The land of the Wallara.

 

Capital: Risilvar (pop.: 9,500 chameleon men); ruler: Bakaloo "Sunskin" son of Wov "The Dreamer"

Patron: The Rainbow Serpent.

Chameleon men descended from the Wallaras, a native race of hunter and gatherers, possibly one of the oldest races on Mystara. There was a time in the past when the Wallaras walked side by side with the spirits that created them. They were in tune with the land, so much so that Wallaras equated their life and well being to that of the earth and its wealth. The Wallaras viewed themselves as the protectors of nature with which their creators had entrusted them. They built a small city, Risilvar, in the hills where the link between them and their Immortal patrons was the greatest. From there, they flourished and learned much about the universe.

These were very wise people, a race that could pierce mysteries that other races did not even suspect existed. Although a small peaceful people, Wallaras soon attracted the enmitv of the Herathians who had many dark secrets to hide. The Wallaras knew of the aranean nature of the Herathian wizards, but saw it not as a threat but as just another incarnation of nature. Alas, Herathians did not follow this thinking. As years passed, the discomfort of believing their concealment was at risk grew unbearable to native araneas. This situation caused a frightening psychosis with which araneas did not know how to deal. At greatest risk were the older creatures, often the most powerful ones. Thus, the greatest wizards created a spell that would remove all knowledge of the araneas' true identity from the mind of the Wallaras. Alas, the mental uneasiness prevailing among Herathian wizards at the time caused them to miscalculate the severity of their spell's effect.

The result was catastrophic. In removing knowledge of the araneas from the mind of the Wallaras, the spell backfired and kept altering the memory of Wallaras. Herathians were at a loss to halt the spell and the hapless Wallaras' civilization fell back to the stone age. Only obscure memories and legends of their past survived in their minds.

This tragedy caused the Great One-the immortal patron of Wallara-to seek revenge. A plague of dragons attacked Herath. Araneas were experienced and organized enough to survive the wrath of the Great One, though at a dreadful cost to their nation. Herath faced such horrendous devastation that Korotiku met with the Great One and explained the error of his aranean followers. It cost The Trickster dearly to convince the Great One to cease the attacks, in addition to a promise of Herath never to interfere with the Wallaras again. The message got through to the aranean clerics, and soon Herathians began rebuilding their nation. The Herathian clergy also destroyed all traces of the despicable spell of forgetting, and forever banned further research on its effects for fear that someday it might be used against Herathians.

Meanwhile, the Wallaras remained primitive nomads, seeking the secrets of their past. They believed that, indeed, spirits once walked this land, but it was a Time of Dreams, the time when the Immortals cheated them. They thought for a long time that the spirits lived in the rocky hills, and no one was allowed to go there. Centuries later, walkabout medicine men seeking knowledge of their past entered the Forbidden Highlands and discovered the Lost City of Risilvar. There they found old runes and svmbols that told ancient stories of spirits, sky heroes, and Irnmortals. This became a hallowed place that all tribes could visit freely, and many did. Many returned to their nomadic ways, while others decided to settle in small villages in the grassland outback.

Today, chameleon men are slowly relearning their past, and shreds of their ancient civilization are starting to reappear. The remainder of the hills, mostly south of the Forbidden River, are still taboo. No one is to enter them for fear of evil spirits living there. Wallara medicine men have gotten messages from the sky that beyond the river lay the land of the balandas, evil spirits that steal people's souls. In truth, this refers to Herathians.

The Wallaras haven't gotten as close to the Immortals as they used to be. Immortals are convinced that this was not necessarily a good thing for mortals. After all, this closeness turned out to be the Wallaras' undoing. Chameleon men are still a wise people, but they no longer have the curiosity to see through mysteries. Their special wisdom applies mostly to their land and their people.

The Land of Wallara is at peace nowadays. Other than Herath, chameleon men have two other neighbors, the gator men of Gurr'ash at the northeastern end of the outback, and the Phanaton people at the western edge of Wallara. The latter are friendly, and some trade exists among the two races, mostly opals, quartz stones, and animal pelts being traded for phanaton goods. A large battle took place once, just after the Herathian spell wiped the chameleon-men's memory, but since then, the Wallaras have returned to their senses and back to peace.

The gator men are another story (see episode #32, issue #185). In order to preserve peace, chameleon men managed to make the dangerous gator men believe that the grasslands belong to their Immortal patron. On the other hand, they maintained a curious trading system with the uwvitting gator men. Only the wiser tribesmen may enter the Wallaroo Grasslands bordering the Bayou, and always under the guidance of medicine men. Gator men occupy a very special place in the chameleon men's mythology. For Wallaras, gator men are an embodiment of Genjoo, the Crocodile Spirit. Because of this, they must be respected.


Flora and fauna: The land is mostly a long, temperate plain covered with tall grasses and small clumps of forests. Occasionally, a lonely boab (baobab) offers some shade in the middle of the grassland outback. The light forest bordering the Forbidden Highlands is mostly eucalyptus trees, with acacias, mosses, and ferns where the woods grow thicker. Some vegetation struggles to grow in the rocky hills of the highlands, including patches of porcupine grass, saltbushes, and rare, stunted trees. The Forbidden River takes its source in salted grounds. Its muddy, brackish water remains inadequate for consumption. The Forbidden Highlands are mostly sandstone, with many forgotten caverns of the ancient Wallara. To keep with the overall feel of the Wallara wilderness, here are some creatures common to the region, and their game statistics:

Saltwater crocodile: Common in the Forbidden River and on the Great Billabong shores (Trident Bay), these large saurians are the true bane of the Wallaras. AC 3, HD 6 (L), MV 90' (30') on land or water, AT 1 bite, D 2d8, NA 0 (1d4), Save F3, ML 7, TT Nil, Int 2, AL N, XP 275.

Dingo: These wild dogs are commonly found in the hills or in the grassy outback. They normally hunt in packs. Lonely Wallara medicine men often keep tame dingoes as companions. AC 7, HD 2 (M), MV 180' (60'), AT 1 bite, D 1d6, NA 0 (318), Save Fl, ML 6-8, TT Nil, Int 3, AL N, XP 20 (AC9, page 14).

Spiny anteater (Echidna): An egglaving mammal that burrows under the ground, this nocturnal anteater uses its long, sticky tongue to catch insects. Beware of its giant cousin: AC 5, HD 9* (L), yiV 90' (30') or 60' (30') when burrowing, AT 1 tongue, D 3d6lrd, NA 1-2 (0), Save F5, ViL 8, TT Nil, Int 2, AL N, XP 1,600. The giant echidna lashes at its prey with its sticky tongue, sweeping a cone-shaped area equivalent to a standard dragon's breath. All small- or medium-sized creatures within this area must save vs. dragon breath or be stuck on the tongue. The giant echidna then pulls its victims into its mouth, causing 3d6 points of damage per round to each of them. At the end of each round, victims can pull free if they succeed a Strength check.

Emu: This is a 6-7' tall, flightless bird similar to the ostrich. Chameleon men of the grassy outback use large emus as mounts. AC 8, HD 2 (M), MV 240' (80'), AT 1 beak, D 1d6, NA 0 (2-121, Save F1, ML 6, TT Vil, Int 2, ,AL N, XP 20. Load: ๎ 50 cn at full speed; 1,500 cn at half-speed. Barding Multiplier: X l.

Goanna: This iguana-like lizard often ends up as prime ingredient of Wallara dinners. The skins can be sold to the phanatons for 2-12 cp each (or equivalent barter value): AC 5, HD i/z (S), MV 120' (40'), AT 1 bite, D id4, NA 0 (1-20), Save FI,ML7,TTNiI,Int2,ALN,XPS.

Kangaroo: A common herbivore of the grassy outback and lower hills outcroppings, this marsupial forms an important component of chameleon men diet. Skins can be sold to phanatons for 2d6 silver pieces (or equivalent barter value). AC 8, HD ? (M), MV 240' (80'), AT 1 hind leg, D 1d8, NA 0 (3-60), Save Fl, ML 7, TT Nil, Int 2, AL N, XP 20. The kangaroo can leap up to 60'.

Koala: This marsupial herbivore inhabits the eucalyptus forests of Wallara. Legends say it is the incarnation of a forest spirit, and thus is taboo for hunters. Medicine men sometimes use koalas as familiars. AC 8, HD llz IS), MV 30' (10'), AT 1 claw, D 1d4, NA 0 (1-2), Save Fl, NiL 7, TT Nil, Int 3, AL N, XP 5.

Kookaburra: This kingfisher-like bird is well-known for its raucous, laugh-Iike call. As with the koalas, kookaburras are rumored to be incarnations of spirits who use their call to warn the travellers of impending dangers, or to mock their ignorance of the land. AC i, HD 0.5 (S), MV 360' (120') flying or 30' (10') swimming, AT Nil, D Nil, NA 0 (1-2), Save Fl, ML 6-8, TT Nil, Int 3, AL N, XP ? 0.

Termite: Termite mounds can be found throughout the grassy outback. Occasionally, giant termites will emerge from caverns in the Forbidden Highlands after heavy rains. These dangerous creatures ar้ cause for alarm and local chameleonman tribes will hunt them down; AC 4, HD 4 (N1), NIV 180' (60'), AT 1 bite, D 2d8, NA 2-8 (4-24), Save F2, ML 7, TT Nil, Int 1, AL N, XP 75.

Wild turkey: Another comnuon element of the chameleon-men's diet; AC 9, HD l/z (S), MV 120' (40'), AT 1 beak, D 1-2, NA 0 (2-12), Save Fl, ML 6, TT Nil, Int 2, ALN,XPS.

Wakaleo: These marsupial lions are rare creatures dwelling in the heavier forested areas. They climb trees and wait, hiding in the leaves, for unsuspecting preys. AC 5, HD 2 + 2 (M), MV 150' (50'), AT 2 claws/1 bite, D ld2/ld2/1d4, NA 1-2 (1-4), Save F1, ML 9, TT Nil, Int 2, AL N, XP 25. Can surprise victims on a roll of 1-4 on a 1d6.


Immortal patrons of Wallara:

Agundji, The Rainbow Serpent.(alias the Great One). Agundji is the chief Immortal of the Wallara pantheon. Chameleon men are an ancient subspecies of dragons, which explains their magical abilities (vanishing and mimicry at higher levels). Most Wallaras honor Agundji as the lord of all creatures and the patron of sky heroes. Agundji's sphere of interest includes the sky, the element of air, colors, and mimicry. Separate individuals occasionally honor other dragons' rulers, de pending on their alignments, local customs, and circumstances. For example, those working in the Forbidden Highlands' mines of opal often are followers of the Sun Dragon. Wallaras know the lesser dragons' rulers as the Sun Spirit, the Moon Spirit, and the Star Spirit. Most chameleon men believe their souls join their Immortal patrons after dying on Mystara.

Sky Heroes: The goal of these servitors of Agundji is to teach the chameleon men stories of their forgotten past. They also act as Agundji's eyes and ears on Mystara in times of trouble. These beings often appear as lonely, walkabout medicine men. They do not reveal who they are and only stay for a limited time with a tribe, from a few weeks to a couple of years at most. They are mortal creatures whose life forces return to the Rainbow Serpent's home plane upon their death. In addition to typical Wallara medicine-man aptitudes, sky heroes have the innate ability to travel between Mystara and Agundji's home plane, once per full moon.

Barramundje, The Mother-(alias Calitha Starbrow). Barramundje's main concern in Wallara remains that of rivers and billabongs in general, and fertility in particular. Her sphere of interest includes the element of water and all that grows, such as trees and grass. Her symbol among Wallara medicine men is a fish. One who harms her forests, abuses the wealth of her rivers and billabongs, and befouls the land runs the risk of being cursed and of becoming a gondaman, a frilled lizard condemned to wander the outback and perish under the hunter's boomerang.

Guwarris: These are Barramundje's spirit servitors. Guwarris sometimes take the shape of a fish, a platypus, or a kvokaburra to watch over rivers and billabongs. Guwarris have the game statistics and abilities of nixies. Medicine men say it is bad luck to disturb waters known to be inhabited by guwarris.

Genjoo, The Crocodile Spirit-(alias Ka). Genjoo's sphere of interest for Wallara lies in the earth, the land, and magical places. Chameleon men say that the rocky outcroppings of the Forbidden Highlands and the olgas, great monoliths dotting the outback, are the scaly warts on Genjoo's back. Great rocks are thought of as places of great magic, and entrances to Genjoo's world. Paintings left by the ancient Wallaras can often be found there. Medicine men who honor Genjoo often come to these places to meditate. Legends also say that when one dies in the jaws of a great saltwater crocodile, it is that Genjoo has claimed one's soul and requested it to become his servitor

Neemes: The neemes are rock spirits, servitors of Genjoo. Their task is to teach chameleon men how to become more attuned to the land and how to protect nature. They are incorporeal and invisible, speaking to the medicine men only through dreams and meditation. Sometimes, they will bring a distressed medicine man's prayers to Genjoo and return with a message.

Warruntam, The Eagle Spirit-(alias Ixion). Warruntam is the patron of hunters, speed, and bravery. His area of interest in Wallara is the element of fire. Chameleon men have rarely invoked Warruntam as a patron of war, since they are a peaceful people, but the Eagle Spirit among all Immortal patrons would come closest to this role, should an actual conflict ever occur Legends say that those who die from the sky's lightning have been claimed by Warruntam and become his servitors.

Namarkons: These servitors of Warruntam are also known as lightning men. They ride the storm clouds, bringing rain and wind. Their fire destroys that which is ill and weak. Namarkons are incorporeal, invisible spirits that sometimes materialize on Mystara as silver-colored, Iawfulaligned thunderheads [AC9, page 79). Namarkons can otherwise take the shape of medicine men with the same number of hit dice.


Chameleon men as PCs.

Chameleon men are distantly related todragons. From them, they inherited several innate magical powers. An adult tribesman has the ability to vanish, which is roughly equivalent to the dimension door spell. The difference lies in its shorter range (120' instead of 360'). Also, because it is a racial ability, chameleon men never accidentally materialize into solid objects. However, for game balance, this ability counts as a full action and should require an Intelligence check every time it is used.

At 3rd level, a chameleon man can truly mimic its surroundings. The chameleon man effectively turns invisible as per the mage spell. Although the chameleon man can use this ability at will, any number of times in a day, he must remain absolutely quiet and motionless when doing so (he cannot cast spells, talk, attack, dodge, move, vanish, etc). Chameleon men have perfected the ability to remain motionless for extended periods of time (up to an hour per experience level). Mimicry only fools other races-chameleon men can always see one another.

At 7th level, a chameleon man can dream. Once this ability has been used, it cannot be used again for seven days. The dream allows the chamelevn man to tap into mystical knowledge of Wallara spirits. At the chameleon man's option, the dream can imitate the effects of one of the following clerical spells: speak with animal, speak with the dead, speak with plants, commune, or speak with monsters. Dreaming requires the chameleon man to meditate for 1d6 rounds, plus the time spent communicating. The meditation requires live embers (from a small campfire for example). Dreams cannot be used against hostile creatures unless such creatures are restrained in some manner Medicine Men: Chameleon men ofWallara have their own types of spellcasters, called medicine men. These gifted people are identified at birth by other medicine men. They learn their first spell when they become adults (level 0). Medicine men can cast clerical and druidic spells, but cannot turn undead. In order to cast a spell, medicine men need a small piece of quartz or opal that is consumed when the spell is cast. Supplies of these minerals can usually be acquired in caverns, near great rocks,or in the Forbidden Highlands.They must perform a corroboree (fire ceremony) to recover their spells.

Medicine men also can use their dream ability to imitate the effects of the druidic control weather or creeping doom spells. Medicine men can always sense if a place is often visited by spirit servitors of their chosen Immortal patron (60' radius). As an option, adult medicine men also acquire special clerical powers specific to their chosen Immortal patron, as described on page 13 of the "Codex of the Immortals" in the Wrath of the Immortals boxed set. If the Star Dragon is the chosen patron, give the medicine men a permanent protection from evil rather than a + 2 bonus to turn undead.

Table 1 : Chameleon man Levels.
Level XP HD Special abilities
-1 -2,000 1d8 -----
0 0 2d8 Vanish
1 2,000 3d8 -----
2 8,000 4d8 -----
3 17,000 ---- Mimic
4 34,000 5d8 -----
5 72,000 6d8 -----
6 144,000 7d8 -----
7 300,000 ---- Dream
8 600,000 8d8 -----
9 900,000* +2hp** -----

 

Table 2 : Medicine man Levels Spells levels
Level XP HD 1 2 3 4 5
-1 -3,000 1d8          
0 0 2d8 1        
1 3,000 3d8 2        
2 12,000 4d8 2 1      
3 24,000 ----- 2 2      
4 48,000 5d8 2 2 1    
5 96,000 6d8 2 2 2    
6 192,000 7d8 3 2 2 1  
7 380,000 ----- 3 3 2 2  
8 680,000 8d 3 3 3 2 1
9 980,000 +2 hp** 3 3 3 3 2

*  + 300,000 XP per extra level.

** + 2hp per level ,constitution bonus no longer applies.

Note that constitution bonuses should be added only when the PC is created and every time it gains a new level , up to level 8.

Table 3 : Boomerang Statistics .
Mastery Ranges Damage Defense Special
Basic 40/80/160 1d4    
Skilled 50/90/160 1d6+1 H :+1AC/2 Stun (s/m)
Expert 60/100/170 1d6+3 H :+2AC/3 Stun (s/m)
Master 70/110/170 P : 1d6+5

S : 1d4+5

H :+3AC/3 Stun (s/m)
Grand Master 80/120/180 P : 1d6+6

S : 1d4+6

H :+4AC/4 Stun (s/m)

P=H : Primary target uses either a hand-held or hand-thrown weapon.

P : Primary target.

S : Secondary target (with missile weapons or natural weaponry).

H:AC/# AC bonus to the boomerang's user against attacks from opponents using hand-held or hand-thrown weapons , and the number of time it can be used in a single round .

Table 4 : Chameleon men's statistics.
Abilities Strength Intelligence Wisdom Dexterity Constitution Charisma
Race max 17 16 18 18 18 18*
Chameleon men -1          
Medicine men -1   +1      

* Charisma applies only between chameleon men ; otherwise , penalize Charisma by -1 when dealing with other humanoids , -2 when dealing with demihumans or humans .


Miscellaneous: Chameleon men were originally described in AC9 Creature Catalog, pages 33-34. Chameleon men are poor swimmers requiring a skill slot to learn how to swim). Chameleon men do not have infravision and their natural armor class is 9 like humans. They strongly dislike armor as it cancels both their ability to vanish and to mimic. They use stone or bone daggers, spears with stone edges, clubs, and -for the typical Wallara- the boomerang. Chameleon men have racial modifiers to their game statistics, as shown in table 4.

Language: If you haven't caught on by now, the best way to imitate Wallara lingo would be to pick a good map of the land down-under, and check for native names. Grab a bunch, shake well, and there you have it-but beware! You might very well end up creating true words with ludicrous meanings!

Chameleon men also can use the changing colors of their skin to show feelings. Proper usage of shades and hues is a sign of wisdom and social status among chameleon men.

Chameleon men: AC 9, HD 2*, MV 120' (40'), AT 1 weapon, D by weapon, Save as F2, ML 7, TT (Q+S) E, AL Neutral (any for PCs), XPV 25. Size: 7' tall.

Thunderheads: AC 0, HD 16 * * (or 8 outside storms), MV 30' (10'), 180' (60') flying, AT 2 claws or lightning bolt, D 2d6/ 2d6 or 5d5, NA 0 (1-3), Save as F16 (or F8 outside storms), ML 9, TT Nil, Int 5, AL L, XP 4,050 (or 1850 with 8 HD). Load: 3,500 cn at full speed; 7,000 cn at half-speed.

Barding Multiplier : *3

Boomerang: This is the fabled weapon of the Wallara. It is a curved wooden missile that returns to its owner if it hits neither target nor obstacles. With an enc. of 50 cn, a good boomerang can be worth many wallaroo pelts (say 10 gp worth in the game) .

Wallara medicine men can enchant boomerangs as + 1 weapons. A magical boomerang flies in a figure-eight when it is thrown. If it misses the target and does not hit anything else, the magical boomerang will take a second pass at the target at the end of the round. If the target is unaware of the boomerang's return, the boomerang then gets a + 2 attack bonus for a back attack.

If a boomerang does not hit anything during the round, it then returns to the owner If not distracted by attacks from foes for example), the owner can catch his returning boomerang automatically. With a successful Dexterity check a distracted owner can catch a returning boomerang. Opponents cannot catch an incoming boomerang unless they have a higher mastery level than the boomerang's owner, and they roll a successful Dexterity check. This all assumes that either or both the owner of the boomerang and the target remain within the boomerang's flight path during the entire round.

Boomerang users of Expert Skill or better can aim at a target hiding behind an obstacle (like a tree). The boomerang may hit that target on the returning segment of its flight only, with a - 2 attack penalty (no back attack advantage here).

Boomerangs are made specifically for a user of a given strength and height. If a boomerang is picked up by someone with a different Strength score or a different size, attack rolls should be penalized by -2. Finally, a boomerang can be used to light a fire by rubbing its hard edge on a dry log.

Note: Don't forget to apply the Hit Roll bonuses from the table on page 76 of the D&D Rules Cyclopedia. Stun is explained on page 81 of the same book.

Shields: Chameleon men do not normally carry shields. However, quarrels do occur at times and medicine men ailow two forces with an equal number of chameleon men and comparable armament to do battle to settle their dispute. Shields are used at that time. They are medium-sized shields, made of wood and bark, offering the usual AC protection. Shields +1 exist that match the owner's mimicry ability. Tribal leaders are Iikely to own one. Note: Nonmagical shields do hamper a chameleon man's vanishing and mimicry abilities. Chameleon men are otherwise free to use any magical protection other than armor to improve their AC.

Based on material copyright TSR, Inc. All rights reserved.