Taladas

Heroes of Mystery

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Heroes of Mystery is the book of rules for Taladas adventures using the DRAGONLANCE Fifth Age Saga rules. With this book, Narrators can run Taladas campaigns in either the Classic period or the Fifth Age. Provided are the unique races of Taladas (including every subrace of elves), new roles, and new monsters of these lost lands.


Excerpt from Heroes of Mystery

Bakali
The Bakali are a race of reptilian humanoids that dwell in the warm waters of Blackwater Glade. Known also as "lizardmen" or "dragonmen" by the humans of Thenol, bakali are racially distinct from the degenerate hurdu of the Steamwall Mountains, or their larger, more vicious cousins in Ansalon. Ansalonian bakali are more properly named jarak-sinn, meaning "new race" in the bakali tongue.

Description
Bakali appear to be large, humanoid lizards, standing between six and eight feet in height. Bakali are sometimes compared to crocodiles – their mottled brown or yellow-green skin is thickly scaled, their jaws lined with sharp, tearing teeth, and their lashing tails long and powerful.
Bakali possess intimidating talons on their hands and feet, which are not actually useful as weapons; however, they are webbed to aid in swimming, and bakali hands are just as dexterous as those of humans. Bakali distinguish between males and females by scent; to other races, the sexes appear indistinguishable.

Roleplaying
Bakali are distrustful of strangers and prefer to keep to themselves. Centuries of conflict with the human Swampers have brought most bakali to view humans as lying, greedy and thieving creatures, not to be trusted. In return, humans generally believe bakali to be savage and bloodthirsty, a stereotype which is not entirely deserved. Although bakali are prepared to use violence when the situation calls for it, they treat others as others treat them (and bakali have very long memories!). Thus friendships and alliances are lasting among the bakali, and an honourable enemy is treated with respect.
Bakali are a courageous race, who are said to fear nothing. Even death holds no terror, although life is more enjoyable and preferable. In times of war, bakali use their considerable skills in battle, ambushes, deception and retreat where appropriate. Their god, Siarrlas the Scaled One, teaches that all war is courageous that serves to protect the bakali and their world. There is even courage in defeat, for that is natural in war and in life – someone must lose every battle, and there is no shame in it. Only hiding or betraying the bakali is considered a sign of cowardice.

Requirements
To qualify as a bakali, a hero must have Strength and Endurance scores of 6 at minimum. Considered to be uneducated savages by most other races, bakali heroes have maximum Reason scores of 7. Bakali are reluctant to wear armour, finding most metal types uncomfortable on their larger frames. Thus, these heroes never begin with an ability code higher than "D" in Endurance.
Bakali never practice Sorcery, and are completely unfamiliar with its workings.
Thus, bakali always have an "X" code in Reason. These heroes have grown in the wilds of Blackwater Glade, and are physically powerful and very sensitive to their surroundings. They must have Strength and perception codes of "B" or higher. As all bakali have nictating membranes in their eyes to improve vision, heroes must select eyesight as an acute sense (bakali with a Perception code of "A" may select an additional acute sense of their choice).

Advantages
Bakali are extremely well-suited to their environment, and move through water as easily as walking on land. The tough scales of a bakali's hide grant an automatic defense rating of –2, cumulative with any other protection.
Due to the bakali's natural courage, any card played to resist fear or other negative emotions (including dragonawe) is automatically trump.

Disadvantages
Bakali are inherently distrustful of outsiders, and have great difficulty understanding their culture. Thus, when a bakali uses Presence to relate to other races, or Reason to understand a difference in their ways, no card played is considered trump.

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