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IRONSMITH:

FLAVOR PACK
INSPIRED BY
SOUTH AMERICAN MYTHOLOGY

A FAN MADE SUPPLEMENT FOR


THE IRONSWORN RPG SYSTEM
Copyright (c) 2021 Eric Bright of Play Every Role

LICENSING INFO
This work is based on Ironsworn (found at www.ironswornrpg.com),
created by Shawn Tomkin, and licensed for our use under the Creative
Commons Attribution 4.0 International License.
(https://creativecommons.org/licenses/by/4.0/).
The text of this work is created by Eric Bright and licensed for use under
the Creative Commons Attribution 4.0 International License (CC-BY).
You may transfer the contents of this book to another medium (such as The
Augur or Roll20) or create derivative works based on this content. The
only thing I ask is that you let me know how you are using it in your design
so I can follow along! You can contact me most reliably by email at
ericbright2002@yahoo.com. If you have any questions or would like to
collaborate on future designs, please drop me a line!

WRITING AND DESIGN


All writing and design by Eric Bright.

ACKNOWLEDGMENTS
NOTE: This is NOT OFFICIAL Ironsworn content! It is fan-made content
made available through the generous licensing of Shawn Tomkin, creator
of Ironsworn. Please support him by purchasing the original Ironsworn
products as well as Starforged, the sci-fi follow-up game to Ironsworn.

IMAGE CREDITS
Cover image by Nick Kypriadis licensed from iStock by Getty Images.
All photos are in the public domain taken from The Metropolitan Museum
of Art, Unsplash, Pixabay and Pexels. Select Icons by Lorc, Delapouite,
Cathelineau, Skoll, and DarkZaitzev from game-icons.net under CC-BY
3.0. Jaguar by Philip Glen, Black Panther by N.K. Narasimhan, Yaguareté
and Llama by Gilda Martini from the Noun Project. Other icons by
www.flaticon.com.
TABLE OF CONTENTS
THE JUNGLELANDS 2
NEW REGIONS ..................................................................................3
Rumi Uma Wat’a .....................................................................................4
Kiru Chhukruna .......................................................................................5
Unu Sach’ara............................................................................................6
Thuniy Nan ..............................................................................................7
Chinka Wayta Pata ...................................................................................8
Q'umir Amaru Pikchu ..............................................................................9
Qincha Phaqcha .....................................................................................10
Yana Hirka ............................................................................................. 11
P'uruna T'urr...........................................................................................12
NEW ASSETS ...................................................................................13
Combat Talents ......................................................................................13
• Atlatl ............................................................................................14
• Champi ........................................................................................15
• Liwi..............................................................................................16
• Macuahuitl...................................................................................17
Companions ...........................................................................................18
• Alicanto........................................................................................18
• Uturunku......................................................................................19
Paths.......................................................................................................20
• Anka Nan .....................................................................................20
• Paqu Hampiq ...............................................................................21
• Tujllaki.........................................................................................22
• Uturunku Nan ..............................................................................23
Rituals ....................................................................................................24
• Allinyachiy ..................................................................................24
• Pampa Suyu .................................................................................25
NEW FOES........................................................................................26
Animals ..................................................................................................27
• Ahuizotl .......................................................................................27
• Cuero ...........................................................................................28
• Ix Hunpedzkin .............................................................................29
• Cuero ...........................................................................................30
• Kori..............................................................................................31
• Pira Nu.........................................................................................32
• Quetzalcoatl.................................................................................33
• Romsiwamnari.............................................................................34
• Wako ............................................................................................35
Beasts .....................................................................................................36
• Boiuna..........................................................................................36
• Falajitax .......................................................................................37
• Okpe ............................................................................................38
• Rahara..........................................................................................39
• Tosetax.........................................................................................40
Firstborn.................................................................................................41
• Caimana.......................................................................................41
• Camazotz .....................................................................................42
• Eintykara......................................................................................43
• Huayramama................................................................................44
• Munuane ......................................................................................45
• Ookempan....................................................................................46
• Sachamama..................................................................................47
• Yacumama ...................................................................................48
Junglelanders..........................................................................................49
• Maricoxi ......................................................................................49
NAME ORACLES ............................................................................50
KOMIKAN: THE JAGUAR AND THE LLAMAS ..........................53
Game Board and Tokens ........................................................................54
Alternate Versions ..................................................................................55
Initial Set-up for Basic Version..............................................................56
SETTLEMENT TRACKERS ............................................................57

IV THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


THE JUNGLELANDS

Inspired by South American Mythologies


IRONSMITH: FLAVOR PACKS 1
THE JUNGLELANDS
Each Flavor Pack for the Ironsworn RPG is inspired by some culture’s
mythology. The ideas presented are not exact duplicates of myths,
cultures, or creatures from those cultures, but rather are general ideas
meant to evoke a slightly different feeling rather than the viking-like
setting of the Ironsworn core setting.
The Junglelands Flavor Pack was inspired by mythologies from across
South America and Mesoamerica, particularly the Inca and Aztec.
The southern continent that the Junglelanders came from was
rapidly spinning into a new ice age which forced the people to flee
to the north hoping to find warmer and more hospitable climates.
When they first landed in the Junglelands, they thought they had
succeeded at both, but it was a paradise too good to be true. The
oppressive heat, constant cycle of tropical storms, and dangerous
animal life makes this a harsh land to call home.
At first there were few enough people that hunting and gathering
provided for their needs, but that too rapidly changed. All manner
of dangerous creatures lurking in the jungles viewed them as
invaders and prey. Thus, farming suddenly became a part of every
warrior's job, but it is difficult tending to the crops when you can
have only one hand on the plow since the other must hold a
weapon to fend off the various threats of the land.
The Junglelands continent is a study in extremes. It goes from the
driest desert on the coastal plains to the wettest rain forest
surrounding rich river basins, from the flattest of plains to the
highest mountain peaks. These extremely different environments
have given rise to an equally diverse set of flora, fauna, and
monstrous beasts that roam the lands.
In addition, the Junglelanders were not the first to settle on this
continent. Ancient and magnificent ruins are scattered throughout
the lands as well as immense carved stone statues, obelisks, and
altars. These may be from the firstborn people rumored to still be
living in the Junglelands or possibly from some more ancient
people.
Life in the Junglelands is hard. Survival is the watch word, and the
traditions and customs of their ancestors are at times all that keep
the Junglelanders from giving up hope of taming this wild place.

2 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


NEW REGIONS
Each region in the Junglelands corresponds to a region on the normal
Ironsworn map. In this way, you can continue to use the same map while
still getting a new flavor for the setting.
The original Ironsworn regions change as follows:
1. Barrier Islands → Rumi Uma Wat'a (Stone Head Isles)
2. Ragged Coast → Kiru Chhukruna (The Toothed Beak)
3. Deep Wilds → Unu Sach’ara (The Drowning Wood)
4. Flooded Lands → Thuniy Nan (The Shattered Road)
5. Havens → Chinka Wayta Pata (The Lost Garden)
6. Hinterlands → Q'umir Amaru Pikchu (The Green Snake Hills)
7. Tempest Hills → Qincha Phaqcha (Wall of Waterfalls)
8. Veiled Mountains → Yana Hirka (The Obsidian Mountains)
9. Shattered Wastes → P'uruna T'urr (The Sinking Plains of Mud)

IRONSMITH: FLAVOR PACKS 3


RUMI UMA WAT’A STONE HEAD ISLES
Replaces: Barrier Islands (Region 1)

Features:

• Stone heads rising out of or • Sporadic patches of trees with


sinking back into the ground shallow roots
• Grassy coastal plains exposed • Constant wind
to the elements • Violently crashing waves

The Rumi Uma Wat'a islands are covered with large stone heads that do not
appear to have been carved but formed organically, and most people claim
that the islands are cursed. The legend goes that the first inhabitants were
formed of the earth of these isles by Sachamama, the snake deity of the
jungle. They rebelled against the Mother Snake, and she cursed them to
slowly sink back to the earth from whence they came.
The few Junglelanders who make their home here hurriedly try to fish
between the almost non-stop hurricanes. Again demonstrating their
mystical quality, the stones heads serve as anchors for shelters and are far
more likely to survive the hurricane force winds than shelters not
incorporating the stone heads.
The islands are also home to large or
mutated animals that are not present
on the mainland. This is most likely
due to the nature of the plants on
these islands which have adapted to
survive the terrible winds. Trees that
grow here have very shallow and
wide root systems and are extremely
flexible. Leaves, bark, and even the
wood of tree trunks are full of thick
cords that our stomachs cannot
digest, but the odd creatures here
have evolved to eat these rope-like
strands that are almost as
indestructible as iron.
Quest: One stone head has a bright
green jewel embedded in its
forehead. What power does this gem
have, and what dangerous creature
guards it?

4 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


KIRU CHHUKRUNA THE TOOTHED BEAK
Replaces: Ragged Coast (Region 2)

Features:

• Waves crashing against • Drums sounding as


sheer rock cliffs pirates near
• The creak of wood rubbing on • Nets marking fish breeding and
wood as houses float feeding pools

The coastal region of Kiru Chhukruna is said to have formed when


Huayramama, the snake deity of the wind, cast the great alicanto bird Quri
Apu from the sky after the bird dared to shine brighter than her. This is why
the alicanto birds no longer fly. As Quri Apu fell, her beak shattered into
the teeth of the coast. Those teeth form steep rocky drop-offs to the sea
from the jungle interior.
Because of the extreme jagged nature of the coast, Junglelanders here live
mainly on floating wooden houses and pray that the Rumi Uma Wat'a
protect them from the onslaught of storms. In particularly calm bays,
several families may bind together their houses forming a tiny floating
village. Unfortunately, these places are easy prey for pirates and raiders on
prowling the coastal waters.
Due to the frequency of storms, larger boats and ships are rarely built
except by risk-taking pirates. More common are the low canoes made to
maintain their balance even in the roughest waves as long as they are
guided by a skilled pilot.
Quest: A small settlement lacking the warriors to protect themselves had
their floating village pulled out to the open sea by pirates who are
demanding crates of fish and other supplies as a ransom. A quick-thinking
youth jumped into the sea before they were pulled too far out, swam to
shore, and now seeks help to save the village. Who do you know there?

IRONSMITH: FLAVOR PACKS 5


UNU SACH’ARA THE DROWNING WOOD
Replaces: Deep Wilds (Region 3)

Features:

• Small streams feeding the • Towering trees of


Mayu Wanu exceptional girth
• Thick, hanging vines • Steamy humidity
• Constant hoots and howls • Ever-present patter of rain

Unu Sach'ara is a dense tropical rain forest with deep rivers all flowing into
the larger Mayu Wanu, the River of Death. The jungles here hide small
conclaves of firstborn, and the rivers house flesh-eating fish and snakes.
The constant cacophony, particularly the animal screams at night, have
been known to drive more than one Junglelander mad.
Junglelanders have deforested the edges of this untamed rain forest to
make their homes, but it is said that any tree felled for greed rather than
need will lead to a grim meeting with Sachamama. While one of the most
dangerous places on the continent, Junglelanders still risk venturing into
the region for the exotic plants and herbs that only grow here.
Quest: The savior flower only blooms every handful of years and is set to
bloom this year. The pedals of this miraculous plant can be used in a
healing poultice that cures nearly all injuries and diseases. Unfortunately,
the trek to the area where the savior flower grows is arduous and fraught
with peril. What need sends you on this dangerous quest for the savior
flower?

6 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


THUNIY NAN THE SHATTERED ROAD
Replaces: Flooded Lands (Region 4)

Features:

• Roar of waters falling • Gaping holes in rocks leading


into sinkholes to only darkness below
• Dark slabs of rock impervious • Sparse forests
to pickaxes and other tools • Bogs and swamps

Thuniy Nan is where the great river Mayu Wanu meets its early end. Rather
than flowing on to the sea, small but deep sink holes dot the land forcing
the river to split again and again into smaller streams. Moreover, a specific
mineral in the rocks is immune to the ravages of water erosion, again
making the river split in odd places.
Great surges of sea water push far inland before mixing with the river
water. It is said there are underground cave networks that allow the river
water to finally get to the ocean and that large alligator people guard these
passages.
Junglelanders living here try to take advantage of the rampant death of
aquatic creatures when salt water and fresh water mix without running
afoul of the more dangerous varieties who can live in either.
Quest: At the very end of the Mayu Wanu lies a great sinkhole creating a
large whirlpool within sight of the ocean. Legend says that a great
underground city can only be accessed by going down the whirlpool. What
does the legend say is contained in this city, and why do you need it?

IRONSMITH: FLAVOR PACKS 7


CHINKA WAYTA PATA THE LOST GARDEN
Replaces: Havens (Region 5)

Features:

• Heat radiating from the sun • Settlements built up in the


and the trees rocky tree branches
• Layers of vines covering • Mayu Wanu running swiftly
everything in sight with deep, dark waters

Chinka Wayta Pata was supposed to be the saving grace for the
Junglelanders. The Mayu Wanu provided a steady source of water, and the
tropical gardens growing in the river basin valleys yielded sustenance and
supplies for building shelters to live in.
Unfortunately, what looked like forests in this region were really trees that
had been turned to stone in some cataclysm far in the past. Rocky stumps
and even full-grown trees of rock spread out across the landscape and act
as heat traps for the sun’s rays. As such, they provide little respite from the
sweltering heat of the Junglelands. Some species of vines are capable of
withstanding the heat and grow over the rocks, but most new tree growth
has a hard time finding purchase.
Still, the Junglelanders persist, for this is their best option for survival. The
soil between the rocky trees can still be used as small garden patches, and
there is always the River of Death to fish if you can survive the aquatic
denizens.
Quest: A group of stubborn Junglelanders have decided to clear an area of
the rocky trees to build a settlement rather than using them as the
foundation. The work is tiresome and dangerous with the raiders known to
be at large. What makes the group of raiders hard to track, and who do
owe a favor to that you agreed to help build this new settlement?

8 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


Q'UMIR AMARU PIKCHU THE GREEN SNAKE HILLS
Replaces: Hinterlands (Region 6)

Features:

• Beautiful flowering trees • Animals feasting together


• Colorful clouds of pollen on fallen fruit
constantly churning • Settlements built on high
• Tall, yellow grasses rustling wooden beams above the fog

Q'umir Amaru Pikchu is filled with gently rolling hills of tall grasses and
numerous fruit trees that are almost always flowering. However, many of
the fruit trees in this region are as poisonous to humans as the bite of a
viper. Worse, the animal life has adapted to the fruit and inadvertently help
spread the poison through the water sources of the region via the seeds left
in their spoor.
When one of these trees begins its flowering cycle anew, its pollen spores
create vibrant clouds of poison that travel for miles in a dense fog.
Junglelanders have settled here but always carry a miyu hampiy, meaning
poison cure, that is made by distilling the crushed leaves of a rare purple
fern known as kulli raki.
Each settlement has a group of gatherers assigned daily to find more of the
protective plant which is then turned into miyu hampiy and stockpiled for
when the poison storms blow through. The gatherers must also be
protected by warriors because of the number of aggressive species of
animals in the area.
Quest: Something is killing off the kulli raki near the settlement of Corpa
forcing gatherers to go farther afield to find the plant. What is killing off
the fern locally, and can enough kulli raki be found before the next large
poison storm arrives?

IRONSMITH: FLAVOR PACKS 9


QINCHA PHAQCHA THE WALL OF WATERFALLS
Replaces: Tempest Hills (Region 7)

Features:

• Sheer, black cliff faces • Rugged hills leading to cliffs


• Gray slabs of rock • Water running steadily towards
• Thunder of waterfalls the distant Mayu Wanu
• Holes dotting the cliffs • Scavengers flying overhead

The region of Qincha Phaqcha is known for its many waterfalls dropping
off the sheer cliffs of the Yana Hirka mountains. One of the most
spectacular sites is the Lunq'u Falls where a semi-circle of over 200
waterfalls cascade down jagged cliffs spitting blinding amounts of spray
into the air.
Junglelanders in this region mostly live in the forests and hills to the
immediate south of the waterfall cliffs, but some build dwellings directly
into the cliff faces and fish with great nets at the waterfall mouths.
Agricultural work is nearly impossible for the settlements within the cliff
faces, so the residents grow mushrooms and other fungi within their cave
dwellings in the rock. Furthermore, the area surrounding the waterfalls and
cliffs is universally rock with no trees in sight for a handful of miles south
meaning dangerous treks must be made to haul lumber back for building
staircases, supports, and platforms within the cliff dwellings.
Even in the southern hills and forest, this region is still a harsh area to call
home as it is teeming with dangerous wildlife.
Quest: The cliff dwelling community of Temutaro tunneled deep within the
cliff face that they live in and discovered a strange ore. What unusual
properties does this ore have, and why is it dangerous enough that the
overseer is worried about it causing a panic?

10 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


YANA HIRKA THE OBSIDIAN MOUNTAINS
Replaces: Veiled Mountains (Region 8)

Features:

• Mountain passes ever changing • Shrieks of creatures who rule


with powerful quakes in the darkness
• Sounds of falling rock echoing • Vibrations in tunnel walls
through dark tunnels • Sudden rock slides

The Yana Hirka mountain range is so named because of the rare veins of
black iron that streak through them. Nearly every vein is strangely
cylindrical and most of them flow back towards a single origin point deep
under the mountains. Despite efforts to find the convergence point of these
veins, none have been able to break through due to an area of solid
diamond surrounding it. Speculations run wild of a “beating heart” within
the mountains.
The greatest of Junglelander warriors have their wooden macuahuitls lined
with the dark ore from these veins giving the weapons phenomenal
strength and razor sharp edges. However, finding a safe place to mine for
the rare black iron is difficult with the constant threat of firstborn nearby
and the many denizens in the dark underground spaces.
Moreover, the mountain range itself is no stranger to earthquakes that are
said to cause the peaks to gain up to 20 feet in height in just a few seconds.
One day, there may be a clear passage to the closest mining ground, and the
next that passage may be shut off by the shifting of rock during a quake.
Quest: A group of miners was due back with a shipment of black iron over
a week ago. Why do you need to find one of the miners in particular, and
what makes the mine they were working significantly more dangerous than
most?

IRONSMITH: FLAVOR PACKS 11


P'URUNA T'URR THE SINKING PLAINS OF MUD
Replaces: Shattered Wastes (Region 9)

Features:

• Unending sea of mud • Blazing sun broken only by


• Rotting carcasses of animals sporadic mangrove trees
trapped in the mire • Strange lights at night
• Baying of distant creatures beckoning you to follow

The P'uruna T'uru is an endless wasteland of bog, mire and muck. No


Junglelanders have dared to venture out into this region for fear of being
resigned to a slow death of suffocation after being trapped in sucking mud.
Despite the dangerous terrain, there must be safe passage somewhere in
these lands for the call of animals and beasts can be heard out among the
few mangrove-like trees that are scattered throughout the muck. The stench
of death and decay hovers over this place as the uncountable number of
animal carcasses caught in the mud rot in the hot sun before fully
submerging. The tiny puddles of water that form in the mud often house
small fish or eels that feast on the nearby corpses.
There are creatures that have learned to adapt to this environment by
evolving flat, wide feet to better distribute their weight on the swampy
ground. While they look somewhat like deer, they are actually carnivores
and said to be able to produce dancing lights with their short tails.
Quest: A mystic is asking for a petrified bone from the mud pits of P’uruna
T’uru claiming it will have properties of resistance to heat and water. Why
does this type of protection peak your interest?

12 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


NEW ASSETS
Just as the terrain and regions are different in the Junglelands, so too are the
people and their skills. Here are some assets unique to the Junglelands.

COMBAT TALENTS
Junglelanders rely heavily on stone and wood weapons mainly spears,
clubs, darts, swords, bows, slings, and double-headed axes. While there
are copper and iron weapons made, they are rare. You might consider
renaming or at least changing the in-game appearance of any Ironsworn
core assets that utilize these weapons. Here are the Inca words for such
weapons:
• Axe - Chiqtana
• Bow - Wachina
• Club - Waqtana
• Dagger - Tuksina
• Sling - Waraka
• Spear - Chuki

IRONSMITH: FLAVOR PACKS 13


ATLATL
In the Junglelands, it was a child
who hit upon the design of the
atlatl. Jealous of always being
out-thrown with spears, the
young warrior-in-training went
about finding a way to extend
their arms artificially to build
more momentum on the throw.
Thus, the atlatl was born.
While the atlatl does not have
quite the range of a long bow, it
does have more power and can
deal more damage because of
the larger thickness of the darts.
It is a favored weapon when
hunting large game as it can also
knock the target prone with a
powerful enough strike.
Design Notes: To represent the
additional power of this weapon,
the first ability allows you to Strike from range using +iron instead of
+edge and inflict more damage for a cost of momentum loss. The “short
distance” is intentionally vague so that you can decide if a foe is out of
range or not.
The second ability is similar to the Ironsworn core asset Blade-Bound, but
you lose supply to deal more damage instead of enduring stress. This is
meant to represent your dart either breaking or becoming unusable as it
nearly impales your foe.
The third ability showcases the hunting prowess of the atlatl. You can
choose between a precision attack to take down your game (careful aim) or
taking down the largest target in the herd (alpha strike) to get more supply.
Quest: The Grand Hunt is taking place where each hunter is given only a
single spear, dart, arrow, or other single use weapon of their choice to take
out into the wilds on the hunt. Whoever brings back the largest kill wins
the competition. The Grand Hunt is always performed right before winter
sets in so that supplies can be built up for the settlement, but this year the
game has been extraordinarily scarce. What is driving away the game in
this region?

14 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


CHAMPI
The champi is a mace with a
star-shaped head to help it better
penetrate armor. While champi
are in essence clubs, the heavy
ends give it more deadly and
devastating uses.
The champi can also serve a
ceremonial purpose by denoting
authority. The more ornate the
champi, the higher social
standing a warrior or ruler has.
In some cases, it is seen as a sign
of strength to have a champi that
is so opulent that it is impractical
or ineffective as an actual
weapon.
Design Notes: Most of this asset
is a mirror of the Thunder-
Bringer asset from core
Ironsworn just in a different
order. The first ability here is your standard bell-ringer (Thunder-Bringer’s
second ability), and the third ability is all about breaking stuff (Thunder-
Bringer’s first ability). However, when your character breaks stuff with a
champi, it is usually in a show of power or authority.
The second ability is different from Thunder-Bringer and gives you another
way to get a hit with a match. This is meant to represent the dense weight
at the end of the mace dealing damage with extreme force. To be clear, the
total action value would be the result of your action die plus your stat (iron
in this case) plus any adds. Example: With iron of 3, a 4 showing on your
action die roll, and an add of +1 from something like a Secure an
Advantage, your action total is 8. If both the challenge dice are 5 or lower,
it would count as a strong hit with a match allowing you to deal additional
damage or bring about some other narrative consequence.
Quest: The Kallpa Champi, or Mace of Power, was buried with the great
warrior Awaq Huanca Huyhua. A recent earthquake opened up a yawning
sinkhole that swallowed his tomb which prompted a local mystic to have a
vision that yielded two warnings. First, Awaq will not be happy that his
grave was disturbed and is likely to return as a horror. Second, if Kallpa
Champi is found and wielded by an underground denizen, it would be
dangerous for the whole region. What makes you think the earthquake may
not have been natural, and what do you think lurks in the deep darkness
underground?

IRONSMITH: FLAVOR PACKS 15


LIWI
Liwi are a set of weighted balls
tied at the ends of between two
and eight ropes used for hunting.
The weights and rope lengths
vary depending on the specific
animal being hunted, but all
have the same main function of
tying up the animals legs or
wings to bring them down to the
ground.
Skilled hunters can deal damage
with their liwi usually in a three-
balled method. The center ball
is heavier and strikes the
creature’s leg with full force.
Two smaller balls are pulled
behind the lead ball to either side
which then wrap around to
entangle. This type of liwi is
extremely effective with hunting
the large rheas bird.
Design Notes: The first ability is the entangling part of the bolas while the
second allows you to also deal damage when you try to entangle your foe.
Note that the entangling only works for foes of formidable or less as others
would be strong enough to break through the bola ropes.
The third ability represents the traditional use of the liwi in hunting with
two approaches. In the first approach, you are hunting bigger game like
deer which you can bring down with ease. In the second approach, you
hunt birds and get an add +2, but birds don’t provide as much meat as other
game, so you only take +1 supply.
Unrelated to the upgrades for this asset, you might make it possible to
wield the liwi without throwing them in your narrative by using them
almost like a flail. If your character prefers that method of fighting, you
may consider it a deadly weapon (inflicting 2 harm). On a miss with a
match or other bad circumstance, having a liwi rope get cut could be a good
way to Pay the Price.
Quest: When weighted with leather pouches instead of stone, the liwi are
very useful in capturing the alicanto bird who is prized for their ability to
hunt down iron ore and generate light with their bodies. A group of miners
would like to train some alicanto birds to help them, and a local bird has
just hatched their clutch of fledglings. Can the mother bird be subdued
while the chicks are taken? Why might the miners’ intentions not be pure?

16 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


MACUAHUITL
The macuahuitl is a thick
wooden paddle with slots
around the edge where shards of
razor-like obsidian are mounted.
The weapon is capable of
slashing with the shards and
bludgeoning with the wide
wooden portion.
The weapon came into
prominence in the Junglelands
when the raider Achik Ccahua
began using them. He used only
the thinnest shards of obsidian
so that when he slashed with the
edges, he could twist the paddle
and snap off the shards inside his
opponent. The wound sites from
these attacks would often
become infected earning Achik
his nickname: the Viper.
Design Notes: The first ability represents the weapon’s nickname as the
“obsidian chainsaw.” You’re trying to maim your foe permanently by
chopping off an appendage. You deal more damage with this Strike, but it
is harder to score a hit. Also note that every use of the ability will either
result in a strong hit with a match or a miss with a match. For example, if
you have an action total of 7 vs challenge dice of 1 and 8, the 1 becomes
an 8 making it a miss with a match. The second ability gives you an add to
this move.
The third ability can be a good way to gain the initiative back in order to
End the Fight as a weak hit counts as a strong hit. This is narratively meant
to be a less deadly way of subduing your foe as you simply stun and daze
them into submission. The Aztecs used this method for capturing foes
alive to take back for ritual sacrifices.
Quest: The warriors of Papata need more obsidian for their macuahuitls,
but the road to the mines in the far north mountains is long and dangerous.
What else do you hope to find on the journey north, and what reward are
the people of Papata offering you that motivates you to join the expedition?

IRONSMITH: FLAVOR PACKS 17


COMPANIONS
To better fit the Junglelands setting, you may consider changing the Hawk
companion asset to an eagle. Here are other companions found in the
Junglelands.

ALICANTO
The alicanto are large, flightless
birds about the size of a penguin
that can eat different types of
ore. Some species of alicanto
only eat a specific type of metal
such as gold, silver, or iron, and
their feathers develop the same
hue as their meals.
What is most remarkable about
the alicanto is their ability to find
precious metals. If befriended
and treated well, the alicanto
help us to find the metals we
need for smithing and other
projects. However, if they are
treated ill, they will use their
natural ability to create light to
blind you and run away. They
start by turning on their glowing
feathers to get your attention and
lead you towards a cliff or
precipice as their light dwindles ever lower. You’ll either be lost in the dark
or dead from a fall off a cliff, so have a care and treat the alicanto you meet
with respect.
Design Notes: The first ability is for when you take advantage of the
alicanto’s nose for metal. The second ability is similar except that it helps
you specifically when you are ambushed. “Significant quantities” is
intentionally vague to allow you wiggle room in your narrative.
The third ability represents the idea that alicanto can create light within
their feathers after eating ore. If you are using the Wealth track from the
Fortune Hunter asset, you might consider suffering -1 wealth instead of -1
supply when using this ability.
Quest: A faithful alicanto companion’s reactions led a miner to believe that
they had found a huge vein of precious ore. However, once the miner
began digging in the new direction indicated by the alicanto, the bird
became frantic and fled. It will no longer go down into the mine as if it
fears for its life. What could the alicanto sense that the miner can’t?

18 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


UTURUNKU
The uturunku of the Junglelands
are fierce apex predators who eat
strictly meat. They are brave
enough and capable enough to
attack alligators in the Mayu
Wanu and strong enough to
pierce the shells of river turtles.
Having an uturunku companion
in the Junglelands is extremely
rare and is considered a sign of
favor from the gods and
ancestors. Because it is a
constant fight to survive in the
Junglelands, we have learned to
kill and use all the parts of
almost any animal, but we do not
kill uturunku. They are sacred
kings of the jungle, and we dare
not cross them.
Design Notes: The first ability
models one way a jaguar hunts in real life by grabbing the throat and
waiting for the prey to suffocate. Your cat deals a bit of damage but
perhaps more importantly, holds the prey still for you to Strike.
The second ability demonstrates the jaguars favorite hunting method: stalk
the prey from downwind and then pounce. On a strong hit, your jaguar
rends the foe with their claws on the initial attack.
The third ability is related to the real-world bite force a jaguar has. They
can pierce turtle shells and, perhaps due to the hunting of turtles, learned to
bite heads near the ear. Their teeth pierce skulls and deliver a fatal wound
directly to the brain. I’m not making that up! That sounded to me like
when you End the Fight, but since you can’t get an add to a progress move,
I opted for the ability to reroll any dice. That means you could reroll the
action die, one or both challenge dice, or all three.
Quest: An uturunku was found dead with a spear wound to the heart. The
nearby settlement of San Balix is angry and worried that a curse will hang
over them if the culprit is not found and punished. What do you know that
makes you think there is something more sinister afoot, and what was
unusual about the site where the dead uturunku was found?

IRONSMITH: FLAVOR PACKS 19


PATHS
Path assets in the Junglelands offer the three major roles a character might
play: warrior, hunter, and shaman.

ANKA NAN
The eagle warriors are an elite
group who are known for their
bravery and tactical minds.
They go through a deadly
initiation where they are given
nothing but a tuksina (dagger)
and lampa (shovel) and then
tasked with trapping and killing
a rahara, the large mud-dwelling
snake with razor-like teeth and
jaws that can open as wide as a
Junglelander is tall.
The next phase of training is to
sit in the jungle for days on end
learning to watch and notice any
movement. Whether it is the
snake slithering by, the eagle
flying over head, or the tiny ant
marching to its home, an eagle
warrior trains their eyes and
brain to quickly notice
movement and assess any threat
in the situation. This gives them a tactical advantage as they often see
things that others miss.
Design Notes: The first two abilities demonstrate an eagle warrior’s
courage in the face of danger. They have almost always been in worse
situations and are confident they will be victorious. The second ability, in
particular, is about that confidence striking fear into the heart of an
opponent and thereby granting the add +1 until a 1 is rolled on the action
die. If this seems too powerful, you may only apply this bonus to firstborn
and Junglelanders since animals, beasts, and horrors may not be afraid to
see an eagle warrior in action.
The third ability is about the eagle warrior being able to see what others
cannot and assess the implications of this new knowledge.
Quest: Wayanaysi, an eagle warrior of great renown, has retired from the
life of a warrior and now trains those deemed worthy of becoming eagle
warriors. What great exploit did Wayanaysi accomplish that relates to one
of your vows, and why is his knowledge critical to your success?

20 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


PAQU HAMPIQ
The paqu hampiq are the shaman
of the Junglelands. They are
viewed as spiritual guides and
masters of mysticism. Much of
their power comes from their
ability to move between the
spiritual world and the physical
world thereby giving them
access to the knowledge only
held by the spirits.
It is said that a paqu hampiq
can’t be killed unless the
ancestoral spirits give their
approval. Stories abound of
paqu hampiqs who receive a
mortal wound only to stand back
up and give a prophetic message
to their attacker.
But it is not just the spirits of our
ancestor that a paqu hampiq can
commune with. Animal spirits, elemental spirits, and some say even the
Mother Snakes themselves will all communicate with, assist, and empower
a paqu hampiq of the purest heart.
Design Notes: The first ability allows you to commune with the spirits.
You might do this to find hidden information (almost like scrying) or to
learn truths lost to time.
The second ability lets you leverage any info you gain from the spirits.
The third ability gives you a big bonus on the brink of death, but it comes
at the price of allowing only a weak hit. I think of it as the ancestral spirits
giving you a second chance because they have a dire mission for you or a
dark secret to impart that you may wish you had not learned.
In some South American cultures, the two other rituals in this supplement
(the healing and shapechange ones) are abilities often ascribed to shaman,
so you may consider picking those up to complement this path.
Quest: The settlement of Tichito’s shaman was beloved by all as the village
healer and wise counselor. In a violent attack by raiders, the shaman was
shot through the heart with an arrow. Despite the mortal wound, the
shaman recovered but is now a changed person who continually spouts a
prophecy of impending doom. What is this prophecy, and how does it
involve you?

IRONSMITH: FLAVOR PACKS 21


TUJLLAKI
Hunting and tracking are among
the most necessary skills in the
Junglelands if we are to continue
to eat and survive. The children
of skilled hunters are taught and
trained from a young age, and as
such, they are often excused
from the normal duties around
the settlement.
Each year, the top hunters from
around the region compete in the
Great Hunt where they are each
assigned to track and kill a
terrible beast that is plaguing
one region or another. After
making their assigned kill, they
can then track and find another
hunter to assist with that
hunter’s kill. At the end of two
weeks, the hunters reconvene to
see who made the most kills.
Design Notes: This asset is your very basic hunting bonuses. I really don’t
think this would be specific to South American or Mesoamerican culture as
hunting was a critical part of almost any pre-industrial society. However,
it came up enough that I included it here.
The first ability gives you a bonus to tracking down your prey as well as
remaining hidden from them. You don’t want them to know you’re coming
for them! Compared to the Wildblood asset, you get a bump to momentum
here but that’s because of the narrowed focus.
The second ability represents your trap-making skills. While you could
arguably lump this in with the first ability, I decided to make it explicitly
defined.
The third ability is similar to the Cave Lion asset, but here you get an add
+1 instead of switching the stat you use.
Quest: A mysterious creature has been silently killing one person each
night in a nearby settlement. The people believe it is a beast of some kind,
but the tracks are unusual and unknown. Can you find this stealthy
creature before they strike again? What is unusual about the way that it
kills its victims?

22 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


UTURUNKU NAN
The jaguar warriors take their
cues from their namesake. They
are swift, strong, and stealthy.
These warriors are known for
their ferocity and ruthlessness in
battle and never run from a fight.
Some Junglelanders claim that
one cannot become a true jaguar
warrior until a strong spiritual
connection has been made with
a great jaguar spirit. Others say
it takes the blessing of a shaman
to achieve the power that jaguar
warriors have. Wherever these
abilities come from, the jaguar
warriors are well-respected and
not to be trifled with.
Design Notes: When I first
made this asset, it had a lot of the
same features as taking the
jaguar companion asset. After noticing that, I decided to make the two
assets cover slightly different ground.
While stalking and hiding go together, what’s swimming doing in the first
ability? Real-life jaguar’s are not only stealthy hunter but accomplished
swimmers. They hunt caiman! Where stalking and hiding would use
+shadow as their stat, the swimming would likely be +iron.
Much like the eagle warriors, jaguar warriors had battle regalia and at times
would wear animal pelts to gain the power and abilities of the animal. The
second ability represents the ferocity of a jaguar warrior and is modeled
after the Berserker asset’s second ability.
The third ability represents the idea that jaguar warriors wanted to take
captives during battle. Killing a foe was considered sloppy. Additional,
this ability “breaks the rules” by allowing you to burn momentum on a
progress roll, but it reduces each challenge die by 1. However, your
momentum must be greater than BOTH challenge dice. For example, let’s
say you have +8 momentum and 6 progress in a fight when you decide to
End the Fight. Rolling the challenge dice gives you a 6 and a 7 allowing
you to burn momentum (go back to your reset value) and then reduce the
challenge dice to 5 and 6. Now the miss is a weak hit.
Quest: A jaguar warrior under the influence of a powerful hallucinogen is
going on a rampage. What did they see that drove them to this madness,
and why does it bode ill for you even if you can stop their killing?

IRONSMITH: FLAVOR PACKS 23


RITUALS
Ritual magic in the Junglelands is generally is held in high regard, and
shaman or other practitioners are seen as advisers, healers, and a blessing
to any settlement.

ALLINYACHIY
The shaman mystics are known
for their ability to heal others,
but this healing is not limited to
physical ailments. A good
shaman takes a more holistic
view of healing and can cure the
ills of body, mind, and soul
through their allinyachiy ritual.
This healing ritual is performed
with much ceremony and
accouterments. Usually the
recipient is laid in a circle of
aromatic vines while wafts of
smoke from bowls of burning
incense blow over them. Drums
and sacred rattles accompany
the rhythmic and melodic chants
of the shaman.
Design Notes: The first ability
makes your physical healing
more potent as you channel the
power of the spiritual realm while the second ability grants healing to a
person’s spirit.
The third ability represents gaining insight and direction by ingesting the
hallucinogenic ayahuasca plant and going on a spiritual vision quest. This
gives you a neat way to roleplay with the spirits and find a way forward in
a vow when you’ve been hitting a lot of misses.
Additionally, note that allinyachiy is a full blown ceremony meaning it
would take time and effort to perform. This is something that would be
difficult to do out in the wilderness unless you had time to gather the
necessary components and carried sacred objects with you.
Quest: A shaman is reportedly able to sift through the memories of the
ancestors to re-discover lost knowledge. What is it that you desperately
need to know, and which of your ancestors hold the key to this knowledge?

24 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


PAMPA SUYU
A powerful shaman can entangle
their own nuna (soul) with that
of the great jaguar spirit making
the two almost become one.
They can then use this
connection to force their body to
transform fully into a jaguar or
even a fierce half-human half-
jaguar creature.
To perform such a ritual takes
much study and is also
dangerous as it can warp the
body and mind. Weaker mystics
have been known to lose control
of the spiritual connection and
either have their body torn apart
or lose their mind to that of a
beast forever.
Design Notes: You power this
transformation with a spiritual
energy called nuna, but the transformation causes physical damage as your
body shifts into a normal jaguar animal. You can then make moves
leveraging some innate aspect of your jaguar body, but it’s a choice.
For example, say you have +5 nuna and want to sneak into a settlement
with Face Danger +shadow. There are three options:
1. Make the move as normal. Do not suffer -nuna.
2. Frame it as the jaguar being stealthy. Add +1 but suffer -1 nuna.
3. Frame it as using your spiritual energy to shift your jaguar spots
into a more advantageous design. Roll +nuna but suffer -2 nuna.
The last two abilities allows a changes to your form (a werejaguar and an
ethereal version of either form) giving you new ways to leverage the
transformation in the fiction such as carrying large objects with bestial
strength, climbing places where arms would be necessary rather than
jumping or clawing, phasing through walls or trees as a spirit, making a
Strike laced with spiritual energy, etc.
Bonus: Check out Samuel Rondón’s asset called Therianthropy on Patreon
or the Ironsworn Discord as alternate version of a were-creature asset.
Quest: A mad mystic is said to be able to transform into a snake clearly
denoting their evil intentions. What is their dastardly plot, and how have
the animal spirits been adversely affected by it?

IRONSMITH: FLAVOR PACKS 25


NEW FOES
The foes of the Junglelands shy away from horrors not because there are
no ghost-like legends in South American but because many of those stories
fit the categories in Ironsworn better as animals or beasts than horrors.
This is not to say you can’t have horrors in the Junglelands. You absolutely
can and should, but the core Ironsworn horrors will fit just as well.
Additionally, there are three Mother Snakes included as firstborn who were
considered deities by some South American cultures. While they are close
to that status in the Junglelands as well, I set them to be firstborn (rather
than beast) to demonstrate their ancient lineage and sapience. They truly
were the first inhabitants of the Junglelands by virtue of helping to create
it. While these beings have a more positive bent to them in their
descriptions here than in their real-world equivalents, it would still be
possible to find your character at odds with them or needing to prove your
worth to them. Therefore, they are included as foes in case you want to
have them physically (not just mystically) in your game sessions.
Furthermore, there are a few Mesoamerican foes listed. With such an
overlap between some of the types of foes (particularly, the sheer volume
of mythological snakes from South America and Mesoamerica!), I thought
they best fit the flavor of the South America set. Specifically, the Ahuizotl,
Camazotz, and Quetzalcoatl are more Mesoamerican in origin but fit the
idea of the Junglelands really well.

26 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


AHUIZOTL ANIMAL
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
• Large, blue and black wolf
Features: • Fur that mats to create deadly spikes
• Tail with a clawed hand-like appendage
• Track and hunt with the pack
Drives: • Den in flooded areas
• Howl at the moon
• Pounce and rake
Tactics: • Tail attack
• Bite and claw

As if being hunted by a pack of wolves was not enough, the Junglelands


also have packs of aquatic wolves. The ahuizotl wolves live near lakes or
rivers and spend close to half their waking hours in the water. Their feet
are slightly larger with webbed toes making them exceptional swimmers.
While the ahuizotl share most of the same characteristics with their regular
wolf cousins, these wolves have two distinctions.
First, their black and blue fur grows together in large spiky mats that then
strengthen into the same consistency as their claws, This effectively gives
them a layer of spiked armor making them more difficult to capture alive.
Secondly, they have a three-fingered appendage (two fingers and a thumb)
at the end of their tail that we refer to as a hand for lack of a better word.
They can use this hand to grasp and manipulate items such as a haunch of
meat or branches for building a den. They can also use this tail-hand as a
method of attack if they have their prey held on the ground.
Quest: The river village of Boraba has been trying to rebuild since the
river flooded over half the settlement. Many buildings were lost during the
flood and some are still submerged as the river seems to have permanently
claimed part of the land. A pack of ahuizotl have moved into one such
submerged house and now terrorize the populace by killing off the few
livestock of the village. Why are the people of Boraba unwilling to kill
these ahuizotl despite the damage they inflict?

YOUR TRUTH
Is there a burrowing version of the ahuizotl? If so, what
unique characteristic do they have?

IRONSMITH: FLAVOR PACKS 27


CUERO ANIMAL
Rank: Troublesome (3 progress per harm; inflicts 1 harm)
• Giant stingray with eye stalks
Features: • Extremely flat, black and white body
• Claws at the front and hooks on underbelly
• Swim in deep rivers
Drives: • Swim upstream to mate
• Hunt and eat anything
• Wrap around victim
Tactics: • Spin and serrate with claws
• Lie still on the river bed to surprise

The “Floating Cowhide” creature certainly looked laughable, but the first
time one wrapped its flat body around a Junglelander who was trying to get
water from the river, we knew it was no laughing matter. That person
escaped with their life due to the quick thinking of a bystander, but not all
are so lucky.
A cuero usually hunts alone, gliding on the river currents attracting prey
with its black and white splotched body. After wrapping up a victim in its
body, it will begin to spin rapidly around the victim slicing them up with
its many bony hooks on its underbelly. It can also attack by spinning itself
so that its own body is wrapped up to the size of a spear and then fling itself
at its prey using its front claws as the spear head.
Despite their bold coloring with bright white spots, they can be difficult to
see in the muddy river waters of the Junglelands. We tried plunging spears
or sticks into the water before we entered a river in order to chase the cuero
away, but we have found that doing so only announces our presence. If
refilling a water skin or gathering jugs of water is necessary, get into and
back out of the river as fast as possible for the cuero never stop their hunt.
Quest: A mystic claims that they will gain control over the element of water
through a long and complex ritual. However, they need to perform the
ritual inside of a tent made of cuero hide. What other entity lurks in the
deep river waters nearby that must also be dealt with?

YOUR TRUTH
Are all cuero black and white, or do they have different
colorations? If they have variety, what purpose does this
serve?

28 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


IX HUNPEDZKIN ANIMAL
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
• Gila monster sized lizard
Features: • Poisonous bite and skin
• Deadly scorpion tail
• Hunt for food
Drives: • Sun on the rocks
• Usurp homes as its shelter
• Paralyzing tail strike
Tactics: • Poison bite
• Leave a trail of poison

While it is true that nearly every creature from the jungles can kill you, the
reptiles of the jungles are especially deadly. The ix hunpedzkin is no
exception to this. It is a large lizard with impossibly tough skin that not
only delivers poison through its bite but also through its stinger at the end
of a long, scorpion-like tail.
As a top tier scavenger species, the ix hunpedzkin prefers to take advantage
of the work of other creatures when it can. It scares away lesser predators
to steal their kills and finds dens or lairs of other animal to take as its own.
Unfortunately, this also includes our own homes. Once an ix hunpedzkin
finds a settlement, it will usually pick out a building or structure to call its
home and drive out or kill those inside. Once entrenched, these stubborn
creatures are nearly impossible to flush out.
Our main advantage when hunting ix hunpedzkin is that its height only
comes up to a Junglelander’s waist. While this makes them a huge lizard,
a group of our hunters is usually able to surround and kill one with
overwhelming numbers.
Quest: An ix hunpedzkin just took up residence in a home minutes ago. An
infant is still inside and is in immediate danger. Can the infant be saved?

YOUR TRUTH
What unique and unusual markings do ix hunpedzkin have?

IRONSMITH: FLAVOR PACKS 29


JARJACHA ANIMAL
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
• Large quadruped with brown fur
Features: • Long neck and glowing yellow eyes
• Flat face with a circular maw
• Hunt monkeys in the trees
Drives: • Proclaim its territory with a call of “Jar, jar, jar, jar!”
• Take long naps standing up
• Knock limbs out of trees
Tactics: • Track by smell
• Bull rush and knock down

Some may describe the jarjacha as cute or innocent looking when they first
see one, but they learn the truth as soon as this colorful and furry creature
opens its circular mouth of jagged teeth. It looks like a purple and blue
furred giraffe that a child might have a doll of, but the jarjacha is a hunter
who has developed a very specific taste for monkeys.
The jarjacha’s long neck allows it to reach the treetops with ease. It will
smell for large quantities of monkey droppings and then go towards the
trees in that area with its head and neck lowered toward the ground. This
makes the monkeys think they are safe high up in the trees. Then the
jarjacha swiftly thrusts its head up cracking and knocking down branches
and possibly knocking monkeys out of the tree as well.
The most disturbing thing about the jarjacha is the sound that it makes: a
high-pitched, almost human voice saying “Jar, jar, jar, jar!” The word
always comes in sets of four and is not the only sound that it can make.
Some have been known to mimic human speech much like a parrot, but the
tone of its voice can give you nightmares.
Quest: The howler monkeys have been particularly vocal the past few days,
and the overseer thinks this is a sign of a herd of jarjacha moving into the
area. If there are jarjachas, the overseer needs them eliminated as there is
only one safe path to this settlement that must remain open for supplies and
trade. What makes you think the jarjacha is only the beginning of the
problem?

YOUR TRUTH
Do the jarjacha have horns?

30 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


KORI ANIMAL
Rank: Troublesome (3 progress per harm; inflicts 1 harm)
• Aquatic anteater
Features: • Sickly green fur
• Spiked tail used to dig
• Build dams to flood areas
Drives: • Eat gigantic insects
• Defend its territory
• Impale with spikes
Tactics: • Swim to safety
• Stay hidden in the shallows

Kori are not extremely dangerous unless they are provoked. They are
naturally non-aggressive and usually go about their day in relative ease and
quiet, but this confidence on their part is due to the fact that they know they
can handle most threats with a whack of their saw-like tail.
The bigger threat from the kori is flooding or waterways being rerouted as
they dig pathways for the water and build their den. Much like beavers,
they prefer flooded lands as homes but have been known to change the
course of small rivers to accommodate their housing preferences rather
than building where the river currently runs. They will start digging a
trench at the site where they want their new home to be and dig that trench
all the way back to a water source. This sends water rushing to the new
area but gives it no outlet thereby making it a flooded and stagnant area.
Quest: The stream used by a local settlement as a water source has nearly
dried up. It is suspected that a family of kori moved in further upstream,
and the overseer needs someone to go get the stream back on course and
make sure it is not bothered again by the kori. What unusual thing was
revealed when the stream waters dropped so rapidly, and why is it an ill
omen for you?

YOUR TRUTH
The kori eat ants and other insects. What unusual aquatic
insects are their favorite? How are these insects dangerous to
the Junglelanders?

IRONSMITH: FLAVOR PACKS 31


PIRA NU ANIMAL
Rank: Troublesome (3 progress per harm; inflicts 1 harm)
• Big, black fish with horse head
Features: • Thick, rock hard skull
• Over-sized teeth
• Feed on mammals
Drives: • Swim at great speeds
• Make homes in the rapids
• Use the rapids to their advantage
Tactics: • Ram boats to tip them
• Knock unconscious and then bite

The buck-toothed pira nu fish may not seem as deadly as the piranha that
inhabit most waterways, but the pira nu are actually worse. Their thick
skulls and large heads that look similar to a horse combine with their
extreme speed in the water to make an excellent battering ram. They can
break your leg bones if you are standing in the water and knock over
canoes to dump you in the river.
Their teeth are flat for grinding the blood out of flesh. Rather than tearing
the flesh apart, they have the bite force to break bones through the skin.
They especially target smaller appendages such as fingers and toes which
they can crush with a single bite. As they grind the blood from their prey,
the normal piranha are attracted making a problem doubly worse.
Quest: A small waterhole has been overrun with pira nu. A priest wants to
use the spot for divine ceremonies but needs to be able to safely get into the
water. What was this area before the flood came that created this
waterhole? What might the priest really be after?

YOUR TRUTH
Are pira nu actually the piranha of your world? In other
words, do they have jagged teeth instead of flat grinders, and
are they known for their feeding frenzies?

32 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


QUETZALCOATL ANIMAL
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
• Green and red feathery serpent
Features: • Large fangs to deliver a huge dose of venom
• Blue feathered rings on the tail
• Hunt predator birds
Drives: • Sun in trees
• Build protective nests like a bird
• Poisonous bite
Tactics: • Fly-by attack
• Drop from above

Legend says that the colorful parrots of the jungles once put on such a
dance for Huayramama the Snake Mother of Wind that her next clutch of
serpent children were given the bright plumage of the parrots in their
honor. Whether that is true or not, the quetzalcoatl are normal-sized snakes
that still have the colorful green and red feathers along with wings they use
to fly. While the wings on their own couldn’t hold the awkward writhing
snake aloft, the bright blue feathers on their tails act as a fan and rudder
giving them the appearance of swimming through the sky.
As with many animals that the Snake Mothers created in the Junglelands,
the quetzalcoatl are poisonous and quite deadly. They are known to hunt
hawks, and even eagles, entangling them in the sky before striking with
their lethal venom. As they both tumble toward the earth, the snake
quickly unravels from its prey which then plummets to the ground below.
If the fall doesn’t kill the bird, the poison will within minutes. The
quetzalcoatl will usually fly their kills back up to their nests before
dismembering the bird to eat it one body part at a time.
Quest: Quetzalcoatl feathers are highly prized as a mark of stature in
headdresses and as powerful foci for rituals. Despite a single bite being
lethal to a Junglelander, one hunter has survived more than five bites over
the years. How do you suspect this hunter survived those encounters, and
why do you need their knowledge and skill?

YOUR TRUTH
Do the quetzalcoatl have legs?

IRONSMITH: FLAVOR PACKS 33


ROMSIWAMNARI ANIMAL
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
• Large, flabby, flightless bird
Features: • Shriveled bat-like leathery wings
• Razor sharp scissor beak
• Hide in caves
Drives: • Scavenge the dead
• Perpetually sharpen beak on rocks
• Cut off appendages
Tactics: • Frighten with eerie whistle
• Batter with bony wings

Grotesque is perhaps the best word to describe a romsiwamnari. They look


like a cross between a rhea, a bat, and a pelican if the large pelican beak
was a pair of lethal blades instead. Their flabby, gray skin is oily, and the
calls that they make sound like a person drowning in sticky syrup.
A romsiwamnari never attacks to kill but to maim. They look for any thin-
boned appendage on their prey such as a wing, arm, or leg which they can
usually sever in a single strike. Once their prey is down with one of these
lethal wounds, they proceed to take off the other appendages before eating
the meaty torso. The concept of a mercy killing was not in our vocabulary
until we met the romsiwamnari. Now we know it is a mercy to end the life
of a fallen comrade before the evil bird finishes its work.
Quest: A hunter lost their arm to a romsiwamnari but survived the
encounter. Thanks to their determination and will to not only survive but
thrive, they are still one of the top hunters in the area. This hunter now
wants to track down the romsiwamnari that took their arm and seeks a
companion to bear witness to their vengeance while not interfering. Who
is this hunter to you, and can you really agree to not interfere if they are in
danger?

YOUR TRUTH
The romsiwamnari are considered companions to what horror?

34 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


WAKO ANIMAL
Rank: Troublesome (3 progress per harm; inflicts 1 harm)
• Spotted paca with long fangs
Features: • Size of a large dog
• Thick front claws
• Dig more and more tunnels
Drives: • Feed on travelers
• Have large families
• Burrow below to create small sinkholes
Tactics: • Lure into tunnels and trap
• Claw and bite

Wako are the larger cousins of the paca who love to dig in the soft earth
near waterways. Like their cousins, they are excellent swimmers and often
stay submerged for fifteen minutes or longer to avoid predators. The main
differences between the wako and the paca are the larger size, sharper teeth,
and clawed feet they use for digging.
While normally not aggressive, a wako will fight fiercely if they are
cornered. They also are known to be mischievous hunters as they will
create pitfall type traps by undermining a game trail or pathway so that
their prey fall and break a leg.
They have also been known to dig elaborate tunnel systems that are large
enough for some predators such as jaguars or wolves to fit inside. They
will then feign being injured to lure the predator in where either the tunnels
collapse or the predator gets hopelessly lost underground.
Quest: A family of wako had riddled an area with tunnels for years, and
one large section of ground finally gave way beneath a group of hunters.
While the hunters survived the encounter with few lasting injuries, they did
discover a much larger cave system that the wako exposed. What did they
see down there that has the whole settlement in a panic?

YOUR TRUTH
Like their paca cousins, wako young have horn-like scales
along their torso. Do these scales fall off after adolescence like
the pacas or do they enlarge and harden giving the wako even
more protection? If the spines remain, increase the rank of a
wako to Dangerous.

IRONSMITH: FLAVOR PACKS 35


BOIUNA BEAST
Rank: Epic (1 tick per harm; inflicts 5 harm)
• Miles long snake
Features: • Glowing eyes
• Lower fangs that go through the upper jaw
• Submerge in deep rivers
Drives: • Build fish populations for food
• Hibernate for months or years
• Swallow whole
Tactics: • Suck in great quantities of water to trap many prey
• Create river tidal waves with its huge body

While it may seem odd to say, a mile long serpent is not unheard of in the
Junglelands. What is unusual about the god-sized snake Boiuna is that it
doesn’t live in the oceans but in the river Mayu Wanu. We don’t know
exactly how long Boiuna is, but there have been simultaneous reports of
attacks by Boiuna’s tail at one river settlement and by Boiuna’s head at the
next settlement.
As far as we can tell, Boiuna draws in huge amounts of river water and then
filters its meals almost like a whale with krill. As large as this beast is, you
may think that the river has no other life in it because Boiuna eats it all, but
this is not so. Legend says, and experience has confirmed, that Boiuna is
an intelligent hunter and will transport whole schools of fish from one
section of the river to the next in order to keep the population density at a
steady norm.
Some claim that Boiuna may be one of the lost Father Snakes, companion
to the three Mother Snake god-like creatures, but according to our mystics
there does not appear to be anything otherworldly about Boiuna. It has no
mystical energy or abilities. It’s just a snake big enough to swallow small
settlements whole. That’s all.
Quest: Boiuna had not been seen in several years along the river Mayu
Wanu until a few weeks ago. A shaman believes they have developed a
concoction that can put Boiuna back into a hibernating state and thereby
keep the river safe for a few more years. The problem: the boat-sized dose
must be delivered straight into the maw of Boiuna.

YOUR TRUTH
Which cult worships Boiuna as a deity, and what part of their
religious practices presents a danger to the populace?

36 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


FALAJITAX BEAST
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
• Person-sized snake body
Features: • Head of a long-necked bird
• Tough, scaly skin
• Guard eintykara honey
Drives: • Protect its young
• Hunt for meat
• Hide its snake body pretending to be rheas
Tactics: • Attack during torrential rain to drown victims in floods
• Constrict with their tail and peck at the eyes to blind

With the head of a rhea on the body of a fat snake, a falajitax sounds like a
laughable combination, but their sharp beaks, cunning minds, and
muscular tails make them a dangerous creature. Growing to a length as
long as any Junglelander is tall, falajitaxes attack with a ferocity likely
induced by the hallucinogenic eintykara honey they guard and feed on.
When on the hunt, a falajitax feigns being a wandering rhea while keeping
its tail hidden in the jungle undergrowth. If it can draw in a large predator
animal, it then attempts to quickly constrict the creature with its tail while
it pecks at the eyes. Once its prey is blinded in this way, it then moves on
to attack the leg joints so that the creature cannot escape. Even the mighty
jaguar can fall prey to a falajitax.
There are those who believe that the falajitaxes have some innate control
over the weather because they prefer to attack during the most torrential
downpours, but more likely they are simply opportunistic.
Quest: A nest of freshly hatched falajitax young has infested the nearby
hunting grounds. Can the creatures be dealt with before they eliminate all
the game in the area? Who do you know in the nearby settlement that
would be in danger if this were to happen?

YOUR TRUTH
Are falajitaxes truly a rhea and snake combination, or do they
have the head and neck of a different creature in your world?
If they do, what creature’s head do they have, and how does
that make them even more dangerous?

IRONSMITH: FLAVOR PACKS 37


OKPE BEAST
Rank: Formidable (1 progress per harm; inflicts 3 harm)
• Cow-sized boar
Features: • Stone tusks
• Pink and gray mottled skin of rock
• Prey on the young
Drives: • Protect its territory
• Expand its territory
• Charge and ram
Tactics: • Pierce with tusks
• Drag victims to its lair

Kings, warriors, and paupers have all fallen to the tusk of a wild boar. The
creatures are aggressive in their berserker-like attacks and never back
down when challenged. Now add to that idea a muscular body that is as
large as a cow and rocky skin that acts like a suit of armor. This is the okpe.
The creatures are omnivores and enjoy eating truffles or mushrooms as
much as they enjoy eating freshly slain prey. The important thing to note
about this is that the creatures seem to revel in eating any chance they get,
but they love the tender meat of young prey the best. This drive for food
is one of the few weaknesses that we can exploit when hunting an okpe.
Perhaps because their rocky skin is so impenetrable, okpe have several
inch-thick lines of unarmored flesh which allow them to move freely.
Without these, the okpe could not move its own legs or rotate its head.
That’s how firm and inflexible their rocky armor is. However, the lines of
pink flesh that allow them to move also give us their one vulnerable spot.
Quest: The overseer of a large and influential settlement was gored by an
okpe while out on the last hunt. When this overseer dies from their wounds,
the power vacuum may destabilize the area. Factions are already vying for
leadership and gearing up for battle. Which person do you support as the
new overseer, and what makes them the underdog for this position?

YOUR TRUTH
Are the legends true that there is a rare subspecies of okpe
called ember boars that can expel fire?

38 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


RAHARA BEAST
Rank: Formidable (1 progress per harm; inflicts 3 harm)
• Large snake the length of four or five Junglelanders
Features: • Muddy brown body with the girth of a large pine tree
• Nightmarish long teeth make up the head with no eyes
• Cool off in the mud
Drives: • Feed on fresh meat
• Keep lagoons full of water
• Follow fires to find meat
Tactics: • Rush out from their tunnels for surprise attacks
• Knock down and bite

There are so many serpent-like creatures in the Junglelands, and they are
all deadly. The rahara is is a very long and thick serpent whose head is
made up almost entirely of its jaws. It has no eyes, just more teeth the
length of a Junglelander’s forearm.
The raharas like to dig themselves into the mud and wait for prey to pass
close by. We’re not sure how they breath while in this position, but they
have been known to stay submerged this way for hours at a time.
Moreover, we don’t know how they detect creatures passing by. It may be
a sense of vibrations in the ground, or it could be sound that they follow.
We know that they have some sort of visual or heat sense because they can
latch onto campfires at night from a great distance and often surprise
sleeping Junglelanders. Because of this, it is advisable to sleep far away
from the fire pit or up in a hammock strung between trees.
Quest: A rahara attacked the pigsty of a farmer, decimating the livestock
and livelihood of the farmer’s family. They are seeking someone to help
them eliminate the rahara while its hunger is satiated before it kills the few
remaining animals the farmer has.

YOUR TRUTH
It is considered taboo to kill a rahara during a drought because
a lagoon or pond never dries up with a rahara in it. Do they
have some innate power over water or merely the instinct to
find the best source of mud and water?

IRONSMITH: FLAVOR PACKS 39


TOSETAX BEAST
Rank: Extreme (2 ticks per harm; inflicts 4 harm)
• Enormous, thick snake folded into a V shape
Features: • Mouth at both ends and the center
• Colorful rings of solid muscle
• Devour all in its path
Drives: • Track prey
• Sleep in dark places
• Knock down trees
Tactics: • Surround and engulf
• Crush with its great weight

The tosetax is a frighteningly large snake that folds itself into a V that puts
its tail in the same direction as its head. From this position, the tosetax can
more quickly devour its prey because it has a great toothy maw on both its
tail and its head.
When first attempting to kill a tosetax, we thought we could sneak up
behind it and attack the vulnerable part of the V-shaped body right at the
folding point. Unfortunately, the beast has a third mouth there as well, and
each mouth is capable of striking independently despite it only having eyes
on its head. Whether lashing out with these three jaws of death or knocking
down whole trees on top of its victims, it is a rare event that a group of
hunters can take down a tosetax.
Other than eating is fill, we can find no discernible pattern to a tosetax’s
behavior. At times, they live in watery environments near a river, but they
are also found in the rocky hills leading to the mountains. Some tosetax
seem to develop a taste for typical prey animals while others hunt
exclusively other predators or even people. Whatever their motivations,
tosetax are deadly and best avoided if possible.
Quest: Years ago an enormous tosetax destroyed an area of the jungle
creating a huge pile of trees and earth that is now home to a pack of
smaller and never before seen creatures. What are these creatures, and
what makes them dangerous?

YOUR TRUTH
When a tosetax experiences a grievous wound, what does it do?
Does it grow a new mouth in that place, or does it sever its own
body in two with each part regrowing into a whole tosetax?

40 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


CAIMANA FIRSTBORN
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
• Green skinned alligator humanoids
Features: • Adept swimmers
• Powerful toothed jaws
• Grow and eat rice
Drives: • Find their soul mate
• Keep outsiders away
• Clamp, roll, and drown opponents
Tactics: • Attack from the water
• Act like a floating log

The scant evidence of firstborn that we have found in the ancient places of
the Junglelands points to a group of firstborn who are humanoid alligators.
Surprisingly, most of these ancient records seem to be poetry, and romantic
poetry at that. We can only assume that the Caimana people placed great
cultural importance to the finding of a mate and falling in love.
Despite their penchant for love, the only encounters we have had with
Caimana have been deadly. If they are not the mad ravings of survivors of
deadly animal attacks, the Caimana must be extremely isolationist from the
rest of the Junglelands. The survivors of supposed Caimana attacks speak
of larger than life alligators and a frenzy of blood, but this is true with many
encounters near the waterways and doesn’t necessarily mean that the
Caimana are real.
It is true that we have found rice patties growing in unusual places which
is said to be the staple food of the alligator folk, but we have yet to find or
interact with a living Caimana.
Quest: A powerful creature rules the waterways near a settlement, and the
overseer believes that an alliance with the Caimana would help them
eliminate this monster. There have been multiple sightings of the Caimana
people in this region, but nothing has been confirmed. Why are you willing
to go on this wild goose chase for a people who may not exist?

YOUR TRUTH
According to legend, what unusual ceremony do the Caimana
hold when a child hatches from their egg?

IRONSMITH: FLAVOR PACKS 41


CAMAZOTZ FIRSTBORN
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
• Flying bat folk
Features: • Light gray mottled fur
• Echolocation via screams
• Revel in night hunts
Drives: • Bond with their pack
• Remember the old ways
• Wind buffet and claw
Tactics: • Attack from the shadows
• Fly-by attacks

The flapping of leathery wings overhead in the middle of the night is


usually enough to put someone on edge. Now imagine hearing that sound,
but slightly deeper, and realizing that whatever is flying over your head is
much larger than a bat. This may be the last and only sound a Junglelander
hears before a Camazotz warrior takes their life.
The Camazotz are bat-like humanoids who generally value holding closely
to their ancient traditions. They eschew metal weapons for wooden spears,
bows, or macuahuitls. All metals are considered sacred to them and are
only used in ceremonial trappings such as necklaces, headdresses, or arm
bracers. All of their daily use items are either wooden or ceramic pottery.
Perhaps the most frightening characteristic of the Camazotz is their
echolocation screams. While they can use this ability quietly, during battle
they scream like a banshee. The reason for this may be practical such as
being able to hear the echoes more clearly allowing quicker reaction time,
but it may also be to inspire fear.
Quest: The settlement of Dula recently cleared a small patch of the local
forest only to find out that the Camazotz considered the area sacred
ground. Chinpokusi, the overseer of Dula, has made offers of recompense
and is attempting to replant the area, but the Camazotz have not found any
offer satisfactory. Can violence be avoided?

YOUR TRUTH
Do the Camazotz people have wings on the back of their
shoulders separate from their arms, or are their wings attached
directly to their arms? What implications does this have for
the weapons that they wield?

42 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


EINTYKARA FIRSTBORN
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
• Hivemind of large bees
Features: • Colony can work together as a humanoid shape
• Mustard yellow fur and maroon exoskeleton
• Produce hallucinogenic honey
Drives: • Protect the forests/jungles
• Enlarge their colony
• Swarm to blind opponents
Tactics: • Rapidly switch between swarm and humanoid form
• Inject victim with honey extract

One of the strangest people of the Junglelands, if people is even the right
word, are the Eintykara who are a group of large bees that can work in such
concert that they are able to form a humanoid shape and fight, work, and
communicate as a normal human would. Their voice is made up of various
buzzing sounds that work together at just the right frequency to produce
close to normal sounding speech.
Each hive of Eintykara refer to themselves as a single organism, and
actions that are taken by separate groups within the hive are carried out
without any visible or audible signal that we are aware of. It’s as if they
have a direct line of communication with each other within their minds.
We call this the hivemind, one being made of many.
The honey produced by the Eintykara is sought out not only for its nutrition
and exquisite taste but also because it is mildly hallucinogenic. Some
shaman seek out this honey to mix with the ayahuasca plant when
embarking on vision quests to hear from the ancestors.
Quest: A Junglelander claims to have fallen in love with an Eintykara hive
and says that they are to bonded to one another. A jealous former lover has
sworn to kill the Eintykara hive and set out to do so. What causes you to
approve of this strange union, and what ulterior motive do you believe the
jealous lover has to visit death upon the Eintykara?

YOUR TRUTH
When the Eintykara form into their humanoid guise, how
seamless is their appearance? Are the individual bees still
visible, or do they have a milky white skin like wax and yellow
hair like their fur?

IRONSMITH: FLAVOR PACKS 43


HUAYRAMAMA FIRSTBORN
Rank: Epic (1 tick per harm; inflicts 5 harm)
• Mother Snake of the Wind
Features: • Old woman face with long hair
• Gargantuan length
• Protect the skies
Drives: • Seek out those worthy of her healing powers
• Continue changing creation
• Gale force wind blasts
Tactics: • Lightning strikes and blinding rain
• Dodge like the wind despite her bulk

The Mother Snake of the Wind is a deity figure credited with creating the
wind to bring forth rain on the Junglelands so that it might grow and
prosper. However, this deity is clearly visible and physically present in the
world. She wanders the realms so high in the sky she looks like a tiny, thin
cloud with her white and blue skin undulating.
While contact with Huayramama is exceedingly rare, there are stories of
Junglelanders receiving a blessing from her that healed them of an
incurable disease. These same stories say that the Mother Snake can
communicate mind to mind with any creature in the Junglelands and can
soothe one who is pain with just her voice.
However, don’t think that Huayramama is only benevolent. The most
severe lightning storms are ascribed to her as a punishment for abusing
birds of the air or other members of nature. During these storms, huge
lightning strikes cause raging fires despite the blinding rain. It is said that
the smoke from these fires act as a cleansing offering to the skies and
appease the Mother Snake.
Quest: A friend and ally has a fatal wound that will fester and kill them
slowly over the next weeks. A local shaman cannot contain the infection
and says that the only way to get healing is to prove your worth to
Huayramama and ask for her mercy in healing your friend. What feat
might you perform to demonstrate your worth, and what guilt do you
secretly harbor that endangers your quest?

YOUR TRUTH
What is the legendary resting place of Huayramama where she
is said to sleep for a day and a year?

44 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


MUNUANE FIRSTBORN
Rank: Formidable (1 progress per harm; inflicts 3 harm)
• Tall, blue-skinned troll
Features: • Stone skin, turtle beak mouth
• Eyes on knees instead of head
• Walk the jungle waterways
Drives: • Protect the fish
• Attract many mates
• Unerring attacks with bow and arrows
Tactics: • Curse weakened victims to turn into insects
• Lie in wait on makeshift rafts

The Munuane are a strange blue-skinned troll people with a very large
turtle-like beak on their head, stony skin, and eyes located on their knees
instead of their head. They are said to have been cursed by Yacumama, the
Mother Snake of the Water, for over-hunting the waterways of the
Junglelands. Yacumama said they needed to see things from the
perspective of the fish and moved their eyes to their knees.
Despite the odd placement of their visual sensory organs, they are
exceptional shots with a bow and arrow. They have long, gangling arms
that allow them to put the bows in eye-sight below their waist, and there is
something about this lower eye-level that allows them to judge distances
much better.
In addition to their prowess with the bow, the Munuane also retain some of
the mystical power of Yacumama in that they are able to pass on a curse of
their own. When in a battle with a Junglelander or another firstborn, the
Munuane will first wound their opponent with several arrows in places that
won’t kill immediately, and then once their opponent nears death from
blood loss, they curse their victim to become an insect and live out their
days as such.
Quest: A parent claims to have seen their child cursed by a Munuane to
become an insect. A powerful shaman believes the curse can be reversed
but only with the right ingredients and only if the child can be found in
insect form. What taboo thing does the shaman need?

YOUR TRUTH
Do the Munuane still eat mainly meat, or did they swear to eat
only that which grows from the earth since their curse?

IRONSMITH: FLAVOR PACKS 45


OOKEMPAN FIRSTBORN
Rank: Formidable (1 progress per harm; inflicts 2 harm)
• Large, green-skinned ogre
Features: • Turtle shell on its back
• Iron cage on its shell
• Capture weaker creatures for meat and study
Drives: • Eat the tender meat of young ones
• Gorge on Eintykara honey
• Defend with its invulnerable shell
Tactics: • Trap victims in its cage
• Squeeze and crush with their size

The Ookempan are large ogres who generally lead a simple life with strict
traditions. When they come of age, they craft their first “life cage” which
is then attached to the shells on their back. As they age, their shells grow
around parts of the cage thereby anchoring it there for the rest of their life.
Life cages serve the two major pursuits in Ookempan culture. The first is
food. Any other non-Ookempan species, no matter if they are sentient or
not, is viewed as potential food. There are elaborate cooking traditions in
Ookempan society, and the young of other species are particularly sought
after for their tender meat.
The second major pursuit of these turtle-like people is that of knowledge
and study. Any subject caught and placed in their life cage who is not eaten
will be left there for study. They may see how long a subject can live
without food or water, how they react to various plants or concoctions, and
even perform elaborate autopsies. In this way, the Ookempans hope to
master the power of life itself.
Quest: For days, a Junglelander could be heard calling out hoarsely for
help. A group followed the sound back to an Ookempan camp where
several people were marked as a part of an upcoming feast. It seems the
camp is now being decorated for a festival, so the meal must be soon. Can
the people be saved without incurring the Ookempan’s wrath?

YOUR TRUTH
Do the Ookempan have elaborate books of knowledge, or do
they pass on what they learn through detailed stories with
complex morals?

46 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


SACHAMAMA FIRSTBORN
Rank: Epic (1 tick per harm; inflicts 5 harm)
• Mother Snake of Earth
Features: • Scales of stone
• Earth moving plate on the underbelly
• Protect the earth
Drives: • Protect medicinal plants and ecosystem on its back
• Keep the balance in all things
• Magnetic pulls and pushes
Tactics: • Illusions and trickery
• Brute force

Another deity in the flesh, Sachamama is the Mother Snake of the Earth.
Her great bulk may not rival Boiuna in size, but she is none-the-less large
enough to have a whole landscape and ecosystem growing on her back.
She is said to seek balance in the world and will coax rapid plant growth in
barren areas and plow down other areas thick with trees and underbrush.
Sachamama has a wide, bony plate on her underbelly near what might be
considered the base of her neck. She can push huge mounds of earth to the
side with this or raise up to drop it back down swiftly like a large hoe in a
field of crops.
This Mother Snake also has the ability to manipulate metal ores in the
ground or in weapons with great magnetic pulses. She can push weapons
to the side or pull armored folk up next to her great bulk. It may even be
these magnetic waves that induce the hazy illusions that she can project to
confound people.
Quest: A villager returned from a solitary hunting trip with an extremely
rare plant claiming that Sachamama herself gifted them with it. However,
tensions are now on the rise as many other people are claiming they should
get the herb for one reason or another. Some say that none should have
power of life or death with one of the Mother Snake’s plants, and so the
plant should be destroyed. Who do you know that you think needs this
plant’s healing ability more than any villagers here, and what are you
willing to do to get it?

YOUR TRUTH
What animal lives only on Sachamama’s back, and why is it’s
existence significant?

IRONSMITH: FLAVOR PACKS 47


YACUMAMA FIRSTBORN
Rank: Epic (1 tick per harm; inflicts 5 harm)
• Mother Snake of Water
Features: • Horned head and glowing eyes
• Primordial power
• Protect the waters
Drives: • Feast on the unworthy
• Increase her power
• Shoot water sprays the size of cyclones
Tactics: • Hypnotize with her eyes
• Summon fog and whirlpools

The third Mother Snake is Yacumama who holds power over the waters of
the Junglelands. She prowls the oceans with her great bulk seeking to ever
prove her power over all others. Where the other Mother Snakes have a
benevolent or at least neutral side to their personality, Yacumama lords
over her creation with pride and hubris.
She has many powers at her disposal to destroy vessels in the open waters,
but perhaps her favorite is to summon thick fog. As long as Huayramama
is elsewhere, Yacumama can use the water temperature to reduce the wind
to almost nothing so that the vessels barely move at all in the fog. Then,
after this elaborate set-up, Yacumama begins to swirl the water beneath the
vessels into a great whirlpool bringing all the occupants to a watery grave.
Because of her aggressive nature, it is common practice to put criminals in
smaller boats in front of trade vessels. They are told that if they can make
the trade run unscathed by Yacumama, they can have their freedom back at
the end of the journey. Most criminals jump at this chance, but few live to
see their freedom.
Quest: You have been sentenced to the criminal’s journey in escorting a
trade vessel on one of the longest voyages along the western coast of the
Junglelands. What crime are you accused of, and did you do it?

YOUR TRUTH
How does Yacumama patrol the inland waters? Does she send
swarms of eels in her stead, can she shift down to a smaller size
to travel through rivers, or does Boiuna act as her servant?

48 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


MARICOXI JUNGLELANDER
Rank: Dangerous (2 progress per harm; inflicts 2 harm)
• Muscular, ape-like body
Features: • Limited language
• Primitive and paranoid
• Exert dominance
Drives: • Protect family groups
• Fight to survive
• Wooden spears and rudimentary bows
Tactics: • Frenzied attacks
• Intimidation

Sometime long ago, other humans set foot in the Junglelands, but the
firstborn were much more active at that time along with even more
primordial beings. The humans had no chance to establish a true society
and only barely survived as prey for the dominant species. Generations of
this terrible existence led to the Maricoxi.
The Maricoxi are human in appearance, but they lack societal advances
such as detailed language or complex tools. They regressed back to a
previous form of life as they fought for survival. Their days were filled
with killing, eating, and hiding. They still have no agricultural skills and
depend completely on hunting and gathering.
While we have tried to welcome them into our settlements and help
integrate them into our culture, we have yet to establish meaningful
relations with the Maricoxi. They are rightly suspicious of nearly
everyone, and attack first without waiting to see how dangerous the
situation might actually be. The best thing we have found is to respect
them and leave them be.
Quest: A group of Maricoxi arrived at a settlement wounded and near
death. The people of the settlement took them in and are attempting to heal
their wounds, but they are worried about what the Maricoxi are fleeing
from. What is hunting this group of Maricoxi, and why do you feel
compelled to hunt it? If you are successful, could this be the bridge
necessary to connect with the Maricoxi in a permanent way?

YOUR TRUTH
What skill have some of the Maricoxi mastered that is
unmatched in other societies?

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NAME ORACLES
To increase your immersion in the South American mythology, I’ve
included some Junglelander names that are from the Quechua language as
well as settlement names both taken with permission from the awesome
generators at fantasynamegenerators.com.

50 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


Junglelander Names
01 Achik 35 Khapaj 69 Qollorit’I
02 Achikilla 36 Khuyaq 70 Qollqe
03 Aliqora 37 Killa 71 Qori
04 Anku 38 Killinchu 72 Qucha
05 Ankuwillka 39 Kokka 73 Qurichullpi
06 Antininan 40 Kuka 74 Quripuma
07 Apumayta 41 Kunturchawa 75 Quriquyllur
08 Asiri 42 Kunturpuma 76 Rimak
09 Asto 43 Kusichinpu 77 Rumisunk’U
10 Astu 44 Kusiyaya 78 Sach’Asisa
11 Astuwaraka 45 Llaksa 79 Siyaya
12 Ataw 46 Lliwsisa 80 Somak
13 Atik 47 Lloqe 81 Sunk’Uyuq
14 Atiq 48 Loria 82 Suri
15 Auk’A 49 Mallku 83 T’It’U
16 Awki 50 Mamak 84 Taki’Illareq
17 Awkiyupanki 51 Mayua 85 Talla
18 Ayar 52 Michik 86 Tamiasisa
19 Ch’Aska 53 Ñawqe 87 Tinkipoma
20 Ch’Ayna 54 Nayaraq 88 Tupaqhapaq
21 Ch’Uya 55 Ninan 89 Urk’O
22 Chami 56 Ninapajcha 90 Urpi
23 Chaupi 57 Parwa 91 Urpiyurak
24 Chinpu 58 Phakcha 92 Urquqolla
25 Hawka 59 Phaway 93 Usqowillka
26 Huch’Uykilla 60 Phuyuqhawa 94 Wamanchuri
27 Huch’Uysisa 61 Pillkomayu 95 Waylla
28 Illa 62 Pomayauri 96 Yakuy
29 Inti 63 Pumasunk’U 97 Yanay
30 Intiwaman 64 Puquy 98 Yauri
31 Izhi 65 Q’Uñiraya 99 Yawarwaqaq
32 K’Antu 66 Qhapaqyupanki 00 Yuri
33 Karwamayu 67 Qillqa
34 Kashayawri 68 Qollana

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Junglelander Settlement Names
01 Acayaty 35 Cotoruro 69 Pilcocomay
02 Acelonia 36 Desmopio 70 Piriájas
03 Agualao 37 Diaciúma 71 Pobamba
04 Arilota 38 Diviraca 72 Polipi
05 Arronín 39 Escocupé 73 Povier
06 Ascenlomi 40 Eusedro 74 Punguas
07 Atlábaé 41 Frulí 75 Purraros
08 Atlácio 42 Huánumay 76 Rauchi
09 Atocaé 43 Indaiacife 77 Remão
10 Atymero 44 Itaquacetuba 78 Roza
11 Azánritor 45 Jaboasa 79 Rurretoca
12 Balos 46 Jandiraz 80 San Anhay
13 Blannia 47 Junsa 81 San Bozos
14 Buhuano 48 La Lamiento 82 San Carcha
15 Buldo 49 Lasreso 83 San Cosby
16 Camraz 50 Lupevi 84 San Fermes
17 Cañacia 51 Maldovenir 85 San Icabamba
18 Capirón 52 Mánmey 86 São Pacetuba
19 Carhuasica 53 Mbuyacuí 87 Sapuru
20 Carli 54 Minemuri 88 Sosar
21 Carquillo 55 Mineroico 89 Tajarí
22 Casilares 56 Miztus 90 Tammerín
23 Castia 57 Mogasta 91 Tebiwa
24 Caucón 58 Nacaí 92 Temucón
25 Caudero 59 Nuelota 93 Tugas
26 Ceryos 60 Ñutiago 94 Vadivia
27 Chaulas 61 Omsupá 95 Velátasar
28 Chonjuí 62 Pacancomay 96 Vera
29 Chures 63 Paineros 97 Viania
30 Comaguas 64 Pangoa 98 Yego
31 Comahuanaca 65 Panguihuano 99 Ygalena
32 Copatora 66 Panrazno 00 Yuno
33 Corguel 67 Pecero
34 Corodente 68 Petroraca

52 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


KOMIKAN: THE JAGUAR AND THE LLAMAS
In the ancient halls of the firstborn ruins we found reference to a game that
some of the firstborn played in the Junglelands. While it’s original name
may have been Komikan, we call it “The Jaguar and the Llamas”.
It is a two-player game where one player controls a single token on the
board representing the jaguar, and the other player controls twelve tokens
representing the llamas. Some regions use fourteen llamas instead of
twelve, or use eagles instead of llamas, so check with the specific region
you are in lest you commit a social error.
The players take turns moving one token at a time into an adjacent empty
space on the game board. This means the first player moves their jaguar
every turn, but the second player may only move a single llama each turn
(which llama is up to them).
If the jaguar can jump over a llama and land in an empty space, it eats that
llama token thereby removing it from the game board. If the jaguar eats
five total llamas, the jaguar player wins.
If the llamas can surround the jaguar in such a way that it has nowhere to
move (all adjacent spaces have llamas and there are no empty spaces to
allow the jaguar to jump and eat a llama), then the llama player wins.
This game can be taken very seriously and may even be used as a substitute
for combat in some cases. It’s considered a warrior’s game of strategy, and
young children are encouraged to play often to improve their strategic
thinking. Some parents will start their child as a jaguar in a tough situation
to challenge them to still eat the requisite five llamas. Other times, the
child will be given only six llama tokens and challenged to still defeat the
jaguar. The children who find winning strategies in these more difficult
circumstances are often given leadership or advisory roles when they
became full warriors.
Design Notes: Years ago, I learned a game similar to Komikan on a smaller
board, but it was called “The Hounds and the Hare” where three hounds
tried to corner the hare whose goal was to escape to the opposite side of the
board. The hounds had the restriction of only being able to move forward,
but the hare could move in any direction. No matter the side I picked when
playing against an AI online, I could almost never win. But I still had fun!
When I saw Komikan (or Taptana) as a game that an Inca emperor played,
I knew I had to include it in this flavor pack. A game that you almost never
win? Sounds like my challenge dice! It was originally a jaguar and dogs
or goats, but I switched it to the llamas of the Andes mountains.
On the following pages, you’ll find the game board, the tokens to use, and
a picture of the initial set-up of the board.

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GAME BOARD AND TOKENS

54 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


ALTERNATE VERSIONS
There are several alternate versions of this game that are used in real life
that you could have in your version of the Junglelands which include:
1. Change the animal types to regional animals.
2. Play only with the square portion of the board.
3. Use fourteen or even twenty llamas instead of twelve.
4. Both players use their first turn to place a single token, and then
each subsequent turn the jaguar player moves while the llama
player must choose to either place one of their remaining llama
tokens onto the board or move one that is already on the board.
Or use a combination of the above such as twenty llamas while using only
the square portion of the board. There are several YouTube videos
demonstrating how to play the many variations. I have given you extra
llamas in case you want to play with the fourteen or twenty version.

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INITIAL SET-UP FOR BASIC VERSION

56 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


SETTLEMENT TRACKERS
On the following page you will find a blank template you can fill out to
help you build any settlement you encounter. The template includes:
• Settlement Name: You may use the Settlement Name oracle.
• Region/Location: Give the settlement a number and description of
where it is in the region like “3: North eastern corner of Havens”.
Mark this spot on your map with the number.
• First Look/Descriptors: What does this settlement look like? Is it
run down? Are there new buildings going up? Do they have a
meeting hall? You may use the Location Descriptor oracle.
• Geography: What is the land like in this area? Are they on a river?
Is there flat ground for agriculture? Are there hills being used as a
natural defense? You may use the Location oracle.
• Population/Size: How many people or families live here? You
may use the Challenge Rank oracle with the following results:
◦ Troublesome = Homestead, up to 10 people and up to 2
standing structures
◦ Dangerous = Steading, up to 20 people and up to 7 standing
structures
◦ Formidable = Village, up to 50 people and up to 15 standing
structures
◦ Extreme = Town, up to 100 people and up to 30 standing
structures
◦ Epic = City, up to 500 people and up to 100 standing structures
• Resources: How does this settlement mainly provide for
themselves? Agriculture? Fishing? Hunting? Trade of crafts?
• Leadership: What type of leadership structure does this settlement
have? Overseer? Council of elders? Religious leader? War chief?
• Disposition: How does the settlement (and particularly the
leadership) view your character?
• Notable Events: What significant events have taken place here?
Did you interact with this place during a vow?
• Notable NPCs: Who lives here that your character knows by
name?
• Nearby Opportunities/Dangers: Are there ways that you can help
the settlement? Is there a threat on the horizon? Is there an
unexplored area with potential resources? You may use the
Settlement Trouble oracle.
• Bond?: Check the box if you Forge a Bond with this settlement.

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Settlement Name Region/Location

First Look/Descriptors Geography

Population/Size Resources

Leadership Disposition

Notable Events

Notable NPCs

Nearby Opportunities

Nearby Dangers

BOND?

58 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


Settlement Name Region/Location

First Look/Descriptors Geography

Population/Size Resources

Leadership Disposition

Notable Events

Notable NPCs

Nearby Opportunities

Nearby Dangers

BOND?

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Settlement Name Region/Location

First Look/Descriptors Geography

Population/Size Resources

Leadership Disposition

Notable Events

Notable NPCs

Nearby Opportunities

Nearby Dangers

BOND?

60 THE JUNGLELANDS | BASED ON SOUTH AMERICAN MYTHOLOGY


Settlement Name Region/Location

First Look/Descriptors Geography

Population/Size Resources

Leadership Disposition

Notable Events

Notable NPCs

Nearby Opportunities

Nearby Dangers

BOND?

IRONSMITH: FLAVOR PACKS 61

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