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They once possessed a mighty civilization, but fell afoul of the paranoia of the [[aranea]] of the Herath Empire; in those primeval days, the wallara prized the collection of knowledge for its own sake, and so had become aware of the fact that the lords of Herath were, in fact, sorcerous spiderweres. Terrified that the wallara would reveal this information, the aranea sought to cast a spell to wipe this information from their minds - unfortunately, the spell worked too well, reducing the wallara to Stone Age primitives - up until it was retconned in the first Orc's Head Sourcebook, they were unable to even think of advancing beyond that state, and even with the retcon, they spent many centuries incapable of rising above their lot. Now, they exist as nomadic hunter-gatherers or primitive agrarian villages in the northern grasslands of the Orc's Head Penninsula.
They once possessed a mighty civilization, but fell afoul of the paranoia of the [[aranea]] of the Herath Empire; in those primeval days, the wallara prized the collection of knowledge for its own sake, and so had become aware of the fact that the lords of Herath were, in fact, sorcerous spiderweres. Terrified that the wallara would reveal this information, the aranea sought to cast a spell to wipe this information from their minds - unfortunately, the spell worked too well, reducing the wallara to Stone Age primitives - up until it was retconned in the first Orc's Head Sourcebook, they were unable to even think of advancing beyond that state, and even with the retcon, they spent many centuries incapable of rising above their lot. Now, they exist as nomadic hunter-gatherers or primitive agrarian villages in the northern grasslands of the Orc's Head Penninsula.


The name "Chameleon-Men" for the the wallara as they're an all-male species who rely on magic to propagate. Once a year, when a wallara sheds his skin, he bundles it up and carefully places it within his clan's tookoo, a mystical shrine formed from a magical place in nature. There's a 5% chance that this shed skin will respond to the tookoo's power and transform into an egg, which hatches a new wallara within 8 weeks of being created.
The name "Chameleon-Men" is valid for the the wallara as they're an all-male species who rely on magic to propagate. Once a year, when a wallara sheds his skin, he bundles it up and carefully places it within his clan's tookoo, a mystical shrine formed from a magical place in nature. There's a 5% chance that this shed skin will respond to the tookoo's power and transform into an egg, which hatches a new wallara within 8 weeks of being created.


Wallara PC stats first appeared in [[Dragon Magazine]] #186, under the Basic D&D system, which is when their territory and culture were first detailed as part of the [[Voyage of the Princess Ark]]. They were updated to [[Advanced Dungeons & Dragons]] 2nd edition in the Orc's Head Sourcebook.
Wallara PC stats first appeared in [[Dragon Magazine]] #186, under the Basic D&D system, which is when their territory and culture were first detailed as part of the [[Voyage of the Princess Ark]]. They were updated to [[Advanced Dungeons & Dragons]] 2nd edition in the Orc's Head Sourcebook.

Revision as of 17:20, 26 July 2018

Wallara, also known as Chameleon-Men, are a species of Lizardfolk native to the Orc's Head Penninsula of the Savage Coast in Mystara. Wallara have become arguably the most obscure of the Mystaran PC races. One of the oldest races in Mystara, if not the oldest, these seven-foot-tall reptilian humanoids descend from Mystaran dragons.

They once possessed a mighty civilization, but fell afoul of the paranoia of the aranea of the Herath Empire; in those primeval days, the wallara prized the collection of knowledge for its own sake, and so had become aware of the fact that the lords of Herath were, in fact, sorcerous spiderweres. Terrified that the wallara would reveal this information, the aranea sought to cast a spell to wipe this information from their minds - unfortunately, the spell worked too well, reducing the wallara to Stone Age primitives - up until it was retconned in the first Orc's Head Sourcebook, they were unable to even think of advancing beyond that state, and even with the retcon, they spent many centuries incapable of rising above their lot. Now, they exist as nomadic hunter-gatherers or primitive agrarian villages in the northern grasslands of the Orc's Head Penninsula.

The name "Chameleon-Men" is valid for the the wallara as they're an all-male species who rely on magic to propagate. Once a year, when a wallara sheds his skin, he bundles it up and carefully places it within his clan's tookoo, a mystical shrine formed from a magical place in nature. There's a 5% chance that this shed skin will respond to the tookoo's power and transform into an egg, which hatches a new wallara within 8 weeks of being created.

Wallara PC stats first appeared in Dragon Magazine #186, under the Basic D&D system, which is when their territory and culture were first detailed as part of the Voyage of the Princess Ark. They were updated to Advanced Dungeons & Dragons 2nd edition in the Orc's Head Sourcebook.

Despite being explicitly a form of lizardfolk, wallara traditionally look exactly like Australian Aborigines painted up in rainbow-colored ceremonial corroboree paint, complete with flowing hair and beards, and in Orc's Head 1 there culture is essentially the same as Australian Aborigine culture, complete with taboos against smiling when you approach the village and fear of the pointing bone/stick.

However in the Savage Coast Monstrous Compendium Appendix, TSR retconned the wallaran appearance, removing most of what made them unique, depicting them as colorfully skinned, tailless lizard-like humanoids, averaging 7 feet in height and with slender, almost gangly builds, sporting small three-clawed feet and dainty, human-like hands, a blunt, expressive reptilian snout for a face, and a short fin-crest running a vertical line down the back of its skull.

Because of their earlier appearance WOTC will probably never mention them again out of fear of offending someone, a real shame as they are one of the more unique races from early d&d.

Dungeons & Dragons 1st Edition Races
Basic Set DwarfElfHobbitHuman
Creature Crucible 1 BrownieCentaurDryadFaunHsiaoLeprechaunPixiePookaRedcapSidheSpriteTreantWood ImpWooddrake
Creature Crucible 2 FaenareGnomeGremlinHarpyNagpaPegataurSphinxTabi
Creature Crucible 3 KnaKopruMerrowNixieSea GiantShark-kinTriton
Dragon Magazine CaymaGatormanLupinN'djatwaPhanatonRakastaShazakWallara
Hollow World BeastmanBrute-ManHutaakanKrugel OrcKubittMalpheggi Lizard Man
Known World BugbearGoblinGnollHobgoblinKoboldOgreTroll
Dungeons & Dragons 2nd Edition Races
Core DwarfElfGnomeHalf-ElfHalf-OrcHalflingHuman
Dark Sun AarakocraHalf-GiantMulPterranThri-kreen
Dragonlance DraconianIrdaKenderMinotaur
Mystara AraneaEe'arEndukLizardfolk (CaymaGurrashShazak) • LupinManscorpionPhanatonRakastaTortleWallara
Oriental Adventures KorobokuruHengeyokaiSpirit Folk
Planescape AasimarBariaurGenasiGithyankiGithzeraiModronTiefling
Spelljammer DraconGiffGrommamHadozeeHurwaetiRastipedeScroXixchil
Ravenloft: Broken OneFlesh GolemHalf-VistaniTherianthrope
Complete Book Series AlaghiBeastmanBugbearBullywugCentaurDuergarFremlinFirbolgFlindGnollGoblinHalf-OgreHobgoblinKoboldMongrelfolkOgreOgre MageOrcPixieSatyrSaurialSvirfneblinSwanmayVoadkynWemic
Dragon Magazine Half-DryadHalf-SatyrUldraXvart