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Alignment: Aarakocra favor neutrality.

Lands: Aarakocra thrive in the Forbidden


Choosing A Race Mountains beyond the Yaku Plains (the Plains
There are a variety of races in the Living Jungle. Of Ash). This area is among the most dangerous
Most are non-human. The non-human races all in all Malatra, populated by, among other
have skill modifiers, and some have very special horrors, man-scorpions, spider katanga, and ash
abilities. All races have beginning ability spirits. The placement of their warrens
minimums of 3 and maximums of 18 unless (communal nests) ensure the Aarakocra survival
otherwise stated. Strength bonuses apply to all among the craggy and sometimes cold peaks of
creatures with natural attacks with full bonus their homes, though violent wind storms and
going to the primary attack and ½ bonus going to invisible wind shear claim aarakocra young
each secondary at-tack. every season.
Adjustments for Size: All racial statistics Spiritual Beliefs: Wind and sky spirits almost
below do not include size adjustments to exclusively. There is some ancestor worship.
AC, Attack, Hide, or Carrying Capacity. Language: All Aarakocra speak their native
tongue of chirps and whistles. The language is
Players should adjust their hero’s beautiful but difficult to translate to other
statistics as follows: tongues since most of the language is dedicated
Size AC Attack Hide Carr to flying and nesting.
y Racial Traits:
Small +1 +1 +4 3/4 • Ability Adjustments: Str -2
Large -1 -1 -4 x2 • Move: 20'/Fly 60' (Average)
• Preferred Class: Fighter.
Natural Armor - Adjustments are already • Size: Medium (5 ft by 5 ft/5 ft).
• +2 to Spot
included in racial entry. • Natural Armor +1
Ability Scores - Ability scores may be • -1 to all actions underground
adjusted at the players discretion, but • Natural Attack 1d3/1d3/1d3 (talon/talon/bite)
may not exceed the 75 point total • Weapon familiarity: Javelin. Aarakocra treat
established for beginning LJ characters. javelins as martial melee weapons.
• Racial Feats available: Flyby Attack, Hover,
Swooping Javelin Attack, Wingover
Aarakocra
• Automatic Language: Aarakocra, Malatran
Native to the Malatran Plateau, Aarakocra Common. Bonus Language: Any.
literally means “one who has the freedom of the
skies.” Most other races call them ‘Birdmen’. Butu
Personality: Aarakocra are typically solitary and
isolationists, seeing themselves as superior to all Legend has it that the Butu arrived in Malatra as
other intelligent species. Hero Aarakocra the pets of the Ancients, though in fact they
adventure because of a curiosity about what lies came from an original kobold-like servant race
beyond their warrens in the Forbidden of the Ancients. These kobolds mated with the
Mountains, though few lose their air of resident bakemono to produce the modern Butu.
superiority. Butu are well-suited to their homes in
Physical Description: Aarakocra stand 5' tall mountainous areas, able to run faster across the
with an average weight of 90 lbs and a wing- rocks then in the jungle or even the open plain.
span of 20'. About halfway along the edge of Personality: Butu are fiercely independent
each wing is a hand with three human-sized survivalists. Having long been isolated from the
fingers and an opposable thumb. The ‘pinky’ other peoples of Malatra, the Butu thought they
actually extends out some 10' to complete the were the only ‘people’ left in the jungle. Being
wing. The Aarakocra have natural attacks and smaller and weaker then most predators, the
are generally skilled at swooping attacks with Butu have learned to rely on their own brand of
javelins. They are terrified of enclosed spaces. fierce cunning and rugged slyness. Butu enjoy
Relations: Aarakocra typically form strong meeting new people and seeing new lands but do
relations only with other Aarakocra. Flyer not make friend-ships lightly.
lacerials are the most common non-Aarakocra Physical Description: Butu physically resemble
companions. a cross between the Kara-Turan bakemono and
the Faerûnian kobold. Their lower body is like Katanga
that of a bakemono, with hairy legs with hoofed Katanga are a widely varied race of intelligent
feet similar to that of mountain goats. Their shape-changing animals. Their ability to
upper body strongly resembles a kobold, though shapeshift is natural to the Katanga and is not a
with two medium-sized goat-like horns atop their form of lycanthropy. Katanga first arose when
heads. Their unique ability to run along the face jungle spirits came to inhabit particularly
of rocky cliffs, almost like mountain sheep, most outstanding specimens of a given species. Those
likely accounts for their ability to survive the first katanga that were able to reproduce became
many Malatran predators. the founders of their respective species.
Relations: Butu form few close friendships, Katanga can shapeshift between three different
even with other Butu. The Tribe of Former Big forms: animal, biped, and nubari (human).
Chief Bagoomba trade constantly with the Butu, In nubari form, katanga retain one or more
as the Butu are fond of foods and products from distinctive features of the animal form. For
all over Malatra. Surprisingly, Butu are instance, the caiman katanga’s skin has a
particularly fond of such Lizardmen delicacies as leathery texture when the creature is in nubari
pickled bats and cured eel. form. In all other respects, they have the same
Alignment: Butu tend toward chaos. abilities as a normal nubari and may employ
Lands: While Butu can now be found weapons, non-weapon proficiencies, and class-
throughout the jungle, they primarily still live on based skills.
the upper slopes of Fire Mountain. In biped form, a katanga looks like a humanoid
Spiritual Beliefs: Butu society and religious animal that can stand on its hind legs. The front
beliefs identify closely with the spirits of the appendages change into hands capable of
land around them and with immediately related gripping and using weapons, though they can
ancestor spirits. The harshness of life on Fire still use a limited form of their natural attacks.
Mountain provides an environment of craggy The rest of the body retains the animal’s general
spires, windy ravines, volcanic vents, and hot appearance, including fur, tail, or any other
lava flows. The fire, air, and earth spirits of these characteristic features. In this form, katanga can
places feature predominantly within Butu converse both with people and with animals of
society. Worship of de-parted parents, their same type. Some Katanga are actually more
grandparents, and great-grandparents is not formidable with their natural claw and bite
uncommon. attacks in this biped form.
Language: Butu speak their own language that In animal form, katanga are indistinguishable
consists mainly of shrill yapping barks. from normal animals of their type. They can use
Surprisingly, however, some place names in their natural at-tacks to the fullest, employ
Butu seem to come from another language. special attacks and movement, and may have
Jungle sages suspect these words come from the other special animal abilities. Katanga in animal
language of the ancients. This suspicion arises form cannot, however, cast spells, use weapons,
from two sources. First is the legend that the wear armor, or use non-weapon proficiencies
Butu were once a servant race of the ancients. which re-quire a human form (rope use, for
Second, Simbari, the dialect of the nubari tribe of instance). In this form katanga will freely
Simbara, shares some place-name words with communicate with other katanga or animals of
Butu. Simbara have long claimed a cultural their type, but will only reluctantly speak with
kinship with the ancients. creatures outside the species. Speech in common
Racial Traits: is still possible.
• Ability Adjustments: none Regardless of their current form, katanga always
• Move: 20 ft/ 30 ft in the mountains. cast a shadow in the shape of their animal forms.
• Preferred Class: Rogue Each day a katanga can shapechange a number
• Size: Small (5 ft by 5 ft/5 ft). of times equal to its level. For instance, a 1st
• +4 Hide, +2 Climb, +2 Bluff level katanga can change from human to biped
• Natural Armor +1 (or animal) once per day, measured by the rising
• Natural Attack 1d2 (head butt). May use head of the sun. It must then remain in that form until
butt as a Trip Attack. after the following dawn. Changing form
• Darkvision 60’ requires one complete round of concentration,
• Racial feats available: Powerful Charge, Scent during which the katanga can take no other
• Automatic Language: Butu, Malatran action. This means that the katanga is flat-footed
Common. Bonus Language: Any.
while changing. Armor and other equipment do Lands: Caiman katanga can be found in any
not change and simply falls to the ground. river or lake, large or small.
Katanga do not have the exact same abilities as Spiritual Beliefs: Those that give spirituality
their animal counterpart because they are no much thought tend to listen to nature spirits.
longer truly an animal. While their existence as Language: The language of the caiman katanga
katanga has many advantages, they have left is similar to the grunts and growls of ordinary
some of what it means to be ‘just’ an animal caiman.
behind. There are a number of feats available Racial Traits:
that help katanga regain some of the physical • Ability Adjustments: Con +2, Int -2, Cha -2
abilities of the animals they used to be. • Move: As animal, 20 ft/Swim 30 ft. as biped,
30 ft.
Katanga Society • Preferred Class: Fighter.
In general, the katanga live as the animals they • Size: Medium (5 ft by 5 ft/5 ft).
truly are, their habits ranging as widely as their • +4 Swim as biped, +8 as animal
forms. Most katanga have little desire to live in • Natural Armor +1/+2 (biped/animal)
large tribes (although there are some notable • Natural Attack: As animal, 1d10 (tail slap) or
exceptions), preferring wild lands. Individual 1d6 (bite), as biped 1d6 (tail slap), or 1d4 (bite).
Katanga sometimes appoint themselves • Lowlight Vision.
protectors of small communities of humanoids or • Racial Feats available: Death Roll, Improved
animals, ancient ruins, or sacred and taboo lands. Grab, Improved Grapple, Scent
Katanga have little use for material possession, • Automatic Language: Caiman, Malatran
never accumulating more equipment than they Common. Bonus Language: Any.
can carry. They tend to sacrifice precious items Hedgehog Katanga
for practical ones, like weapons, tools, or food. Hedgehog katanga are industrious and usually
Katanga can only reproduce with other katanga solitary creatures that roam throughout Malatra.
of their same species. Katanga do, on occasion, Hedgehog katanga are usually disinterested in
take mates from other katanga and, most adorning themselves with decoration or
commonly, nubari races. unnecessary gear as they have, to the hedgehog
Caiman Katanga katanga frame of mind, little practical value.
Caiman katanga live by their instincts and Hedgehog katanga are interested in the most
oppose the ways of nubari, preferring their basic aspects of life - food, shelter and water -
natural animal state to any contrivance of and are constantly gathering and storing supplies
civilization. Solitary and territorial creatures, in small caches throughout the jungle.
caiman katanga come together only twice a year Personality: Level-headed and calm, the only
(summer solstice/ rainy season and winter time a hedgehog katanga gets nervous is around
solstice/dry season) to mate and lay eggs before water, as they are poor swimmers.
returning to their isolated homes. Physical Description: The hedgehog is a small
Personality: Caiman katanga tend to be selfish tropical mammal covered in small, harmless
and self-centered, concerned with controlling quills. The quills cover everything except the
and protecting their own little corner of the animals face and underbelly. In biped form, the
jungle. Adventuring caiman katanga, though hedgehog Katanga’s nails become claws, and a
more tolerant of others then their brethren, are thick mane of quills covers the back (anyone
still known for their aggressive attitudes toward striking the katanga from behind with a small
others. melee weapon or natural weapon suffers 1d4
Physical Description: Caiman are similar in points of damage).
appearance to crocodiles. In nubari form the skin Relations: Hedgehog katanga are on neutral to
of this katanga is thick and leathery. The 3' stub friendly terms with almost all Malatrans. They
of the creature’s tail can be seen on its lower are on particularly good terms with shu but find
back. korobokuru loud and obnoxious. Hedgehog
Relations: Caiman katanga have an uneasy katanga produce almost nothing but of-ten gather
relationship with the river Tam’hi, as wicked medicinal plants for trade.
caiman sometimes devour Tam’hi young. A few Alignment: Usually neutral.
caiman katanga crave adventure and join nubari Lands: Hedgehog katanga claim no lands as
river tribes, serving as hunters or warriors. their own and can be found almost everywhere.
Alignment: Usually neutral. Spiritual Beliefs: Eclectic is a good way to
describe hedgehog katanga beliefs. Those
individuals that think about it at all borrow Alignment: Usually neutral.
beliefs from tribes they have visited. Shaman Lands: The Rayanna Savanna is home of most
usually respect nature spirits and champion the impala katanga.
cause of ecology. Spiritual Beliefs: Mostly nature spirits. Impala
Language: Hedgehogs communicate like their katanga are particularly shy of taboo spirits.
namesake, grunting and snorting like hogs. Language: Impalas communicate through
Racial Traits: whistles, snorts, and grunts.
• Ability Adjustments: Str -2, Wis +2, Cha -2. Racial Traits:
• Move: As animal, 20 ft/Burrow 5 ft. As biped, • Ability Adjustments: Dex +2, Con -2, Cha -2.
20 ft. • Move: 30 ft/40 ft/60 ft (nubari/biped/animal).
• Preferred Class: Shaman. • Preferred Class: Fighter.
• Size: Small (5 ft by 5 ft/5 ft). • Size: Medium (5 ft by 5 ft/5 ft).
• - 1 Swim, +2 Wilderness Lore (Wilderness • +2 Hide
Lore bonus reflects the hedgehog katanga • Natural Armor 0/+1 (biped/animal)
caching of supplies and applies to gathering • Natural Attack: As biped, 1d4 (gore), as
food, supplies, materials, shelter, and locating animal, 1d6.
medicinal or spellcrafting ingredients . • Racial Feats available: Powerful Charge,
• Natural Armor +1/+2 (biped/animal) Trample, Scent
• Natural Attack: As biped, 1d4x2 (claws). As • Automatic Language: Impala, Malatran
animal, 1d3x2. Common. Bonus Language: Any.
• +4 Hide, +2 Escape Artist checks when Monkey Katanga
grappling Monkey Katanga are a wild, chaotic group of
• Lowlight Vision. creatures thriving on mischief and pranks. None
• Special Abilities: Burrow (as animal). of these acts are violent or terribly destructive,
• Racial Feats available: Rolling Attack, Scent but serve the monkeys need for entertainment.
• Automatic Language: Hedgehog, Malatran Personality: Loud, raucous, driven by curiosity
Common. Bonus Language: Any. and prone to pranks, Monkey Katanga are
Impala Katanga alternatively the life of the party and the cause of
Male Impala katanga often adopt a herd of much calamity.
common impalas to live with and protect. Physical Description: Monkey Katanga are true
Females often create small herds of their own, monkeys, and include such species as Baboons,
supplemented by common impalas. Some males Capuchins, Howlers, Red Tails, Spiders,
remain solitary and claim their own territory. Squirrels and Vervets.
These creatures spend much of their time at the Relations: All peoples of Malatra have mixed
edges of groves and jungles within reach of feelings about monkey katanga. Saru genuinely
water, evading the hottest rays of the sun. They like them, as do korobokuru.
often roam on the open savannas as well. Alignment: Usually chaotic good.
Personality: Friendly and gregarious to friends Lands: Monkey Katanga are found throughout
and highly suspicious of strangers, Impala all of Malatra and seldom stay in one place for
Katanga are quick to size up a situation and extended periods unless affected by harsh
react. Relying on their amazing speed, running weather, fierce predators, or held captive by
from danger is a very successful tactic. Loyalty victims of their pranks. Groups of monkey
to friends and herd is a strong characteristic of katanga come together several times each season
these katanga. to relate stories or to breed, then soon wander
Physical Description: Impala are gazelle-like back into the jungle.
creatures that stand about 4' at the shoulder. In Spiritual Beliefs: Any and all. The beliefs of
nubari form, large hooves in place of nubari feet monkey katanga vary widely and often.
betray the katanga’s true form. The biped form Language: Howls, grunts, and roars.
has the head and legs of an impala, but the torso Racial Traits:
and arms of a nubari. • Ability Adjustments: Str -2, Dex +2, Cha -2.
Relations: Impala Katanga have befriended both • Move: As animal, 30 ft/Climb 30 ft. as biped,
the Wise Ones and the Tribe Of Former Big 20 ft/Climb 20 ft.
Chief Bagoomba. They despise the Simbara • Preferred Class: Rogue.
tribe, for those people hunt them and prize their • Size: Small (5 ft by 5 ft/5 ft).
unique horns. They have had little or no contact • +4 Hide, +4 Climb (+8 in trees) +2 Vine
with other tribes of the plateau. Swinging.
• Natural Armor +1/+1 (biped/animal) Personality: Pangolin Katanga are shy and
• Natural Attack: As biped, 1d4 (bite), as animal, skittish, re-treating and hiding from
1d4. confrontation whenever possible. They are
• Special Abilities: +1 Simple Ranged weapons. uncomfortable around large creatures.
• Racial Feats available: Ape Hands, Improved Physical Description: Pangolin are around 3'
Grapple, Scent long, including tail, and are armored virtually
• Automatic Language: Malatran Common, snout to tail. The tail is a remarkable flexible
Monkey. Bonus Language: Any. appendage with a sensitive
Ostrich Katanga tongue is nearly as long as the body, being
Ostrich katanga generally live solitary lives, anchored by powerful muscles to the animals
gathering in small flocks only to trade or mate. pelvis. This tongue is used to ferry out termites
Such gatherings take place at the beginning of and ants from their mounds. In biped form, the
mid-summer (rainy season) and mid-winter (dry pangolin katanga looks like an armor-plated shu
season). They have little use for material with large, sideward slanting claws.
possession, never accumulating more equipment Relations: Pangolin Katanga are rarely found in
than they can carry, trading precious items for human or demi-human savannah or jungle tribes.
practical ones like weapons, tools, or food. They are un-common visitors of the shu.
Personality: Ostrich katanga see themselves as Alignment: Usually neutral.
the dominant life on the savanna, and they Lands: Pangolin katanga are common to the
protect their homelands fiercely. They feel savannahs and jungle, but rarely travel into
uncomfortable in the jungle; the en-closed space mountain regions. The pangolin has a prehensile
makes them claustrophobic and hinders their tail which it uses to hang from trees, while on the
running ability which they rely on heavily. ground this katanga is incredibly fast. The
Physical Description: In biped form, ostrich pangolin katanga also have long claws used for
katanga have an ostrich body and legs with a digging burrows, though the claws are
human head and prehensile hands. ineffective as weapons. They forage on the
Relations: They are generally on good terms ground, taking to the trees to rest or escape from
with the Nubari and other savanna humanoids. predators.
Most ostrich katanga will attack anyone wearing Spiritual Beliefs: Mostly elemental spirits.
ostrich hide on sight. Language: Pangolin communicate through
Alignment: Usually neutral. whistles and grunts.
Lands: The Rayanna Savanna is home of all Racial Traits:
ostrich katanga. • Ability Adjustments: Str -2, Dex-2, Int +2.
Spiritual Beliefs: Mostly elemental spirits. • Move: As animal 20 ft/Climb 20 ft/Burrow 5 ft.
Language: Ostriches communicate through as biped 20 ft/Climb 20 ft.
whistles, grunts, and wing drumming. • Preferred Class: Sorcerer.
Racial Traits: • Size: Small (5 ft by 5 ft/5 ft).
• Ability Adjustments: Dex +2, Int-2, Cha -2. • +4 Climb (+8 in trees)
• Move: 30 ft/40 ft/50 ft (nubari/biped/animal). • Natural Armor +3/+3 (biped/animal). +5 when
• Preferred Class: Fighter. rolled up in ball (though they lose DEX bonus).
• Size: Medium (5 ft by 5 ft/5 ft). • Natural Attack: As biped, no special. As
• +2 Hide animal, 1d4 tail lash. Tail lash attack at -4 if
• Natural Armor +1/+3 (biped/animal) rolled up into a ball.
• Natural Attack: As biped, 1d4 (kick), as • Special Abilities: Burrow (as animal).
animal, 1d6. • Lowlight Vision.
• Racial Feats Available: Trample, Scent •Racial Feats Available: Rolling Attack, Scent,
• Automatic Language: Malatran Common, Spray attack
Ostrich. Bonus Language: Any. • Automatic Language: Malatran Common,
Pangolin Katanga Pangolin. Bonus Language: Any.
The Pangolin is a small tropical mammal whose Snake Katanga
body is covered in plate-like armor. The True to the stereotype, snake katanga are subtle
pangolin katanga can roll itself into an armored and scheming—but not all are evil. In fact, few
ball for protection. Pangolin Katanga live on the snakes are evil or good; most are neutral.
edges of the jungle, sometimes venturing out into Personality: Snake katanga are subtle and
the savannah where they form burrows for manipulative, though most are forewarned by the
families of 4-8 creatures. creatures’ reputation for scheming. When in
nubari company, snakes often seek out the leader striping on much of their bodies. In animal form,
and attempt to maneuver themselves into an tiger katanga are always small tigers.
advisory position from which they can wield Relations: Good terms with the nubari tribes,
power subtly. neutral with most others. Tiger Katanga love to
Physical Description: The most prominent hunt and kill Black Leopard Katanga and flesh-
features of a snake katanga in its nubari form are eating garuda.
its sibilant voice, faintly scaly skin, and its long, Alignment: Always lawful good.
thin, forked tongue. In animal form, snake Lands: Found throughout the jungles and
katanga are constrictor snakes like the boa or mountains of Malatra. Occasionally found on the
anaconda. savanna where they are as likely to be looking
Relations: Snakes are generally solitary for honorable combat with Lion Katanga as they
creatures, seeking out others of their kind only to are to be following prey. Despite the rivalry
mate. On the few occasions that they join human between the two species of honorable katanga,
tribes they remain aloof and even haughty, combat is infrequent and almost never to the
though individuals can overcome this natural death. This comes partly from a myth both
impulse to gain another’s confidence. species share about fighting between lion and
Alignment: Usually neutral. tiger leading to the end of the world, and partly
Lands: Snake Katanga can be found anywhere because the combat is usually ended abruptly
in Malatra. before serious damage is done to either creature.
Spiritual Beliefs: Snake Katanga tend toward In such instances both katanga will leave,
both ancestor worship (in the form of ‘The Great claiming victory. Curiously, Tiger Katanga tend
Serpent That Swal-lows The World’) and respect to disavow all knowledge of ever seeing a lion or
for the Snake-Mother of the Yuan-ti. lion katanga. Lion Katanga frequently say the
Language: Snakes hiss and use body movement same thing about tigers and tiger katanga. While
and positioning to communicate. many jungle denizens find this uniquely odd,
Racial Traits: jungle sages often defer to the wisdom of not
• Ability Adjustments: Str -2 naming aloud the apocalyptic counter-parts.
• Move: As nubari and biped, 30 ft., as animal, Words have power, they say, and why tempt the
20'/Climb 20'/Swim 20'. end of the world if you don’t have to?
• Preferred Class: Rogue. Spiritual Beliefs: Most tiger katanga pay little
• Size: Medium (5 ft by 5 ft/5 ft). attention to any kind of belief system other then
• +2 Climb, +2 Hide their own. They believe in themselves and
• Natural Armor +1/+2 (biped/animal) respect courage above all things.
• Natural Attack: As biped, 1d3 (bite), as animal, Language: Tigers communicate through roars,
1d2 (bite) cries, purr, and scents.
• Racial Feats available: Constrict (1d6+Str), Racial Traits:
Improved Grab, Improved Grapple, Scent • Ability Adjustments: Cha -2
• Automatic Language: Snake, Malatran • Move: 30 ft/40 ft (biped/animal).
Common. Bonus Language: Draconic, the • Preferred Class: Fighter. Restricted Class:
language of snakemen and lizardmen. Rogue.
Tiger Katanga • Size: Medium (5 ft by 5 ft/5 ft).
Tiger Katanga are solitary hunters, though a few • Natural Armor +2/+4 (biped/animal)
individuals enjoy the company of a nubari tribe • Natural Attack: As biped, 1d3/1d3/1d6. As
where they often rise to positions of respect or animal, 1d4/1d4/1d6.
leadership. Older, more experienced tiger • Lowlight Vision.
katanga often appoint themselves guardians of • Racial Feats available: Cat’s Fall, Improved
the jungle. Grab, Improved Grapple, Pounce, Rake, Scent
Personality: Noble, lawful, and good, Tiger • Automatic Language: Malatran Common,
katanga adhere to a warriors code of honor. Tiger. Bonus Language: Any.
Tiger Katanga are famous for their courage and
fearlessness, never hesitating to do what they Korobokuru
deem is just. With so much danger in the jungle, Korobokuru are a race of dwarves who thrive
tiger katanga rarely die of old age. throughout the Living Jungle. A somewhat
Physical Description: In human form, tiger xenophobic people, their villages tend to be in
katanga ap-pear with faint orange or off-white
remote areas of the jungle, and earning their trust • Bonus Proficiency: Battleaxe.
is often difficult. • Automatic Language: Koroburi, Malatran
Personality: Other tribes, mostly Nubari, tend to Common. Bonus Language: Any.
view Korobokuru as rude, belligerent, even
comical. Korobokuru are extremely boastful and Lacerials
outspoken, telling tall tales of their exploits and Lacerials are intelligent, bipedal lizards
conquests. No Korobokuru can turn down a descended from creatures similar to dinosaurs.
boasting contest, which they often use as an Lacerials are not native to Malatra, but claim to
alternative to combat. Though their boastful come from some other realm or world. Most
nature has given them a reputation as liars, Malatran residents don’t understand the concept
Korobokuru are strictly honest about admitting of other worlds, and it is widely known that the
defeat in a boasting contest. Korobokuru are Lacerials fled some catastrophe in the Valley Of
such practiced boasters that they gain a +2 bonus Spirits (Year Of New Peoples, 1997).
to Bluff and Boast. Personality: Lacerials are generally polite and
Physical Description: Korobokuru are about 3 tolerant of other species and points of view, but
feet tall, with hairy arms and legs slightly longer they recognize evil and do not hesitate to stamp
in proportion to their bodies. Males have sparse it out. They can be very friendly and
beards, and both genders have a wild and tremendously loyal to those who have proven
unkempt appearance and are known to bathe themselves to be friends. Lacerials usually
only once a year. Korobokuru have big, bright adventure only to gather information and
eyes—either blue, green, or brown. Their ears maintain ties with other tribes though a few seem
are small and somewhat pointed, and they have to genuinely enjoy contact with the rest of the
full lips. Korobo-kuru avoid gaudy jewelry, but jungle.
sometimes wear precious stones on leather straps Physical Description: Four types of Lacerials
around their necks. currently live in Malatra: Finheads, Bladebacks,
Relations: Korobokuru may allow some humans Flyers, and Horn-heads. All four races have
and katanga into their tribes, but never spirit folk brightly-colored scales, sharp claws, and tails,
or Shu. Saru are considered blood enemies, and a but their bodies vary considerably.
Korobokuru will fight first and ask questions Relations: The Lacerials are a solitary people.
later when encountering the ape-men. Hero While not hostile to outsiders, they avoid
Korobokuru need not attack Saru heroes, but prolonged contact with non-Lacerials. Many
should remain suspicious of them. Korobokuru native Malatrans are quite willing to avoid them,
legend states the Saru kill children for food and particularly the Rudrans. The Rudrans were
sport, though the Saru protest complete viciously attacked by a small group of misguided
innocence. Missing children and unexplained Lacerials just before they moved to Malatra. The
deaths are often blamed on this race. Rudrans have an insulting nick-name for their
Alignment: Usually chaotic good. unwanted neighbors: Garuda-People.
Lands: Korobokuru villages can be found Alignment: Usually good.
throughout Malatra. The korobokuru nation of Lands: Lacerials are now settled as one tribe
Katimaya lies near the center of Malatra, south along the River Of Laughing Idols, 100 miles
of the River Of Laughing Idols. east of the tribe of Rudra.
Spiritual Beliefs: Mostly ancestor worship. Spiritual Beliefs: Elemental and nature spirits.
Korobokuru also worship Faroum, the god of Language: The native language of the Lacerials
Fire Mountain (Fire Elemental Noble), though is a combination of smells (which denote
they call him War’dango. emotional states) and ultra-sonic whistles.
Language: Koroburi. Lacerials (except for Flyers) do not speak
Racial Traits: common. Indeed, to most Nubari, they do not
• Ability Adjustments: Con +2, Int -2 seem to speak at all since their voices are pitched
• Move: 30 ft. too high to hear without magic. Snakemen, snake
• Preferred Class: Fighter. Katanga, and lizardmen are capable of hearing
• Size: Small (5 ft by 5 ft/5 ft). the lacerial speech but still must spend the skill
• +2 Bluff, +2 Boast, +2 Craft-Brewing. points to learn the language.
• Special Abilities: +4 to AC vs. Humanoids Size Lacerial Scent Vocabulary: While the entire
Large Or Better, +2 Fort Save vs. Poison, +2 vocabulary has not been determined, the
Will Save vs. Magic. following are well-known.
• Darkvision 60'.
• Bonus Language: Lacerials understand
Draconic, the language of snakemen and
lizardmen, though they cannot speak it.
Finhead Lacerials are generally alert, bright,
active, curious, and emotional. They have good
manual ability and are as dexterous and flexible
as any Nubari. Exceptional Finheads are usually
Devotion/Piety Wood smoke fighter types. They tend to believe in ultimate
Hunger/Desire Cherry concepts of good and evil and see things in
Impatience Chicken Soup absolute terms of black and white. While
Home/Longing Lilac Finheads can be great thinkers, they are more
Love Cinnamon likely to be impulsive in their actions.
Magic Spells Fresh Mown Hay Finhead Lacerial Racial Traits:
Nervous/Worry Ham • Primary Abilities: None.
Pleasure/Joy Lemon • Move: 30 ft.
Protective Sandalwood • Preferred Class: Fighter.
Sadness/Grief Roses • Size: Medium (5 ft by 5 ft/5 ft).
Satisfaction Fresh Apple Pie • Natural Armor +3
Shame/Remorse Mint • Natural Attack:1d3/1d3/1d2 (claw/claw/bite).
Tenderness/Concern Honeysuckle • Special Abilities: +1 Will Saves.
Victory/Celebration Tar • Lowlight Vision.
Racial Special: Any lacerial that takes the Scent • Special Qualities: +2 Save To All Sound-Based
feat gets +3 to all appropriate rolls as opposed to Attacks, -2 Save To All Scent- Or Gas-Based
+2. Attacks.
Bladeback Lacerials are social creatures. They • Weapon Familiarity: Exotic Weapon-
enjoy the company of friends and fellow Bladeback Flail
Lacerials and always find time to socialize. •Racial Feats available: Scent
Being straight-forward and honest, non-Lacerials • Automatic Language: Lacerial, Sign. Restricted
sometimes think they are naive. In fact, Blade- Languages: Any PC Language.
backs understand other races better than any • Bonus Language: Lacerials understand
other Lacerials, and understand the most Draconic, the language of snakemen and
deceitful of creatures. Blade-backs have lizardmen, though they cannot speak it.
phenomenal memories, often able to recall the Flyer Lacerials are nervous, hyperactive
most trivial of details. As a result, they are slow Lacerials, both irritable and irritating. They are
to forgive an insult. Luckily, they are slow to the only lacerial that can speak Malatran
anger as well. Blade-backs often act as Common, and as such are noisy and talkative,
mediators, judges, and living record keepers. listening to everyone and telling almost
Bladeback Lacerial Racial Traits: everything they know. Gossip seems to be a
• Ability Adjustments: None. source of great pleasure to them, although only
• Move: 30 ft. the most indiscreet of flyers will tell non-
• Preferred Class: Shaman. Lacerials the shameful secrets of the Lacerial
• Size: Medium (5 ft by 5 ft/5 ft). tribe. They have the benefit of flight, so often
• Natural Armor +3 flee instead of fight. They are not cowards,
• Natural Attack:1d4/1d4/1d6/1d10 however, and will gladly tell the stories—over
(claw/claw/bite/tail) and over again—of heroic flyers that saved their
• Lowlight Vision. larger brethren. Flyers are often messengers, and
• Special Qualities: +2 Save To All Sound-Based help maintain contact with the other tribes of
Attacks, -2 Save To All Scent- Or Gas-Based Malatra. As such, they are the least happy about
Attacks. their tribe’s insular attitude toward the rest of the
• Weapon Familiarity: Exotic Weapon- Living Jungle.
Bladeback Flail Flyer Lacerial Racial Traits:
• Racial Feats available: Phenomenal Memory, • Ability Adjustments: Dex +2, Str -2, Cha-2
Scent • Move: 20 ft/ Fly 30 ft (average).
• Automatic Language: Lacerial, Sign. Restricted • Preferred Class: Rogue.
Languages: Any PC Language. • Size: Small (5 ft by 5 ft/5 ft).
• Natural Armor +1
• Natural Attack:1d2/1d2/1d2 (claw/claw/bite). Their tails are used for balance and are 3 to 4 feet
• +4Hide, +2 Spot long. They can hold their breath for twice as long
• Lowlight Vision. as a nubari. Although they are omnivores, they
• Special Qualities: +2 Save To All Sound-Based prefer meat, particularly nubari flesh. Some more
Attacks, -2 Save To All Scent- Or Gas-Based advanced tribes build huts and use weapons and
Attacks. shields; leaders of these tribes may even have
• Weapon Familiarity: Melee Javelin. equipment stolen or traded from other intelligent
• Racial Feats available: Scent creatures.
• Automatic Language: Lacerial, Sign. Restricted Relations: Lizardmen have raided and eaten
Languages: None. almost every species, race, and tribe at some
• Bonus Language: Flyer lacerials understand time in Malatran history, and as such are viewed
and speak Draconic, the language of snakemen with great suspicion and fear. In the past few
and lizardmen. years, however, lizardmen have proven to be
Hornhead Lacerials are large and powerful, and valuable allies in protection of the jungle. A
tend toward careful, rational planning and number of them have even been accepted as
thought. They are slow of speech but not slow of members of other people’s tribes. Some of the
mind. They can take a long time to come to an more barbaric tribes (NPC’s) are still a serious
important decision because they tend to threat to their neighbors.
methodically consider all sides of an argument. Alignment: Usually neutral.
Horn-heads tend to be sorcerers. Lands: Though lizardmen can be found in any
Hornhead Lacerial Racial Traits: swamp or body of water, most live in Dokuba
• Ability Adjustments: Dex -2, Int +2. swamp.
• Move: 30 ft. Spiritual Beliefs: The patron deity of Lizardfolk
• Preferred Class: Sorcerer. is Semuanya, the Great Spirit of The Swamps,
• Size: Large (5 ft by 5 ft/10 ft). whose chief concern is their survival and
• Natural Armor +3 propagation. It is suspected that Semuanya is
• Natural Attack: 1d8/1d6 (horn / tail). another name for the water spirit Nigella, but this
• Lowlight Vision. has not been confirmed.
• Special Qualities: +2 Save To All Sound-Based Language: Lizardfolk speak Lizardspeak
Attacks, -2 Save To All Scent- Or Gas-Based (Draconic) as their main language.
Attacks. Racial Traits:
• Weapon Familiarity: Bladeback Flail. • Ability Adjustments: Con +2, Int -2, Cha -2
• Racial Feats available: Powerful Charge, • Move: 30 ft.
Trample, Scent • Preferred Class: Ranger.
• Automatic Language: Lacerial, Sign. Restricted • Size: Medium (5 ft by 5 ft/10 ft).
Languages: Any PC Language. • +2 Balance, +2 Jump, +2 Swim due to their
• Bonus Language: Lacerials understand long tails.
Draconic, the language of snakemen and • Natural Armor +2.
lizardmen, though they cannot speak it. • Natural Attack: 1d3/1d3 (claw/claw)
• Lowlight Vision.
Lizardmen • Racial Feats Available: Improved grapple,
Lizardfolk are primitive reptilian humanoids that Scent
can be very dangerous if provoked. Most live in • Automatic Language: Lizardspeak, Malatran
swamps, but about a third of the population lives Common. Bonus Language: Any.
in underwater air-filled caves. They live through
scavenging, raiding, fishing, and gathering. Nubari
Personality: Lizardmen heroes are the rare ten The human inhabitants of Malatra, descended
percent of lizardmen tribes that have evolved from the native inhabitants of Aber-Toril and the
beyond simple barbarism. These lizardmen have ancient spell-jamming race which immigrated to
learned to see others as people instead of food. Malatra a thousand years ago.
Still, they have only recently become civilized. As humans, nubari get no Racial Modifiers, have
Even by the standards of Malatra, lizardmen are no class preferences or restrictions, and follow
generally aggressive and easily provoked. the standard 3/18 Primary Abilities. They do,
Physical Description: Lizardfolk are usually 6 however, get a number of other advantages as
to 7 feet tall with green, gray, or brown scales.
stated under ‘Humans’ in the Players Handbook mainly katanga, korobokuru and a few shu. Its
and as described below. central location and access to the river make it
Occasionally nubari are born with only three the home of the largest bartering market in
fingers and a thumb. This is a genetic remnant Malatra. Nearly anything made anywhere in
from the ancients bloodline and is most likely to Malatra sooner or later can be found and traded
be found in sorcerer he-roes. for here. The language of this tribe is also the
Tribal Skills Bonuses language of trade, and is known as Malatran
All nubari get the halfspear proficiency. Also, if Common.
your nubari hero chooses to be a member of an The Tribe Of Former Big Chief Bagoomba got
established tribe, you may select appropriate its name when Big Chief Bagoomba was killed
Tribal Skill bonuses. These skills represent the at the Battle Of Blood Bridge during “The Year
common sorts of talents that members of that Of Tigers Return” (2000). Since then, the elders
tribe learn and must be picked at first level. of the tribe have been squabbling with each other
These skills are free bonuses and do not count over who should replace him.
against your skill points available to your hero Bonus Skills - The Tribe Of Former Big Chief
based on class. Bagoomba: +2 competency bonus to
Tribal Feats Craft(Armor), Craft(Boat Making),
Only nubari have access to Tribal Feats at first Craft(Bowyer), Craft(Shield), or Craft(Weapon
level. These feats are like the Regional Feats in Smithing).
Forgotten Realms. If your nubari hero chooses to Tribal Feats - The Tribe Of Former Big Chief
be a member of an established tribe, you may Bagoomba: Gifted Learner, Talent, Traders
select appropriate Tribal Feats. These feats Background.
represent the common sorts of talents that Huroola
members of that tribe learn. These feats are not The Huroola are a xenophobic people, keeping
bonuses; you are still limited by the number of them-selves apart from the other nubari tribes
feats avail-able to your character class and race. because of the lessons of their own tragic
You can acquire Tribal Feats from other tribes as history. The Huroola are also matriarchal, with
you come in contact with them through men being forbidden upon the pain of death from
adventuring. After 1st level, each 2 ranks of in using weapons. They live on the shores of the
Knowledge (tribe name) you have allows you to Dreaming River, north of Sleepy Lake.
select feats from that tribe. Bonus Skill - Huroola: A matriarchal society,
Languages all males get +2 to Profession(Fishing) or
All nubari tribes, with the exception of The Tribe Profession(Boating), all females get +2 to
Of Former Big Chief Bagoomba, speak Malatran Profession(Hunting) or Wilderness Lore.
Common and their own tribal dialect as Tribal Feats - Huroola: Discipline, Hardy,
automatic languages. Light Sleeper.
Koshiva
Nubari Tribal Nations The Koshiva, or “boat-people”, derive most of
Though Nubari tribal nations are primarily made their food from fishing the River Of Laughing
up of nubari, other races may call a nubari tribe Idols. Fishing and boat-making are hallmarks of
home. Katanga in particular enjoy the social life, the Koshiva, but their tree villages are the most
order, and variety of activities that tribes offer. spectacular feature of their villages. Woven
Non-nubari tribal members cannot access the bridges, cunningly-fitted tree-houses, and open
relative tribal feats without the required 2 ranks platforms sprawl across their territory. The
in Knowledge. They are allowed the bonus Koshiva are not warlike, spending their time
skills. developing their pottery, carving and jewelry-
The Tribe of Former Big Chief Bagoomba making skills.
The largest tribe in the living jungle, a mere Bonus Skills - Koshiva: +2 bonus to Craft(Boat-
day’s walk from Fire Mountain, Malatra’s only Making), Craft(Carving), Craft(Jewelry
known active volcano. This tribe is large, Making), Craft(Pottery), Craft(Weaving),
numbering 600 men, women, and children, Profession(Fishing), or Use Rope.
concentrated mostly all in one village on the Tribal Feats - Koshiva: Life Blessed, Traders
bank of the River Of Laughing Idols. The Tribe Back-ground, Tree Topper.
of Former Big Chief Bagoomba also counts a Rudra
number of other humanoid races among its tribe, Rudra also live on the River Of Laughing Idols,
deriving their livelihood from it. Aggressive and
suspicious people, Rudrans are quick to strike other available material. The Zantira believe that
out if others hunt their territory. Visitors to so long as they live upon the water they will be
Rudra often come bearing gifts to show their protected from the water spirits and worship
respect for these proud and somewhat Jung’r’na, which is their name for the water
xenophobic people. elemental noble Nigella.
Bonus Skills - Rudra: Proficiency in Short Bow Bonus Skills - Zantira: Either +1 competency
(which is really a feat, of course) or +2 in Craft bonus to lasso or knife, or +2 to Brewing,
(Weaving). Herbalism, Profession (Boating) or
Tribal Feats - Rudra: Determined Soul, Hardy, Profession(Hunter).
Life Blessed. Tribal Feats - Zantira: Foe Hunter, Light
Special Quality - Rudra: Rudrans will almost Sleeper, Talent.
never offer honorary tribal memberships to non- Special Quality: Zantira do not get the standard
rudrans. half-spear proficiency like other nubari. Instead,
Simbara the men get javelin and the women get short
The Simbara, or “People Of The Lion”, are a bow.
proud and robust tribe who revere the great cats
of the savanna. They believe that their greatest Oscray
warriors and shaman are reborn as lions after The Oscray are a race of demi-humans originally
they die. It is also said that the greatest of them descended from Orcs. Like Lacerials, Oscray are
can wrestle a lion into submission and steal its also not native to Malatra and came to the jungle
strength. Though this is almost certainly more when their sky ship crashed (Year Of New
boast then fact, it symbolizes the Simbara’s Peoples, 1997). They are adapting to Malatran
pride, strength, and courage. The Simbara live on life very well and on more then one occasion
the Rayanna Savanna. have remarked that jungle life “is a lot more fun
Bonus Skills - Simbara: +2 to Grapple checks, then running from elves all the time.” Malatrans
Bluff, Intimidate, Knowledge(Rayanna really don’t understand this comment, but
Savanna), Move Silently, or Profession(Hunter). welcome their new friends anyway.
Tribal Feats - Simbara: Blood Of The Personality: Loud, boisterous, sometimes
Ancients, Deter-mined Soul, Foe Hunter. aggressive, yet capable of surprising compassion
Wise Ones to the weak and mercy to the defeated. The
Priding themselves on their intellect and their Oscray have also proven themselves loyal unto
ability to treat all beings equally, the Wise Ones death to those they have befriended.
are residents of the Rayanna Savanna and uneasy Physical Description: Somewhat resemble orcs,
neighbors of the Simbara. but are larger and have grayer skin than true
Though peaceful, fully one-half of the village is orcs. Oscray have the characteristic pig like
rigorously trained in the arts of combat. The snout of the orcs, but stand proud and erect as
other half is dominated by witch-doctors and opposed to the stooped posture of their orcish
shamans. The Wise Ones revere knowledge and cousins. Oscray have large canine teeth that they
honor the Tontor (elephant) as a being of great sharpen to fine points.
intelligence. Apparently the elephants agree, for Relations: Oscray have adapted well to their
there are always a number of elephants near all new homes and neighbors for two reasons. First,
Wise Ones villages. Wise Ones are among the they are still uneducated in the ways of the
most cunning of weavers in all of Malatra. jungle and rely greatly on the Simbara and Wise
Bonus Skills - Wise Ones: +2 Craft(Weaving) Ones to help them. Second, though naturally
or any Knowledge skill. aggressive, the Oscray live a week to ten days
Special Bonus: All Wise Ones start at first level travel from all sorts of evil and violent races:
with woven thatch armor (Treat as leather armor brutish lizardmen, black leopard katanga, hyena
with maxi-mum DEX bonus of +8. Weight is 10 katanga, and others. When Oscray get the desire
lbs). for battle, they have a wide variety of opponents.
Tribal Feats - Wise Ones: Blood Of The Alignment: Usually neutral.
Ancients, Discipline, Gifted Learner. Lands: Their single village lies on the Rayanna
Zantira Savanna, three days north of the Wise Ones
Members of the Zantira tribe live on Sleepy tribe.
Lake, far downstream from the Huroola. The Spiritual Beliefs: Some of the Oscray still
Zantira, or “Raft Dwellers”, fashion their worship their old gods even though their old
floating homes from bamboo, grasses, reeds and
gods don’t seem to be listening. No clear Malatra. All of this contributes to some unease
consensus has arisen as to what beliefs the tribe amongst other races.
as a whole will follow. The plantmen also feel they have reason to be
Language: The Oscray speak a variant of the wary. They call all other peoples “the animal
orcish tongue, unknown on the plains of Malatra. peoples” and see them as being short-sighted,
They can learn any Malatran language. short-lived, and unpredictable. Plantmen
Racial Traits: remember the “quiet time” before the ancients
• Ability Adjustments: Str +2, Cha -2. came, and see the animal peoples as disturbing
• Move: 30 ft. the natural peace of the jungle.
• Preferred Class: Fighter. Alignment: Usually neutral.
• Size: Medium (5 ft by 5 ft/5 ft). Lands: Unknown - and everywhere. One large
• +2 Bluff plant village is thought to lie just south of Fire
• Natural Armor +1. Mountain in the Jungle of Lost Tribes. Plantman
• Natural Attack: 1d3 bite. villages, once discovered by others, are hastily
• Bonus Proficiency: Halfspear, light and moved.
medium armor. Spiritual Beliefs: Plant and nature spirits. For
• Darkvision 60'. the plant-men, this can also translate to ancestor
• Special Quality: Though everyone else treats worship, as a se-lect few plantmen are selected
Wilderness Lore as a class skill, Oscray treat to join the “Council Of Trees” and found their
Wilderness Lore as per their core character class. own villages.
• Automatic Language: Oscray, Malatran Language: Although they do not have a spoken
Common. Bo-nus Language: Any. language, they communicate by sign language
and various “plant” noises, such as clicking,
Plantmen clacking, and rustling. Plantmen can learn to
Also known as Malatran Mold Men, Plantmen understand Nubari and other languages by lip
are bipedal fungus creatures. Plantmen are the reading. Other hero characters can learn to
oldest known race in Malatra. understand the plantman sign.
Personality: Plantmen are a unique people in a Racial Traits:
land of the strange and marvelous. At lower • Ability Adjustments: Cha -2
levels plantmen can be extremely aggressive and • Move: 30 ft
voracious eaters of meat. As they grow (gain • Preferred Class: None.
levels), chlorophyll begins to take over and the • Size: Medium (5 ft by 5 ft/5 ft)/Large (5 ft by 5
need for meat subsides. The plantmen ft/10 ft)
personality also tends to mellow with age. • +4 Hide in forested areas and tall grass
Physical Description: Malatran plantmen are • Natural Armor +3.
medium to large sized, bipedal fungus creatures. • Natural Attack: 1d4 /1d4 (thorn claws),
They have sharp, thorn-like claws, and leaf-like 1d6/1d6 at 8th level
tendrils form a fringe on their shoulders, • Lowlight Vision.
abdomens, and limbs. A topknot of these tendrils • Special Qualities:
sits at the apex of the plantman’s head. Malatran -- ½ damage from water-based attacks.
plantmen have brown skin and green tendrils. --Immune to electrical attacks, poisons,
They are 4 feet tall, plus ½-foot per Hit Die. At 8 sleep, paralysis, stunning, and
feet they are con-sidered ‘Large’ creatures. As polymorphing.
such, players should make the appropriate --Plantmen are subject to critical hits.
adjustments to hero stats. Also, a large plantman --Fire-based attacks cause double
gets a reach of 10'. damage , re-quiring the plantman to
Relations: Plantmen feel of others as others feel make a Will saving or act as if under the
of them - cautious. Plantmen have alien effects of a fear spell cast at 10th level.
motivations and a life cy-cle that is not The DC is 10 + the points of damage
completely understood by even the most that the plantman suffered. Plantmen
renowned sages. Their numbers are unknown get a +1 bonus to the save per Hit Die.
since they can hide their homes so well in the --Read Lips is a cross-class skill for all
jungle. They talk of secret knowledge and of Plant-men, regardless of class.
being ‘the first and only native inhabitants’ of • Bonus Proficiency: Halfspear.
• Automatic Language: Plantspeak, Sign. Bonus
Lan-guage: Any.
• Special Note: Plantmen can be healed by non- Spiritual Beliefs: Saru shamans are extremely
plantmen shamans with normal cure/heal spells. rare, and only a handful exists at any one time—
Likewise, Plant-men can heal other, non-plant and only females can become shaman. The Saru
species. Healing magic is the same throughout venerate a greater being called Chee’ah, a
the Malatra. It comes from the same source - the demigod who walks the plateau of the Living
spirits of nature. Jungle. Saru females who have the “calling”
leave their clan to seek out Chee’ah, and those
Saru who find their god return to the clan with great
Gorilla-like intelligent creatures native to the priestly powers.
Malatran Plateau. Saru commonly look exactly Language: The language of the Saru consists of
like grey or silver-backed gorillas, though some hand gestures, facial expressions, grunts, hoots
Saru look like orangutan. Saru are fearful of and screams. Saru Heroes must spend skill points
showy or flashy magic and rarely live in an area to learn any spoken language.
for very long. Some Saru are fascinated with Racial Traits:
other intelligent races (Saru consider all • Ability Adjustments: Str +2, Int -2.
intelligent races as ‘people’) and will sometimes • Move: 30 ft/Climb 30 ft
try to copy the actions or activities of others. • Preferred Class: Fighter. Restricted Class:
Saru never eat meat. Witch-doctor.
Personality: Friendly, gregarious and having a • Size: Medium (5 ft by 5 ft/5 ft).
childlike curiosity, Saru can be a delight to have • +4 Climb (+8 in trees), +2Vine Swinging.
in a party. Though they are slow to anger, an • Natural Armor +1.
enraged Saru has the strength and toughness to • Natural Attack: 1d3/1d3 (fists).
make the target of their rage sorry for the • Special Qualities:
offense. --Saru fear magic and will flee displays
Physical Description: Saru are gorilla-like apes of visual enchantments (must make a
native to the Malatran Plateau. Saru have heavy Will save at a DC of 15 or act as if
upper-body strength, short legs, feet with limited under the effects of a fear spell cast at
grasping ability, and black, silver or copper-red 10th level. Saru get a +1 bonus to the
fur covering their body except on their faces, save per character level.)
palms, and soles of their feet. Most Saru are five --Saru cannot swim nor can they learn.
to six feet tall (with females being slightly --Saru have the Wild Empathy ability,
smaller) and have arm spans up to nine feet regardless of their class.
wide. --Speak with forest animals 1
Relations: Saru are neutral or friendly to most minute/day (as forest gnome).
races of the Living Jungle including -- Only female saru may be shaman.
Korobokuru, who hate the Saru for some • Lowlight Vision.
unknown reason. • Bonus Proficiency: Halfspear.
Saru hate Leopard Katanga, who often feed on • Automatic Language: Ape (monkeys and
their young. Every living animal, however, is gorillas), Saru. Bonus Language: Any.
considered a “person” by the Saru. They try to
speak with other animals, delighted when they Shu
are answered by those that understand them A race similar to halflings, Shu are extremely
(apes, monkeys, and many nubari and demi- secretive and shy. They make up their total lack
nubari). Even though they don’t answer, hippos, of body hair with all-over tattoos, paintings, and
lions, sloth, and other creatures are still piercings.
approached—and sometimes immediately fled— Personality: Friendly and trusting of other shu,
by Saru interested in conversation. In any event, cautious and suspicious of all others. ‘Big’
Saru can approach a normal animal with the people are looked at as clumsy and potentially
effects of a Speak with Animals spell once per dangerous.
day. Physical Description: The Shu are similar to the
Alignment: Usually Lawful Good. halflings found in other parts of the Forgotten
Lands: Saru are found throughout Malatra. Saru Realms. However, they differ in their universally
have no permanent settlements and move from slender builds and complete lack of body hair.
one part of the jungle to the next. Shu compensate for the lack of hair by covering
their bodies extensively with war paint, gaudy Personality: Tam’hi are generally guarded
jewelry, and body piercing (ears, nose, and lips). around strangers. They tend to evaluate people
Relations: The Shu are impartial to all other based on how they treat the jungle. Tam’hi have
races, and they will not attack others unless they an outlook similar to the traditional druid in the
are assailed first. The Shu, as a whole, tend to Forgotten Realms, but are as genuinely
isolate themselves from the other tribes of interested in the success and health of all good
Malatra. Many younger Shu see the need for peoples as they are that of nature.
their race to trade and interact with others of the Physical Description: Tam’hi have thin, supple
jungle, but this view is not widely accepted by bodies with pale (river) or bronze (jungle) skin,
Shu elders. Shu are zealous foes of black leopard both with a tint of gold. Jungle Tam’hi are
Katanga, who often prey on lone Shu travelers. sometimes mistaken for black leopard katanga in
Alignment: Usually neutral. nubari or biped form, and the two have a great
Lands: Shu tribes are commonly found in the hatred for one another. Their narrow eyes are
fringes of the jungle, where they may easily almond (river) or black (jungle) with extremely
camouflage their homes. One exception is the thin eye-brows. All Tam’hi hair is either light
Simbuki Shu which, oddly enough, live on the brown, black, or blond, and neither males nor
Rayanna Savanna. While their numbers are not females can grow facial hair. Tam’hi with blond
known, it is suspected that a great many Shu live hair are considered rare and sacred.
hidden across Malatra. Relations: Tam’hi try to maintain good relations
Spiritual Beliefs: The shu engage in ancestor with all good peoples, though caiman katanga
worship. According to their oral history, it has are treated with suspicion. River Tam’hi are
been decreed by their ancestors that no Shu shall particularly friendly with those peoples who live
take the life of another Shu. Despite any near and show respect to rivers and lakes. Jungle
differences, Shu will walk away from tam’hi have close ties to plant people.
confrontations with others of their race before Alignment: Usually neutral good.
resorting to violence. This pact has not been Lands: Tam’hi are found throughout Malatra.
broken throughout the culture of the Shu, Spiritual Beliefs: Nature spirits
perhaps because legend states that if one Shu Language: Tam’hi speak Malatran Common
ever kills another, a terrible apocalypse will and a dialect of common called Tan-Tam.
occur. At the very least, the offender will be Racial Traits: Jungle
instantly struck dead by an enraged ancestor. • Ability Adjustments: none
Language: Shu have their own language. • Move, Jungle: 30 ft.
Racial Traits: • Preferred Class: Ranger
• Ability Adjustments: Str -2, Dex +2. • Size: Medium (5 ft by 5 ft/5 ft).
• Move: 20 ft. • Jungle: +2 Survival, +4 Hide in forest
• Preferred Class: Rogue. • Special Qualities:
• Size: Small (5 ft by 5 ft/5 ft). -- Speak w/ Animals 1/day, 1 minute
• +4 Hide, +2 Listen, +2 Move Silently. -- Trackless step
• Special Qualities: +2 Fort saves vs. poison, +2 --Both species of Tam’hi fear fire and
saves to spells and spell-like abilities, +1 to hit will flee displays of large fires (larger
blowgun. then a campfire). They must make a
• Lowlight Vision. Will save at a DC of 15 or act as if
• Bonus Proficiency: Blowgun. under the effects of a fear spell cast at
• Automatic Language: Shu, Malatran Common. 10th level. Tam’hi get a +1 bonus to the
Bonus Language: Any. save per character level.
• Lowlight Vision.
Tam’hi • Bonus Proficiency: Halfspear.
According to legend, Tam’hi are the descendants • Automatic Language: Tan-Tam, Malatran
of nubari and various nature spirits. All have Common. Bonus Language: Any.
strong ties to both the natural world and the Racial Traits: River
tribes of the jungle. There are two types of • Ability Adjustments: none
Tam’hi—jungle and river. Both hold excellent • Move: 30 ft/Swim 30 ft.
relations with each other, and there has been no • Preferred Class: Sorcerer.
war between the two during the lifetime of the • Size: Medium (5 ft by 5 ft/5 ft).
oldest living Tam’hi. • +8 Swim
• Special Qualities:
-- Speak with fish 1/day, 1minute
-- -1 Save vs. Fire Based Attacks, +1
Save vs. Water Based Attacks, Water
Breathing.
--Both species of Tam’hi fear fire and
will flee displays of large fires (larger
then a campfire). They must make a
Will save at a DC of 15 or act as if
under the effects of a fear spell cast at
10th level. Tam’hi get a +1 bonus to the
save per character level.
• Lowlight Vision.
• Bonus Proficiency: Halfspear.
• Automatic Language: Tan-Tam, Malatran
Common. Bonus Language: Any.

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