Wallara
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Wallara, also known as Chameleon-Men, are a species of Lizardfolk native to the Orc's Head Penninsula of the Savage Coast in Mystara, one of the oldest settings of Dungeons & Dragons. One of the oldest races in Mystara, if not the oldest, these seven-foot-tall reptilian humanoids descend from Mystaran dragons, and have become arguably the most obscure of the Mystaran PC races, as playable stats for them only ever appeared in an issue of Dragon Magazine and in a single obscure splatbook.
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.
Unlike other lizardfolk of the time, who were called "lizardmen" despite having males and females, the name "Chameleon-Men" is well and truly justified for the the wallara: 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. This magic-based propagation keeps the wallara's numbers quite low and encourages them to protect the delicate magical balances of nature.
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.
This is a real shame, as even if the cultural aspects and original appearance were on the nose, they are still one of the more unique races from early D&D - lizardfolk tend to have an association with primitivism and druidism anyway, yeah, but the wallaras actually had a rationale for it that wasn't "our god Semuanya is stupid and we're fanatics", and their magical method of propagation was quite unique. Add in their connection to dragons, and you could easily spin wallaras into something more like the traditional elf: a long-lived, mystical race that is intimately tied with nature and has a very good reason to dedicate itself to nature's protection.
Basic D&D Stats
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Because of how Basic/Expert worked, with race and class being the same thing, Wallaras were presented with two writeups; one for your standard wallara, and one for the wallara medicine man, who was the spellcaster version.
Wallara
- Racial Ability Maximums: Strength 17, Intelligence 16, Wisdom 18, Dexterity 18, Constitution 18, Charisma 18 (-1 penalty with non-wallara humanoids, -2 penalty with humans and demihumans)
- Racial Ability Modifiers: -1 Strength, +1 Dexterity
Table 1: Chameleon Man Levels
- Level - XP - HD - Special abilities
- -1 - -2000 - 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 - * +2 hp**
- +300,000 XP per extra level
- + 2 hp per level, constitution bonus no longer applies
- +300,000 XP per extra level
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.
Vanish: As a full action and by passing an Intelligence check, a wallara can teleport 120', as per a Dimension Door spell, but with no risk of materializing inside a solid object.
Mimic: At will, the wallara can become invisible - he must remain absolutely quiet and motionless when doing so (he cannot cast spells, talk, attack, dodge, move, vanish, etc). A wallara can mimic his surroundings for up to an hour per experience level. Mimicry only fools other races; wallaras can always see one another.
Dream: Once this ability has been used, it cannot be used again for seven days. The dream allows the wallara to tap into mystical knowledge of Wallara spirits. At the wallara'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 wallara 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.
Wallara Medicine Man
- Racial Ability Maximums: Strength 17, Intelligence 16, Wisdom 18, Dexterity 18, Constitution 18, Charisma 18 (-1 penalty with non-wallara humanoids, -2 penalty with humans and demihumans)
- Racial Ability Modifiers: -1 Strength, +1 Wisdom
Table 2: Medicine Man Levels
- Spell 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 8d8 3 3 3 2 1
- 9 980,000 * +2 hp** 3 3 3 3 2
- +300,000 XP per extra level
- * + 2 hp 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.
Vanish: As a full action and by passing an Intelligence check, a wallara can teleport 120', as per a Dimension Door spell, but with no risk of materializing inside a solid object.
Mimic: At will, the wallara can become invisible - he must remain absolutely quiet and motionless when doing so (he cannot cast spells, talk, attack, dodge, move, vanish, etc). A wallara can mimic his surroundings for up to an hour per experience level. Mimicry only fools other races; wallaras can always see one another.
Dream: Once this ability has been used, it cannot be used again for seven days. The dream allows the wallara to tap into mystical knowledge of Wallara spirits. At the wallara medicine 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,, or one of the following druidic spells: control weather, or creeping doom. Dreaming requires the wallara 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.
Spellcasting: Wallara medicine men cast Cleric and Druid 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.
Servant of the Immortals: 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
Dungeons & Dragons 1st Edition Races | |
---|---|
Basic Set | Dwarf • Elf • Hobbit • Human |
Creature Crucible 1 | Brownie • Centaur • Dryad • Faun • Hsiao • Leprechaun • Pixie • Pooka • Redcap • Sidhe • Sprite • Treant • Wood Imp • Wooddrake |
Creature Crucible 2 | Faenare • Gnome • Gremlin • Harpy • Nagpa • Pegataur • Sphinx • Tabi |
Creature Crucible 3 | Kna • Kopru • Merrow • Nixie • Sea Giant • Shark-kin • Triton |
Dragon Magazine | Cayma • Gatorman • Lupin • N'djatwa • Phanaton • Rakasta • Shazak • Wallara |
Hollow World | Beastman • Brute-Man • Hutaakan • Krugel Orc • Kubitt • Malpheggi Lizard Man |
Known World | Bugbear • Goblin • Gnoll • Hobgoblin • Kobold • Ogre • Troll |
AD&D Stats
- Ability Score Minimum/Maximum: Strength 6/18, Dexterity 6/18, Constitution 6/18, Intelligence 6/18, Wisdom 8/18, Charisma 3/18
- Ability Score Adjustments: -1 Strength, +1 Dexterity or Wisdom (Wallara clerics get +1 Wis, all others get +1 Dex)
- Racial Class & Level Limits: Fighter 12, Ranger 15, Wizard (Abjurer, Diviner, or Necromancer only) 10, Cleric 10, Thief 11, Bard 10, Psionicist 9
- Multiclass Options: None
- Kits: Mendoo, Defender, Savage Warrior (Fighter, Ranger), Wilderness Warrior (Fighter), Mystic, Savage Wizard, Savage Psionicist, Filcher, Scout
- Mandatory Kits: Clerics must take Mendoo, Wizards must take Mystic or Savage Wizard, Thieves must take Filcher or Scout
- Racial Thieving Skill Adjustments: -20% Open Locks, +5% Find/Remove Traps, +10 Move Silently, +5% Deect Noise, -5% Climb Walls
- Vanish: Can Dimension Door (120ft) as a full action by passing an Intelligence check.
- Mimic: Requires 3rd level to access. A wallara can functionally turn invisible at will, and maintain it for up to 1 hour per experience level. However, whilst using mimicry, a wallara must remain absolutely quiet and motionless - he cannot cast spells, attack, dodge, move or vanish. Additionally, mimicry doesn't affect other wallara.
- So long as a wallara is within 10 miles of their home or encampment, he can always find his way back.
- Bonus Proficiencies; Tracking, Ancient History, Local History
- Wallars only suffer a -3 penalty when tracking, not the usual -6 penalty.
- Natural Armor Class: 9
- Cannot Vanish or Mimic when in armor.
- -1 penalty to Charisma when dealing with non-wallara humanoids, -2 penalty with demihumans and humans.
- Must spend a skill slot to learn how to swim.
Dungeons & Dragons 2nd Edition Races | |
---|---|
Core | Dwarf • Elf • Gnome • Half-Elf • Half-Orc • Halfling • Human |
Dark Sun | Aarakocra • Half-Giant • Mul • Pterran • Thri-kreen |
Dragonlance | Draconian • Irda • Kender • Minotaur |
Mystara | Aranea • Ee'ar • Enduk • Lizardfolk (Cayma • Gurrash • Shazak) • Lupin • Manscorpion • Phanaton • Rakasta • Tortle • Wallara |
Oriental Adventures | Korobokuru • Hengeyokai • Spirit Folk |
Planescape | Aasimar • Bariaur • Genasi • Githyanki • Githzerai • Modron • Tiefling |
Spelljammer | Dracon • Giff • Grommam • Hadozee • Hurwaeti • Rastipede • Scro • Xixchil |
Ravenloft: | Broken One • Flesh Golem • Half-Vistani • Therianthrope |
Complete Book Series | Alaghi • Beastman • Bugbear • Bullywug • Centaur • Duergar • Fremlin • Firbolg • Flind • Gnoll • Goblin • Half-Ogre • Hobgoblin • Kobold • Mongrelfolk • Ogre • Ogre Mage • Orc • Pixie • Satyr • Saurial • Svirfneblin • Swanmay • Voadkyn • Wemic |
Dragon Magazine | Half-Dryad • Half-Satyr • Uldra • Xvart |