantial meal at once, but will thereafter use its snapping attack to defend itself.

The creature senses targets with its root system and a keen awareness of any vibration around it, even in the air.

A variant of this carnivorous plant instead uses multiple tendrils to snatch prey. This version lives as a pod-growth high in a tree and extends tendrils to hang down over the ground below, often over streams and rivers by picking trees that grow along banks.

Natives with right Folklore or Nature skills know is that a seed pod from this plant, if harvested and dried into a gourd (this is similar to harvesting a herb for use and takes a Nature Lore ++ check) creates a resonating detector. The gourd rattles when brought near one of the creatures and so allows an Observation (hearing) + check by the bearer to avoid being surprised by the creature and on AAA permits avoiding an encounter entirely. A gourd lasts a month.

St To Ag Int Wp Fel A/C/E Wounds Stance

4/4 4/3 3/2 1 3 1 3/0/1 12 varies

Plant Mind: Unaffected by fear and terror and other conditions/effects based on psychology. Ambush: Adds expertise die to its Initiative and gains ) against targets yet to act. Fear 1: Shambling: can only drag along with tendrils meaning never more than one move per round (except with special action). Snapping Pod is Conservative 2, Suggested Actions: Vicious Bite, Bounce and Chomp (but does not bounce) Hangman is Reckless 2, Suggested Actions: Whip Strike, Inescapable Power

Dinosaurs Also, see Flyer (Terradon) in Lizardman section.

81 Think "Feed Me Seymore". 160

Bastiladon [place holder WFB creature]

Carnosaur (Tyrannosaurus-like) [place holder WFB creature]

Sometimes ridden by Saurus Scar Veterans or Oldbloods. The small number of Saurus in the Southlands mean none are used as mounts in the Southlands.

Leaping Claw (Deinonychs) Beast For stand-up use PB1, #62.

This predator attacks by leaping onto prey to pin it and latch on with its large the large, hooked fore-claws. It then attacks (well starts to eat really) by biting into its prey and wolfing down lumps of flesh. Groups may hunt together but do not truly cooperate (indeed may fight over a single downed prey if there aren't more).

St To Ag Int Wp Fel A/C/E Wounds Stance

4/4 4/3 5/2 2 3 1 4/2/2 12 R1

Instinctive: may use WP instead of Int for Observation. Fast: requires 1 less manoeuvre to close any range that requires more than 1 manoeuvre to close. Hooked Prey: the predator's claws hook into a foe and against that foe its Strength is treated as +2 (6) for all its subsequent attacks including damage it inflicts and in any opposed checks by the prey to escape. Suggested Actions: Inescapable Power (reflecting its pouncing, pinned target must make a successful opposed Athletics check to escape, note the hooked claws effect), Savage Strike (its bite)

Sky Fisher (Dimorphodon) % Beast, Flying Creature (grounded by Severity 1 Critical)

161

Smaller than terradons, these flying reptiles are about 3' long with a 4' wingspan. Wild ones hunt fish and small animals. They are usually not a threat but lizardmen can drive them into frenzy. They care also trainable much as one would train a hunting bird.

St To Ag Int Wp Fel A/C/E Wounds Stance

2))/3 3)/1 5/1 2 3 1 3/0/0 5 --

Keen Vision - add an Expertise die to all Observation based on vision. Flight: may disengage without a manoeuvre and move away without a manoeuvre from foes unless they can fly. Fast: requires 1 less manoeuvre to close any range that requires more than 1 manoeuvre to close. Instinctive: As a beast, may use Wp instead of Int for Observation checks Actions (a raking attack) Suggested Actions: Fysh Bite (dreadfleet pod, used start fight and help a master attack), Vicious Bite.

Ripperdactyl %%% Beast, Flying Creature (grounded by Severity 3 Critical)

St To Ag Int Wp Fel A/C/E Wounds Stance

4/4 4/2 5/2) 2 3 1 3/2/2 12 C1

Fear 2. Flight: may disengage without a manoeuvre and move away without a manoeuvre from foes unless they can fly. Instinctive: As a beast, may use Wp instead of Int for Observation checks Actions: Raking Swoop (new action, can carry off creatures of smaller than human/dwarf mass), Vicious Bite

Note these may also be ridden by more fool-hardy skinks.

River Worm (Spinosaurus) %%%%%% Beast

162

For stand-up use PB2, #246.

This is a 50' long amphibious (primarily aquatic) reptile whose oversized crocodile- like head is marked by three boney ridges, and a mouth of razor sharp fangs. It is a 'generalized predator' focusing on other marine life and anything on or near water. It lives in swamps and large rivers.

St To Ag Int Wp Fel A/C/E Wounds Stance

7/5 7/3 3/2 2 3 1 4/2/2 23 R2

Fear 2 Instinctive: may use WP instead of Int for Observation. Amphibious: Move normally though water, while partially submerged they gain some concealment and may be able to hide completely or just impose K on melee and K K on ranged attacks and Observation to spot them. Ambush: rising from the water, imposes + on foe's initiative and gains ) against foes yet to act. Suggested Actions: can use "Monstrous" actions.

(swallow whole other large and in charge actions)

Stegadon (Triceratops) %%%%%% Beast

A powerfully-built grey reptilian quadruped with a long forward-pointing horns and a boney plate protecting its neck. Territorial omnivores they will attack any creature invading their territory.

4 skinks may ride in a howdah.

St To Ag Int Wp Fel A/C/E Wounds Stance

8/5 6/3) 2/2 1 4 1 6/0/1 22 C1

Instinctive: may use WP instead of Int for Observation. Charging Terror: its charge attack causes a Terror 3 check in the target. Suggested Actions: Headlong Charge (bestial, boar), Throw into Wall (uses horns to lift and throw a smaller target), Tooth and Claw basic action.

163

Trogolon [placeholder WFB creature – blind cave-dweller, toxic bile - troll’s vomit attack] Hazards

Madcap Fungi Spore Cloud Causes panic

This fungus is a hazard more than monster. If distrurbed, it sets of a cloud of spores requiring all creatures in Close range to make a Resilience (To) Resist Poison roll against ++. Failure causes the creature to acquire the Fear condition with all unknown or potentially hostile figures as its catalyst.

Quicksand Use Quickmire location card from Witch's Song.

Native Trap

Spiked Pit Trap – A pressure plate causes an entire section of the floor to give way or the camouflage outdoor covering gives way underfoot. The PC needs to make an Average (2d) Coordination (Ag) check to avoid dropping 10 feet. The fall causes 5 base damage and the spikes add DR 5 for total damage of 10. Armour may soak the spike damage. Suffer another 1 damage per % and +1 critical for each &.

Spiked Swinging Log Trap – A heavy log studded with sharpened stakes swings down threatening an engagement. Each PC needs to make an Average (2d) Coordination (Ag) check to avoid being hit. A hit causes 7 base damage and the spikes add DR 5 for total damage of 12. Armour may soak the spike damage. Suffer another 1 damage per %. The spikes are smeared with filth and on & anyone must make a Resilience (To) Resist Disease (2D) check to avoid contracting a disease with the Filth trait.

164

Tropical Storm Torrential rain and winds strike. Resilience (To) (3D) is required to avoid 1 Fatigue, 1 Stress and 1 Wound.

Mist Vapours Use Eerie Mist location card.

Native Curse

Stealing Slann Burial Masks etc. - Curse of Ashes (Children of Ones 2)

165

Chasm of the Condor

Giant birds (rocs) lair above jagged passes http://z15.invisionfree.com/Old_Grey_Beards/index.php?showtopic=1735

166

Appendix 1: Hakhara - the New Kindgom

At its height, the New Kingdom had three cities notable enough to have pyramids to house their noble dead: Hakhara (on Goudenport's site), Khesefaptra on the River Akhet (the Hungry Water) and Ineb Hedj on the River Peret (River of Mists).

Hakhara was founded in -2201, Khesefaptra began as a fortress town in -2000 that grew into a major city by -1600, after the defeat of the savage orc tribes that plagued the region until Hakhara's military drove them out.

Pharaoh Sinuhaken's -1950 victory over the greenskins was the result of his successful diplomacy with the Asur of Tor Harathoi. Regular trade was never established but the Asur allowed irregular exchanges (primarily to obtain ores and other raw materials) and tutored Hakharan engineers on some matters related to mining (generally those matters making Hakhara better at obtaining the raw materials). Between -1950 and -1599 Hakharan traders and nobles learned to speak some Eltharin (Tomb Kings from this almost 300 year stretch would know it and be able to communicate with living elves).

Ineb Hedj was a mining centre. It was founded in -1700 and grew into a major settlement by -1400 (200 years as a city when the Tomb King reign began).

All three cities were later ruled by Tomb Kings, as the predominant Tomb King, Pharaoh Menkauhor gave the other cities to trusted lieutenants. Other "Tomb Kings" were not permitted to be "kings" and instead were "Princes". Khesefaptra was ruled by Prince Sanekht and Ineb Hedj by Prince Nefephes and his wife Princess Kharmere.

There were six good-sized towns in addition to the three cities: Buhen, Iken and Askut upriver on the Akhet, Niwt Kahun on the Peret, Akaris and Malkata on the gulf coast, and Medjau on the Coast of Kings (home to artisans who worked endlessly on the great statutes).

167

The other site shown on later period (-1400 on) maps is the great plateau in the mountains which Hakhar's explorers named Hawataptra (Centre of Ptra’s Royal Power) in the Sekedgeheb mountains. Visions of mighty Ptra warned explorers not to enter the plateau and so it was always avoided.

Maps created by the Hakhari look very different from Old World maps and it takes some study and an Education (1D) check to decipher a wall inscription, tablet or carefully preserved parchment well enough to see something an Old Worlder would render as the following map.

Hakhari maps never show the location of Tor Harathoi even though they knew it. This was a pledge made to the Asur and always kept, even after -1599 when the Asur withdrew from their colony. The Asur's last dealings with Hakhara were to warn them against trusting dwarves or dark elves, and against ever meddling with the Asur's colonial remnants - great curses were promised upon any who defiled the site.

168

169

Appendix 2: Cards

For Lizardman ruins

Crumbling Ruins

The overgrown ground hides loose stones and pitfalls, the stone walls are loose at times.

Physical Actions gain G suffer 1 Wound (ignore soak, toughness) from misstep, falling rubble or similar.

Alien Aura

The buildings, doorways, inscriptions - the very air - this is wrong, something here is unnerving

Stance considered one step less for all purposes.

Mental Actions gain G suffer 1 Stress.

Mysterious Cave, Crumbling Ruins combined with added stress effect.

170

For the region of the Temple of the Skull or any other region that is a dhar-energy sinkhole.

DHAR'S BLACK TAINT

This area is permeated with Dhar - the magic of death and decay used by Chaos Sorcerers and Necromancers.

Physical Actions Gain:

G An item rots or corrodes and gains Damaged condition.

All Actions Gain:

%% Fatigue and Futility: suffer 1 Fatigue and 1 Stress and adjust Stance one step towards Neutral

Spell Actions:

Dhar users gain two points (not one) when below Equilibrium and gain a free Expertise Die on channelling.

Users of untainted magic find the winds difficult to draw on. They add + to all Channel rolls.

Spell Miscasts cause a Corruption check (equal to number of G plus one) in addition to generating a normal Miscast card draw.

171

WEATHER CONDITIONS

These are meant to be printed off and inserted into collecting card holders to create a random weather deck.

Heavy Rain Angry Skies

Visibility suffers and ground is muddy The skies are crying as Shallya herself or slippery. and rumbling as if Ulric is telling her to be quiet already. Beyond Medium range, all vision- based actions including Ranged Beyond Close range, all vision-based Attacks, Blessings or Spells targeting actions including Ranged Attacks, Defence suffer K K Blessings or Spells targeting Defence suffer K K K. Physical actions gain: +1 Recharge token when used An Act outdoors - Rally Resilience +++ G Rain ruins a bowstring or fouls a to avoid 1 Fatigue and Under the blackpowder weapon (an action to Weather until a dry night's rest. replace/clean/dry) G Lightning Strikes - 1 Stress and Longer distance travel is slowed to Coordination +++ check or 3 Wounds half speed. and Thunderstruck condition till Episode end.

Creatures that usually can only be out at night operate easily. Hot and Humid Fair and Sunny

It feels like being in an ogre's armpit. It's the kind of day Rhya met Taal.

Tempers are short, Social actions gain Good moods give social actions ). __. (Southlanders _)

It's hard to rest at night, recovery checks gain @ (Southlanders __)

Physical actions gain: % Suffer 1 Fatigue G If wearing Armour with Encumbrance > 2, suffer Fatigue equal to half its Encumbrance value.

172

Light Rain Hot and Humid

Good for crops, bad for powder. It feels like being in an ogre's armpit.

Visibility suffers and smooth surfaces Tempers are short, Social actions gain become slippery. __. (Southlanders _)

Beyond Medium range, all It's hard to rest at night, recovery Observation checks and vision based checks gain @ (Southlanders __) actions including Ranged Attacks, Blessings or Spells targeting Defence Physical actions gain: suffer K % Suffer 1 Fatigue G If wearing Armour with Encumbrance > 2, suffer Fatigue equal to half its Encumbrance value.

Heavy Fog Fair and Sunny

It's pea soup - everything is grey and It's the kind of day Rhya met Taal. sounds come from odd places. Good moods give social actions ). Beyond Close, all vision-based actions gain +.

Fear and Terror checks gain KK.

Creatures that usually can only be out at night operate easily.

Longer distance travel is slowed to half speed.

173

Fair and Sunny Mixed Clouds and Sun, Light Winds

It's the kind of day Rhya met Taal. No modifiers

Good moods give social actions ).

Hot Hot

Hot enough to boil a dog. Hot enough to boil a dog.

Tempers are short, social actions gain Tempers are short, social actions gain K. (Southlanders ignore) K. (Southlanders ignore)

It's hard to rest at night, recovery It's hard to rest at night, recovery checks gain K. (Southlanders ignore) checks gain K. (Southlanders ignore)

Physical actions gain: Physical actions gain: % Suffer 1 Fatigue (Southlanders % Suffer 1 Fatigue (Southlanders ignore) ignore) G If wearing any armour with G If wearing any armour with Encumbrance > 4, suffer Fatigue equal Encumbrance > 4, suffer Fatigue equal to half the armour's Encumbrance to half the armour's Encumbrance value. value.

174

Light Rain Hot

Good for crops, bad for powder. Hot enough to boil a dog.

Visibility suffers and smooth surfaces Tempers are short, social actions gain become slippery. K. (Southlanders ignore)

Beyond Medium range, all It's hard to rest at night, recovery Observation checks and vision based checks gain K. (Southlanders ignore) actions including Ranged Attacks, Blessings or Spells targeting Defence Physical actions gain: suffer K % Suffer 1 Fatigue (Southlanders ignore) G If wearing any armour with Encumbrance > 4, suffer Fatigue equal to half the armour's Encumbrance value.

175

SUDENBURG

All non-local goods ++ to find and 25% more costly. Small town gossip - ) ) to obtain information unless commercially-sensitive.

Warehouse Row

Poorest squats Coolwood Inn and Tavern

Trader's Square

Sun-baked plaza Fortress-headquarters of Magritta Company of Merchant Venturers. Garden of Laughing Flowers (that’s one way to recover stress and fatigue)

Riverside

Homes along the river, freemen on the "higher side" further away from flooding.

Keepside

Schloss Klara Homes of free-imperials

176

GOUDENPORT

All non-local goods ++ to find and 25% more costly. Small town gossip - ) ) to obtain information unless commercially-sensitive.

Warehouse Row Warehouses Poorest squats

Trader's Square

Middle Quality inns - Palm Rest and the Seaman's Fortune Tree-shaded plaza Outposts of several trading factions. Dreaming House (that’s a different way to recover stress and fatigue)

Overlook

Homes on the hill, the higher up the better-off.

Fort Scarab

Governor van Berkel's Mansion Barracks

177

TRADING POST

Fortified – defenders on gate or walls gain +2 Def (similar to armour, bypassed same way) and ) to attacks against those within Medium range below.

All non-local goods ++++ to find except weapons and armour +++ and 50% more costly.

Rivalries – K to all social checks unless commercial interests clearly aligned.

Reference - Fortified Entrance location card

178

JUNGLE

Immense trees and thick foliage block the sky, the air is moist.

Light Penalty During Day K K During Night + K K

Ranged Attacks and Observation penalty; Stealth bonus: Close ■/■; Medium ■■■/■■■; Long ■■■■/■■■■

Moving Extra: after move Easy (1D) Coordination (Acrobatics) with # of ■ = additional moves.

Blackpowder weapons: start of Act must make an Easy (1D) Nature Lore check to see if they have kept their powder dry - failure means all weapons are loaded with ruined powder that it takes an Easy (1D) Weapon Skill Ballistics check as an action to clear.

179

River Peril – Breakdown River Peril- Fog River Peril-Aerial Monster!

Mechanical problems with A thick mist rolls over river A monster threatens the ship the engine or paddlewheel, making it dangerous to or crew from the sky, cause a delay. Tradecraft proceed. Lose half day per overhanging trees or waters. (Engineering) or Dwarven @ rolled on K K K K. Hangman Vines Engineering Average (++) to If %% rolled then all make Giant Spider fix, one check very 6 hours. Fear check D = # of %. Giant Wasps River Peril - Disease Miasma River Peril - Mosquito Swarm River Peril – Snag or Sandbank

Everyone roll K, on @ must Encounter a mosquito Someone must make make Disease check, swarm (creature). Observation Hard (+++)check Average (++) to avoid to avoid boat being delayed 6 disease with Miasma trait hours. such as Ghastly Vapours, Grim Ague or Slackjaw. River Peril - Drums! River Peril - River Monster! River Peril - Hostile Natives

The natives are restless - A monster threatens crew. Jungle tribesmen, lizardmen everyone make Average poison dart shooting lurkers, Fear ++ check. beastmen or other native humanoids threaten.

180

CHANNELLING AQSHY

During Heat Wave, near Volcano or other ongoing source great heat )

At Sea

Add @ to Channelling outcome pool unless it is hot enough to boil a dog. G also counts as @ due to strain of drawing weaker winds.

CHANNELLING WINDS IN MAGIC POOR REGION

No automatic recovery of power when below Equilibrium during Acts.

Channelling:

Add K K K to attempts to Channel

Except in Jungle:

Add K K to attempts to Channel Aqshy, Ghyran and Ghur.

When Casting:

Count number of G to be one fewer for Miscasts.

181

CHANNELLING WINDS IN VERY MAGIC POOR REGION

No automatic recovery of power when below Equilibrium during Acts.

Equilibrium at start of any Act or use of power (i.e., in narrative time):

Roll + and subtract one power from Equilibrium for each @ or three power for G. Aqshy, Ghyran or Ghur users may roll ) as well to try to counter a failure.

When Channelling:

Add K K @ to attempts to Channel Except in Jungle Add K K K to attempts to Channel Aqshy, Ghyran and Ghur.

G also counts as @ due to strain of drawing weaker winds.

When Casting:

Count number of G to be one fewer for Miscasts.

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POWER! THE POWER!

There is great Aethyeric power here - a veritable flood of it.

Channel not to gain power but to control how much you gain and not be burned by it. This is difficult and adds +K to Channel rolls.

Success Channelling - increase power gained +1 per Rank in Channelling Skill

Failure - Burning Overload - suffer penalties as if venting more than double Willpower as if it was 2 Power vented plus 1 for each net failure (1 Fatigue per power vented, roll K for each and suffer 1 wound per @and one stress per %).

This represents a Geomantic Line location

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