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Daniel Kulhanek (order #4053388) 7

Daniel Kulhanek (order #4053388) 7


TM

Edition #1.0 - May 2012

Habilis Game System by Jeff Dee

Setting & Research by Talzhemir Mrr

Research Assistant Jeremy Lane

Cover Painting & Illustrations by Talzhemir Mrr

Additional Illustrations by James Nystul, Jeff Dee,


Joseph Arnold & Kennon James

Playtesters:
Denis Loubet, Diesel, Beth Loubet, Jason Rosenblum, Janet
Swisher, Leticia Lyons, Matt Sheffield, Sean Summers

© 2012 UNIgames. All Rights Reserved.


Cavemaster is a trademark of UNIgames
P.O. Box 2933 Pflugerville TX 78691
www.prismnet.com/unigames

Daniel Kulhanek (order #4053388) 7


Table of Contents
Section Title Page Section Title Page

Prologue: Red-Claw Ritual 1 8.0 The Cavemaster World 39


8.1 The Esplandia Region 39
1.0 Introduction 5 8.2 The Croatan Region 40
1.1 What is Cavemaster? 5 8.3 The Teutonis Region 40
1.2 What is Stonepunk? 5 8.4 The Orinoco Region 41
1.3 What is a Role-Playing Game? 5 8.5 The Lost Valley 42
1.4 An Intro to the Habilis System 6 8.6 World Map Terrain Key 42
1.5 What Else Do I Need? 6
9.0 The People of Cavemaster 43
2.0 Character Creation 6 9.1 Maheechee: the Tree People 44
2.1 Character Skin 6 9.2 Rogók: the Cave Lords 46
2.2 Writing Implement 6 9.3 Tanui: the Water Folk 48
2.3 Core Stones 6 9.4 Yorwa: the Busy Ones 50
2.4 Select Your Character’s Breed 7 9.5 Interbreeding 52
2.5 Select Your Character’s Job 7
2.6 Select Your Character’s Perk 10 10.0 Creatures 52
2.7 Creating New Perks 12 10.1 Historical Creatures 54
2.8 Record Your Perk 12 10.2 Anachronisms 68
2.9 Name Your Character 12 10.3 Anomalies 70
2.10 Record Your Stones 12 10.4 Creating New Creatures 71
2.11 Choose Your Character’s Stuff 12
2.11 Record Your Stuff 26 11.0 Cavemaster’s Section 72
11.1 Preparation 72
3.0 Challenges 26 11.2 Balancing Combat 74
3.1 Standard Challenges 26 11.3 Interpersonal Challenges 74
3.2 Competitive Challenges 28 11.4 Introductory Adventure 75

4.0 Combat 29 Appendix 1: The Creation Myth 81


4.1 Combat Scale 29
4.2 Initiative 30 Appendix 2: The Tatoni Tribe 82
4.3 The Move Phase 30
4.4 The Action Phase 30 Appendix 3: The Gargúnn Tribe 84
4.5 Attacking 30
4.6 Damage & Recovery 33 Appendix 4: The Falora Tribe 87

5.0 Inventing 34 Appendix 5: The Mozo Tribe 91


5.1 Simple Innovations 34
5.2 True Inventions 34 Appendix 6: Advanced Rules 94

6.0 Spirit Magic (Optional) 35 Bibliography 95


6.1 Spell-Casting 35 Films 95
Visual Reference 96
7.0 Character Advancement 38

ii

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Prologue: Red-Claw Ritual
A tale of the Yorwa People

It was the longest, coldest night of year.


The mouth of the cave was hidden by snow.
The moon was full, making everything bright.

Three members of the Red-claw Tribe arrived outside.


They had traveled for days to find this place.

First came Strong-bone the hunter, and his bear Oochuff.


Instead of a spear, tonight Strong-bone was carrying a stout staff.

Next was Grandma Snow-paw, wrapped in chalk-colored elk pelt.

Last was Reed-boy, Strong-bone's son.


He was very excited because tonight
he would learn a Great Secret of the clan.

"Strong-bone and Oochuff," said Grandma Snow-paw,


"Make the challenge! Reed-boy, come with me."

At Strong-bone's hand-signal, Oochuff reared on his


hind legs and roared. His breath was like smoke in the air.
At first there was no response.
There came an answering groan from another bear.

They saw her come running out of the cave.


She ran at Oochuff, her heavy breath coming out in white puffs too.
He dropped back down on all fours to meet her attack.

Reed-boy wanted to watch but Grandma Snow-paw


led him away. She said, "You must lead a cub out, now."

"But how do I do that, Grandma?" asked Reed-boy. "With my flute...?"

Grandma Snow-paw whispered, "Not now. You will soon learn


a great secret of our clan..."

At the entrance to the cave, now visible as a black


gap in the snow, she opened one of her tiny bags and dumped its
contents onto his palm: a dry dead bee. "Chew this while
I chant, and then swallow it when I am done."

Daniel Kulhanek (order #4053388) 7


The she-bear plowed into Oochuff, paws swinging. She
was bigger.

Strong-bone stayed back but kept his staff ready.

Oochuff dodged one set of black talons after another,


and slowly backed off. She stood up on her back paws
and bellowed at him.

He would have been happy to let her go back to sleep


but Strong-bone called out, "Play, Oochuff! Play!"
His bear friend loped around, and roared at the she-bear,
making it clear that he was not leaving. She would
have to stay and fight.

The bee tasted strange. It was crunchy, with tiny hairs,


and Reed-boy could feel the dry little legs breaking off.
He wondered if he was going to get a stinger stuck
in his tongue.

He could hear Grandma Snow-paw singing, and it


sounded like nonsense. Something about "finding two,
and taking one. One in darkness, meant for sun..."
There was an unpleasant taste in Reed-boy's mouth, now,
like a tiny piece of sour grease.

Suddenly he could feel his body and limbs grow thicker.


His nose stretched down and away from his eyes. He
brought his hands up to touch it and discovered he now
had clawed paws. He was covered all over in dark red fur.

He looked at Grandma Snow-paw and discovered he only came


up to her knee. Everything beyond her was hazy now. He
dropped down onto all fours. When he tried to talk, it
came out a little honking groan.

"Shhh," said Grandma. "Into the den you go. Bring out a cub."

The new bear nodded and clambered down the gap. The
passage within angled so that a breeze from outside could not go far.

The cave walls were marked with countless parallel scratches.


They were marks made by the cave bears of the past.
He could clearly hear the two adult bears outside fighting fiercely.

Daniel Kulhanek (order #4053388) 7


Reed-boy was struck by the pleasant musky odor
coming from deeper inside. It was earthy and comforting.
He followed it until there was no more light. He was
padding around in complete darkness. The air was
no longer cold here.

He blundered into a stalagmite growing from the ground,


and after that, he moved slowly. He began to hear
sounds he had not noticed before: slow breathing and
brief snoring. His ears were so sharp that
he started to get a sense of where the walls were from
the various echoes. He went over to the breathing.

A ragged gash was opened on Oochuff's chest, and


the mother bear was not the least bit tired. To keep her
engaged, Strong-bone thrust with his staff, a light thump
to her flank. This nuisance made her snap at her side.
At first she missed, but after a moment, she caught the
pole and wrested it from Strong-bone's grip.

She was going to swipe at Strong-bone himself when


Oochuff gave a roar and put himself between her and
the human hunter. Exhausted by her Spirit-Magic earlier,
Grandma Snow-paw could only stand and watch and worry.

With sensitive nose, Reed-boy in bear form could


sense the heat from two round bodies. He picked the
closest one, reaching over with a paw to gently shake
its shoulder. That cub woke up and yawned. It made
a noise like, "Wahh!" Reed-boy understood this to
mean, 'I'm thirsty!'

Reed-boy whispered, "Then come with me." It came out


a little noise like 'Ooooooor," but the other bear understood.
Reed-boy padded up the passageway and his new friend
followed him.

'Who are you?' the cub asked.

'I am your brother,' Reed-boy answered. In the


lore of the Red-Claws, the songs and ritual phrases
sometimes proclaimed their brotherhood to the cave bear,
but until now, Reed-boy had never felt the truth of it.
He nudged his new bear pal with his shoulder, and
heard him answer with a little, "Wff."

Daniel Kulhanek (order #4053388) 7


At the cave's mouth, they could hear Oochuff and the
mother bear trading roars, bites, and blows.
Reed-boy knew what was happening but the bear
cub behind him did not.

They emerged from the cave and the second bear


took a mouthful of snow. Grandma Snow-paw was
waiting, and she said something, pointing and then
herding the two young bears in some direction.

When they were out of sight, Grandma Snow-paw


called happily to Strong-bone, "It is done!"

The snow was stained with blood but the mother


bear was unhurt. Strong-bone said, "Oochuff!
Back off! Back off!" They lowered their heads
and showed their profiles, a sign that they were
retreating. Huffing and tired, the mother bear let
them go, then galloped back for the den.

Strong-bone and Grandma Snow-paw followed


the tracks which romped around in random
circles and squiggles. Eventually they found two
young bears in a little heap between some rocks,
both sound asleep.

It was powerful Spirit-Magic that might even


last for days. They let the youngsters sleep for
now. Strong-bone fed Oochuff many raisins while
Grandma Snow-paw tended to his wounds.

Grandma Snow-paw remembered the story that her teacher


Bright-stone had told her. A mother bear usually bore twins, but
only one survived. Then, her mentor had made a deal
with the Cave Bear Spirit to always treat those baby
bears they took, as family. It was a good bargain.

The End

Daniel Kulhanek (order #4053388) 7


1.0 Introduction 1.3 What is a Role-Playing
Game?
1.1What is Cavemaster? A role-playing game (RPG) is a form of interactive
Cavemaster is a serious Stonepunk tabletop fantasy storytelling, in which the participants act out the
role-playing game of Pleistocene adventure! roles of characters in the story. It's similar to "let's
Cavemaster’s ‘Habilis’ game system is an pretend" or "cops and robbers," but with rules and a
archaeological re-construction of the role-playing referee.
game rules first used by our Homo Habilis ancestors
approximately 2 million years ago. Cavemaster RPGs don’t typically have clearly defined winners
requires no written language or detailed record- and losers. Instead of competing with the other
keeping, and its mechanics are simple enough to players, you are working with them as a team, to
have been passed down verbally from each clan’s accomplish mutual goals. Individual characters may
‘cavemaster’ to his (or her) apprentice(s). It’s not also have personal goals that they are trying to
just a caveman role-playing game. It's the role achieve, but overall, the goal of the game is to
playing game that cave-men played! create a satisfying story.

One of the players act as the "gamemaster" (GM),


1.2 What is Stonepunk? or in this game, the cavemaster – (CM). The CM
In the tradition of Cyberpunk and Steampunk, presents situations to the other players, describing
Stonepunk is an exercise in speculative fiction. where the player-characters (PCs) are and what
Stonepunk turns the clock back to the end of the they can see (and even hear, feel, smell, and taste),
Pleistocene Epoch (approximately 10,000 years and playing the roles of any other non-player
BCE), and asks what might have happened if the characters (NPCs) friendly or otherwise that the PCs
culture and technology of that age had developed interact with. The cavemaster prepares the story
further, or in exciting new directions! beforehand (either by writing it and stocking it with
their own characters, or by selecting and reading
from a prepared adventure). The CM describes the

Daniel Kulhanek (order #4053388) 7


scenes and events of the story as they unfold, and Cavemaster was originally played while seated
tells the other players the results of their actions. cross-legged in a circle on the floor of the clan’s
cave. Modern RPGs are usually played around a
A player's character is usually defined by a set of table in a comfortable area, so that everyone can
statistics that describe their strengths and relax while they play and have somewhere to put
weaknesses. For example, a character in this game their game materials.
with five core stones is more effective, in general,
than one with only four core stones. A character Prehistoric Cavemaster players used charred sticks
with one stone in the Strength perk is stronger than and bits of animal hide for record-keeping.
just about any character without stones in that perk. Nowadays, paper and pens or pencils are the norm.
And so on.
2.0 Character Creation
1.4 An Intro to the Habilis Every Cavemaster player is allowed to create the
System character that they control in the game. This section
of the rules explains how to create a character.
Character abilities are represented by groups of
small stones. In a Challenge, you pick up the
relevant stones and secretly divide them between 2.1 Character Skin
your hands. Your opponent (or the CM) does the Find a scrap of animal hide, about as big as the
same. Each participant picks one of the other area you can cover with your two open hands
person’s hands, and the stones in that hand are [Modern: use a blank standard sheet of 8 ½ ” x 11”
revealed. If you reveal more stones, your character paper, or one printed with the animal skin outline
succeeds! provided at the end of this rulebook]. This will be
your ‘Character Skin’ – the place where you record
1.5 What Else Do I Need? your character’s abilities.
Cavemaster doesn’t require any components that
can’t be found in nature. You certainly may use 2.2 Writing Implement
more modern components if you wish, however. Char the end of a thin stick in the fire [Modern: use a
pencil, pen, marker, etc.]. Draw a large circle on
In most RPGs, dice are used to generate random your Character Skin, about the size of your fist. This
numbers to resolve certain events (such as whether circle will contain your character’s ‘core stones’.
a character can climb a slippery wall, or if an
attempt to fast talk a guard will work). Because 2.3 Core Stones
cavemen didn’t have dice, in Cavemaster a
Place 6 stones in the big circle on your Character
handful of small stones – about the size of a tooth, or
Skin. These ‘core stones’ represent overall, general
a small bean - serves in their place.
ability to do any of the sorts of things that all
primitive humans know how to do.
Miniature plastic or metal figures are used in some
RPGs, and can be used with Cavemaster, for
Having 6 stones makes your character slightly more
visualizing where the characters are in a scene.
experienced than a raw beginner. The CM can start
Prehistoric cavemasters used rocks, sticks, and other
players as total beginners by giving them only 5
small found objects, selected to the resemble
stones, children with 4 stones, or hardened veterans
characters and creatures in the game.
with 7 or more stones.

Example: Denis is creating a character for a


Cavemaster campaign where the cavemaster has
decided to start player characters out with 6 stones.
Denis begins character creation by drawing a large
circle in the middle of his Character Skin, and
placing 6 stones within it.

Daniel Kulhanek (order #4053388) 7


2.4 Select Your Character’s get a positive modifier from their job when they
attempt a task that appears in their job description.
Breed If a task does not appear in a character’s job
Choose your character’s breed. The four standard description, but the CM rules that it is appropriate for
Cavemaster breeds represent different evolutionary that job, then the character can get a positive
strains of genus Homo. Your CM may prohibit the modifier from their job on that task also.
selection of certain breeds, depending on the
needs of their campaign. See 9.0 for descriptions of Choose a job for your character. The following
the four breeds. options are available:

After you’ve chosen your breed draw a second, Boater (Tanui Only)
smaller circle on your Character Skin. Inside it, draw
the pictograph representing the breed you have
chosen. Then move one of your core stones into that
circle to indicate your breed’s unique racial ability.
Do not move a stone into the breed circle if your
character is a Yorwa or a Rogók female. Those types Boater Skills:
of character have no special racial abilities. Boating
Navigate
Example: Denis’s cavemaster tells him he may Fishing (Net and Spear)
choose any of the four standard character breeds. Animal Knowledge (Aquatic)
He decides he wants his character to be a Tanui. Butchering
Denis makes a smaller circle beside the one
containing his core stones, drawing the Tanui symbol This job is only available to starting characters of the
within it. He moves one of his core stones into the Tanui breed. It can be learned after character
Tanui circle, representing the Tanui racial ability generation by anyone, if taught by a boater.
(Swiftness). This leaves him with 5 core stones.
Knowledge of travel by water is surprisingly
2.5 Select Your Character’s Job advanced at this time. There are boats made of
Jobs are groups of abilities which relate to whatever logs, skins, and bark. They may be good for carrying
it is that the character does for their clan on a daily just one passenger, or they may carry up to thirty.
basis. Anybody can row but effectively coordinating the
rowing so that the craft goes in the required
The most common jobs are listed below, along with direction is a task for the boater. Fast-moving water
the most common tasks performed by characters can be dangerous; boaters are good at paddling
who do that job. Any character may attempt any of between the rocks on a raging river, or keeping a
the tasks listed for the various jobs, but characters vessel safe on a stormy ocean.

Daniel Kulhanek (order #4053388) 7


The boater's job includes knowledge of how to hunt Crafters can be valuable assistants to the clan's
at sea. The hunter on land knows of mammoth and gatherers and hunters. They have knowledge of
bison but it takes a boater to understand the seal plants, like gatherers do, but their interest is in non-
and the whale. Life on and near the water is not edible materials such as tree-sap for varnish, wood,
safe; the boater must learn of hazards such as bears, certain leaf juices for decorative paints, and so on.
crocodiles, sharks, and so on. Crafters also have an interest in animal products, like
hunters, but only in the non-edible portions: sinew for
This job also includes various chores of water-traveler binding, antler or bone to make glue, and so on.
survival: smearing ointment on the skin to protect it
from windburn, keeping fishing lines untangled, and Some of a crafters' tricks involve fire and heat. Wood
so forth. can be hardened by holding it in a fire. Native
Americans would burn patches of meadow with
Because a boater has a way to transport goods, controlled fires to encourage the growth of purple
they are the closest thing to a "merchant" at this milkweed (prized for making cordage). Flint that has
time. A boater on the shore is more likely to have been heat-treated produces superior tools. Some of
things to trade. The Tanui sometimes also attach these processes are dangerous. Heat-treating flint
slats of wood with curved ends to convert their can cause it to explode.
boats into sleds that they drag overland. This can
take a great deal of effort. Then again, from time to Because of their wide knowledge of materials and
time, the boater is rewarded with a pleasant ride on construction, crafters have an advantage when it
the downhill side. comes to inventing new things.

Crafter Gatherer

Crafter Skills: Gatherer Skills:


Leather-Craft (making and repairing leather things, Search
and knowledge of materials from animals) Cook
Stone-Craft (making and repairing stone things, Wildcraft
and knowledge of minerals) Path-Find
Weaving (making and repairing baskets, nets, Sneak
mats, textiles, and other items made of woven
reeds, grass, plant fiber, and hair, and knowledge of The gatherer's job is to bring back plant-based
plant materials) foods: fruit, seeds, nuts, edible greens, starchy roots,
Woodcraft (making and repairing wooden things, and so on. Many foods appear only in certain
such as a travois or a boomerang, and knowledge seasons, and are absent the rest of the year, so the
about wood) gatherer also prepares and stores them, typically
Make Fire without excess weight such as nut shells. With
everything from mice to giant bears searching for a
The crafter makes goods such as clothing, tools, snack, food is generally taken along and defended,
furniture, shelter, and so on. Their basic materials are not cached and left behind.
stone, wood, animal skin, and fiber. Everyone can
make these items themselves, but a crafter is an Although the word "gatherer" only implies ‘someone
expert at it. who collects things’, gatherers also put effort into
early forms of cultivation. A favorite mushroom's
Unlike the other jobs, there is less tradition amongst spores might be dusted over a likely-looking dead
crafters. Without an apprentice, much hard-won log, or cherry pits might be poked back into the
knowledge is lost each time an experienced crafter ground. The gatherer knows when to return to those
passes away. The Tanui are the exception, since places to reap the benefits.
their crafting chants can even be passed on by
non-crafters. Sometimes gatherers have to tend these wild fields.
For example, edible camas roots are dug up after
their blue flowers are faded and dead. "Death
camas", which is poisonous, looks identical except

Daniel Kulhanek (order #4053388) 7


that it has white flowers. The white camas are Hunter
removed during the flowering season. A clan can
then return later in the season, confident that the
dangerous ones have been removed.

With so much to learn, a gatherer's education


begins early, at the side of an elder. Rituals, customs,
dances, and songs are passed down from Hunter Skills:
generation to generation. Tasks that are Sneak
monotonous, such as grinding seeds, may be Combat (Missile Weapons)
lightened by the singing if traditional songs. Track
Animal Knowledge (Land Animals)
Healer Butcher

The hunter of 10,000 years ago is a ranged weapon


specialist. Although the iconic image of this time is a
clash with a mammoth or other large animal, the
majority of prey is smaller animals such as pigs and
deer. Skill with close-range weapons is not a priority
Healer Skills: for the hunter. If a hunter wishes to become skilled in
Make Fire a hand-to-hand weapon, they may take it up later.
Body Modification (scarification, piercing)
Cure Disease & Poison Children use miniature versions of adult weapons
Myths & Mythmaking and begin hunting tiny edible prey at a very early
Heal Wounds & Venom (see 4.6) age. They play games to improve their ability. For
instance, a hoop made out of thin flexible branches
Becoming a healer is no trivial thing. A child begins is rolled along to simulate a moving target. After
their study at an early age. There is so much learning enough lore, the hunter can train by
information to pass on, through repetition and themselves with just a target at a distance - or simply
practice. A mistake could cost a patient their life; go hunting.
bereaved relatives may become angered at an
incompetent healer. Being a hunter is more than a job. It is a way of life,
with rituals, customs, dances, and songs. A hunter
Some healers share their knowledge freely and might fast for a full day, drinking only water, then
some keep it jealously to themselves. Each tribe has bathe and rub their body with specific herbs before
its own medical lore, its own methods and remedies. a hunt. A hunter might be required to apologize to
At the start of the campaign, the four tribes (Tatoni, appease the Animal Spirit by whispering a prayer to
Gargún, Falora, and Mozo) are mainly friendly to the carcass. A tribe or clan might hold an annual rite
each other but have not been around one another to honor a Spirit's generosity. There is often a
long enough to trade technologies. tradition that hunting must be fair to the prey
animal. A Rogók clan, for instance, might prohibit
Duties of a healer vary from tribe to tribe. Some are hunting a bear while it is hibernating. Some tribes
also spiritual leaders, responsible for keeping the and clans use poison while others have a taboo
beliefs, philosophy and customs of tribe alive. Some against it.
take on the role of storyteller, singer, or musician.
They might provide entertainment. Some healers are
also responsible for remembering their people's
rules.

NOTE: There is no “shaman” Job. The word "shaman"


means somebody who interacts with Spirits. Some
Spirits can give access to magical healing.
However, not all healers are shamans, and not all
shamans are healers. Some tribes believe it is the
Shaman's job to ask the Spirits to send game.

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Warrior Example: Denis envisions his character as a kind of
grim, lone wolf. He chooses the Hunter profession,
drawing a circle with the Hunter’s paw-print symbol
on his Character Skin and moving one of his core
stones into it, leaving him with four core stones.

2.6 Select Your Character’s Perk


Warrior Skills: Choose one perk for your character. Perks are
Combat (Melee Weapons) unique, advantageous personal traits that fall
Track outside the area of ‘jobs’. The following perks are
Sneak available:
Tactics
Find Path Agile
Stones of this perk yield a positive modifier on any
The warrior is a hand-to-hand specialist. They are the
Challenge involving balance and full-body
defenders of the clan. When the enemy is hidden,
coordination
when it is night, or any time a ranged weapon is at a
major disadvantage, the warrior must take the fight
to the enemy. A warrior's life is filled with peril but Alert
also glory. The character is especially sensitive to small details,
subtle changes, and innocuous-seeming events.
In addition to a melee weapon, a warrior will be Stones of this perk yield a positive modifier to resist
trained in wrestling, possibly boxing. There will be stealth, avoid blundering into poisonous plants, and
well-established rules for what is acceptable and so on.
what is 'dirty'. If a warrior wishes to become skilled
with a ranged weapon, they may take it up later. Artistic
The character has notable artistic talent, expressing
Like hunting, the warrior has a traditional way of life. themselves artistically though whatever medium
Rituals, customs, dances, and songs are passed their job and their tribe’s technology will allow.
down. Unlike a hunter, a young warrior needs the Stones of this perk yield a positive modifier on any
continued support of the clan, so they have such Challenges.
adequate food and time to train. They need the
help of a mentor, with whom they can spar. Often, Attractive
young warriors are raised together so they can The character is physically appealing, especially to
sharpen each other's skills. other members of the same breed. Stones of this
perk yield a positive modifier on relevant Challenges
A warrior may also be called upon to champion the related to physical appearance.
clan in a non-lethal contest. Two groups that are
friendly may have a dispute over territory, for Bare-Hand Fighter
example - and a custom arises in which they
The character is skilled in unarmed melee fighting,
annually meet and hold a contest. Over the years,
and suffers no penalty when fighting in melee
custody of the territory passes peacefully back and
without a melee weapon.
forth between them depending on which side wins
these annual events. Warriors are like the ancient
ancestors of the modern professional athlete, Charismatic
providing the clans with entertainment and a Stones of this perk yield a positive modifier on any
rallying point behind a hero. Challenge involving persuasion and making friends.

Recording Your Job Climbing


After you’ve chosen your job, draw another small The character is especially adept at finding and
circle on your Character Skin. Inside it, draw the exploiting handholds in steep surfaces. Stones of this
pictograph indicating which job you’ve chosen. perk yield a positive modifier on climbing
Then move one of your core stones into that circle Challenges.
to represent the advantage you get from your job.
Deceptive
The character is adept at lying and trickery. Stones
of this perk yield a positive modifier on such
Challenges.

10

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Dexterous Stones of this perk give the character a positive
Stones of this perk give the character a positive modifier on any Challenge involving knowledge of
modifier on any Challenge involving manual the Spirit’s area of influence.
dexterity and hand-eye coordination.
Example: Gúg has 2 stones of Fire Spirit Lore. He may
add those stones to help answer questions about
Fast
what will burn, how long it will burn, and so on.
The character can move an extra ½ hand-span in
both of their movement modes (so, a fast Yorwa
In Spirit Magic, Spirit Lore stones are used in place of
would move 1 ½ running and 1 swimming, while a
the character’s core stones.
fast Maheechee would move 1 ½ swinging and 1
running). This perk may only be taken once.
The breed descriptions (see 9.0) list the Spirits to
which each breed is most closely attuned.
Healthy Characters are free to acquire the Lore of any Spirit,
Stones of this perk yield a positive modifier on any however, and so here is a list of the Cavemaster
Challenge involving physical endurance, healing, world’s predominant Spirits. Pick one of the following
and resistance to or recovery from illness. (or you may make up a new one, if the CM
approves it):
Intelligent
The character is good at problem-solving, and the The Major Spirits
comprehension of complex ideas. Stones of this perk Amadou Fungus Ice
yield a positive modifier on any such Challenges. Aurochs Lava
Birch Tree Lion
Keen-Eared Cattail Plant Mammoth
Stones of this perk yield a positive modifier on Cave Monkey
Challenges to detect and interpret subtle Cave Bear Oak Tree
characteristics of sounds. Cedar Tree Peach Palm
Chaga Fungus Purple Milkweed
Keen-Eyed Crocodile Rabbit
Stones of this perk yield a positive modifier on Curare Vine River
Challenges to perceive and visually analyze small or Dire Wolf Saber Tooth
distant details. Disease Seal
Fire Shadow
Flint Stone Steppe Bison
Mimicry Giant Sloth Turnip
The character is skilled at mimicking animal calls,
Goose Whale
human voices, and other sounds. Stones of this perk
Horse Willow Tree
yield a positive modifier on any such Challenges.
Characters may learn additional types of Spirit Lore
Protective by assigning earned experience stones to different
Stones of this perk yield a positive modifier in any Spirits.
Challenge upon whose success the immediate
safety of the character’s family or friends depends. Stealthy
The character gets a bonus on Challenges to Move
Sleight of Hand or Act without being detected.
The character is adept at moving small objects
around without anyone else noticing. Stones of this Strong
perk yield a positive modifier on any such
The character gets a bonus on any task involving
Challenges.
lifting, pushing, or other feats of physical strength.
Each stone that a character has in this perk adds +1
Spirit Lore to any damage they deal in melee combat. It
Stones of Spirit Lore establish a rapport between the doesn't add a bonus to the Combat Challenge
character and the chosen Spirit, and represent the itself, however.
character’s understanding of that Spirit’s domain.
Spirit Lore stones thus represent both practical Versatile
knowledge, inventing ability, and (in campaigns
The character is a jack of all trades.
where magic exists) the ability to coax the Spirits into
producing magical effects.

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Wise 2.11 Choose Your Character’s
Stones of this perk yield a positive modifier on
Challenges that require an understanding of odds
Stuff
and long-term risk. By default, characters are assumed to possess all of
the standard equipment that goes with their job,
within the limits of the technological knowledge of
2.7 Creating New Perks their breed. For example, a Maheechee Hunter may
The CM can create additional perks as needed, or start the game with a blowgun or a sling for his
by player request, following these examples. Perks missile weapon, because it’s known to his people,
must always be traits or abilities that a character but not with a spear-thrower because that weapon
might reasonably suffer a reduction in as a result of is unknown to the Maheechee (see 9.1). You don’t
injury. have to indicate any of these things on your
Character Skin; they are assumed. When in doubt
2.8 Record Your Perk about whether your character has a particular item,
After you’ve chosen your perk, draw another small ask the CM.
circle on your Character Skin. Inside it, draw a
pictograph for the perk you’ve chosen. Just make The CM may assign characters a -1 modifier if they
up something that will help you remember, or write lack the proper equipment for a task, or even
the name of the perk if you can’t think of anything. disallow characters from attempting certain actions
Then move one of your core stones into that circle if their lack of equipment renders the task
to represent the 1-point advantage you get from impossible. For example, unarmed characters suffer
your perk. a modifier of -1 in melee combat (unless they have
the ‘Bare-Hand Fighter’ perk), and they cannot
Note: Skip this step if you’ve chosen the ‘Versatile’ make Missile attacks at all.
perk. Versatile characters do not draw a circle for
that perk, or move any of their core stones into it. Every character gets one elective item in addition
to their default equipment. Choose from the
Example: Denis thinks the “Alert” perk would suit his following lists, or make up new types of Stuff. The
character perfectly. So he makes yet another circle CM’s approval must be obtained for any new Stuff:
on his Character Skin, drawing a pair of eyes (for
“Alert”) in that circle, and he moves another one of 2.11.1 Apparel
his core stones into it. He now has 3 core stones left.
Adornment
2.9 Name Your Character This is a piece of jewelry which makes the character
more appealing. This works like 1 stone of the
Draw a pictograph, somewhere on your Character
Charismatic perk at the CM’s discretion.
Skin, indicating what your character is called. You
may write the name out if you don’t want to draw it.
See 9.0 for notes on the naming conventions of the
Fish Skin Jacket
four character breeds. Light and waterproof, the skins of the toughest
oldest fish (salmon is a typical choice) can be sewn
Example: Denis names his Tanui character “Maru”. It with sinew into pale translucent windbreakers with
ends in a vowel, as Tanui names are supposed to, hoods and comfortable trousers. If it is cold, one
and he likes the sound of it. solution is to stuff the jacket with grass. Sleeves can
be gathered to keep out rain. The finished garments
do smell faintly of fish. They usually have a striped
2.10 Record Your Stones appearance, the patterns of light and dark on the
Once you’ve selected your breed, job, and perk, fish still visible. Kept in good repair, a fish skin jacket
draw one little line radiating from each of the circles will last ten years.
you’ve drawn on your Character Skin, for each
stone you have in that circle. If your stones ever get Footgear
moved, these lines will remind you how many stones Heavy footwear that protects the character’s feet.
you’re supposed to have in each circle. This provides Toughness 1 (see 10.0) against
damage to the character’s feet at the CM’s
discretion.

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Headdress and it helps with the water flow. After being brought
This is a fancy garment worn on the head which onto land, a skin boat can be turned over and used
makes the character more impressive. This works like as a shelter for the night.
1 stone of the Charismatic perk at the CM’s
discretion. 2.11.3 Companion
Sleeping Cloak Animal
This garment provides protection from the cold and The character has an animal companion. The
rain, and can also serve as bedding. This works like 1 character’s player controls the animal’s actions. The
stone of the Healthy perk at the CM’s discretion. animal has 2 fewer stones than the character does,
so for example in a campaign where characters
2.11.2 Boat start with 6 stones, their animal companions start
The earliest clear evidence of ocean-traveling boats with only 4.
are reed bundle boats sealed with bitumen in
Kuwait, around 7000 BCE. Paddles were standard; Select the animal from section 10.0. You may
the earliest known depictions of sails are from much choose any animal whose core stones plus ability
later (around 3200 BCE). Boats travel at a rate of 1 ½ stones matches the allowed number. You may add
spans (1 span when fighting against a current, 2 1 stone to a weaker creature (making it an
spans when travelling with a current). especially powerful specimen), or take 1 core stone
away from a more powerful creature (making it
Bark Canoe ‘young’, ‘crippled’, etc.) to make it fit the allowed
This is a very light-weight watercraft. It is made by number
felling a birch tree, and removing a long piece of
bark. Wood splints are sewn along the edges to
keep the sides rigid. Any gaps or holes are sealed
with pitch or molten tar. Bark canoes can carry up
to 12 people, depending on size.

Log Boat
By 10,000 years ago the dugout or log boat is
already a very ancient technology. Its advantage is
that it can be made with relatively little previous
experience. The disadvantage is that it is heavy
compared to a skin or bark boat. To make a
dugout, a tree is chopped down. Wooden wedges
are forced into the log. Water is poured on the
wedges so they expand. More wedges are forced
in, until the lot splits. A groove is cut down the
middle and filled with grease, which is then set on
fire. The ends of the log are kept wet to keep them
from burning. The fire is halted when the middle
becomes hollow enough. The inside and outside are
chiseled to get the desired shape. Passenger Helper
capacity is limited by the size of the original tree, The character has a young, inexperienced, or
and since the last Ice Age is just now subsiding, otherwise weak assistant. Build the Helper the same
really large trees are hard to come by. A reasonable way as the main character, but the helper starts
maximum size is around 10 people. with 2 fewer stones.

Skin Boat 2.11.4 Materials


A skin boat is the hide of one large animal sewn with
sinew over a frame made of wood, such as willow, Amber
and waterproofed with grease. It is shaped like a Amber is actually petrified tree sap. Sometimes
round-cornered rectangle. A small skin boat can be insects and other tiny creatures may be found
made from one buffalo hide. The Eskimo culture entombed within it. It may be found washed up on
people make long skin boats out of two walrus hides beaches. The lumps range from reddish to orange
that can carry 25 people and up to 5 tons of cargo. to golden, and can be transparent, milky-
The hides weigh 500 pounds each. The boat works translucent, or opaque. Amber is prized because it is
better if the hair is left on: it stays watertight longer, rare, pretty, and can be carved with flint. When

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burned, amber gives off a sweet piney scent, so it is Yucca, Lechuguilla, and Agave plants in the arid
also used as incense. Sometimes amber is carved American Southwest all provide valuable
into ornaments or effigies. nourishment, as well as tough useful fiber. The
middle of lechuguilla and agave contain sugar and
This material has the odd property of attracting starch. They must be cooked for hours to be edible.
certain types of dust. It makes fine fur stand on end.
After being rubbed with hair, it is “charged” and Chert & Flint
can give off a spark, visible in the dark. Chert is a stone found as nodules in soft chalky rock,
often in river beds. Flint is a shinier variety of chert. It
Because of this, supernatural properties may be begins as a pile of glass-containing diatom shells
attributed to it. Amber is sometimes thought of as settling on the floor of a lake or ocean. Over time,
the "sister" of Jet. (see below). the pressure of material accumulated above it
compresses it.
Bast Fiber
Bast fibers are fine strands found inside stems or Chert is important as a source of sparks, for making
bark. Flax and hemp are two examples that are still fires (see Percussion Fire Set in 2.11.7). It can also be
used today. They are generally acquired by knapped (worked and shaped) with tools to make
smashing the plant material with a long flat weight. sharp implements, from simple flakes to
Once separated, they can be twisted together to sophisticated double-edged blades. Some
make cordage, or, if fine enough, spun into thread Paleolithic people discovered “heat tempering”:
or yarn. Here are a few of the more famous plants the practice of baking flint nodules to improve its
that supply bast fiber. Interestingly, they all have durability. Lumps of chert may contain pockets of
other uses: gas, which can cause unpredictable explosions.
Stones to be treated are placed underneath a
Flax is the durable fiber found within the long stems bonfire, to reduce the risk of bystanders being hit by
of a plant with pretty little blue flowers. Flax seeds flying shards, and gathered out of the ashes later
are edible but faintly bitter. Once called “linn”, this when they have cooled.
plant is also the source of edible nutritious linseed oil.
Flax seeds produce tasty spicy sprouts. Dyed flax Flash Powder
fibers that date to 30,000 BCE were found in a This fine dry yellow powder is very flammable but
prehistoric cave in the Republic of Georgia. only produces relatively cold sparks. When it is cast
into flames at night, it bursts with a brilliant whitish
Willow Tree Bark provides cordage fiber to make blaze that fades harmlessly. It can be packed into a
fairly strong string. Willow bark is also used as an small tube, which a shaman blows through, past a
analgesic tea. twig holding a tiny flame - resulting in a great “fire-
breathing” special effect. Flash powder is non-toxic,
Purple Milkweed (also called heartleaf) produces and has no appreciable taste. It can improve the
tough string and cordage. Other kinds of milkweed performance of tinder but is no substitute for tinder
have bast fiber of differing strengths. Purple fungus.
milkweed is used as a contraceptive and an
abortifacient. The source of this stuff is kept a closely-guarded
secret by those who use it. It actually comes from
Linden. The inner bark of the tree produces durable club moss, ‘lycopodium’. The pods are picked and
fiber that softens with use. In spring, the sweet sap allowed to dry. Within a week, they pop open to
can be tapped for use as syrup. The fragrant flowers release the dusty particles.
are used in herbal teas. The young leaves are eaten
in salads. Also known as basswood or European Incidentally, this substance was known as
lime, linden splints are prized in basketry. “Vegetable Sulfur” in the 1800's. It was used by
photographers, who set off small explosions of flash
Stinging Nettle fiber is hollow, making it especially powder with magnesium to produce light.
valuable for clothing: when wetted, it does not lose Magicians still employ this effect today; it is sold as
all of its insulating properties. It keeps the wearer "Dragon's Breath".
cooler in hot weather, warmer in cold. Nettle is also
used as an herbal medicine. Carefully prepared
young nettle shoots are edible and nutritious.

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Forage including sauerkraut, kim chi, and non-vinegar
Foraged food can take many forms, from edible kosher dill pickles.
leaves and grasses to nuts, fruit, and even grubs –
pretty much anything edible excluding meat taken Since a carnivore such as a proto-dog or a raccoon
from hunted creatures. might develop a taste for these delicacies, herbs
such as garlic are added to dissuade them. Larger
A character that begins the game with foraged creatures such as a curious cave bear are harder to
food as their special Stuff has enough to feed 1 stop. If they cannot be guarded, hunter-gatherers
person for 3 days, and it is carefully preserved so it try hard to conceal the scent of the caches they
won’t go bad. A backup supply of preserved forage leave behind.
can be very useful! Once the character’s starting
food has been eaten, it must be replenished by Some tribes make wine: the fermented juice of
foraging. sweet fruits. It may be taboo to drink this, or it might
be an accepted regular event, but the stinky liquid
PCs who wish to forage face a Challenge vinegar (acetic acid) is valuable as a food
representing the rarity of food in the vicinity. Under preservative. Though hard on the liver like alcohol,
normal conditions, difficulty is 3 (2,1) In times of vinegar is also nutritious.
abundance, difficulty drops to 2 (1,1). In lean times,
difficulty rises to 4 (3,1), or as high as 8 (5,3) in a Prehistoric methods for carrying liquids include
desert or arctic region. Repeatedly foraging in the gourds and bamboo tubes. They are usually
same area, especially by multiple foragers at the plugged with stoppers of wood. Since these are not
same time, can also raise the difficulty of later water-tight, the materials they contain must be used
attempts in that area. Gatherers add their job fairly soon or they will eventually dry up.
stone(s) as a modifier. For each point of success, the
forager finds enough food to keep 1 person fully fed Game is not often encountered by the roving
for 1 day. migrating clan. In general, humans are far too smelly
to surprise anything. Because many of the ancient
Foraged food is typically prepared back at the foods are pungent, hunters abstain from eating
village or camp. The process takes a few hours per certain things for three days before a hunt.
person/day of food (1 person/day can be prepared
at the evening’s camp, for example, or Glue (also Varnish)
3/person/days per full day of work). In general, Different ingredients are used to make glue in
foraged food does not spoil as long as it is properly different parts of the world. The process is usually
prepared (by grinding, drying, etc. - the means of time-consuming, and requires a fire. The two main
preparation depends on the type of food). categories are resin glues and animal glues. Both
can be stored in a dry pellet or crystal-like form. They
Both to make them easier to transport and to keep must be heated for use.
them fresh, various fruits and vegetables are dried.
Nuts are often shelled and then dried. Resin glues are made from sap tapped from plants.
Brewer’s pitch is the sap of the Pitch Pine (Pinus
Roots such as prairie turnip and camas have to be rigida), which is a water-resistant type of wood
cooked, smashed, and dried to a sort of "flour" that because of its resin content. When heated, it melts
is later made into cakes with water and cooked. and can be spread around as a varnish. It was used
to coat the insides of wooden mugs up until Civil
After the various forms of drying, the second most War times in America.
important way to preserve foraged food is "sours",
that is, lacto-fermentation of vegetables. Bacteria “Animal glues” refer to preparations using various
produce lactic acid until they must go dormant. This animal parts, usually connective tissues, to extract
acid is both a preservative and a nutrient. Although collagen and other proteins. Bone glue was made
their taste for it may vary, all humans can thrive on it. by boiling animal bones and teeth. Sinew and hide
could be made into glue. Antler and horn were also
Basically, a gallon-sized hole is dug and a very hot sources of glue. Parts of cattle, horses, rabbits, and
fire built within to harden its sides. Uncooked fish were known to be used. Sturgeon’s bladder glue
vegetable material is chopped up and buried with was used in Asia by bowyers to make an especially
a little from the last batch. Water is added. This strong bond.
keeps the vegetables edible for months. A few of
these ancient foods have survived to today, The Rogók mix glue with pigments to make moisture-
resistant paint.

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Obsidian Butchering a creature for its meat takes about 1
Obsidian is natural volcanic glass. Like chert, it can hour per stone of the creature’s size – less if the work
be knapped into points, blades, and so on. It is is done by skilled hunters with the appropriate
generally more fragile than chert, but can also be equipment, more if the task is undertaken by
much sharper. Unlike chert, it does not make a amateurs with improper tools.
spark. Items made of obsidian can be very shiny
and even transparent. Sometimes the material While the characters butcher their kill, other
comes in a striking color. This can make it especially creatures may appear to try and take possession of
pretty and appealing. Sometimes obsidian is used as it. Unpreserved meat is a beacon for deadly
material for sculpture. Worked patiently with predators who, although hunters in their own right,
abrasives, it takes on a gleaming luster. also get a lot of their food by scavenging; stealing
the kills of other creatures. Completing the work
Ochre without attracting the attention of hostile
This is pigment made from ground stone. In its scavengers or carnivores requires a successful
natural form, ochre is yellow or orange. It is valued Challenge against a difficulty equal to the slain
as a pigment because it is non-toxic. It can safely be creature’s size, adjusting that number upward if the
taken into the mouth and spat out, or used for characters intend to butcher more than one of the
body-paint. When heated, ochre turns brownish red, slain creatures (see below). As stated previously, a
and is referred to as “red ochre”. It can look very creature’s size rating is the same as its core stones,
much like blood when mixed with water or grease. except for humans who are always size 5.

The famous Cave of Lascaux was painted by Creatures Butchered Butchering Difficulty
smearing grease on the wall, then blowing 2-3 +1
powdered ochre at it. In places where art is made, 4-7 +2
stone palettes and grinding stones are sometimes 8-15 +3
found along with the crumbs and as-yet-unground etc. +1 more
stones. “The Red Lady of Paviland” is a skeleton with
a thick coating of ochre found in a cave in Norfolk. Example: A hunting party of Maheechee has slain 9
Actually a man, he was buried with ivory wands, armadillos (Size 2), but they decide that they only
bracelets, and beautiful seashells. The ritual burial need to butcher 6 of them. The butchering difficulty,
took place around 29,000 years ago. to finish the work without attracting other hostile
creatures, is 2 + 2 = 4.
Marcasite
This is a form of pyrite used for starting fires. It is struck On a successful Challenge, the butchering is
against another stone, either a second piece of completed without attracting any nearby predators
marcasite, or a piece of chert such as flint. The or scavengers. A failure or tie attracts some
chemical composition is iron sulfide. The stone tends creatures. To determine the strength of these
to have a rusty color from the iron and yellowish creatures, take the size of the slain creatures and
color from the sulfur. Like chert, marcasite is often then adjust this number upward if more than one of
found with softer stone where there are fossils, such them is butchered:
as limestone. The shimmer seen on its surface is
sometimes called Fool’s Gold but large crystals, such Creatures Butchered Scavenger Strength
as the pyrite found as a display piece for a 2-3 +1
collection at a rock shop, do not work well for 4-7 +2
starting fires. 8-15 +3
etc. +1 more
Meat
Meat is an important source of food for the clan. A If the butchering challenge is a tie, subtract one
character who begins the game with meat has from the attracted creatures’ strength. If the
enough to feed 1 person for 3 days, and it is challenge is an outright failure, add one.
carefully preserved meat so it won’t go bad under
normal circumstances. A backup supply of Example: Continuing the previous example, our
preserved meat can be a real life-saver! Maheechee hunters are butchering 6 armadillos
(Size 2), and the butchering challenge fails. The
strength of the attracted scavenger(s) is 2 + 2 +1 = 5.

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It is up to the CM to decide what type of scavenger With sufficient vinegar or lacto-ferment "liquor", meat
or predator is attracted to the scene. It cannot be can also be pickled. Incidentally, these techniques
larger than the calculated strength. If it is smaller, survive as the traditional German dish Eisbein (leg of
the number of attracted creatures must be pig in vinegar) and fish preserved in kim chi.
increased to raise their overall strength. This option is
only open for scavengers and carnivores that travel Processing meat by drying and smoking takes seven
in packs, of course: days. During this time, wood must be gathered to
keep the fire going. It is a vulnerable time: other
Creatures Attracted Scavenger Strength humans are well aware of what a barbecue-
2-3 +1 scented smoke plume means. Unsalted meat,
4-7 +2 especially if smoked, will keep for six months (longer
8-15 +3 if somehow frozen).
etc. +1 more
Example: A 6-man hunting party has taken down a
Example: Continuing from the previous example, black bear (5 core stones). The party’s lead hunter,
the CM decides that our Maheechee have Lilani (Core 5, Hunter 1) takes charge of the
attracted the attention of some jackals (Size 3). In butchering, and decides to do it on the spot - aided
order to raise the strength of these hostile animals to by some of her companions (+1 bonus). Lilani gets 4
the necessary 5, the CM decides to make 6 of them stones (including her bonuses). The CM also gets 4.
appear. It’s a tie, so the party winds up having to fight off a
minor group of scavenging creatures. If they
Hunters may prefer to take their kill to the side of a succeed in driving off the scavengers, the party
flowing body of water (if available) so that gore, salvages 25 days worth of meat. 6 characters worth
blood, and guts can be rinsed away as fast as of meat can be eaten on the spot, leaving 19 to be
possible - resulting in a +1 modifier on the butchering distributed among the party. The party of six people
Challenge. A character can carry one creature of eats 6 meals per day, so after three days only one
their own size for short distances, or a creature more day’s worth of meat is left – and it is spoiled,
below their own size for long distances. Tripling the unless it’s winter-time, or unless the party has taken
number of carriers allows a creature 1 size larger to steps to preserve it.
be carried. Any creature that is too large to carry
must be butchered wherever it was killed. Salt
All four human breeds prize salt greatly, and know
Butchering a creature yields enough meat to how to use it to preserve food. Salt is one of the few
provide N days worth of food for N people, where N food items that can’t be found by foraging. There
represents the creature’s size. A size 7 creature are two types of salt, and they can only be
provides 7 days worth of food for 7 people (a total acquired in two places.
of 49 days), for example.
Powdery crystals of orange salt grow on the edge of
A character can carry three days worth of food at a the very salty Orange Lake. A disposable broom
time. made of straw is used to gather these crystals up. A
bit of harmless clay dust comes with it, and nobody
In winter, meat will stay good for months (just as if it seems to mind. It takes one person a day to gather
were kept in a freezer). It can be buried in snow and up enough orange salt to field-cure one person/day
chiseled out later. In warmer weather, it is only good worth of meat (about ½ pound of salt per person
for three days. per week). This is typically an activity that the whole
clan performs together.
This time can be extended by drying the meat. In
winter, this can be done just by cutting it into thin Grey salt comes from natural evaporation ponds
pieces and hanging it. Smoking meat speeds this up that form on the tidal flats along the shore of the
and seals it with chemicals from wood resin that are eastern sea (itself a 3% salt solution). The Tanui scoop
anti-bacterial. seawater from the lowest ponds and carry it up to
the highest ones. In late fall the highest ponds dry
As an aid to drying meat, lactic acid, acetic acid, out - allowing the salt to be gathered. One person
and sour fruit juices are used. Without these or salt, working for a month can gather up enough grey salt
meat hung up to dry in warm weather will just rot. to field-cure two person/weeks worth of meat
(about 1 pound of salt per person per month).

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To field-cure meat, the meat and salt are packed Sinew
into a makeshift bag which is sewn from the animal's These whitish strands are found alongside bone in an
skin. The meat is then dried as soon as a defensible animal carcass. Sinew can be carefully split to make
place is found. If not dried within a few hours, it will thinner strands. It is very light-weight for its strength.
go bad. Hunters attach arrow and dart points to their
weapons using sinew and glue. Crafters use it to sew
Given sufficient water-proof containers, meat can seams. When thin flat pieces of sinew are attached
be ‘wet-cured’, that is, soaked in brine of at least to a bow using bone or antler glue, the bow is made
10% salt. This process only uses half as much salt as significantly stronger.
field-curing. After about 5 weeks in this solution, the
meat is hung to dry. Possible containers include Tinder Fungus
shaped and salted rawhide, folded and sewn birch Sparks made by striking stones and/or iron are
bark, and carved wooden bowls. Salted meat is unlikely to ignite what they land on because they
called "junk" (the origin of the modern phrase "junk are relatively cold. Unlike other materials, tinder
food"). Salted rawhide containers (known as fungus catches fire extremely easily, turning the
"brawn") are, themselves, edible. spark into an ember (also called a "coal" or "cherry")
which can be grown by blowing on it. The ember is
The people at this time do not have air-proof very hot yet the fungus burns very slowly. It is used to
containers, and so preserved meat eventually ignite fine scraps of grass and wood shavings.
becomes rancid if it still has fat in it. Part of the Without tinder fungus, fire-starting takes much
purpose of smoking meat is to heat it until the longer.
grease drip out.
Not only is tinder fungus a key fire-starting
Unless it is cooked, rehydrated meat is very chewy. It component of the stone age fire kit, it also has
is eaten by gnawing off small bits over several hours. medicinal uses. It is used to treat wounds. It stops
bleeding (is a styptic), and has strong antiviral and
Eating salt interferes with how minerals and other antifungal properties. It can be made into a tea and
nutrients in the body are handled, and also makes ingested.
the consumer very thirsty – requiring more visits to
the latrine than usual. To avoid this, salted meat is Tinder fungi are bracket or "shelf" fungi. They are
normally soaked in fresh, clean water for an hour called "polypores" because of the little holes in their
before eating. underside. There are two kinds found in the lands of
Cavemaster: amadou and chaga. Other sorts of
A hide can also be salted, to preserve it so that it bracket fungi can make hot slow-burning fuel for a
can be cleaned and tanned later. This requires 14 fire but will not catch and change a spark to an
times as much salt as is needed to field-cure one ember. They do, however, make good wicks when
person/day of meat (about one pound) per core used with fat to make a lamp (a classic Rogók use).
Stone the creature had.
Amadou is a gray soft dry felt or bark-like material. It
NOTE: In the real world, salt was such a boon that it is acquired from a layer of a bracket fungus known
was often regarded as sacred. It was not acquired as horse’s hoof (Fomes fomentarius) which grows on
by mining until around 6000 years ago, when bronze the sides of trees, particularly birch, willow, and
tools made hacking at rock viable. The oldest alder. It can also be used to make a felt-like fabric.
known salt mine is the Araxes Valley in Azerbaijan. (In Romania they still make hats out of it.)

Modern curing uses "Prague salt", a mix of salt and


sodium nitrite. Nitrite imparts the appealing pink-red
color that we associate today with bacon, sausage,
and ham. Prague salt was traditionally colored pink
to keep it from being confused with regular salt.
Curing meats with nitrates and nitrites was done as
far back as 5000 years ago but the process was only
precisely defined in the 1800's.

When you read on the Internet that one pound of


salt is enough for one hundred pounds of meat, they
are talking about a "cure" of Prague salt.

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Chaga (Inonotus obliquus) is a rare fungus found on ember for starting a fire. If used with a flint-tipped
living birches. It grows in a blackened knot, called a stick, it can function as a drill to make holes in wood,
"conk". Like amadou, it is pounded into fibrous shell, bone, and other materials.
chunks or powder. Tea made from chaga is
pleasant-tasting and used as medicine. Like the Bowl
more common amadou, it can also be applied
directly to wounds.

Jet
Thought of as a stone, jet is actually fossilized wood
(specifically lignite, a form of coal). Jet can be
carved and polished into bracelets, pendants, and
so forth. These are appealing but fairly fragile. Unlike
flint and other stones, it tends to be warm to the
touch. If rubbed, jet can give off a spark, like amber.
Because of this, supernatural properties may be
attributed to it. Jet is sometimes thought of as the
"sister" of the material amber (see the entry on
amber, above).

2.11.5 Secret Place


The character knows of a special location that yields
some advantage. Examples: fruit grove, secret
cave, watery grotto, etc. The CM’s approval must
be obtained for any Secret Place.

2.11.6 Status
The character is related to an influential member of
their clan or their tribe, or holds a privileged position
within their clan or tribe for whatever reason. The
CM may award a +1 modifier on any tasks involving
NPCs (non-player characters) whose reaction might
be swayed by the character’s status. Not all possible
permutations of Status are appropriate for all tribes.
The CM’s approval must be obtained for any Status.

2.11.7 Tool
Billet
This is a stone or piece of antler that is required for This item, or something like it, is useful for all tasks
flint knapping. involving storage or transportation of liquids or lots of
little items. Made of bone, gourd, stone, or wicker
Bone Needle & Sinew (though wicker ones are not too good at storing
This item is required for leather crafting and repair. liquids).

Bow Drill Cutter


This common everyday tool is required for cutting
leather, wood, plant fibers, and so on.

Fire-Sticks
This is a specialized tool used in fire-making. It grants
a +1 modifier on attempts to light a fire, but only
when used by characters who have ‘Make Fire’ as
This tool consists of a small bow, a stick, and a cap
part of their job (and it’s not something they get for
rock (or piece of wood). The bow is moved with a
free from their job).
sawing motion, which spins the stick. If used with a
board (the hearth) it can be used to make an

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Fish Trap Medicine Bag
This is a basket used to catch fish. Wicker is woven
into a cylinder with one open end. A wicker funnel
with a slightly flexible spout is tied on with a strip of
hide. The funnel’s point goes inwards, not outwards.
The trap is weighted with stones to keep it in place,
possibly with some sort of bait inside. To get the fish
out, the hide strip is untied and the funnel removed.

Hand Drill Fire Set

This is a small pouch containing medicinal herbs,


primarily tinder fungus. Medical attention cannot be
administered without these herbs. The contents are
good for three applications, and then they must be
replenished by a successful gathering Challenge
(difficulty 6).
This tool consists of a long thin straight stick with a
point (the "drill") and a small flat piece of wood (the
Neck Bag
"hearth") with divots. The point of the thin stick is set
This is a little pouch on a neck cord. A bead, of
in the divot. The fire-maker rubs the stick between
carven bone perhaps, can hold it closed. It is used
two hands, maintaining pressure downwards by
to hold small items such as tinder and flint, a
rubbing towards the hearth. The long stick is held,
fishhook, a favorite rock, and so on.
briefly, either with mouth or feet as the fire-maker
rapidly repositions their hands at the top and does it
again. A small notch near the edge makes it more
Percussion Fire Set
convenient to dump the ember from the hearth This tool usually consists of a piece of marcasite, a
board onto some tinder. This tool takes longer to piece of flint, and some tinder fungus. The fungus is
start a fire than the Percussion Fire Set, but it has the smashed to a flat little felt-like pad and held
advantage of not using up any tinder fungus, a rare beneath the marcasite in the off hand, atop the
material with other important uses. thumb. The flint is struck against the marcasite so
that a spark lands on the tinder fungus. This is
Grinder generally done in dim light; sparks can be difficult to
see by day. On their own, marcasite sparks are not
This sort of rock is required for mashing roots for food,
that hot, so trying to start a fire without tinder fungus
leaves for medicine, or for grinding various materials
is more difficult.
to make pigments. Grinders are relatively easy to
find.
Pigments
Mattock Pre-made powders wrapped in leaves. Grease or
sap must be added to ready them for use. Pigments
This is a chunk of antler about as long as your hand.
are required for painting on cave walls, for dying
One end is blunt, and the other has a chisel-like flat
garments, or for personal or ritual adornment. With a
tip. Around the center is a hole through which a
successful artistic Challenge (difficulty 6), a paint-
handle can be inserted, either permanently or
adorned character gains a temporary +1 modifier
temporarily. It has many uses. It can dig up edible
on attempts to impress others, or a camouflaged
roots. It can shell nuts. Used with a sliver of bone, it is
character gains a temporary +1 modifier on
a hammer for leatherworking. It can be used for
attempts to sneak. The contents are good for three
light woodworking. The hole is useful for the chore of
projects, and then must be replenished by a
heat-straightening wood for arrows or darts.
successful gathering Challenge (difficulty 5).

Pot Stone
This is a large nodule of flint that formed around a
lump of chalk which has since worn away. The result
is a natural stone bowl (perhaps 20 inches across). It
is far too large to carry around casually. Pot stones
are used for cooking by putting heated rocks in with
the ingredients. The winter camp of the Tanui
includes several big pot stones in the great hall. Pot
Stones were found mainly in parts of north-west

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Europe: Norfolk (United Kingdom), Ireland, Denmark, Scraper
Basque Country and Germany. In Ireland a Pot This tool is required for ‘fleshing’ (preparing skins for
Stone is called a Paramoudra. tanning), woodworking, scaling fish, peeling tubers,
and so on.
Rattle
This is a pair of antlers, either shed by some random 2.11.8 Weapon
deer, or kept from a hunt. They may be joined by a Characters fighting bare-handed suffer a -1 modifier
loose thong at the base. Deer are drawn to the in melee combat. Weapons eliminate the bare-
sound of other deer antler-jousting. By rattling them handed penalty and/or provide other advantages.
together, both bucks and does are attracted.
Weapons Table
Rope The table below lists the characteristics of the most
One full span of woven vine. Rope can be used to common primitive weapons, arranged in an
tie things up, to tie things together, or to provide a approximate order from least to most powerful:
+1 modifier on climbing Challenges.

Weapon Type Melee Missile Rng Shots Other


Rock +0 +0 1/2 3 -
Large Rock +1 - - 1 Drop
Club +0 +0 1 1 -
Huge Club +1 - - - Slow
Bladed Club +0 +0 1 3 -
Staff -1 +0 - - Reach
Whip -1 +0 1/2 many Reach
Net +0 +0 1/2 1 Area: 1/2, Tangle, Reach, Tool
Knife +0 - - - Tool
Lasso-Pole +0 - - - Reach, Tangle
Axe +0 +0 1/2 3 Tool
Lasso +0 +0 1 1 Tangle, Reach, Tool
Flail +0 +0 1 1/2 1 -
Perdida - +0 1 1/2 3 -
Bola - +0 1 1/2 3 Tangle
Sling - +0 1 1/2 many -
Lance +0 - - - Reach
Blowgun - +0 1 1/2 3 Touch
Shot Thrower +0 +0 2 many -
Staff Sling +0 +0 2 many Reach
Javelin +0 +0 2 3 -
Stone Thrower +0 +1 2 3 Reach
Boomerang +0 +0 2 many -
Spear-Thrower - +0 3 3 -
Bow - +0 3 1/2 many -
Tooth-Club +1 - - - -
Big Tooth-Club +1 - - - Reach

Melee Missile
If a Melee modifier is listed for the weapon (even if it If a Missile modifier is listed for the weapon (even if it
is +0 or a negative modifier), it can be used against is +0 or a negative modifier), it can be used against
opponents next to the attacker in combat. distant opponents in combat. Example: javelin. A ‘-‘
Example: rock. A ‘-‘indicates that the weapon is not indicates that the weapon cannot be used against
meant for close combat. The weapon’s melee distant targets. The weapon’s missile modifier only
modifier applies to all melee Combat Challenges, applies to missile Combat Challenges that are
except for melee Challenges initiated by an initiated by the wielder.
opponent where the wielder is taken by surprise.

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Range (Rng) then the weapon entangles the target instead. Use
This indicates the distance (in spans) at which a stones to record the margin of success: the victim
missile weapon can be effectively used against must win a Challenge vs. 5 stones plus the margin of
targets in combat. Example: bow. success in order to escape. Attempting to escape
takes the victim’s entire Turn. Depending on the
Shots situation, the CM may rule that the victim can still
This indicates the number of times a weapon can be move at -1/2 span, or fight or attempt other actions
used before the attacker runs out of ammunition. at a modifier of -1 instead of being entirely trapped.
Example: sling. Shots are rated in three stages. 1 shot While a victim is tangled, other characters may be
usually indicates that the weapon itself is thrown, so able to move them around (depending on their
once it is used it cannot be used again (unless relative size and strength).
someone picks it up). 3 indicates that a character
can comfortably carry three of the weapons, or Tool
three shots of ammunition for it. ‘Many’ indicates The weapon has a significant purpose besides its use
that a character can carry enough ammunition, or in combat. Example: knife.
enough of the weapons, to not have to worry about
running out under normal circumstances. Touch
The weapon deals no significant physical damage
Other Weapon Characteristics of its own, but is simply a delivery mechanism
This section lists and describes the weapon (usually for poison). Example: blowgun. Resolve the
characteristics listed in the ‘Other’ column on the Combat Challenge as usual. If the result of the
Weapons Table. Challenge indicates that damage would have
been done, then the weapon ‘touches’ the target
Area instead, delivering its secondary effect.
The weapon can affect additional targets, besides
the one at which it is aimed. An area of effect is Weapon Descriptions
always listed for Area weapons. Example: net.
Conduct the combat check as usual, but all Axe
potential targets within the given distance of the A Pleistocene axe is a sturdy, often sharpened piece
primary target are also attacked, simultaneously. of bone or stone mounted on a handle of wood or
Every target that fails the Challenge is affected. antler. Early American Indian tomahawks were
examples of this type of weapon. Axes can be
Drop thrown short distances with accuracy, and are
The weapon can only be used on prone or surprised useful as tools in a number of crafts. Throwing an axe
targets, or dropped upon targets from above. uses up a shot, but using it in melee doesn’t.
Example: large rock.
Bladed Club
Reach Also known as a throwing stick, this is a hunting
The weapon is long, allowing it to be used from weapon though its damage at range is limited. It
outside the reach of shorter weapons in melee. doubles as a hand weapon to put trapped and
Example: lance. When a character attacks with a snared animals out of their misery. The bladed club is
weapon that has the Reach advantage, their a light wooden club, shorter than the length of an
opponent’s weapon cannot affect them on that arm, with a weighted end (though it gets its
exchange unless they also have a weapon with damaging power more from its balance, cutting
Reach. That opponent can affect them when it edge, or impaling point than from its physical
initiates an attack of its own, however. weight). Bladed clubs come in many forms. They
may be slightly flat, or have a slight bend. Certain
Slow Central American peoples used a bladed club
Slow weapons only deal damage when the wielder called a macana. The Hopi still use this weapon
initiates the attack – not when the attack is initiated today, calling it a rabbit stick, a name that is
by an opponent. commonly used by modern primitivists. It takes a
little careful work to craft a bladed club. Elaborately
Tangle decorated bladed clubs are sometimes carried by
The weapon entangles the target instead of dealing important personages as a symbol of their power.
damage, depriving it of the ability to move freely. Bladed clubs are useful in melee, and light enough
Example: lasso-pole. Resolve the Combat that several can be carried for throwing. Throwing a
Challenge as usual. If the result of the Challenge bladed club uses up a shot, but using it in melee
indicates that damage would have been done, doesn’t.

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Blowgun Clubs are useful both in melee and for throwing.
Many cultures have used this simple weapon, Throwing a club uses up a shot, but using it in melee
consisting of a small tube for firing light darts. The doesn’t.
tube is made of bamboo, cane, or a similar natural
tube of plant material. The darts are typically made Flail
of hardwood or bamboo, with fletching of feather A heavy head of stone, wood, or bone, on a short,
fluff or fur, and typically dipped in poison in order to flexible handle of braided plant fiber, sinew, or
paralyze the target. Blowguns are used primarily to leather. In addition to its utility in melee, it can be
hunt small game. The user inserts a dart into the thrown a good distance with accuracy. Throwing a
tube, and uses their force of breath to give the dart flail uses up a shot, but using it in melee doesn’t. A
momentum. Every use expends one dart. flail is slightly more difficult to make and use than a
club. The ‘blackjack’ is a modern version of this
Bola weapon.

Great Tooth-Club
This two-handed version of the tooth club is
approximately four feet in length. It again consists of
a narrow paddle-shaped wooden staff, with sharp
tooth or stone blades affixed along both edges with
a natural adhesive. The great tooth-club takes even
more work to construct and maintain than the one-
handed version. It cannot be thrown effectively, but
remains devastating in melee – with the added
This weapon consists of two or more heavy balls of advantage of extra Reach. Later examples of the
stone, wood, or bone, or even small weighted Aztec macuahuitl were of this size.
leather sacks, secured to the ends of one or more
strong cords of braided plant fiber, sinew, or leather. Huge Club
The bola is hurled to entangle a target’s legs. Bolas The huge club is a larger, two-handed club. It packs
are not difficult to make, but they are difficult to quite a wallop, but it’s slow and it can’t be thrown
master. The Indians and gauchos of southern South effectively.
America used such a weapon.
Javelin
Boomerang
A boomerang is a curved, throw-able weapon of
wood or bone which returns to the thrower if the
attack happens to miss. It takes a skilled craftsman
to make a proper boomerang.

Bow
A flexible strip of wood or similar rigid but flexible
material, bent by a cord stretched between its
ends, for shooting arrows. Bows are of no use in
melee but are capable of great range - and a A javelin is a light spear with a bamboo, river cane,
bowman can carry many of the small, lightweight or wooden shaft tipped with a fire-hardened tip or a
arrows at a time. It takes craftsmanship to make a point of bone, ivory, or stone. Javelins are designed
good bow, and the creation of the arrows can be and weighted for long-distance throwing by hand.
labor-intensive and time-consuming as well. There may be a little strap or projection for the
thumb, greatly increasing the leverage, and
Club therefore the velocity. Throwing a javelin uses up a
A club is a roughly cylindrical or conical weapon shot, but using it in melee doesn’t. Javelins require
made of wood or bone, popularized by a famous more careful craftsmanship than do lances.
scene from the film 2001: A Space Odyssey. A little Archaeological evidence suggests that javelins
effort may be needed to make a club, if raw were already in use during the last phase of the
material is available, but not much. Elaborately lower Paleolithic period, approximately 400,000
decorated clubs are sometimes carried by years ago.
important personages as a symbol of their power.

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Knife Net
A short sharp hand-held object made of wood, A construction of fiber or hair rope, gut, or rawhide
bone, or stone. Pleistocene knives have many worked into an open, meshed fabric with weighted
utilitarian uses, but they are not suitable for throwing. edges for catching prey (among other uses). Nets
are simple but time-consuming to make. The Roman
Lance retiarius gladiator fought with a net and trident.

Perdida
The Perdida is a stone weight on a thong. The stone
has a narrow end and a heavy end. A string is
attached either through a hole or around a groove.
It is used for small prey, or for getting the attention of
larger prey. It is also used as a training tool, readying
someone for the use of the more sophisticated sling
and bullets. Archaeologists sometimes call items of
this general shape “plummets” and “plumb bobs.”
A lance is a heavy hand-held thrusting spear with a
bamboo, river cane, or wooden shaft tipped with a Rock
fire-hardened tip or a point of bone, ivory, or stone. A rock is a roughly round, roughly fist-sized stone.
The two components typically have a diagonal Rocks can be found easily in many places. They are
(Scarph or Scarf) joint wrapped by moist sinew and useful both in melee and for throwing. Throwing a
antler glue or pine pitch. The sinew tightens as it rock uses up a shot, but using it in melee doesn’t. In
dries, making the connection very secure. The tip is places where rocks are plentiful, characters who
usually not barbed, so the weapon can be want to use them in combat never run out. Where
withdrawn and immediately used again, but the rocks are scarce, characters armed with rocks carry
lance cannot be thrown effectively. They are not 3 good ones at a time.
too difficult to make, if suitable materials are
available. Lances are designed for melee combat, Shot Thrower
and have the Reach advantage. This is basically a sling made of bamboo or wood,
just over 2 feet long. The shot thrower is simple to use
Large Rock and fairly effective, and it can also function as a
A large rock is a roughly round stone boulder, about simple melee weapon. Small stones are loaded into
the size of your head or a little larger. Large rocks a hole bored in one end, and thrown with a whip
can be found in many places. They are too heavy motion. Weapons like this were used throughout
to throw, or to be much use in melee except against Southeast Asia.
opponents who are prone, surprised, or below you.
Dropping a large rock on distant opponents uses up Sling
a shot, but bashing an opponent in melee doesn’t. A sling has a small pocket called the cradle in the
In settings where rocks are plentiful, characters who middle of two lengths of plant fiber, hair, or rawhide
want to use them in combat can find a large one cord. A stone is placed in the cradle, the two
by spending an Action. If stockpiled in advance, strands are held in one hand and the bullet is slung
picking up a new one takes no time. Where rocks around. One of the two ends is released, and the
are scarce, characters armed with large rocks can bullet is launched. It is a misconception that the sling
only carry one at a time. has to be whirled overhead numerous times. Some
sling methods don’t even make one complete
Lasso circle, they are more like an overhand throw, using
A loop of woven plant fiber, hair, sinew, gut, or the sling to extend the reach and increase the
rawhide that is designed to be thrown around a stone’s velocity. The sling is very inexpensive and
target, tightening when pulled. Lassos are simple to easy to build, and suitable stones are easy to
make, but difficult to master. One type of lasso, the gather. Images of slingers can be found on artifacts
lariat, is a well-known tool of the American cowboy. from all over the ancient world.

Lasso-Pole Slingers may carry different types of bullets for


This non-lethal weapon consists of a woven fiber different purposes. Ovoids, a little bigger at one end
rope or leather loop at the end of a long wooden, than the other, may be sharpened to a point at one
bamboo, or reed pole. Mongolians use a lasso-pole or both ends. Blunt disks or spheres are used to take
called an "uurga" to catch horses. game without putting a hole in the valuable pelt.
Found objects such as hard heavy nuts can also be

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gathered and used as ammunition. Manufactured require two hands. The staff itself can also be used in
proto-pottery bullets (dried cooked clay, hard and a melee, providing a Reach advantage. Staff slings
water-resistant but not actually heat-fused) may be were in use well into the Age of Gunpowder.
used by more advanced tribes.
Stone Thrower
Spear-Thrower This is simply a longer, sturdier version of the Shot
Thrower, able to fling larger, heavier projectiles (+1
combat bonus) and to provide a Reach advantage
when used in melee. Throwing a stone uses up a
shot, but using it in melee doesn’t.

Tooth-Club
This one-handed weapon consists of a wooden
staff, shaped like a narrow paddle approximately 2
or 3 feet in length. Along both edges sharp blades
of tooth or stone are affixed with resin or some other
This weapon consists of a cane, bamboo, wood, or natural adhesive. Tooth-clubs require skilled
bone shaft about as long as forearm plus hand, with manufacture and maintenance after almost every
a cup or a spur at one end that fits into the butt of battle. They cannot be thrown effectively, but can
the dart, which resembles an oversized arrow. Dart be devastating in melee. One example of this type
points are usually attached to reusable fore-shafts. A of weapon is the Aztec macuahuitl.
weight, perhaps of stone, is also important. The
spear-thrower is held in one hand, near the end Whip
farthest from the cup. The dart can be propelled a A whip is a long cord of woven plant fiber or leather.
great distance by the action of the upper arm and Easy to make but difficult to master, a whip is not a
wrist. The dart flexes slightly when thrown, unbending powerful weapon. It can be used on targets a short
as it flies, and spins - giving the illusion of a wobbly distance away without ever running out of
snaking path through the air. After the dart’s long ammunition, however.
hind-shaft falls away, the animal cannot easily
remove the embedded fore-shaft. The knapped Creating New Weapons
point may shatter but if it does not, it will be The CM can create game statistics for new
recovered when the animal is butchered. If not too weapons very easily. Simply follow the procedure
badly damaged, it may be retouched and used described in this section.
again. Spear-throwers are easy to make, though
making the darts can be time consuming. The 1) Melee vs. Missile
effective use of this weapon requires practice. The Consider whether the weapon is effective in melee,
Aztec atlatl is the best known example. or at a distance, or both – and then record that
information.
Staff
A staff is a slender wooden pole, at least 4 feet in 2) Combat Modifiers
length and relatively lightweight. Simple staves are Consider whether the weapon is primitive, modern,
often carried by travelers for use as walking-sticks, or or advanced. By default, ‘normal’ primitive
by important personages as symbols of their power. weapons (made of plant or animal material, or
Not much effort is needed to make a serviceable stone) have a combat modifier of zero, while
staff, if sufficiently long wooden branches are ‘modern’ metal and gunpowder weapons (and
available. Their main advantage in combat is that ‘typical’ magically enchanted weapons) have a
staves have Reach. combat modifier of +1 and technologically
advanced energy weapons (or powerful magical
Staff Sling artifacts) have a combat modifier of +2.
The staff sling consists of a length of wood with one
cord of a short sling firmly attached at the end. The Then consider whether the weapon is weak,
other cord of the sling has a loop that slides off the average, or powerful compared to other weapons
staff to release the projectile. The staff sling is of its technological level. Weapons that are
relatively easy to build, and suitable stones are easy exceptionally weak for their technological level
to gather, but accurate use takes practice. Staff receive a further combat modifier of -1, while
slings can be made as long as two meters, and weapons that are exceptionally powerful for their
technological level receive a further combat
modifier of +1.

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The weapon’s final, total combat modifier applies to
melee attacks if it is a melee weapon, to missile
attacks if it is a ranged weapon, and to both if it is
effective both in melee and at range.

Record the weapon’s final, total combat modifier(s)


on melee and/or missile attacks.

3) Range
If the weapon has range, consider what its effective
range should be in 40’ spans and 20’ half-spans.
Effective range is the maximum range at which an
average attacker can hit a 5-stone target with the
weapon 50% of the time under average conditions.
Record the result.

4) Shots
Consider how many times the weapon can be used
before it runs out of ammunition. If the weapon itself
is thrown, it has 1 shot (unless it has the ability to
return to the attacker’s hand). If the attacker can If the character acquires important new Stuff, add
comfortably carry three of the weapons, or three symbols for it to your Character Skin. If a character
rounds of ammunition for it, then it has 3 shots. If the loses something, cross off its symbol to indicate its
attacker can carry enough ammunition, or enough loss.
of the weapons, to not have to worry about running
out under normal circumstances then its ammunition Remember: “One tool, many uses” is the Paleo way!
rating is ‘many’. ‘Shots’ usually only applies to missile For instance, your flint chip is both your firestarter
attacks, even when the weapon can be used both and your cutting tool. Travel light.
at ranged and in melee, but melee attacks with
limited shots are also possible. Choose the case
which best applies, and record it.
3.0 Challenges
Challenges are used to find out whether a
character succeeds at an attempted action.
5) Other Weapon Characteristics
Review the Weapon Characteristics section (2.11.8),
and consider which (if any) of those characteristics
applies to the new weapon. If the weapon has a
significant special characteristic which does not
appear on the list, you’ll need to make up a rule to
cover it. Make any such rules as simple as they can
be. Record the results.

Your new weapon is now ready to use!

2.11 Record Your Stuff


Draw a symbol for your character’s unique Stuff (but 3.1 Standard Challenges
not for the default equipment they get from their In a Standard Challenge, the character must
tribe, job, and perk) somewhere outside of the succeed against a number of stones that represent
circles on your Character Skin to show that the the difficulty of the attempted action.
character has that thing.
Required Abilities
Example: Denis decides to give Maru a “Secret The cavemaster may rule that particular equipment
Place”, asking for a high place on a seemingly or abilities are necessary in order for a certain
inaccessible hilltop from which he can watch the Challenge to be attempted at all. If the character
movements of the herds (and other clans) from fails to meet these essential requirements, then they
many miles away. The CM approves his request, and may not attempt the Challenge.
Denis draws a symbol for his secret place on his
Character Skin.

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Step 1: Decide the Difficulty Often it’s obvious whether an ability applies or not,
The CM decides how many stones a Standard but this is always ultimately up to the CM. Players
Challenge gets (i.e., how difficult it is). The CM may can (and should!) try to come up with clever uses of
announce what the difficulty is to the players, or not, their abilities, to convince the CM that they’re
as they see fit. applicable. Clever uses of abilities may even
change the nature of the Challenge.
Difficulty Stones
Example: Núgg the Rogók (Core 4, Strong 1, Crafter
Simple 2
1, Charismatic 1) is trying to find the Rogók girl Luréy,
Easy 3
who is hiding from him in maze of tunnels. The CM
Moderate 4
has set the Challenge difficulty of finding her at Hard
Difficult 5
(6 stones). Núgg’s player says that instead of
Hard 6
searching for her, he will call out sweet words to her
Very Hard 8
to make her come to him, using his 1 stone of
Extremely Hard 10
Charisma as a positive modifier. The CM may rule
that this is no longer a Standard Challenge, but a
Step 2: Prepare Stones Competitive Challenge (see 3.2) vs. Luréy’s abilities.
The CM picks up the number of stones indicated by
the Challenge’s difficulty, and secretly splits them up Other modifiers, both positive and negative, may
between their 2 hands. An even (or close to even) also apply as dictated by the rules or by the CM’s
split is suitable for a ‘safer’ Challenge because it decree (under circumstances not covered by the
yields more predictable results. The CM should use a rules). All modifiers are cumulative with the number
more uneven split on tasks where the risk of of revealed stones.
catastrophic failure should be higher.
Step 6: Determine the Outcome
The player picks up their character’s core stones,
The outcome of a Challenge depends on whether
and secretly splits them up between their 2 hands.
the character succeeds, ties, or fails.
Here, an even (or close to even) split is suitable for a
‘cautious’ effort, while a more uneven split is riskier
If the character’s revealed hand (plus modifiers)
but allows for the possibility of success against higher
holds more stones than the CM’s revealed hand
levels of difficulty.
(plus modifiers), then the character succeeds at the
Challenge. If the character’s selected hand (plus
If the character performing the Challenge is
modifiers) holds fewer stones than the CM’s
controlled by the CM, the CM must appoint a player
revealed hand (plus modifiers), then the character
to handle the difficulty stones – telling that player
fails the Challenge. If both revealed hands contain
how many stones to pick up and how to split them
the same number of stones (after modifiers), then it
(but not which hands to put them in).
is a tie.

Step 3: Choose Hands Success


The opponents each choose one of the other On a success, the character achieves the result they
participant’s hands. were trying to achieve.

Step 4: Reveal Stones Example: Núgg the Rogók (Core 4, Strong 1, Crafter
The participants each reveal the stones in their 1, Charismatic 1) is trying to push out a big log that
chosen hand. the hated P'Jahk have placed in his cave’s
entrance to trap him. The CM rates this Standard
Step 5: Apply Modifiers Challenge ‘Very Hard’, i.e. 8 stones. The CM secretly
Modifiers, if any, are applied to the number of puts 4 Difficulty stones in each hand. Núgg’s player
stones in the revealed hand(s). secretly puts 0 core stone in his left hand, and 4 in his
right. Núgg’s player picks the CM’s left hand (4
Stones assigned to an applicable ability (a job, perk, stones), and the CM picks the player’s right hand
racial ability, etc.) are one type of modifier. They are (also 4 stones). But with the +1 Modifier that Núgg
added to the number of stones in the character’s gets for his racial Strength, he gets a total of 5 – so
revealed hand when attempting tasks to which that he succeeds, and the log moves aside!
ability applies. If a character has more than one
applicable ability, the modifiers are cumulative. Tie
On a tie, the character either succeeds but with
negative consequences, or fails but with positive

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consequences. This is entirely up to the CM. The CM Group Challenges
has the power to interpret ties in all kinds of A few special rules apply if multiple characters
interesting ways, and is encouraged to be creative! attempt to undertake the same Challenge at the
same time.
Example: If Núgg had tied in the previous example,
the CM could say that the log moved just enough to Working Side By Side
let Núgg squeeze out, taking one full Turn to do so If multiple characters work in parallel on the same
and putting him at a severe -2 modifier if he is problem, resolve separate Challenges against each
attacked while emerging. Or, the CM could say that character. If any of the characters succeeds then
the log moved aside but made a loud noise the Challenge is overcome. Failure penalties are
attracting all the P'Jahk in the area. Or, the CM sustained by each character separately.
could say that the log moved a little – not enough
for Núgg to escape right away, but enough to Working Together
reduce the Challenge difficulty to 6 from now on. If multiple characters work together to overcome a
Challenge, they must agree on one of their number
Failure to be in charge. Only one Challenge is made, and
On a failure, the character utterly fails to achieve only by the chosen leader. The leader gains a
the desired result. The consequences of failure modifier of +1, no matter how many other
depend on the nature of the Challenge. Failing to characters are helping. Tie and failure penalties
start a fire usually just means no fire, but a character may be shared out among all the participating
who fails an attempted leap over a chasm falls into characters, however.
it instead.

Example: If Núgg had failed outright in the previous 3.2 Competitive Challenges
example, the log would simply not move… unless When one character attempts to perform an action
the failure was catastrophic. that is directly targeted against or opposed by
another character, it is called a Competitive
Catastrophic Failure Challenge. A few special rules apply to Competitive
Failure is catastrophic if the margin of failure is three Challenges.
or more, or if the character’s total revealed stones
(after modifiers) is 0. In a catastrophic failure, the
character suffers additional negative consequences
beyond simple failure. Again, these additional
consequences are up to the CM to decide.

Example: If Núgg had failed catastrophically in the


previous example (which would have occurred if
the CM had picked his left hand instead of his right),
then the CM could say that he’d strained himself
and taken 1 stone of damage. Or, the CM could say
that the log had shifted into an even more wedged-
in position – increasing the Challenge difficulty to 10
from now on.

Secret Challenges
Sometimes the CM may rule that a player’s
character wouldn’t know how well they have done
in a Challenge. For example, a character who failed Competitive Challenge Difficulty
in a Challenge to hear furtive footsteps wouldn’t In a Competitive Challenge, the opposing
know they had failed – they would only know that character’s core stones are used as the Challenge
they didn’t hear anything. In such cases, the CM difficulty. Both characters may apply modifiers from
does not reveal the stones in their chosen hand. their ability stones, as described previously for
They simply describe the outcome to the player as it Standard Challenges.
would appear to their character.

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Disadvantage Modifier and announced by the CM during Step 1 of the
One character in a Competitive Challenge may be Challenge. A character who is at a disadvantage
at a disadvantage compared to the other. For suffers a -1 modifier, or -2 if the CM rules that the
example, they might be off-balance or surprised, or disadvantage is extreme. Then the Challenge is
surrounded by distracting noises. This is determined resolved as usual.

4.0 Combat terms of ‘moments’ – with more attention paid to


the order in which events occurred than to how
Turn-by-turn action on the tabletop is called, long those events should take. In modern terms, 5
generically, ‘combat’, even though it’s possible for seconds per Turn and 8” to the span (with a scale of
Turns to pass without any fighting taking place. 5’ to the inch on the playing surface) serves as a
workable approximation.
4.1 Combat Scale
Cavemaster is played using stones, possibly crudely
carved [Modern: miniature figures], to represent
characters and animals on the playing surface. The
players and the CM sit in a circle surrounding this
area. Prehistoric Cavemaster players would have
played on the cave floor, or any reasonably large
flat surface. Modern players will probably prefer to
use a tabletop.

The first Cavemaster players had no precise means


of measuring time or distance. Consequently, the
original scale of Cavemaster gameplay was
somewhat abstract. Distances were measured in
‘spans’, a span being the distance from the tip of a
player’s thumb to the tip of their little finger when
fully extended, and a ‘half span’ being the width of
a player’s closed first. Combat time was tracked in

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4.2 Initiative secondary movement mode is Brachiate. All other
characters can Run (or at least hop, crawl, or slither)
When combat begins, the CM must determine
as their secondary movement mode. Secondary
which side goes first.
movement rate is ½ span for all characters.
If the players have surprised the NPCs (non-player
characters), or if the players are in a defensive Moving
stance when the NPCs attack, then the players On a character’s Movement phase they may travel
have the initiative. If the NPCs have surprised the any distance up to the limit of their movement rate
players, or the NPCs are in a defensive stance when for the environment they’re in (ground, water, air,
the players attack, then the NPCs have the initiative. etc). Characters who cross over from one
environment to another during their Movement
If neither side has an obvious advantage, then the phase travel at the rate of their slower movement
CM holds a stone in one of his hands and the lead mode.
player picks a hand. If that hand contains the stone,
then the players gain the initiative. If not, then the Characters may also perform simple, unchallenged
NPCs gain the initiative. activities as part of their Movement phase. For
example, a character may pick up a rock while
If the players have the initiative, play begins with the Running as long as the rock is easy to see and
player to the CM’s left and proceeds clockwise reach, and as long as no other character is able to
around the playing surface from there. If the NPCs interfere. Activities which inherently take time, for
have the initiative, play begins with the CM and example scratching a drawing onto a cave wall
proceeds clockwise from there. with a rock, may reduce or eliminate the
character’s available movement on that Turn. This is
Taking Turns entirely up to the CM.
Each player controls their own character, and any
Example: Yaru the Yorwa needs to dig through a
NPCs or creatures which obey them. During a
pile of furs to find his axe, and then dash out of the
player’s Turn, the player chooses the order in which
cave to join his clan-mates in battle. The CM
the characters they control take their Turns.
declares that finding the axe is time-consuming, and
will take ½ span. Yaru spends ½ span of his Running
The CM controls everyone else. During the CM’s
movement finding the axe. He may then move his
Turn, the CM chooses the order in which the
remaining ½ span of Running toward the cave’s exit.
characters they control take their Turns.
This completes Yaru’s Movement phase.
During a character’s Turn they have one Move
phase and one Action phase. These phases may be 4.4 The Action Phase
taken in either order. The character doesn’t have to On a character’s Action phase, they may do any
Move or Act if they don’t want to. However, any one of the following things:
phase that a character doesn’t use is lost.
1) They may attempt a time consuming, difficult, or
4.3 The Move Phase opposed task. This may or may not require a
Challenge. Making an attack is one such Action.
Movement Modes 2) They may take a second Movement phase, at
Every character has a primary movement mode the cost of their Action phase.
(Run, Swim, Fly, or Brachiate) and a movement rate.
Characters who Run are primarily land dwellers, 3) They may choose to do nothing. A character who
those which Swim are water dwellers, and so on. All is involved in a melee, and takes no Action, is
of the player breeds Run. All of the player breeds assumed to be maintaining a safe distance from
have a movement rate of 1 span. The movement their opponent without closing in to strike.
modes and rates for creatures are listed in their
descriptions (see 10.0). For example, the swift
camelops can ‘Run x1 ½ ’, meaning that its
4.5 Attacking
movement mode is Run and its movement rate is Attacking takes an Action. Characters may attack
one and one-half spans. any opponent they have marked - as long as they
are wielding a weapon which can reach that
Every character also has a secondary movement opponent.
mode. Characters who Run can also Swim (or at
least wade), except for the Maheechee whose

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Marking Targets Characters who are attacked in melee by a
On their Turn, a character may ‘mark’ (i.e., ‘pay weapon that has the ‘Reach’ ability don’t deal any
attention to’) any one opponent they can see damage back unless their weapon also has Reach.
simply by declaring that they wish to do so. Marking Characters without the Reach ability can deal
a target doesn’t take any Movement or an Action; damage when they initiate an attack against an
a character can change who they wish to Mark as opponent with Reach, however.
their target as many times as they want, throughout
the course of their Movement and Action phases. Example: Luréy tosses Núgg a spear, which has the
Reach ability, and Núgg turns the weapon on the
Each character can only mark one opponent at a bobcat. The bobcat wins that exchange by 1 stone,
time. They may be marked by any number of but Núgg doesn’t take that damage because he
opponents, however. attacked with Reach.

Characters automatically mark any opponent who Missile Attacks


attacks them, unless they are already mutually In a missile attack, only the attacker has a chance
marked with another opponent in melee, or unless of dealing damage. The defender doesn’t deal any
the attacker manages to attack without being damage back, even if they also have a missile
detected (see Surprise, below). weapon and win the check. There is a Challenge of
stones, and if the attacker scores higher than the
defender then the defender takes the difference in
stones as damage (see 4.6).

Example: Luréy (Core 5, Crafter 2, Charismatic 1)


throws a rock at the bobcat (Core 3, Bite 2). Luréy
scores 3 stones, while the bobcat only scores 2, so
the bobcat takes 1 stone of damage. The bobcat
couldn’t have hurt Luréy on that exchange even if it
won, though, not only because it’s mutually Marked
by Núgg but also because Luréy’s thrown rock was
a missile attack.

Melee Attacks
Under normal circumstances, making a melee
attack initiates a clash of arms in which either
participant may be harmed. This is resolved as a
Competitive Challenge. Whichever participant
scores the most stones in the Challenge deals the
difference in stones as damage to the other
participant (see 4.6).

Example: Núgg the Rogók (Core 4, Strong 1, Crafter


1, Charismatic 1) attacks a bobcat (Core 3, Bite 2) in
melee. Núgg scores 3 stones, while the bobcat
scores 4. Núgg therefore takes 1 point of damage.

Characters who are attacked in melee by


opponents they haven’t marked don’t deal any
damage back, even if they win the Challenge.
Called Shots
Example: While Núgg is fighting (and mutually When making an attack, or attacked in melee by
marking) the bobcat, a huge scavenger crab (Core an opponent they have marked, a character may
5, Pincer 1 (Reach)) walks up and attempts to declare their intent to strike a particular part of their
pincer him. Núgg scores 4 stones, and the crab only opponent’s body or equipment. This causes the
scores 3. Even so, the crab doesn’t take any character’s to suffer a -1 modifier, but it they hit, any
damage because Núgg hasn’t Marked it. damage is dealt to the declared target location.

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The CM must decide the results of any damage Retreating
dealt to a specific body part or piece of equipment. On their Turn, a character may attempt to move
One option is to allow an attacker who makes a away from a melee opponent that has them
called shot to dictate where the target must take Marked. This requires a successful ‘dodging’
the damage (see 4.6). Combat Challenge (see above). When attempting
to move away from multiple melee opponents who
have marked the character, the ‘Working Together’
rule applies.

If the character’s opponent chooses to allow them


to retreat, no Challenge is required.

Rescuing
Using the aforementioned rules, you can draw the
attention of an ally’s opponent if your ally stops
marking that opponent before you attack it.

Example: Lan and an aurochs are engaged in


melee. Anda wants to draw the attention of the
aurochs away from Lan. Lan must stop marking the
aurochs, and then Anda’s attack causes the
aurochs to engage her (instead of Lan). Of course,
Dodging the aurochs is free to re-engage Lan on its Turn,
If (and only if) both combatants in a melee attack unless Lan has a chance to move away from it first.
have marked each other, THEN after both
combatants have chosen how to split their stones Fighting Large Creatures
(but before hands are picked) a ‘dodge’ may be When fighting a large creature, teams of
declared by either participant. Dodging gives the characters should appoint one of their members to
participant a +1 modifier, BUT dodging combatants attract and hold the creature’s attention (i.e., get it
do not deal any damage, even if they win the to Mark them), while Dodging to keep from being
Challenge. hurt by it. The rest of the team may then attack the
creature without fear of harm. If the character
Surprise holding the creature’s attention gets injured, they'll
A target who doesn’t know it’s being attacked need to be Rescued by a teammate. This strategy is
suffers a -1 Disadvantage Modifier, and it cannot powerful, but not foolproof. The creature may
deal damage even if it wins the challenge. decide to switch its Mark to an easier target if it gets
angry, frustrated, or desperate.

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4.6 Damage & Recovery Humans have a natural instinct not to keep eating
the exact same thing for long periods of time. This
When a character loses a Combat Challenge, or
helps ensure that they get all the different nutrients
takes damage for any other reason, they must
they require. After three days of eating only meat, or
temporarily set aside 1 ability stone (Racial, core,
only forage, they develop a very strong craving for
job, or perk) per point of damage they suffered. The
the other kind of food.
affected stones are moved outside their circle on
the Character Skin. Stones that have been set aside
A character can go without eating for a day or two,
in this manner represent injuries, and can no longer
every once in a while, but they will eventually start
be used by the character until they are healed. See
suffering the effects of starvation. For every 3 days
below. The injured character’s controller (its player,
they go without food, they must set aside 1 stone
or the player of its leader, or the CM) chooses where
(just as if they had suffered a physical injury). Stones
to take the damage.
of damage from starvation may only be restored by
eating: each day of proper sustenance restores 1
Example: Núgg the Rogók (Core 4, Strong 1, Crafter
stone of starvation damage.
1, Charismatic 1) has taken 1 point of damage from
the swipe of a bobcat’s claws. Núgg’s player
chooses to take the damage to Núgg’s
“Charismatic” perk, temporarily reducing his stones
in the perk to zero. Until that damage is healed,
Núgg won’t be able to get his normal +1 modifier
from that perk.

A character who has lost all of their ability stones


falls unconscious. A character who takes more
damage than they have character stones is dead,
unless magical or technologically advanced
healing restores them to 0 or more stones within a
few moments.

Wounded characters heal 1 stone per week without


medical attention, as long as they spend that time
resting.

A character may only be successfully healed by


non-magical means once per day, though any
number of attempts may be made. Each mundane
healing attempt takes half an hour, so it can’t be
done during combat. Medical attention is usually
applied after camping for the evening.

Mundane healing is a Standard Challenge, whose


difficulty equals the target’s size in stones. Adult
human characters are all size 5. If the healer wins
the Challenge, 1 stone of damage is restored.

Spirit-Magic healing doesn’t take as much time, and


can heal multiple stones per attempt (see 6.1).

Food & Starvation


Humans acquire different nutrients from different
foods. The game simplifies food into "forage”
(gathered fruits, vegetables, nuts, leaves and so on)
and "meat" (the flesh of animals). For game
purposes, food is measured in “meals” - units
representing the amount needed to keep a typical
human fed for 1 day.

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5.0 Inventing level of complexity, detail, or precision workmanship
the invention will require.
Inventing allows stone-age technology to develop
further, and in exciting new directions!
Inventing Time
Finally, the CM determines how long the inventing
5.1 Simple Innovations process will take to produce an initial, testable
A character can use knowledge and equipment prototype. In the case of materials and devices (or
they already possess in new and innovative ways principles or procedures involving physical things),
just by thinking up the idea. No Challenge of stones this also involves the time needed to gather and
is necessary. The CM simply decides whether the process the necessary material(s). All inventions
new use is possible, and if so, then the character require at least a few hours, but could take days or
may immediately apply the old knowledge or even months.
equipment toward the new use. The CM may rule
that the new use is awkward (resulting in a -1 Inventing Challenge
modifier), or efficient (yielding a +1 modifier), or Inventing requires a Spirit Lore Challenge, where the
impose any other limitations or advantages that he player uses their Spirit Lore stones instead of their
sees fit. core stones. The CM uses the player’s description of
the intended invention, and any additional ideas
Example: Red-Thumb the Yorwa (Core 4, Gatherer the player wishes to provide, to help decide which
2, Artistic 1, Ochre Spirit Lore 1) has hit upon the idea Spirit(s) would be appropriate, and which supporting
of leaving dabs of pigment on rocks along the way ability stones might provide a modifier. If the
to the rich patch of chaga fungus he discovered, so character doesn’t have any stones in any relevant
that his clan’s shaman will be able to find it without Spirit Lore, then the character simply lacks sufficient
him. The CM agrees that this is workable, and in fact insight to conceive of a solution and the inventing
rules that it will allow anyone Red-Thumb tells about attempt fails immediately.
the marks to find the chaga patch without requiring
any Challenge. The marks won’t last forever, of If the Challenge succeeds, the character obtains a
course! single working prototype of the new invention.
Additional copies of the invention can be
5.2 True Inventions constructed later at a cost in time and resources set
An invention is an improvement upon a known by the CM. The consequences of tied or failed
principle, procedure, material, or device. inventing Challenges must be decided by the CM.

Inventing Requirements Example: Red-Thumb returns a few days later, after


Unlike simple innovations, true inventions require a rainstorm, and discovers that his paint daubs have
knowledge of a relevant Spirit’s domain. been almost completely washed away. His player
comes up with this invention scheme: Red-Thumb
The player may describe the desired invention in as wants to prevent his pigments from being washed
much or as little detail as they wish, but at a away by the rain. He already knows how to make
minimum they must describe the problem they’re pigments. Specifically, he wants to make water-
trying to overcome, identify something their resistant pigment. The CM rules that Red-Thumb may
character already knows upon which this new invoke any Spirit related to the current pigment
invention will improve, and give a rough description ingredients, or any Spirit representing something
of the specific improvement they’re trying to that’s water-resistant. Luckily, Red-Thumb has 1
achieve. If the player doesn’t address these issues to stone of Red Ochre Spirit Lore. The CM also rules that
the CM’s satisfaction, then the CM must prohibit the Red-Thumb’s Gatherer job stone and his stone in the
invention. ‘Artistic’ perk will both apply, and that it will take a
couple of days for Red-Thumb to create the first
The CM may impose additional requirements, such testable batch.
as raw materials or proper conditions for the
construction and/or testing of the invention. All Complex Inventions
conditions must be met before the inventing If the invention requires simultaneous improvements
attempt can begin. to multiple known principles, procedures, or devices
then treat each improvement as a separate
Inventing Difficulty invention, with separate Challenges for each of
The CM also sets a difficulty for the inventing those separate breakthroughs.
attempt (a Standard Challenge), depending on the

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6.0 Spirit Magic (Optional) This takes the caster’s entire Turn. During this time the
caster must exhibit some noticeable indication that
If the CM decides to allow Spirit Magic in the they are attempting to invoke a Spirit. They might
campaign, characters may use their Spirit Lore cry out loud, or whisper while kneeling with their
stones to attempt ‘magical’ things beyond the eyes closed, or engage in an elaborate ritual. One
normal abilities of cave-men… but only things that cannot invoke the Spirits simply by thinking it in one’s
fall within the domain of their totem Spirit. mind.
Characters that do not have any Spirit Lore stones
may not use Spirit Magic. The CM then decides whether the described effect
fits the domain of the specified Spirit. The CM may
Spirit Magic is handled in much the same way as award a Challenge modifier of +1 for an extremely
other stone Challenges, except that the character fitting effect, or deny an inappropriate spell entirely
uses their stones in a Spirit Lore perk instead of their (causing the caster to lose their Turn).
core stones (the same as with inventing attempts).
Because of this, Spirit Magic is very weak until Example: Old Gúg has 3 stones in Fire Spirit Lore. Old
characters develop a significant number of stones Gúg may use those stones to attempt to create,
worth of Spirit Lore. control, or extinguish fires, to heal damage from fire,
to instill immunity to fire, etc. He could not use them
6.1 Spell-Casting to, say, attract a deer – though he might use them
A spell-casting attempt begins with the spell caster to attract moths, or to create a fire that drives
stating which Spirit they are attempting to invoke, animals away.
and describing the effect they are trying to achieve.

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Communicate
The spell transmits a short message between the
caster and a target. Line of sight is required unless
the caster knows the target personally. Difficulty is
generic: 3 if the target is on the playing surface, or 5
if the target is beyond the edge of the playing
surface. There is no maximum range limit.

Example: Willow Tree Lore, used to send a whispered


message to a person you specify, so long as that
person is also standing beneath a willow tree (low
difficulty)

Create
The spell causes an object to appear. The CM
chooses a generic difficulty to reflect the size, rarity,
and/or usefulness of the desired object – and then
increases that difficulty by 2! If the caster succeeds,
Spell Frameworks the requested object appears wherever the caster
If the CM approves the effect, he then selects one desires within their line of sight on the playing
of the following Spell Frameworks - whichever best surface. Objects created in this way are permanent
fits the desired effect. The Spell Framework sets the until naturally or magically destroyed.
basic parameters of the spell, which can be further
modified by the CM on the fly as needed. Example: Flint Stone Lore, used to summon up a flint
tool
Control
The spell enables the caster to directly control the Damage
target’s behavior. Difficulty equals the target’s size The spell causes damage to a target. Damage
plus 2. If the caster succeeds, the target falls under effects work very much like combat missile attacks.
the caster’s direct control. This effect lasts for 1 Turn Difficulty equals the target’s size. If the caster
per point of success margin. succeeds, they deal damage equal to the margin
of success.
Example: Cave Bear Lore, used to take control of a
Cave Bear Example: Saber Tooth Lore, to magically gore a
target from a distance

Destroy
The spell instantly kills and/or physically annihilates
the target. Difficulty equals the target’s size plus 2. If
the caster succeeds, the target is destroyed.

Example: Lava Lore, to open a crack in the earth


and engulf the target in red-hot magma

Disable
The spell causes a target to lose Turns. Difficulty
equals the target’s size. If the caster succeeds, the
target loses a number of Turns equal to the margin
of success.

Example: Curare Vine Lore, causing the target to


become paralyzed

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Heal Example: Goose Lore, asking the Spirit for the
The spell repairs damage to a target. Difficulty direction to some distant place
equals the target’s size. If the caster succeeds, the
target heals damage points equal to the margin of Modify
success. The spell changes one thing into another thing.
Difficulty equals the target’s size OR the new size
Example: Amadou Fungus Lore, purifying and (whichever is larger), plus 1. If the caster succeeds,
staunching the target’s wounds so that they heal the target takes on the new physical form. The
with supernatural rapidity target now uses the new form’s core stones and
physical abilities, but they keep their skill- and
Impede knowledge-based abilities. The effect lasts for 1 Turn
The spell interferes with one of the target’s abilities. per point of success margin.
The caster must specify a ‘theme’ for the
impediment (sort of like a negative character perk). Example: Turnip Lore, to turn the target into a turnip.
Difficulty equals the target’s size minus 1. If the For a while.
caster succeeds, the target suffers a modifier of -1
on everything they try to do that falls within the Obstruct
rationale of the spell. This penalty lasts for 1 Turn per The spell blocks the passage of characters or
point of success margin. objects through the target area. Difficulty equals the
target area’s size, minus 1. If the caster succeeds,
Example: Purple Milkweed Lore, to entangle the they may specify where the impassable barriers
target in ropes made from the Purple Milkweed appear within the area of effect. The barrier lasts for
plant a number of Turns equal to the success margin.

Enhance Example: Oak Tree Lore, to fill the area with tightly
The spell improves one of the target’s abilities. The packed oak trees.
caster must specify a ‘theme’ for the enhancement
(equivalent to a character perk). Difficulty equals Restore
the target’s size minus 1. If the caster succeeds, the The spell instantly resurrects, completely heals,
target gains a modifier of +1 on everything they try and/or physically repairs the target. Difficulty equals
to do that falls within the specified theme of the the target’s size plus 2. If the caster succeeds, the
spell. This bonus lasts for 1 Turn per point of success target is completely restored.
margin.
Example: Disease Lore, to cure the target of a
Example: Rabbit Lore, to improve the target’s fertility disease (or resurrect a target who died from a
disease!)
Influence
The spell affects a target’s feelings, and thus New Spell Frameworks
(indirectly) its behavior. Difficulty equals the target’s The CM can create additional Spell Frameworks as
size plus 1. If the caster succeeds, the target needed, following these examples.
changes its feelings about other characters
specified by the caster in a way chosen by the Spell Difficulty
caster. Influence effects are permanent until The difficulty of a spell is explained in its Spell
naturally or magically changed again. Framework, using one of the three following
methods:
Example: Shadow Lore, causing the target to
experience terror Target Size
A creature’s size rating is the same as its core stones,
Knowledge except for human targets who are always size 5.
The spell answers a question posed by the caster.
The CM chooses a generic difficulty to reflect the Area Size
importance, complexity, and/or secrecy of the Area effect invocations start at a difficulty of 4 for a
desired knowledge. If the caster succeeds, they ½ span diameter. A diameter of 1 span is a difficulty
acquire the requested knowledge. Knowledge of 5, a diameter of 2 spans is a difficulty of 6, 4 spans
gained in this way remains in the caster’s memory is a difficulty of 7, and so on.
until forgotten naturally.

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Generic Difficulty
If the spell doesn’t depend on creature size or area
size, then its difficulty is assigned by the CM using the
Difficulty table (see 3.1).

Difficulty Adjustment
A spell may list a further difficulty adjustment, which
is applied to the base difficulty. For example, an
adjustment of plus 2 yields a difficulty of 7 if the base
difficulty is 5.

Spell Range
Unless otherwise specified in the Spell Framework,
spells can only be used on targets or areas on the
playing surface and within the caster’s line of sight.

Extended Spell Duration


Each Spell Framework lists a default duration for the
spell effect. Spell-casters can make a spell semi-
permanent by voluntarily taking 1 stone of Spirit Lore
damage to keep the spell in force. Spirit Lore stones
lost in this way cannot be restored by any means
until the caster voluntarily ends the affected spell.

Rituals & Sacrifices


A spell-caster can get a +1 modifier if they spend an
hour performing an elaborate ritual before casting
their spell. A spell-caster can also get a +1 modifier if 7.0 Character Advancement
they offer up a major sacrifice to the Spirit they’re At the end of each session, the CM awards one
invoking. Whether a sacrifice is sufficient to gain the stone to the PC (player character) who stood out
Spirit’s favor is at the CM’s discretion. the most in that session (determined by a vote
among the players, with the CM having a tie-
breaking vote).

If there are fewer than 5 PCs in the group, awards


should only be given every other session. If there are
more than 9 PCs, two awards should be given per
session.

The chosen player may add their new stone to their


core stones, or assign it to an ability (either a job or a
perk the character already has, or a new one),
updating their Character Skin accordingly. The CM
may veto the acquisition of new abilities that don’t
make sense, for example learning the Boating job if
your tribe doesn’t have boats and there’s nobody
around to teach you about them.

No PC may receive a second advancement until


every other PC in the group has got one, or a third
until every other PC has got their second, and so on.

The CM should award additional stones to major


NPCs (non-player characters) periodically, to keep
the players from getting too far ahead of them.
NPCs have adventures and learn things, too!

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8.0 The Cavemaster World 8.1 The Esplandia Region
The world of Cavemaster is made up of four climate
regions. They are Esplandia in the northwest, Esplandia is inspired by California
Croatan in the northeast, Teutonis in the southwest, and the La Brea Tar Pits, and is the
and Orinoco in the southeast. The introductory homeland of the Yorwa. It. 10,000
adventure is set in Esplandia. years ago, the rest of the world is
experiencing arid conditions but this
Four hundred years ago, the Cavemaster world was area has plentiful rainfall. It is teeming
dominated by glaciers. As the ice retreated north, it with animal life and the wide open
left many lakes and rivers. Many of the spaces promote rapid and vicious
unconnected lakes are very deep and very dark evolutionary competition.
"kettle" lakes that contain no fish. The area north of
Esplandia and Croatan is still mainly covered in Mammoths dominate the lush grasslands that flank
glaciers. the rivers where the willow often grows. The Yorwa
swarm the meadows where prairie turnip and
camas have been encouraged through wild-
crafting.

Mastodons are munching leaves of sycamore,


walnut, and live oak with fist-sized acorns on the hills.
The chaparral is heavily dotted with bushes and
shrubs; there is juniper and red cedar.

In Esplandia's driest regions, yucca, lechuguilla, and


desert spoon (sotol) provide nourishment for the
Yorwa. The bushy frond "skirts" that conceal palm
trunks are home to rodents. Fan palms are cut down
for heavy but tough wood to make tools such as
spears and drums.

Herbivores include bison, camelops, elk, deer,


mammoth, mastodon, antelope, ground sloth,
peccaries, horses, and tapirs. Many migrate
annually north-south and back again.

Carnivores include lions, cougars, long pumas,


scimitar cats, dire wolves, and gray wolves, short-
faced bears, black bears and brown bears.

Some notable birds are the raven, vulture, condor,


and teratorn (an even larger condor-like bird). With
their great sense of smell and keen vision, they are
soon circling over the site of a predator's victory.
Predators (especially bears) double as scavengers
and "bullies" who will steal the kills of other creatures.

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Birds of prey include eagles, hawks, falcons, great Out in the water, a phenomenon less familiar to
horned owls, the La Brea caracara, and the La Brea modern eyes is floating: an enormous kelp "forest" of
owl. sargassum, held up by countless little bubble-
bladders. This tangled mass of seaweed is home to
After a dangerous hunt, the Yorwa hunters' joy many creatures. The Tanui regularly harvest its sea
could turn to terror as competition arrives, betrayed creatures and "vegetables" to eat.
by the birds. More often, though, the Yorwa make
their own use of these aerial indicators, driving off Herbivores include saiga antelope, horse, giant
predators themselves! It is wise to appease the birds beaver, ground sloth, lemming, camelops, the
rather than make them circle high above, waiting titanotylopus "camel", steppe cattle, caribou,
for their share. moose, mastodon, and woolly mammoth, helmeted
musk ox, and arctic hare. Bighorn sheep and
8.2 The Croatan Region mountain goat remain on the mountainside.

The part of the Atlantic Coast from


Main to Virginia, and Beringia (the
ice shelf between Alaska and
Siberia) are the inspiration for
Croatan, the homeland of the Tanui.

Towards Croatan's east coast, there


is permafrost: land too cold for most
plants to grow for most of the year. People today
would consider the icy temperatures and lack of
plants inhospitable but the water is teeming with life,
making it a rich place for amphibious creatures such
as seals and puffins to thrive.

The coast has two seasons: a long frozen period,


then several months of lush warmth. Greenery seems Carnivores include the cave lion, short-faced bear,
to explode wherever the snow happens to melt, black-footed ferret, wolverine, arctic fox, Canadian
and very large mosquitoes emerge from the lynx, scimitar cat, and arctic wolf.
puddles. The ground is temporarily colorful with
flowers. In the sea there will be dolphins, seals, elephant
seals, sharks, walruses, dwarf sperm whales, killer
Young forests of maple, beech, and birch cover the whales, humpback whales, and bowhead whales.
hills and skirt the mountains. Animals take shelter
here during the winter. The herbivores migrate Some notable birds are the seagull, tern, albatross,
eastwards during the brief spring, and the carnivores goose, loon, eider, duck, puffin, and ptarmigan.
follow them. And then, when summer is over, there is Birds of prey include falcon, hawk, and snowy owl.
a mad rush by even the largest land animals to flee
the tempestuous snow storms. The coastal creatures 8.3 The Teutonis Region
head south.
Germany (on the southern edge of
the Fennoscandian ice sheet, a vast
glacier) around 10,000 years ago is
the inspiration for Teutonis, the land
of the Rogók. The climate here
features very cold winters with terrific
blizzards-- ten times as intense as
modern snowstorms!

Only trees that can survive the chill of the mountains


thrive here: hornbeam, fir, spruce, deciduous oak,
and maple. Nut trees such as hazel and walnut
survive near hot springs.

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Spring comes late. Rainfall is scarce, but the melting more like lakes or even swamps. Reptiles besides
water fills rivers and lakes generously. Some of the hibernating turtles have died out due to cold in
lowlands flood; when the water recedes, there is a many places but they are thriving here.
bumper crop of frogs and turtles to catch.
As today, the jungle is dominated by tall hardwoods
Summers are warm and dry, driving the usually- and the Podocarpus (Fern Pine) family. There are
warmly-clad folk to nudity as temperatures reach 90 many wild edible foods such as Brazil Nuts and Figs.
degrees. Trees are sparse; as in Esplandia, grasslandsPalm and Palmetto trees produce edible oily nuts
dominate. and edible sweet fruit (the coconut is a spectacular
example). The central growth ball of the Cabbage
Herbivores include hare, beaver, straight-tusked Palmetto is cooked and eaten (requiring the killing
elephant, hippo, ass, tarpan (wild horse), Merck's of the tree).
rhino, steppe rhino, fallow deer, red deer, Eurasian
elk (moose), roe deer, giant elk ("Irish" elk), water Colorful monkeys bound through the trees. With all
buffalo, aurochs, and bison. To the delight of hungry the nuts and berries, their Maheechee cousins
Rogók children, there are many small rodents: would rather stay high up but certain foods lure
dormouse, hamster, vole, water rat, wood mouse them down to the ground. Yummy manioc,
and hedgehog. cassava, and sweet fist-sized pineapples are avidly
wild-crafted by the Maheechee. Keeping rival
Small rodents are often food for the omnivorous wild species from devouring these prizes is an ongoing
boar. challenge.

Carnivores include the true cave bear, brown bear, On the ground, omnivorous raccoons and foxes
lion, leopard, wildcat, lynx, otter, pine marten, tend to eat seafood such as crabs and small fish.
stoat/ermine, badger, polecat, gray wolf, red fox, Peccaries eat roots and scavenge for meat. Giant
and spotted (laughing) hyena. anteaters tear apart fallen logs looking for bugs.

Herbivores include tapir, capybara, armadillo,


glyptodont (giant armadillo), bats, short-faced bear,
giant beaver, camelops, and deer. There are no
mammoths here; they simply never wandered into
this region. Their niche is taken by hippo, ground
sloth, and the last of the stegomastodons (use dwarf
mammoth stats for this creature).

The grassy to rocky central highlands are home to


guanaco (wild ancestor of the llama), vicuña (wild
ancestor of the alpaca), and goat. The maned wolf
also makes its home here.
A few notable birds are the crow, raven, stork,
Carnivores include cave lion, dire wolves, black
heron, swan, lark, thrush, bunting, starling, and robin.
bear, brown bear, jaguar, long puma, giant snakes,
Many survive by migrating east (to Orinoco) ahead
and crocodilians of all sizes. The giant bear here is
of the snowstorms. Birds of prey include eagle,
the arctothere. Warrahs, canids of the Theriodictis
falcon, owl, and vulture.
family, resemble jackals. Orinoco is also home to the
Ultima Esperanza Saber Tooth, largest of the
8.4 The Orinoco Region smilodons.

Southern Brazil and the ancient Large insects make their presence known year-
Amazon Jungle of around 10,000 round. Giant beetles, dragonflies, and so on fill the
years ago provide the model for air, preyed upon by lizards, snakes, and birds.
Orinoco, the land of the
Maheechee. The temperatures here Monkey-eating eagles terrorize primates amongst
are cooler than in the tropics today. the leaves. The large brightly-colored Parrots and
While the rest of the world receives long-legged wading birds such as Spoonbills and
little rain, Orinoco has a more-than- Jacanas are also worth noting.
generous rainy season. Rivers are so broad they are

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8.5 The Lost Valley 8.6 Cavemaster World Map
Terrain Key
The creature lists of the four regions
are "historical". Alas, many interesting
and exciting animals died out millions Arid Lowland
of years before our official time This is a place where the water drains out easily,
period. However, rather than leave leaving the land above dry. Plants such as yucca
them out, we have provided an and agave which have long taproots can survive
excuse to include them in your here. Palm trees with deep roots also can live here.
Cavemaster campaign: the
mysterious mist-filled Lost Valley. Dry Steppes
Weather is cooler here due to altitude. There is grass
Many millions of years ago, the draining of other ice but trees have difficulty growing because of the
ages carved out the magnificent Lost Valley lack of water.
Canyon, an enormous crack that runs from the
northwest to the southeast. It is now similar in size to Forest
the Grand Canyon in our world. Kept warm by Trees and bushes impede travel on the ground,
volcanically warmed waters from the west all during except along known trails. Tree cover increases
this time, it is home to pocket populations of plants rainfall in nearby areas.
and creatures from various time periods. Natural
barriers tend to keep them apart from each other in Glacier
the valley.
This is dangerous terrain. It can only be crossed, very
slowly, with specialized equipment. More than
several days here would be fatal.

Grassland
Travel is relatively easy here. There is a wealth of
herbivores, but a matching number of predators.

High Mountain
This is un-crossable by people 10,000 years ago. The
air is too thin to breathe.

Hilly Scrub
The sloped ground makes travel awkward. It can be
crossed slowly.

Kelp Isle
A floating mass of sargassum (tangled red and
brown seaweed with air bladders). Many creatures,
including anemones, hydra, krill, and crabs depend
on it. It is too thick to allow a boat to pass and not
The dread with which the four tribes regard the Lost strong enough to hold up a person, but sea birds
Valley is no mere superstition. Real monsters emerge may land on it.
from this place from time to time. Here, there are
long-extinct reptiles such as pterosaurs and Lake
dinosaurs. Alternately, heroes may be drawn into Fresh water. Many lakes are too recently deposited
the Valley by the lure of adventure. See the by receding glaciers to contain fish.
"Anachronisms" section of chapter 10.0.
Mountain
There are places where steep and narrow trails lead
This is dangerous terrain. Even healthy people run
down into the fog. A large river awaits at the
out of breath due to the thin air. It can be crossed,
bottom, widening into an occasional deep lake, or
very slowly, with specialized equipment. More than
tumbling as a series of violent waterfalls.
several days here would be fatal.

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Ocean 9.0 The People of
Salt water. Extremely cold water (found in the north,
and in the deeps) can be dangerous to humans. Cavemaster
The richest sea fishing is found at the edge of the Four human breeds live in the Cavemaster world.
ice. These are the Tree People (Maheechee), the Cave
Lords (Rogók), the Busy Ones (Yorwa), and the
Rainforest Water People (Tanui).
There is copious rainfall here. The surfaces of leaves
channel condensation to the ground, keeping it
perpetually moist. In many places, the forest is
divided into islands separated by streams. Except
over lakes and rivers, the trees form a canopy that
blocks direct sunlight.

River
A fresh body of flowing water.

Rocky Hills
This is difficult terrain. It can be crossed slowly.

Salt Lake
The Orange Salt Lake is an undrinkable body of
water. Edible orange salt crystals are collected on its
shores for use in preserving food.

Snowcap
This is un-crossable by people 10,000 years ago. The
air is too thin to breathe and it is far too cold for
people to survive.

Swamp
Aquatic and semi-aquatic creatures dominate this
terrain. Water on the ground is often not drinkable
by humans. Insects may make it difficult for people
to travel.

Tundra
Sparse grass and lichens grow here. Creatures must
wander for long hours while gathering every scrap
of nourishment they can. The relatively level ground
makes travel easy. Trees cannot grow here because
the ground remains frozen all year around, although
the top few meters might thaw during the summer. It
snows but rarely rains here.

Volcanic
Corrosive poisonous gasses and occasional lava
flows can make these locations deadly.

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Each breed encompasses a number of separate 9.1 Maheechee: the Tree People
named tribes, which are in turn made up of Clans
(which are not usually named). Four example tribes
(one for each breed) are detailed in this book. The
cavemaster is free to create their own new tribes,
with their own customs, traditions, and other quirks.

Language
The Rogók, Tanui, Yorwa, and Maheechee share a The lightly-furred Maheechee are found primarily in
common language which originated with the the Orinoco region. They spend their days swinging
Yorwa. Words in English are translations of this through the trees looking for fruit and insects. With
language. their big eyes, they can see fairly well in the dark but
have trouble seeing in bright sunlight. They are small
Myth & Religion and furtive, with slightly long arms. When
All of the breeds share a general belief in Maheechee can catch them, they eat small
“archetypal” Spirit progenitors of different animals, animals. They are the least technological tribe; they
plants, and minerals - for instance, a legendary first do not usually make fires or cook their food.
bear simply called ‘Bear’, a first elm tree called
‘Elm’, a first vein of lump called ‘Flint’, and so on. Racial Ability: Maheechee have a racial ability that
is equivalent to the Climbing 1 perk.
The Rogók, Tanui and Yorwa share close variations
of the same basic creation myth. They believe in Racial Traits: Their sensitive eyes allow the
three primordial Spirits who are too powerful and too Maheechee to operate without penalties in low-
busy to care about humans. These are light conditions (though they are just as hampered
Grandmother Ocean, Mother Land, and as anyone else in absolute darkness). However, they
Grandfather Sun - who is husband to each of the suffer a modifier of -1 on all Challenges while
others, spending half of the year with each. Mother subjected to full, direct sunlight. The Maheechee
Ocean's children are the Ice Spirits. Mother Land's are arboreal creatures, moving at a rate of 1 span
children are the Animal, Plant, Mineral and Fire on the ground and ½ span through the tree
Spirits. Although the human breeds are said to be canopy. The Maheechee cannot swim.
the offspring of the Fire and Ice Spirits, it is mainly the
Animal and Plant Spirits who are actually interested
in dealing with humans. See Appendix 1 for the
complete creation myth.

The Maheechee have many different creation


stories, none of which they take very seriously.

Inter-Breed Relations
The four breeds are generally friendly to each other,
but for the most part they keep to themselves. If
there are clashes over hunting grounds, the clan
chiefs may meet for a parlay, each encouraging
the other to hunt elsewhere. There is pressure toward
a peaceful resolution, because violence would likely
to lead to a growing cycle of revenge.

Clans made up of multiple races are unusual, but Maheechee Names


not unheard of. The most likely cause would be Maheechee names are rhythmic. Typically, they
some sort of joint mission to deal with hostile alternate a “back” vowel (a, o, or u), and a
outsiders. “frontal” vowel (i or e). Some examples of
Maheechee names are Tazeek, Mahjeekah,
Kubeechah, and Peeshu. Repeating the last vowel
is also common, as in Janoonoo, Goteechee, and
Chipopo.

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Since Maheechee names can be long, they
sometimes just use the last part as a nickname.
Kubeecha may find himself being called ‘Beecha or
‘Cha, for example.

Maheechee Culture
A typical group is a “troop” of 10-15 individuals.
Troops move around but eventually come back to
favorite places. They prefer staying in the tree
canopy, where their long powerful arms give them
the advantage.

Maheechee relationships vary wildly. Some form a


typical male/female pair. There are group
relationships of several males and several females. A
male may have several wives; a female may have
several husbands. Those wives and husbands may
have their own relationships, making a diagram of
the clan resemble a net. After several days, weeks,
or years, a relationship may break up.

Children are raised communally by the whole troop.


Eventually a young one will naturally find an adult to
admire and emulate. That mentor will tutor them in
their own occupation. When the clan is migrating,
they travel fast. Sometimes a youngster is lost. The
odds are against survival alone but a few make it.
When an “orphan” finds a Maheechee clan, they
may join it.

Because they are not so good at storing food,


Maheechee become very hungry in the northern
winter. They may also get very cold, and need
clothing, which they normally disdain. They are Maheechee Technologies
capable of making and tending fires but it makes Most Maheechee have at least a rudimentary
them nervous. It is hard to sleep when something understanding of these things:
that smells so dangerous is so close by.
Maheechee Knowledge
Maheechee Spirit Lore How to start a fire using friction
These are the most common Spirits that the Wild-crafting
Maheechee care about, and why: Counting with numbers 1 thru 7
Addition and subtraction
Favored Spirits Why the Maheechee Care How to tame “shoulder pets” (like birds & small
monkeys)
Cave Bear predator
How to domesticate guinea pigs (for food)
Crocodile predator
Weapons: Axe, Bladed Club, Blowgun, Bola,
Flint for blades and stone points
Club, Flail, Knife, Large Rock, Lasso, Net, Rock,
Giant Sloth prey, for meat and bone
Sling, Staff
Mammoth prey, for meat and bone
How to making cordage (for hammocks and
Monkey prey or pets
other things)
Peach Palm for its fruit, or for lance shafts
Basketry
Rabbit prey or pets
How to make dugout canoes
Shadow for hiding in
How to make reed and wicker boats
Curare Vine for curare poison
Twining & knitting
Willow Tree for making fish traps & baskets
Mnemonic chanting
Maheechee sign language
How to lash things to poles for transport

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These things are beyond the ken of most bone, sewing with sinew, making and maintaining
Maheechee: fires for warmth, and decorating their homes and
possessions, the Rogók still grant the most status to
Maheechee Mysteries warriors.
Farming
The wheel Racial Ability: Rogók males have a racial ability that
The pole sled (travois) is equivalent to the Strong 1 perk. Rogók females
Cooking have no racial ability.
Skinning & tanning
How to fire-temper flint Racial Traits: The Rogók are gifted with powerfully
How to bake clay (for sculpture or any other one-track minds. This results in a +1 bonus on all
purpose) Challenges where single-minded perseverance
How to make hide boats would be advantageous. However, it is difficult for
Weaving them to notice anything they aren’t already paying
attention to. Rogók suffer a -1 penalty on incidental
perception Challenges.
Example Maheechee Tribe: The Mozo
The Mozo tribe of the Maheechee use fire only for
warmth. Their clans are led by their chiefs (chosen
by consensus) and by the shamans. The Mozo have
a caste system. Mothers give birth to twins. One
receives preference while the other (called a
Second) grows up scrawny. Seconds form the
menial class. Although the genders are equal, the
males dress in bright colors. There is also a third
gender, the Chaheeka, who are considered neuter
and expected to be eccentric. Mozo do not have
marriage, but they are still shy and modest about
sex. Healers are very rare, and their first aid
knowledge is very limited but they excel at the
treatment of disease. Having come north into
Esplandia from their rainforest homeland with it
many predators, the virtue they most respect is
courage.

This quick introduction to the Mozo is sufficient for a Rogók Names


basic understanding of the tribe. For a fully detailed The Rogók once had a language of their own but it
description of the Mozo, consult Appendix 5. has faded, replaced by the common language.
Rogók names are perhaps the last remnant of the
9.2 Rogók: the Cave Lords flavor of their primordial speech. They accent
names on the last syllable. To indicate this, they are
spelled with an accent mark over the final vowel. To
the other human breeds, their names sound harsh
and growling, often ending with a hard consonant.
A length of two syllables is typical. Complicated
combinations of consonants sometimes occur in the
middle. Some examples of Rogók names are Korgá,
Primarily found in the Teutonis region, the heavily Minjúk, Sushgrót, and Nolgrák.
built and powerfully muscled Rogók like to live in
caves. Males are big, hairy, and muscular. Females Some Rogók tribes practice naming children after
are small, smooth, and voluptuous. By wrestling with respected and beloved elders, sometimes limiting it
other males, roaring and leaving scent marks, Rogók to the deceased to prevent confusion. Others
males establish their territories. During courtship, if “retire” old names, creating new ones as needed.
the female is unimpressed, the Rogók male is Some may give children variations on their parents’
puzzled and disappointed, but will leave her be. names.
Though capable of such things as crafting tools from

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Rogók Culture
Rogók feel very territorial about their personal
sleeping spaces. An adult male dominates a cave
complex in which he establishes his own room.

Generally, a male invites a mate and she shares his


room until she is pregnant. Then she moves to a
different area to raise her offspring - a very powerful
instinct. The female remains a member of his harem
and does not seek out another mate. He protects
her and brings her food. Once she is pregnant, she
will lose interest in being the primary nest-mate.

Raising babies is “woman’s work”. When they are


grown enough to fend for themselves, they are
turned out into the world, to travel and build new
families.

Females in the same harem tend to become


bonded to each other as well, and are willing to
share children. The men do not always get their
way; when the women are united in some cause,
they usually prevail. It is not uncommon to find a
Rogók female who lives as a warrior. In general,
though, when she finds a mate, she will probably
settle down.

Rogók are single-minded, but they are not


necessarily obstinate, and, having been defeated,
they will consider the matter settled.

Rogók Spirit Lore


These are the most common Spirits that the Rogók
care about, and why: Rogók Technology
Most Rogók have at least a rudimentary
Favored Spirits Why the Rogók Care understanding of these things:
Aurochs prey
Cave shelter, rock salt Rogók Knowledge
Cave Bear predator How to start a fire using friction or percussion
Amadou Fungus tinder, styptic, and tea Cooking
Flint for blades and stone points Wild-crafting
Horse prey Counting
Lion predator Addition and subtraction
Mammoth prey, for meat and bone Grouping and dealing out (instead of division)
Oak Tree wood for tools How to tame dogs
Rabbit prey Weapons: Axe, Bladed Club, Bola, Club, Flail,
Turnip for greens and roots to eat Huge Club, Knife, Lance, Large Rock, Net, Rock,
Willow for making fish traps & baskets Sling, Staff, Whip
How to making cordage (for hammocks and
other things)
How to make a pole sled (travois)
Skinning & tanning
How to fire-temper flint
Basketry
Twining & knitting
Rogók sign language (mainly for hunting)

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These things are beyond the ken of most Rogók: Racial Traits: Ancient Wisdom. Tanui characters gain
a +1 modifier on all knowledge checks about things
Rogók Mysteries with which the Tanui people have experience. This
Farming makes them conservative in their thinking, however,
The wheel resulting in a penalty of -1 whenever they attempt to
Multiplication and division make, use, or invent improvements to anything that
How to bake clay (for sculpture or any other falls outside of the experience of their people.
purpose)
How to make boats or canoes of any kind
Weaving
Mnemonic chanting

Example Rogók Tribe: The Gargúnn


Gargúnn men tend to be hunters or warriors, while
the women tend to be gatherers, but this is not a
rule. A clan chief's first son becomes the next chief
unless challenged and defeated in unarmed
combat by a brother or sister. The Gargúnn live in
caves which they must stock with food, then guard
against animals. If there is famine, young adults must
eat their fill first. Gargúnn couples marry by mutual
agreement. Single Rogók women may be traded to
another clan, or become "Wander Brides" in search
of a husband. Sometimes, with his first wife's consent,
a Gargúnn man takes a second wife. A high
Gargúnn principle is to keep one's word.

This quick introduction to the Gargúnn is sufficient for


a basic understanding of the tribe. For a fully
detailed description of the Gargúnn, consult
Appendix 3.

9.3 Tanui: the Water Folk

Tanui Names
The syllables of Tanui names tend to end in a vowel.
Two, three, and four syllable names are equally
common. They often call each other just by the first
The Tanui always live close to the rivers or the sea,
few letters of the name, but consider it impolite for
primarily in the Croatan region, and most of their
strangers to use the shortened form. Some examples
diet is fish and sea mammals. They are tall and
of Tanui names are Tamalua (“Tam”), Vesuna
slender. Those who follow the shark or seal totem file
(“Ves”), Pollima (“Pol”), and Jileeza (“Jil”).
their teeth into points. They wear scraps of fur or the
skins of fish. Expert tanners, they make boats out of
Some Tanui tribes have a taboo against sharing
single pieces of the hide of very large land animals.
one’s actual name with strangers. In some of those
It is said that many Tanui have a mystical rapport
tribes, a baby is given a secret name that is only
with wildlife.
ever whispered (to protect it from evil influences)
and another name that is used aloud.
Racial Ability: The Tanui have a racial ability that is
equivalent to the Swift 1 perk. Tanui run at a rate of
1 ½ spans, and swim at a rate of 1 span. Tanui Culture
Many Tanui practice Animal Spirit Magic, even those
who are not shamans. Their tradition says that
mythical Animal Spirits made pacts with the Tanui
ancestors. A Tanui youth on the verge of adulthood
may go on a quest to discover their totem Spirit.

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Tanui build haphazard-looking temporary shelters Tanui Knowledge
from whatever is available- branches, bones, even How to start a fire using friction or percussion
snow and ice. They can also live under their oval- Wild-crafting
shaped skin boats. They make bowl-shaped lamps Counting
to melt and burn fish or mammal fat. Addition and subtraction
Grouping and dealing out (instead of division)
Tanui Spirit Lore How to tame reindeer
These are the most common Spirits that the Tanui Weapons: Axe, Bladed Club, Club, Flail, Knife,
care about, and why: Lance, Large Rock, Lasso-Pole, Net, Rock, Sling,
Staff, Whip
Favored Spirits Why the Tanui Care How to making cordage (for hammocks and
Birch Tree for tinder, containers, and other things)
tools How to make a pole sled (travois)
Cattail for edible roots & reeds for Cooking
mats Skinning & tanning
Cave Bear predator How to bake clay (for sculpture or any other
Chaga Fungus for tinder, styptic, and tea purpose)
Dire Wolf predator Basketry
Flint for blades and stone points How to make and use dugout canoes
Mammoth prey, for meat and bone How to make and use hide boats
Rabbit prey Mnemonic chanting
River transport, fishing, edible
plants These things are beyond the ken of most Tanui:
Seal prey
Whale prey Tanui Mysteries
Willow Tree for making fish traps & Farming
baskets The wheel
Multiplication and division
How to fire-temper flint
How to make reed or wicker boats
Twining & knitting
Weaving
Sign language
How to make true ceramic pottery

Example Tanui Tribe: The Falora


The Falora are a tribe of Tanui who travel the rivers in
small boats. Their clans gather in single massive halls
in villages during the harshest days of winter. At this
time, clan-members share traditional songs and
poems which contain much lore. Males and females
may be any occupation except that the Tanui
matriarch is always a woman, as are the clan chiefs,
and the leadership position of a hunting party is
limited to men. Marriages are arranged by families,
and a brother of the bride goes to live with the new
couple. Their shamans spend great effort to
resemble their totem Animal Spirit. In war, the Falora
are stealthy and vengeful. Their motto is, “Treat
others as they have treated you in the past.”

This quick introduction to the Falora is sufficient for a


basic understanding of the tribe. For a fully detailed
description of the Falora, consult Appendix 4.
Tanui Technology
Most Tanui have at least a rudimentary
understanding of these things:

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9.4 Yorwa: the Busy Ones Yorwa Names
A typical Yorwa name consists of two parts, an
adjective and a noun. They are written as two
separate words. Names are usually unique to the
person, referencing some side of their personality or
a physical trait or talent. Some examples of Yorwa
names are Thunder Fist, Cold Eyes, Quick Spear,
Sweet Breath, and Wild Fire.
The Yorwa, found primarily in the Esplandia region,
are anatomically modern humans. Lacking the Yorwa infants are simply called “Baby”. When a
ferocity of the Rogók and the agility of the child reaches the age of five, its mother comes up
Maheechee, the colorfully decorated Yorwa are with its name, and the clan chief officially
the thinkers. The Busy Ones are also great announces this at a minor celebration.
cooperators, although their occasional obsession
with pre-planning tries the patience of the other It is very unusual for a Yorwa to be named for an
races. They are the most technologically advanced, animal, so they would not likely take a name like
having mastered a bit more arithmetic, the “Sitting Bull” or “Black Elk”. Players may choose such
domestication of dogs, and the javelin (though a name but the Yorwa are not Native American
farming and the art of pottery is still many centuries “Indians”.
away). The Yorwa live in huts made of twigs and
mud. Yorwa Culture
The Yorwa like things complicated! One way they
Racial Ability: None do this is with ceremonies. Large group meetings are
customary. When the chief decrees a gathering, a
Racial Traits: None shaman decides when the meeting will occur (using
the phases of the moon and so on).

There are many strange rules held by most of the


Yorwa. Meat should always be cooked. Close
relatives may not mate. Women should dress very
differently from men. If the rules are not followed, it is
believed that the Spirits will be angered and will
take retribution on the whole village.

Most Yorwa try to make and collect more than they


need, in order to trade with others. For some, it is an
obsession. They wear unnecessary things for the
sake of impressing others. They use jewelry and body
paint to convey their status.

Every Yorwa village has its own local customs. They


may be innocuous, such as having to greet an
ancestor’s effigy upon entering and leaving. They
may be extreme, such as wearing a huge disk in the
lower lip. On occasion, they are very disturbing, for
instance, dropping every newborn child from a
ledge into a pool of water, letting the babies drown
if they cannot swim to the edge on their own.

In some tribes, there is a special ritual for when a


child reaches puberty. In some, they do not choose
their own mates, and there is a ceremony for when
two families arrange a marriage. When a couple
weds, there will be another rite. Such observances
begin at birth and may continue beyond the grave,
with ancestor worship.

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On top of this, Yorwa have personal customs. Some Yorwa Knowledge
of the Yorwa favor body-piercing. How to start a fire using friction or percussion
Wild-crafting
Some of what a Yorwa wears or puts on their body is Counting
meant to make them more of an individual but Addition and subtraction
other things are badges of belonging to a group. Simple multiplication and division
How to tame dogs (some also keep sheep
Although the Yorwa settle in little houses, from time and/or goats)
to time the whole village migrates. For a How to domesticate dogs (some have sheep
combination of sanitary and ritual reasons, new huts and/or goats)
are built. Villages tend to have dogs about, as Weapons: Axe, Bladed Club, Bola, Club, Flail,
guards and beasts of burden, as well as pets. Huge Club, Javelin, Knife, Lance, Large Rock,
Lasso, Lasso-Pole, Net, Rock, Shot Thrower, Sling,
Yorwa Spirit Lore Staff, Staff Sling, Whip
These are the most common Spirits that the Yorwa How to making cordage (for hammocks and
care about, and why: other things)
How to make a pole sled (travois)
Favored Spirits Why the Yorwa Care Cooking
Cave Bear predator Skinning & tanning
Cedar Tree for fiber, cordage, and tools How to fire-temper flint
Amadou Fungus for tinder, styptic, and tea Basketry
Flint for blades and stone points How to make and use dugout canoes
Goose prey Twining & knitting
Lava hazard, also obsidian &
abrasives These things are beyond the ken of most Yorwa:
Mammoth prey, for meat and bone
Purple Milkweed for cordage, & attracts Yorwa Mysteries
butterflies Farming
Rabbit prey The wheel
Saber Tooth predator How to bake clay (for sculpture or any other
Steppe Bison prey purpose)
Willow Tree for making fish traps & baskets How to make reed or wicker boats
How to make hide boats
Weaving
Sign language

Example Yorwa Tribe: The Tatoni


The Tatoni are a tribe of semi-nomadic Yorwa who
wear a dark stripe across their eyes. They follow the
mammoth herd on a regular route, which they wild-
craft diligently. The clan chief's family always eats
first. Each chief chooses their own successor. A chief
can banish a troublemaker, or compel them to bear
a Stone of Shame. Elderly women receive care but
elderly men must leave. Tatoni marriage occurs
automatically when the woman of a pair living as a
couple has a baby. The man is expected to care for
her for four years, after which he may honorably
leave if he chooses. The Yorwa admire sacrifice,
and loyalty (to breed, tribe, the chief, and to one's
mother).

This quick introduction to the Tatoni is sufficient for a


basic understanding of the tribe. For a fully detailed
Yorwa Technology description of the Tatoni, consult Appendix 2.
Most Yorwa have at least a rudimentary
understanding of these things:

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9.5 Interbreeding 4. TANUI X ROGÓ K = STERILE HYBRID
Some of the different breeds can interbreed, but if
"GIANT" (and likely tragedy)
they do, children are very rare and they will most If the mother is Rogók, and the child is male, she has
likely be infertile. Such a union is thus considered a 1 in 2 chance of dying in childbirth. If the child is
very unlucky. A tribe's midwife would tend to know female, it is 1 in 4. The baby will grow up to be
the risks of interbreeding. around 7 to 7 1/2 feet tall. It will be robust but
mentally deficient. In game terms, it is like a Rogók
1. MAHEECHEE X (other) = no children but with an additional core stone moved into the
racial ability “Strong” (so a male child has 2 stones in
The Maheechee are so different from the other
racial Strength, and a female child has 1). The child
breeds that they can’t interbreed with them. What
is incapable of mastering the Tanui “Ancient
normally appeals to a Maheechee is another
Wisdom” racial trait, even if it is raised among them.
Maheechee, anyway. They consider a dalliance
with a member of another breed harmless, and
If the mother is Tanui, she has a 1 in 3 chance of
therefore acceptable. If a Maheechee doesn’t also
dying in childbirth (regardless of the baby's gender).
take a mate from amongst their own kind and
The child will be around 7 feet tall, but frail and very
produce children, however, there might be
skinny. In game terms, it is like a Tanui but with a -1
complaints from their parents about the lack of
modifier from the Creature Ability called ‘Size’. The
grandchildren. The other breeds tend to view the
child will only get the Tanui “Ancient Wisdom” racial
notion of mating with a Maheechee with revulsion.
trait if it is raised among the Tanui.
2. YORWA X ROGÓ K = YORWA
The Rogók are aware that this pairing is very
A Yorwa and a Rogók might meet and have a
dangerous for the mother. Thus, tradition forbids it.
baby. The child will come out a Yorwa. There might
Killing the baby outright is taboo, but they might
be a slight resemblance to the Rogók parent, but
abandon a child born of such a union to die of
their Yorwa heritage is dominant.
exposure.
The Yorwa generally have no strong feelings about
The Tanui believe that mating with a Rogók angers
the idea of a Rogók/Yorwa pairing. To the Rogók, a
the Spirits, who will take it out on the parents and
Rogók/Yorwa child is a scrawny runt. The general
child. The Tanui will probably banish the parents,
Rogók opinion of such a pairing is, "Nothing good
and discreetly sacrifice the child by throwing it into
can come of this."
a lake, or abandon it on a hillside.
3. TANUI X YORWA = STERILE HYBRID (and
possible tragedy) 10.0 Creatures
Tanui/Yorwa children are very rare. If the mother This section provides descriptions, cave-man names,
was Yorwa and the father was Tanui, there is only a and game statistics for the most significant creatures
1 in 8 chance of the baby's survival. Often, the which exist in the region(s) covered by this game.
mother suffers a miscarriage or the child is born There are, of course, other species of creatures living
prematurely, and possibly malformed. elsewhere on the planet.

If the mother was Tanui and the father was Yorwa, Creature Statistics & Abilities
the child has only a 1 in 6 chance of survival. Birth The statistics and special abilities possessed by
defects are a possibility. In addition, there is a 1 in 5 creatures are explained below. The capital letter N is
chance that the Tanui mother will die during used to indicate a number; the exact number is
childbirth. given in the creature statistics.
Children of a Tanui/Yorwa cross display a mix of Agile N
physical features that clearly mark them as half- This creature ability is identical to the character perk
breeds. 1 in 2 of them have 1 stone in the Tanui of the same name. Damage dealt to the creature
racial ability “Swift”, at the cost of 1 core stone. may be taken on this ability.
Either way, if the child is raised among the Tanui,
then it receives the Tanui “Ancient Wisdom” racial
Alert N
trait.
This creature ability is identical to the character perk
of the same name. Damage dealt to the creature
The Yorwa consider marrying a Tanui very bad luck.
may be taken on this ability.
The Tanui consider it forbidden, taboo.

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Antlers N Job N
The creature fights with its antlers, which give it a The creature has N stones in one of the character
modifier of +N in melee combat. Damage dealt to jobs. Each individual of this creature type can have
the creature may be taken on this ability. a different job. Damage dealt to the creature may
be taken on this ability.
Armed with…
The creature is equipped with a weapon. See 2.11.8. Kick N
The creature fights by kicking, giving it a modifier of
Bite N +N in melee combat. Damage dealt to the creature
The creature fights by biting, giving it a modifier of may be taken on this ability.
+N in melee combat. Damage dealt to the creature
may be taken on this ability. (Only in season)
This indicates that the preceding ability is only
Bite/Claw N present in the creature during the correct time of
The creature fights by biting and clawing, giving it a year.
modifier of +N in melee combat. Damage dealt to
the creature may be taken on this ability. (Poison)
If the creature’s attack ability hits, then the target
Brachiate xN becomes poisoned. Poisoned characters take a
This indicates that the creature can swing through point of damage at the end of their own Turn every
foliage at a rate of N spans. The creature can also round until they die or until a successful healing
run at a rate of ½ span. Challenge neutralizes the poison.

Claw N Quills N
The creature fights with claws, which give it a When this creature is attacked in melee, it can deal
modifier of +N in melee combat. Damage dealt to damage back (with a +N modifier for its quills) even
the creature may be taken on this ability. if it hasn’t marked its attacker. Damage dealt to the
creature may be taken on this ability.
Climbing N
This creature ability is identical to the character perk (Reach)
of the same name. Damage dealt to the creature This creature ability is identical to the weapon ability
may be taken on this ability. of the same name. If there is an attack ability listed
right before it (for example, Claw 1) then the Reach
Constrict N ability applies to that specific attack.
The creature fights by constricting its prey, giving it a
modifier of +N in melee combat. Damage dealt to Run xN
the creature may be taken on this ability. This indicates that the creature can run at a rate of
N spans. All creatures that Run can also Swim (or at
Core N least wade) at a rate of ½ span, except for the
This is the creature’s core stones, where N indicates Maheechee who can’t swim but who can Brachiate
the number of stones. Damage dealt to the at a rate of ½ span.
creature may be taken on this ability.
Size +/-N
Fly xN Apply this modifier to any Challenge where small
This indicates that the creature can fly at a rate of N size is an advantage while being large and ungainly
spans. The creature can also run at a rate of ½ span. is a disadvantage. The size modifier is added to
Combat Challenges, but subtracted from any
Horns N damage the creature inflicts.
The creature fights with its horns, which give it a
modifier of +N in melee combat. Damage dealt to Smell N
the creature may be taken on this ability. The creature gains a modifier of +N when
attempting to locate things by scent. Damage dealt
Intelligent N to the creature may be taken on this ability.
This creature ability is identical to the character perk
of the same name. Damage dealt to the creature
may be taken on this ability.

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Sonar N 10.1 Historical Creatures
The creature gains a modifier of +N when
attempting to locate characters and obstacles by
echolocation. Damage dealt to the creature may
Bats
be taken on this ability. Smaller bats eat nectar, pollen, fruit, or insects. The
smallest have bodies the size of a pinky finger. They
Stealthy N live in caves which have a foul sickly-sweet odor
This creature ability is identical to the character perk from their guano (droppings). Bat guano is black
of the same name. Damage dealt to the creature and greasy and can be used as a smelly body paint
may be taken on this ability. that is difficult to wash off.

Stink N
This indicates that the creature gains a modifier of
+N whenever it attempts to escape from melee. Any
characters standing near it become smelly for N
days. Damage dealt to the creature may be taken
on this ability.

Strong N
This creature ability is identical to the character perk
of the same name. Damage dealt to the creature
may be taken on this ability.

Swim xN
This indicates that the creature can swim at a rate
of N spans. The creature can also slither along on
land at a rate of ½ span.

(Tangle)
This creature ability is identical to the weapon ability
of the same name. If there is an attack ability listed
right before it (for example, Constrict 1) then the Flying Fox (Mipweet: “Dark Wings”)
Tangle ability applies to that specific attack. Flying foxes are good to eat, if you can catch them.
They eat fruit, and their armpits reek of an
Toughness N unpleasant musky sweat. 1.5 kg (3.3 lb), 55 cm (22
The number associated with this ability is deducted in) wingspan
from the number of points of damage the creature
takes whenever it takes damage from combat, Core 1, Size +2, Fly x1, Sonar 1
accident, or environmental hazards. Damage dealt
to the creature may be taken on this ability.
Birds
Birds are very skittish. They are small targets but
Tracking N
good to eat. Bird eggs are delicious.
The creature gains a modifier of +N on attempts to
track its prey. Damage dealt to the creature may
Pigeon, Robin, Duck, etc. (Nahjay: “Bird”)
be taken on this ability.
1 kg (2.2 lb)
Tusks N
Core 1, Size +2, Fly x2
The creature fights with its tusks, which give it a
modifier of +N in melee combat. Damage dealt to
the creature may be taken on this ability.
Prairie Chicken, Goose, Crane, Raven, etc.
(Nahoojah: “Large Bird”)
2-3 kg (4.4-6.6 lb)

Core 2, Size +1, Fly x2

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Birds of Prey solitary, they are very unlikely to attack human-sized
This group includes the hawk, eagle, osprey, vulture, prey but they may attack if they are guarding cubs.
condor, etc. Their most powerful weapons are their Good to eat. The pelt makes a good blanket. 90 to
claws. Even without the initial dive, eagles can kill 193 kg (200 to 425 lb). 122 cm (48 in) at the shoulder.
wolves by grabbing and piercing the spinal cord. 1.8 m (6 ft) when standing
They are not good to eat; there is too little meat and
it is extremely tough. Core 5, Run x1, Smell 1, Bite/Claw 1, Toughness 1

Snowy Owl (Kosah: “Night Eyes”) Brown Bear (Wochuf: “Tall Digger”)
3 kg (6.5 lb) 71cm (28 in) tall. 1.5m (4.8 ft) wingspan Brown bears eat roots and bulbs, and small animals
if they are available. They enjoy fishing when salmon
Core 2, Size +1, Fly x2, Claw 1 run upstream to spawn. They will hunt human-sized
prey only if they are extremely hungry. Generally
Steppes Eagle (Kaheer: “Sky Hunter”) solitary, they attack fiercely if they are guarding
3.9 kg (8.8 lb) 81 cm (32 in) tall. 213 cm (7 ft) cubs. The pelt makes a good blanket. Good to eat.
wingspan 300 to 780 kilograms (660 to 1,700 lb) 70 to 150 cm
(28 to 59 in) at the shoulder. Standing: 2.5 m, 8 ft.
Core 2, Size +1, Fly x2, Claw 1
Core 6, Run x1, Smell 1, Bite/Claw 1, Toughness 1
Bald Eagle (Kaheer: “Sky Hunter”)
5.8 kg (13 lb). 91 cm (36 in) tall. 230 cm (7.5 ft) Short-Faced Bear (Hagruf: “Grave Digger”)
wingspan The Short-faced, or “bulldog” Bear (Arctodus simus)
once roamed the New World. They are efficient
Core 2, Size +1, Fly x2, Claw 1 long-range scavengers. The furry pelt makes a good
bed. They are very good to eat.
Condor (Kaheer: “Sky Hunter”)
13 kg (29 lb). 140 cm (55 in) tall. 310 cm (10 ft) Male: 800 kg (1,800 lb), 1.80 m (5.9 ft) at the shoulder
wingspan (on all fours), 4 m (13 ft) upright

Core 3, Fly x2, Claw 1 Core 7, Run x1, Smell 1, Bite/Claw 1, Toughness 1

Teratorn (Mahnahseewah: “Cloud Rider”) Female: 250 kg (551 lbs)


15 kg (33 lb). 75 cm (30 in) tall. 488 cm (16 ft)
wingspan Core 6, Run x1, Smell 1, Bite/Claw 1, Toughness 1

Core 3, Fly x2, Claw 1 Cave Bear (Oorchuf: “Great Digger”)


Europe’s Cave Bear (Ursus spelaeus). A mostly
vegetarian omnivore. The males are larger than the
Bears females.

225-500 kg (496-1102 lb), 3.5 m (11.5 ft) at the


shoulder (on all fours), 2.6 m (8.5 ft) upright

Core 6, Run x1, Smell 1, Bite/Claw 1, Toughness 1

Black Bear (Hachuf: “Black Digger”)


Black bears eat mostly fruit and nuts, and some
roots. They crave grubs and other insects. Generally

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Beaver

Beaver (Vobo: “Plump One”)


A stout furry mammal with small ears. They eat
aquatic plants rich in calories. Usually lives in or near
water. Pelt prized for thick fur. Good to eat.

20 kg (44 lb). 102 cm (40 in) in length

Core 4, Swim x1, Bite 1

Beaver, Giant (Oovobo: “Great Water


Rodent”)
Known as Castoroides, this creature does not chew Cattle
wood nor build dams. Its tail is scaled like a modern This group includes the bison, water buffalo, and
small beaver’s but it is tapered, not paddle-shaped. other cattle who live on grass. They are semi-
It is a mild-mannered herbivore that would rather aquatic, preferring to be by or in water (like moose).
head into the water for safety but it can fight back The horns and bones can be made into tools. Both
with its powerful jaws. It is good to eat. males and females have horns: modern cattle that
are born without horns ("polled") are human-
60-100 kg (132 lb). 1m (3 ft) at the shoulder cultivated, from mutations. Cattle are dangerous
when defending themselves or herd mates, but are
Core 5, Run x1 near-sighted. Good to eat.

Camellids Steppe Bison (Wisent) (Tahroos: "Cattle")


This word applies to camels, guanacos, vicuñas, and 800 kg (1763 lb), 1.5 m (5 ft) at the shoulder
so on. If tamed, they can be used as beasts of
burden, carrying side-packs. They resist cold well. Core 7, Run x1 ½ , Horns 1, Toughness 1
The furry pelt is very warm. They are scrawny and
tough but can be eaten. European Bison (Wisent) (Tahroos: "Cattle")
1000 kg (2200 lb), 1.9 m (6.5 ft) at the shoulder
Vicuña (Kahnyah: "Long-neck")
45.5-80 kg (100-175 lb). 91 cm (36 in) at the shoulder Core 7, Run x1 ½ , Horns 1, Toughness 1

Core 5, Run x1 ½ Aurochs (Tahroos: "Cattle")


1000 kilograms (2200 lbs) 1.8 m (5 ft 10 in) at the
Guanaco (Kahnyah: "Long-neck") shoulder
158-182 kg (250-400 lb). 1.14 m (45 in) at the shoulder
Core 7, Run x1 ½ , Horns 1, Toughness 1
Core 6, Run x1 ½
Plains Bison (Tahroos: "Cattle")
Camelops (Kahnyah: "Long-neck") 1,270 kg (2,800 lb). 1.8 cm (6 ft) at the shoulder
590kg (1298 lb). 215cm (85 in) at the shoulder
Core 7, Run x1 ½ , Horns 1, Toughness 1
Core 7, Run x1 ½

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Ancient Bison (Tahroos: "Cattle") Moose (Ooprok: “Great Leaper”)
1024 kg (2253 lb). 210 cm (6.9 ft) at the shoulder Semi-aquatic. They eat leaves and grass. 591 kg
(1300 lbs). 2.1 m (7 ft) at the shoulder
Core 7, Run x1 ½ , Horns 1, Toughness 1
Core 7, Run x1 ½ , Antlers 1 (only in season)
Giant Bison (Tahroos: "Cattle")
1024 kg (2253 lb) 2.5 (8.5 ft) at the shoulder Megaloceros (“Irish Elk”) (Ooprok: “Great
Leaper”)
Core 7, Run x1 ½ , Horns 1, Toughness 1 Semi-aquatic. The antlers of an Irish Elk weigh 90 lb.
They eat leaves and grass. 680 kg (1,500 lb). 2.1 m (7
Crocodilians ft) at the shoulder
Unlike true lizards, crocodilians have no bony eye
ring, and their bony scale-like scutes don't overlap. Core 7, Run x1 ½ , Antlers 1 (only in season)
Crocodilians also have a bony secondary palate,
which true lizards lack. They are predators, eating Dogs
insects, mammals, birds, and reptiles. They hide The true dog is smart and loves human company. It
carcasses to decompose, returning later to feed. may serve as a bed-warmer for children on cold
Some lurk at the water’s edge, waiting for creatures winter nights. It will defend its owner and can be
that come to drink. They are sluggish when it is cold; trained to pull a small skin and stick sled. It can wear
they usually hibernate. They are good to eat. a harness to which bags can be attached. It is fed
on scraps; whatever the human caregivers do not
Saltwater Crocodile (Tihjahndee: “Textured deign to eat. True dogs can be used for hunting. It is
One”) their job to locate prey and keep it from fleeing
450 kg (1000 lb). 5 m (17 ft) in length further. Dogs are generally not eaten but when
times get tough, they are not off the menu yet. True
Core 6, Run x ½ , Bite 1 (Reach), Toughness 1 dogs can go into season two or more times a year.
The outline of a true dog can be distinguished from
Deer a distance by the up-curling tail and folded over
This group includes antelope, elk, and caribou. Each ears.
year their population swells as they reproduce, and
they form great herds, only to be cut down again by Carolina Dog (Gwah: “Dog”)
the many predators. They shed their antlers in the 25-32 kg (55-70 lb). .6-.9m (23-25 in) at the shoulder
fall, growing new ones in the spring. Good to eat. In
addition to meat, they are prized for antler and Core 4, Run x1 ½ , Tracking 1, Bite 1
durable hides.
Dogs, Proto
Muntjac (Chinese Water Deer) (Prok: This animal looks similar to the true dog but there are
"Leaper") differences. It is the same size as a true dog or a wolf
Has prominent fangs. 14 kg (30 lb). 51 cm (20 in) at but its skull is midway between the two in form. Its
the shoulder voice is lower and deeper than a true dog’s. Also,
proto dogs carry their tails low, like a wolf. An adult
Core 3, Run x1 ½ , Antlers 1 (only in season) proto dog can not be tamed. It must be acquired
as a puppy and raised, and will only accept that
Whitetail (Prok: "Leaper") one human as its master. Unlike the modern
(30 antler points common) 232 kg (510 lb), 140 (55 in) domesticated dog, the proto dog is not attached to
at the shoulder human company. It lives in loose packs and clings to
the edge of human habitation. It lives off waste such
Core 6, Run x1 ½ , Antlers 1 (only in season) as intestines. It is not a pack hunter; it will
occasionally go off to hunt small prey on its own. A
Elk (Prok: "Leaper") Proto Dog makes a good alarm system by howling
320 kg (710 lb). 150 cm (59 in) at the shoulder at strangers. It is tolerated by man only as long as it is
non-aggressive toward the tribe-members, and it is
Core 6, Run x1 ½ , Antlers 1 (only in season) not trusted around babies or small children. If there
are too many Proto Dogs, they are culled. Their
meat is rank and they are only eaten under the
most desperate of circumstances. Female Proto
Dogs only go into heat once a year.

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Armadillo (Nugwok: "Round-back")
Armadillos dig through dirt and rotted wood for
insects, grubs and worms. When attacked, an
armadillo rolls into a ball or tries to waddle away.
The emptied shell of an armadillo can be used as a
gathering container for nuts.

2.6-6.8 kg (8-15 lb)

Core 2, Size +1, Run ½ , Toughness 1

Glyptodont (Oongwok: “Great Round-back”)


The Glyptodont is an enormous armadillo covered in
a domed shell of fused polygonal scales. It eats
bigger insects, grubs, and worms. For all its size, there
is not so much meat. The emptied shell of a
Glyptodont can be used as a hut for one.

2000kg (4400 lbs) of which 400kg (880 lb) was armor.


Proto Dog (Gwah Seegoo: “Lazy Dog”) 1.5m (5 ft) at the peak of the shell
25-32 kg (55-70 lb). .6-.9m (23-25 in) at the shoulder
Core 8, Run x1, Toughness 1
Core 4, Run x1 ½ , Tracking 1, Bite 1
Shasta Ground Sloth (Tavi Temkah "Cave
Dolphins Black Claws")
Dolphins are fish-eaters. They are known for their At the size of a cow, Nothrotheriops shastensis is one
intelligence. If they have had positive encounters of the smallest ground sloths. It has adapted to arid
with people, they will tend to be friendly. There are areas, to eat yuccas, agaves, Joshua trees,
tales of dolphins saving people’s lives. Their natural saltbush, mesquite, and cacti. They take shelter in
enemies are the sharks, and dolphins will fight them caves during the coldest months. Shasta ground
off. On the other hand, a fully-grown dolphin with a sloths once lived in the Grand Canyon.
grudge can easily overturn a boat.
250 kg (550 lbs), 2.75m (9 ft) from head to tail

Core 6, Run x1, Claw 1 (Reach)

Jefferson’s Ground Sloth (Sesha Temkah


"River Black Claws")
Megalonyx jeffersonii lives as far north as Alaska and
the Yukon, and is cold-resistant. Its forelegs are
flattened, something like flippers.

360 kg (800 lbs), 2.5-3m (8-10 feet) from head to tail

Core 6, Swim x1, Claw 1

Bottlenose Dolphin (Ek-Ek: from the sound a Harlan's Ground Sloth (Bashoon Temkah
dolphin makes) "Rock-skin Black Claws")
150-650 kg (330-1,400 lb). 2-4 m (6.6-13 ft) Paramylodon harlani is 4.2 m (14 ft) from head to
tail. Its skin contains numerous small nodules of bone
Core 6, Swim x1 ½ , Intelligent 1 (ossicles). Its forelegs are adapted for digging.

Edentates 1600kg (3500lb). 2m (6 ft) at the shoulder. On hind


Also known as the superorder Xenarthra. Ground legs: 5m (15 ft) tall
sloths are referred to generically as Temkah (“Hard
Claws”). Giant ground sloths are referred to Core 8, Run x1, Toughness 1, Claw 1
generically as Ootemkah (“Great Hard-Claws”).
Good to eat.

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Fish
Some are good to eat but some people think fish
tastes bad.

Trout (Eekah: "Fish")


1.1 kg (2.5 lb). 46 cm (18 in) length

Core 1, Size +2, Swim x1

Salmon (Eekah: "Fish")


13.6 kg (30 lb). 102 cm (40 in) length

Core 3, Swim x1

Sturgeon (Eekah: "Fish")


27 kg (60 lb). 152 cm (60 in)
Megatherium (Tojee Temkah "Proud Black
Claws") Core 4, Swim x1, Bite 1
Megatherium americanum’s fossilized footprints
show that it walked on the sides of its feet. Large Sturgeon (Eekah: "Fish")
Amazingly, most of these tracks show a bipedal gait. 123 kg (270 lb). 244 cm (96 in)
It fends off foes with its fore-claws. Its jagged
interlocking side teeth are adapted for cutting, and Core 5, Swim x1, Bite 1
it lacks molars and jaw movement for chewing. Its
diet is soft leaves and fruit. Dangerous. Giant Sturgeon (Eekah: "Fish")
182 kg (400 lb) 274 cm (108 in)
7000 kg (15,400 lb), 6m (20 ft) from head to tail
Core 6, Swim x1, Bite 1
Core 9, Run x1, Claw 1 (Reach)

Foxes Jackal (Jekjek: “Laughing One”)


8–11 kg (18-24 lb). 35–45 cm (14–18 in) at the
Foxes mainly eat small mammals but they also
shoulder
sometimes eat fruit. This word also applies to a
jackal. Pelt prized for thick fur.
Core 3, Run x1, Bite 1
Fox (Jekjek: “Laughing One”)
4.5-6.8 kg (10-15 lbs). 30-38 cm (12-15 in) at the
shoulder

Core 3, Run x1, Bite 1

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Goats
Tahr, markhor, tur, ibex, and chamois are all names
for types of wild goat. They prefer leaves, bark, and
fruit but will eat grass. With cloven hooves suited for
clambering about on rocks, goats prefer the
mountains and hills.

Cougar (Yawaow: from the noise it makes)


Cougars are usually solitary hunters.

100 kg (220 lb). 90 cm (35 in) at the shoulder

Core 5, Run x1, Bite 2

Saber-Toothed Tiger (Chaytok: “Knife-


Tooth”)
The Saber-toothed Cat (Smilodon fatalis) usually
Goat (Keppa: “Goat”) hunts alone. It is eagerly attracted to the squeals or
86 kg (190 lb). 89 (35 in) at the shoulder bellows of a struggling prey animal.

Core 5, Run x1 160 to 280 kg (350 to 620 lb) 1 m high at the shoulder

Ibex (Keppa: “Goat”) Core 6, Run x1, Bite 2


100 kg (220 lb). 100 cm (40 in) at the shoulder

Core 5, Run x1

Great-Cats
Large feline predators.

Bobcat (Yawaow: from the noise it makes)


Bobcats are usually solitary hunters.

18 kg (40 lb). 60 cm (24 in) at the shoulder

Core 3, Run x1, Bite 2

Long Puma (Jaytahn: “Long Tail”)


The Long Puma (Miracinonyx inexpectatus) is a
cougar with the build of a cheetah. It can, of
course, run very fast. Its claws retract; it can also Cave Lion (Yawaow: from the noise it makes)
climb trees. Usually attacks as a pride. The Cave Lion (related to the jaguar, also known as
the American Lion; Panthera atrox) is a fearsome
50 kg.(100-150 lbs.) 66 to 94 cm (26 to 37 in) tall at predator which usually hunts alone. If you can kill it
the shoulder first, it is good to eat.
Core 4, Run x1 ½ , Bite 2 255.65 kg (563lbs.) 1.2 meters (4 ft) at the shoulder

Core 6, Run x1, Bite 2

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Horses Rogók: “the Cave Lords”
Grass-eaters. Male: Core 3, Strong 1, Job 1, Run x1, Armed with a
huge club or a sling
Female: Core 4, Job 1, Run x1, Armed with a club or
a sling

Tanui: “the Water Folk”


Core 3, Job 1, Run x1 ½ , Armed with a lance or a
sling

Yorwa: “the Busy Ones”


Core 4, Job 1, Run x1, Armed with a lance or 3
javelins

Hyenas
Horse (Tahpee: “Grass Runner”) Hunters with a complex well-organized social life.
They will also steal the kills of other creatures.
This is a shaggy-chinned horse the size of a modern
mule. It is a very common grassland animal. It can
be used to pull a sled. It is good to eat. Its hide is
Hyena, Spotted or Cave (Shokootha:
valued because it is naturally water-resistant. “Unending Neck”)
The Cave Hyena is a subspecies of the Spotted
130 kg (286 lb). 1.6 m (63 in) at the shoulder (Laughing) Hyena. It has a rather bear-like profile.

Core 5, Run x1 ½ , Kick 1 86 kg (190 lb). 91.5 cm (36 in) at the shoulder

Core 5, Run x1, Bite 1


Hippopotami
The hippo grazes on water-growing grasses and Chasmoporthetes (American/Asian) (Jekjek:
other plants. It is very territorial, unpredictable, and
“Laughing One”)
dangerous. Its rubbery hide resists injury. Hippos can
Chasmoporthetes is a long-legged runner distantly
be eaten. Their long teeth are made into ivory
related to the Aardwolf.
ornaments to celebrate the bravery of hunters
willing to take one on.
90 lbs (40 kg). 99 cm (39 in) at the shoulder
Hippopotamus (Tobshah: “Wide Mouth”)
Core 5, Run x1, Bite 1
4,500kg (9,920 lb), 5 m (16.5 ft). 1.6 m (5.2 ft) at the
shoulder
Giant Hyena (Doja Krahtah: “Bone Eater”)
The diet of the Giant Hyena is mainly horses and
Core 8, Run x1, Toughness 1
deer. It lives in packs. They aggressively compete
with other animals and humans for caves.
Humans
Several different human species share the planet. 120 kg (250 lb). 1 m (39 in) at the shoulder
Humans in general are referred to as Tojeepah:
“Proud Ones”. See also 9.0. Core 5, Run x1, Bite 1

Maheechee: “the Tree People” Insects, Crawling


Core 3, Climbing 1, Job 1, Run x1 (and Brachiate x½ ,
A crawling insect (or spider, millipede, bug, etc.).
but can’t Swim), Armed with a flail or a blowgun
Some are good to eat. Large ant swarms are
and 3 poisoned darts that cause Tangle (Stun)
dangerous and little can turn them aside; they will
eat almost anything in their path.
Jalgoor: “the Half-Breed Beasts”
Male: Core 4, Strong 2, Run x1, Armed with a club Edible Silkworm Caterpillar (Keecha:
Female: Core 5, Strong 1, Run x1, Armed with a club
“Crunchy”)
28 gm (1 oz). 7.6 cm (3 in)
P’Jahk: the Cannibals
Core 3, Fearless 1, Job 1, Run x1, Armed with a shot
Core 1, Size +2, Run x ½
thrower or with a blowgun and 3 poisoned darts
that cause Tangle (Stun).

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Earthworm, Giant (Keecha: “Crunchy”) Small Lizard (Kweechissa: "Small Lizard")
3.2 kg (7 lb) 6.7 m (22 ft) in length 1.4 kg (3 lbs). .3 m (1 foot) in length.

Core 1, Size +2, Run x ½ Core 1, Run x1/2, Bite 1

Insects, Flying Medium Lizard (Chissa: "Lizard")


An insect that flies, such as a cockroach, butterfly, 36.7 kg (81 lbs). .9 m (3 feet) in length.
dragonfly, etc.). Because of their shells with tiny hairs
and spines, they are usually not good to eat. Tiny Core 4, Run x1/2, Bite 1
young winged queen ants rising for their mating
flight, however, are fat with eggs and provide Large Lizard (Oohchissa: "Great Lizard")
nourishment for humans. 110 kg (243 lbs). 1.3 m (4.3 feet) in length.

Core 5, Run x1, Bite 1, Toughness 1

Mammoths
This group includes mammoths and mastodons.
These creatures are fairly smart, with a good
memory. Hunters may need to disguise both their
appearance and their scent. If they do not, the
mammoths will recognize them later, and go after
them. They may take out their wrath upon an entire
village. Mammoths and mastodons are tall to
accommodate their huge lungs. Unlike other
mammals, they do not breathe with their
diaphragm muscles. Instead, they breathe with
muscles attached to bones atop the spine. As a
result, adults become very uncomfortable if they lay
Cockroach (Jeeptah: “Flitting One”) on their sides for long. Their huge tusks can help
85 gm (3 oz), 18 cm (7 in) in length prop them up while they sleep. Another quirk of this
condition is that, unlike most mammals, if the lung
Core 1, Size +2, Fly x ½ cavity is pierced, they can still keep breathing. This
makes them much harder to kill. Their dense bones,
Edible Queen Ants (Keecha: “Crunchy”) capable of supporting so much weight, make
6 gm (.2 oz). 2.5 cm (1 in) excellent spear tips.

Core 1, Size +2, Run x ½

Dragonfly (Jeeptah: “Flitting One”)


85 gm (3 oz), 75 cm (2.5 ft) in length

Core 1, Size +2, Fly x ½

Lizards
This word includes reptiles from the smallest gecko
up to giant monitor lizards. Although they are
sometimes referred to as "lizards", crocodiles and
alligators are covered under a separate entry (see
Crocodilians). True lizards (Order Squamata) have
bony eye rings and overlapping scales. Lizards lack
the bony secondary palate that is characteristic of
crocodilians. Some lizards are hunters; they eat
insects, mammals, birds, and other reptiles. Some
are herbivores. Many are venomous. They are
sluggish when it is cold; they usually hibernate. They
are good to eat.

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Dwarf Mammoth (Mah Root: “Tree-legs”) Mustelines
909 kg (2000 lb) 1.8 m (6 ft) at the shoulder These are fierce small to medium-sized mammals
such as the mink, ferret, badger, or wolverine.
Core 7, Run x1, Intelligent 1, Tusks 1 (Reach), Omnivores with a general preference for meat, they
Toughness 1 will steal your food. They typically have long bodies
with relatively short legs. Their pelts are prized for
American Mastodon (Mah Root: “Tree-legs”) thick fur.
4535 kg (9977 lb). 2.4 - 3 m (8-10 feet) at the shoulder
Mink or Ferret (Tahkar: “Vicious One”)
Core 9, Run x1, Intelligent 1, Tusks 1 (Reach), 1 kg (2.2 lb). 61 cm (24 in) in length
Toughness 1
Core 1, Size +1, Run x1, Bite 1
Columbian Mammoth (Mah Root: “Tree-legs”)
7127 kg (15680 lb). 4 m (12 ft) at the shoulder Marten (Tahkar: “Vicious One”)
1.4 kg (3 lb). 76 (30 in) in length
Core 9, Run x1, Intelligent 1, Tusks 1 (Reach),
Toughness 1 Core 1, Size +1, Run x1, Bite 1

Monkeys Polecat (Fee-Yoo: "Stinker")


Monkeys are omnivores but fruit is often their main 1.5 kg (3.3 lb). 46cm (18 in) in length
diet. They range from squirrel- to human-size. They
are social creatures with different vocalizations to Core 1, Size +1, Run x1
warn each other of various threats. They have quick
reflexes and if they fight, it is usually by biting. Badger (Tahkar: “Vicious One”)
Monkeys are good to eat. 7 kg (16 lb). 89 cm (35 in) in length

Core 3, Run x1, Bite 1

Wolverine (Tahkar: “Vicious One”)


18 kg (40 lb). 122 cm (48 in) in length

Core 3, Run x1, Bite 2

Marmoset (Daydahk: "Skinny One")


.26 kg (.6 lb). 18 cm (7 in) seated height

Core 1, Size +2, Brachiate x1, Agile 1

Howler (Daydahk: "Skinny One")


10 kg (22 lb). 91 cm (36 in) seated height

Core 3, Brachiate x1, Agile 1 Oxen


The Musk Ox is actually a sheep (see Sheep).

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Peccaries Rabbits
Also known as a javelina, a peccary is a wild pig. It This category also includes hares and pikas. They
eats fruit, nuts, berries, cacti and grass, but on rely on their keen hearing to detect predators and
occasion it also has a taste for meat. It may their long hind legs for escape. They flee into
scavenge at a carcass or even dig up small game. burrows with multiple exits. The thin furry hide can be
It has a talent for surviving in arid areas. It is not as cut into strips and woven together. Good to eat.
smart as its modern counterpart but it is a social
creature that travels in a pack. When it gathers into Arctic Hare (Jamkah, “Leaper”)
large groups, it becomes much braver. Peccaries 7 kg (16 lb). 70 cm (28 in) in height
may take it into their head to hunt and kill a known
threat. On very rare occasions the prey is a human. Core 3, Run x1, Alert 1
Good to eat.
Raccoons
Chacoan Peccary (Hahgro: “Flat-nose”) Raccoons are omnivores, and will eat most things a
43 kg (95 lb). 64 cm (25 in) at the shoulder human would. They are nocturnal.

Core 4, Run x1, Bite 1

Flat-Headed Peccary (Hahgro: “Flat-nose”)


50 kg (110 lb). 76cm (30 in) at the shoulder

Core 4, Run x1, Bite 1

Pigs
Wild pigs are shaggy and fecund forest animals.
They eat nuts, fruit, and berries but they occasionally
nibble carrion or snap up a luckless rodent. They are
unaggressive towards humans but individuals hunt
small mammals from time to tine. They will defend
themselves and their young fiercely. Males attack
by slashing upwards with their tusks but females
charge with mouth open and bite.

Raccoon (Shabookah, “Masked One”)


10 kg (22 lb). .6 m (25 in) in length

Core 3, Run x1, Bite 1

Rhinoceros
The rhino eats leaves, buds of shrubs, small plants,
and grasses. There are two horns on its nose. It is a
land animal.
Pig (Hahgro: “Flat-nose”)
50–90 kg (110–200 lb). 90 cm (35 in) at the shoulder Rhinoceros (Jahmo: "Spike Nose")
2,300 kg (5,000 lb). 1.8 m (6 ft)
Core 5, Run x1, Bite 1
Core 8 (Reach), Run x1 ½ , Toughness 1

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Rhinoceros, Woolly Rodents, Large
The woolly rhinoceros is a giant rhino. The Tibetan Any stout furry mammal with small ears, such as a
Woolly Rhinoceros can use its forwards-jutting front woodchuck, marmot, ground sloth, or capybara.
horn to clear away snow. It is very noisy in mating See also “Edentates”. They eat aquatic plants rich in
season. Good to eat. calories. Usually lives in or near water. Pelt prized for
thick fur. Good to eat.

Capybara (Vobo: “Plump One”)


60kg (132 lb). 134 cm (53 in) in length

Core 5, Run x1, Bite 1

Porcupine (Peegoo: “Spiky One”)


18kg (40 lb). 102 cm (40 in) in length. Quills cause
wounds that can eventually kill predators through
infection

Core 3, Run x ½ , Bite 1, Quills 1

Rodents, Small
Wooly Rhinoceros (Oonjahmo: “Spear-nose”) Any shrew, mole, rat, gopher, squirrel, and so on.
6096 kg (13440 lb). 3.3m (11 ft ) at the shoulder They are small and fast. They steal your food. They
can eat fruit, nuts and berries as well as buds and
Core 9 (Reach), Run x1 ½ , Toughness 1 bits of bark. They usually hoard nuts or seeds. Some
rodents store food in caches the size of a human
head. Humans note the location and dig them up
later. Good to eat.

Chipmunk (Kweelu: "Small One")


.2 kg (6 oz). 28 cm (11 in) in length

Core 1, Size +2, Run x1

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Seals Tiger Shark (Jashoon: “Rough Skin”)
Seals are valued for their blubber and waterproof 900 kg (1900 lb). 4.3 m (14 ft) in length
pelts. Baby seals are born with warm fur which they
shed after a year. Adults must come ashore once a Core 7, Swim x1 ½ , Bite 2
year to molt. For weeks (or even a month in the
case of the largest), they cannot go back to the Great White Shark (Jashoon: “Rough Skin”)
sea. Some seal species migrate to safe havens for 1900 kg (4200 lb) in weight. 6.1 m (20 ft) in length
this event.
Core 8, Swim x1 ½ , Bite 2

Whale Shark (Jashoon: “Rough Skin”)


21319kg (47000 lb) 9.7 meters (31.82 ft). The Whale
Shark is non-aggressive and not a meat-eater; it
feeds on krill

Core 10, Swim x1 ½ , Bite 2 (Reach)

Megalodon (Jashoon: “Rough Skin”)


45359 kg (99790 lb). 16 m (52 ft) in length

Lake Baikal Seal (Shoka: “Seal”) Core 11, Swim x1 ½ , Bite 2 (Reach)
70 kg (155 lb). 1.3 m (4 ft) in length
Sheep
Core 5, Swim x1, Toughness 1 Urial, argali, aoudad, mouflon, bighorn, and dall, are
all names for types of wild sheep. The males engage
Leopard Seal (Shoka: “Seal”) in head-butting contests. Their heavy curling horns
380 kg (840 lb). 3.8 m (12 ft) in length can be made into tools. The pelt can be tanned
into a fur or suede hide. Good to eat. The nicest
Core 6, Swim x1, Toughness 1 Cavemaster Character Skins come from sheep!

Seals, Giant Mountain Sheep (Male is Tahkosh: “Clashing


Males make a loud roaring sound during mating One”, Female is Yoobah: "Skittish One")
season. A male may have as many as 50 females in 60-120 kg (132-264 lb). 100 cm (40 in) at the shoulder
his harem. They are a great source of meat and
blubber, to be eaten or used as lamp oil. Core 5, Run x1, Horns 1

Elephant Seal Bull (Ooshoka: “Great Seal”) Musk Ox (Oos Gahdahgah: “Cattle Who
3,000 kg (6,600 lb). 4.9 m (16 ft) Make Circles”)
Musk oxen are cold-weather animals. They eat
Core 8, Swim x1, Toughness 1 grasses, sedges (water plants), flowering plants, and
leaves of shrubs. When threatened, the group forms
Elephant Seal Cow (Ooshoka: “Great Seal”) a ring with horns facing outwards, and vulnerable
910 kg (2,000 lb). 3.0 m (10 ft) calves in the middle. The Helmeted Musk Ox lives in
large herds. The shaggy pelts are prized for warm
Core 7, Swim x1, Toughness 1 sleeping furs.

285 kg (600 lb), 1.2 m (4 ft) at the shoulder


Sharks
Sharks are meat-eaters attracted to the scents of
Core 6, Run x1, Horns 1, Toughness 1
blood and feces. Their teeth make useful small tools.
Skin of smaller sharks can be used for durable no-slip
handles on tools. Not so good to eat.

Bull Shark (Jashoon: “Rough Skin”)


230 kg (500 lb). 3.4 m (11.5 ft ) in length

Core 6, Swim x1 ½ , Bite 2

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Skunks scent. Like the seals, it is a great source of meat and
Skunks spray a noxious-smelling fluid to ward off blubber, to be eaten or used as lamp oil. Walrus
predators, or just when they’re really excited. ivory is useful.

Skunk (Fee-Yoo: "Stinker") Walrus Bull (Aipook: “Ice Chopper”)


8.2 kg (18 lb). 94cm (37 in) in length 1814 kg (4000 lb). 3.7 m (12 ft)

Core 3, Run x1, Stink 2 Core 8, Swim x1, Smell 1, Tusk 1, Toughness 1

Snakes Walrus Cow (Aipook: “Ice Chopper”)


1270 kg (2800 lb). 3 m (10 ft)
Sometimes dangerous. Sometimes poisonous. Good
to eat. Snakes are extremely durable.
Core 7, Swim x1, Smell 1, Tusk 1, Toughness 1
Rat Snake (Dahjee: “Twisting One”)
.5 kg (1 lb) 180 cm (72 in) in length Whales
The general term for whales is Oomoom ("Greatest
Core 1, Size +2, Run x ½ , Toughness 1 of All"). There are toothed whales and baleen
whales. Hunting one takes dozens of brave sailors. It
Large Rattlesnake (Dahjee: “Twisting One”) is dangerous work.
5.4 kg (10 lb). 2.4 m (8 ft) in length
Whale, Dwarf Sperm (Kweemoom: "Little
Core 2, Size +1, Run x ½ , Bite 1 (Poison), Toughness 1 Whale")
The dwarf sperm whale is the smallest whale in the
Anaconda (Dahjee: “Twisting One”) world. It has teeth and eats mainly squid and crab.
145 kg (320 lb). 5m (30 ft) in length
250 kg (550 lb). 2.7 m (8.9 ft) in length
Core 5, Swim x1, Constrict 1 (Tangle), Toughness 1
Core 6, Swim x1, Bite 1
Tapirs
Whale, Killer (Jotahmoom: “Obvious Whale”)
Leaves, twigs, fruits, and seeds make up their diet.
The sharply black and white killer whale is known for
Pig-like in outline but larger, tapirs are the prey of big
curiosity, playfulness, and a surprising ability to solve
cats and bears alike. They are shy and stealthy,
problems. It eats fish, squid, seals, and dolphins. It is
fleeing to the water if they can.
not as rich in oil as other kinds of whale, and it is
difficult to catch because of its speed. Sometimes
California Tapir (Chohahk: "Round Body")
killer whales help whalers catch other whales, then
204 kg (450 lb). 70 cm (28 in)
help themselves to some of the meat.
Core 6, Run x1, Stealth 1, Bite 1
8000 kg (18000 lb). 9 m (30 ft) in length
Baird’s Tapir (Chohahk: "Round Body")
Core 9, Swim x1 ½ , Intelligent 1, Bite 1
270kg (595 lb). 90 cm (35 in)
Whale, Humpback (Nahyomoom: "Singing
Core 6, Run x1, Stealth 1, Bite 1
Whale")
The humpback is a “medium sized” whale. It is
Turtles known for its melancholy song. It eats only small fish,
They are not dangerous but if a fisher in a boat squid, and krill (tiny shrimplike creatures) which it
catches one, they may be dragged quite far. Good filters out of the water with its baleen, the hard thin
to eat. flexible bone-like sheets in its mouth. Baleen is a
useful material. As a slow swimmer, it is a favorite
River Turtle (Lutchwek: "Flat Back") target of whalers.
200 kilograms (440 lb).1 00 cm (39 in) in length
30,000 kg (66140 lb). 12.2-14.6 m (40-48 ft ) in length
Core 6, Swim x1, Toughness 1
Core 10, Swim x ½
Walruses
The sense of smell of a walrus is extremely keen. It
flees for the water at the merest hint of human

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Whale, Bowhead (Spohtahmoom: "Frowning Gigantopithecus
Whale")
The bowhead whale is thought to live 150–200 years,
making it the longest-lived mammal in the world. It is
non-aggressive, and retreats under the ice when
troubled. It is a baleen-bearing krill feeder.

54545.5 kg (120,000 lbs), 18 m (60 ft) in length

Core 11, Swim x1

Wolves
Wolves are predators of medium to small animals.

Gray Wolf (Sasho: “Yellow Eyes”)


45-73 kg (100-160 lb). 66-81 cm (26-32 in) at the
shoulder

Core 5, Run x1, Bite 1

Honshu Wolf (Sasho: “Yellow Eyes”)


The Honshu Wolf is not aggressive towards humans.

14 kg (30 lb). 30 cm (12 in) at the shoulder

Core 3, Run x1, Bite 1

Dire Wolf (Sasho: “Yellow Eyes”) Gigantopithecus Blackii (Kochunk: "Big


Heavier but not much larger than a typical modern Ugly")
gray wolf, the Dire Wolf is a small predator by the (Early Pleistocene) These creatures are the largest
standards of the day. apes who ever lived. They usually walk on all fours
like a gorilla, but they can go upright for short
50-79 kg (110-174 lb). 80-90 cm (30-35 in.) at the distances. Though they are omnivores who mostly
shoulder take nourishment from tough plants like bamboo,
they occasionally feel a craving for meat.
Core 5, Run x1, Bite 1
540kg (1200 lb). 3m (9.8 ft)
10.2 Anachronisms
The following creatures are not from the Pleistocene Core 7 (Reach), Run x1
era, but we have included them as possible
residents of the mysterious Lost Valley region. If you Horses
fancy dinosaurs alongside your cave-people, well, Early Tertiary to mid Eocene) Grass-eaters.
here you go.
Dawn Horse (Eohippus) (Kwee Tahpee:
Giant Lizards “Little Grass Runner”
A Dawn Horse is the size of a modern large cat or
Megalania (Tihjahndee: “Textured One”) small dog. They are good to eat.
(Early Pleistocene) A giant monitor lizard from
Australia 13 kg (30 lb). 38 cm (15 in) at the shoulder

1940 kg (4,268 lbs). 7 meters (23 ft) in length Core 3, Size +1, Run x1

Core 8, Run x ½ , Bite 1 (Reach), Poison 1

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Quetzalcoatlus Triceratops
(Cretaceous) This creature is a giant pterosaur, a (Cretaceous) This herbivore can be dangerous
reptile related to the dinosaurs. A precise flier with when encountered during mating season or when
keen eyesight, it prefers smaller prey than an adult protecting its young. It moves in herds, migrating
person. It is not so fierce; it would rather flee than south during cold weather.
fight.
Triceratops (Hahrook: “Three Horn”)
Quetzalcoatlus (Hojeeyok: “Child Stealer”) 1000 kg (2200 lb). 7 ft (2 m) tall at the hip
200–250 kilograms (440–550 lb). 3m (15 ft) tall at top
of crest. 10 m (30 ft) wingspan Core 7, Horn 1 (Reach), Toughness 1 (+1 from the
front), Run x1 ½
Core 6 (Reach), Fly x2
Turtles, Giant Sea
Titanis
(Miocene through Cenozoic) The Titanis (Titanis Archelon (Oohlutchwek: "Giant Flat Back")
walleri) is a phorusrhacid: a flightless carnivorous bird (Late Cretaceous) The largest sea turtle ever
with a huge beak. It can run up to 97 km/h (60 documented, Archelon did not have a solid shell,
mph). In cold temperatures, it can incubate its eggs but instead had a skeletal framework supporting a
with the same care as an Emperor Penguin. leathery or bony carapace. It was a carnivorous
predator.

2200 kg (4900 lb), 4 m (13 ft) long, 4.9 m (16 ft) wide

Core 8, Swim 1, Toughness 1

Tyrannosaurus
(Cretaceous)

Tyrannosaurus Rex (Gareechoo: “Big Head”)


The legendary T-Rex has better things to do than
hunt pesky little humans. It must devour herbivores
worthy of its scale to survive. Its posture is generally
horizontal and it can run at 65 km/h (40 mph).

5000 kg (11000 lb)4.6 m (15 ft) at the hip

Core 9, Bite 2 (Reach), Toughness 1, Run x 1 ½


Titanis (Oohnahjay: “Great Bird”)
150 kilograms (330 lb). 1–3 meters (3–10 feet) to top Velociraptors
of head (Cretaceous) A voracious predator that hunts in
packs, the Raptor is a small deinonychus. It is mainly
Core 5, Bite 1, Run x2, Search 1 a danger in summer, migrating south during cold
weather.

Velociraptor (Shahjeewah: “Claw-hand”)


73 kg (160 lb).87 meters (2 ft 10 in) at the hip

Core 5, Bite 1, Run x 1 ½

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10.3 Anomalies Time Travelers
The following creatures are entirely fictitious, but Visitors from the future occasionally travel back to
(again) they are included for whatever purposes the the Pleistocene. Some are driven by sheer curiosity,
referee sees fit. while others want to test their mettle against the
harsh conditions and savage wildlife.
Alien Visitors
Time Tourist (Mashoolboo: “Flower Skin”)
Alien Visitors are small, slender and grey with
These strange people appear to be Yorwa, but they
enormous bald heads and huge dark almond-
are unnaturally clean and wear light, loose-fitting
shaped eyes. They sometimes capture humans for
garments patterned in many bright colors. They are
scientific experiments, but usually return them
always found walking on a silvery walkway which
relatively unscathed – or with certain
hovers about 3 feet off the ground. They seem
‘improvements’.
blissfully unafraid of anything, except for the act of
setting foot off of their walkway. If one of them can
Ancient Astronaut (Tokwee Nahpoo: “Grey
be persuaded to do so, then the path and all the
Child”)
tourists instantly disappear as if they had never
34 kg (75 lbs). 1 m (4 ft) tall
existed.
Core 4, Job 2
Core 5, Run x1
Ray Gun: Missile +2, Range 2 spans, many shots
Flash Camera: Missile +1 (Tangle: dazzled vision),
Silvery Suit: Toughness 1, provides life support
Range ½ span, many shots, Tool (photo playback)

Carnivorous Plants, Giant Time Hunter (Korfoonah Jahah: “Noisy


Ghost”)
Giant Fly-Trap (Oohkrahloo: “Giant Sticky These people appear to be Yorwa, but they are
Plant”) unnaturally clean and wear garments pattered with
Related to the modern Venus Fly Trap, this the colors of their surroundings (desert tan, forest
monstrosity is much larger and more aggressive. green, etc). Unlike Time Tourists they are immune to
changes in the time-stream, and must be defeated
227 kg (500 lbs), 3m (9.8 ft) tall the old-fashioned way.

Core 6, Bite 1 (Tangle, Range ½ span), Run x0, Core 5, Hunter 2, Run x1
Toughness 1
Steel Knife: Melee +1, Tool
Living Vines (Oohkrahloo: “Giant Sticky Hunting Rifle: Missile +1, Range 3 spans, many shots
Plant”) Camouflaged Suit: grants the wearer the equivalent
Related to the modern Kudzu vine, this animated of the creature ability “Size +2”, but only in one type
mutant has a taste for meat. of environment (desert, arctic, forest, etc).

363 kg (800 lbs), 12m (39.3 ft) long

Core 6 (Reach)(Tangle), Climbing 2, Run x½

Tarantulas, Giant
Tarantula, Giant (Oohwahjeejee: “Giant Many
Legs”)
A giant tarantula is a lightly-built, stealthy many-
eyed monstrosity that comes charging out of its
hidden lair to capture and feast upon the unwary. It
has a tough hide, is monstrously strong, but it isn't as
substantial as it seems. Inspired by Theraphosa
blondi.

81.6 kg (180 lb), 1.5 m (5 ft) tall

Core 5, Strong 1, Web 1 (Tangle), Toughness 1, Run


x1

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10.4 Creating New Creatures 2) Movement
It’s easy for the CM to create game statistics for new Assign the creature a primary movement mode and
Cavemaster creatures, following the procedure movement rate (see 4.3). Most creatures have a
described in this section. primary movement rate of 1 span. Slow creatures
more ½ span, and swift creatures might move as fast
1) Core Stones as 1 ½ or 2 spans.
Determine the average weight of the creature, in
either pounds or kilograms. If it’s an actual modern 3) Other Creature Abilities
or extinct species, a little searching on the internet Review the list of creature abilities (10.0), and assign
should give you this information. If it’s a creature the creature whichever abilities fit its description. If
from fiction, or something you made up, choose a the ability requires a numerical rating, decide that
real or extinct creature that you think is about the as well. In most cases, a rating of 1 is sufficient. Only
same size and determine that creature’s weight. assign an ability rating of 2 if the creature’s strength
Find the weight on the table below, and read across in that ability is truly exceptional.
to find the creature’s core stones.
4) Caveman Name
Sometimes the average weight of a creature is Give the creature a ‘caveman name’. If nobody
different depending on whether it’s male or female. has ever seen it before, you can allow your players
If the difference is enough to give male and female to name it.
examples of the creature a different number of core
stones, then record them both. Your new creature is now ready to strike terror into
the hearts of your players!
Weight (lbs) Weight in Core
(kg) Stones
under 5 under 3 1
5+ 3+ 2
14+ 7+ 3
41+ 19+ 4
120+ 55+ 5
358+ 163+ 6
1072+ 487+ 7
3215+ 1459+ 8
9644+ 4375+ 9
28930+ 13123+ 10
86788+ 39367+ 11
260363+ 118099+ 12

Example: The CM decides he needs game stats for


a giraffe. After doing his research, he discovers that
male giraffes weigh an average of 3500 pounds (8
core stones), while female giraffes weigh an
average of 1800 pounds (7 core stones).

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11.0 Cavemaster’s Section you’ll have to come up with an explanation and
you’ll have to develop a pretty good understanding
This section contains advice on how to run a of the cultures of all of the different breeds.
Cavemaster game as a CM.
Choose & Develop Tribe & Clan
11.1 Preparation You can either create the player’ clan using an
As the cavemaster for your group of players, you are example tribe described in section 9.0 (with more
the one who really needs to completely understand extensive information in the Appendices), or you
the rules. You’re also the one who has to come up can make up your own. Making up your own tribes
with the ideas for the stories and adventures that will and individual clans takes more work, of course, but
take place in your campaign. it would also let you inject more of your own ideas
and creativity into your campaign.
Choosing Breed(s)
What breed will the players be? The simplest answer In addition to the general cultural information about
is to pick one of the four breeds, and require all of the tribe and clan, you’ll want to develop at least a
your players to make characters of that breed. A small handful of non-player character (NPC) clan-
slightly more interesting option is to allow one or two members. At minimum you should work out the
of your players to be foundlings of other breeds, or names, personalities, and motivations of the major
cross-breeds. It’s possible to run a campaign where figures of the clan (the chief, and probably a
there is a complete mix of all of the different breeds, shaman). NPCs in the player’s clan give the clan
but that’s the most difficult way to go because human interest, and are a great source of

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adventure ideas. The shaman needs more chaga
fungus. The chief’s son was dragged off by a cave
bear. A young woman has had a dream from the
Willow Spirit, and needs protectors while she
undertakes a pilgrimage to the distant willow forest.
And so on!

Choose & Develop Location


Where do the PCs’ adventures begin? This decision
is driven partly by what breed(s) you’ve allowed for
your players, and partly by your preference for the
types of story and adventures you’d like to offer. A
campaign set in the arctic tundra will have a
different feel than one set in a steamy jungle.

Once you know, generally, where your campaign is


going to be taking place there are a number of
other questions to answer. Where does the players’
tribe live? If they migrate, this could be multiple
places – and you’ll also want to decide what
route(s) they take when they travel between their
seasonal camps. What are the major events and
conflicts that go on in that region?

You should make a more detailed map of the area


within 100 miles of so of the place where your
players are going to begin, populating that area
with other tribes and sprinkling it with points of
interest (animal territories and lairs, the locations of
especially useful prey, plant, and mineral resources,
places with mythical or mystical significance,
ancient ruins, time traveler encampments, alien
landing fields, you name it!). All of the details you
add to your campaign map become raw material
that you can use to spark or just spice up adventure
ideas.

We’ve provided a four-part Campaign Map at the


end of this book. It presents a section of the World
Map in greater detail, with some of the points of
interest named, as an aid to beginning
cavemasters.

Large-Scale Movement
The Campaign Map includes a hexagonal grid to
aid in tracking large-scale movement. Characters
can travel, on average, a number of hexagons per
day equal to their movement rate in spans.

Session Prep
In addition to preparing the setting and background
for your campaign as a whole, you’ll need to
prepare each game session in advance as well.
Whether you intend to use it or not, you should read
the introductory adventure to see what sorts of
things go into the setup of an adventure.

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11.2 Balancing Combat When attempted against PCs, your job as CM is to
filter the information the player receives based on
Because characters and creatures may have
the outcome of the Challenge. If an NPC (or even
special abilities that affect combat, determining
another player-character) tries to lie to, seduce,
what is a fair fight is a little more complicated than
intimidate or otherwise manipulate a player-
just comparing their core stones. Start with the
character, winning the Challenge does not take
character’s core stones, and then add 2 per ability it
control of the character away from the player.
has that directly affects combat.
Simply describe the outcome of the Challenge to
the losing player in a way they can use to role-play
Example: Bob’s new Tanui warrior, Alulo, has Core 4,
their response.
Warrior 1, and Climbing 1. Steve’s slightly more
experienced Tanui Healer, Diripa, has Core 5, Healer
Example: Lishana, the pretty little daughter of a
1, and Attractive 1. Alulo’s combat rating is 6, while
Tanui chief, attempts to intimidate Bob’s character
Diripa’s is only 5. A T-Rex (Core 9, Bite 2 (Reach),
Alulo – and wins the Challenge. The CM says to Bob,
Toughness 1) has a combat rating of 15!
“She seems to be extremely badass”, and leaves it
up to Bob how he wants to react. Bob may choose
Two characters with exactly equal combat ratings
to react by running away, surrendering, standing
are an equal match. When the numbers of
there bravely, etc. The reaction that Bob chooses for
individuals on opposing sides are uneven, it gets
Alulo should make sense, but which sensible
slightly more complicated again. Two characters on
reaction Bob wants to choose is totally up to him.
the same side with identical combat ratings are
roughly an equal match for one opponent whose
If your players abuse this process, remind them that
combat rating is one point higher than theirs. Four
things are not always what they seem. Just because
characters on the same side with identical combat
cute little Lishana only seems badass to Alulo
ratings are roughly an equal match for one
because of an intimidation Challenge doesn’t
opponent whose combat rating is two points higher
mean she’s not really badass!
than theirs. And so on.
When Interpersonal Challenges are directed against
Example: Two characters with combat ratings of 6
NPCs, your job as CM is to make the NPC react
are an equal match for a single creature with a
appropriately, too.
combat rating of 7. Likewise, four creatures with
combat ratings of 3 are an equal match for a single
character with a combat rating of 5.

Keep in mind that an ‘equal match’ leads (on


average) to battles where both sides wipe each
other out until only one individual is left standing. As
cavemaster, you probably don’t want every fight to
be that climactic. It’s better to give your players a
series of easier fights, one or two points below their
own combat level, and save the really equal
matches for the finale. And be careful if you ever
throw enemies against your players who exceed
their combat level, even by just 1 point! Your players
will very probably need to surrender, or flee, or do
something very clever – else things may go very,
very badly for them.

These are rules of thumb – the closest approximation


of relative combat ability that doesn’t require a
calculator. Just be careful, and you’ll do fine.

11.3 Interpersonal Challenges


Interpersonal Challenges are contests involving
lying, seduction, intimidation, and other attempts to
manipulate other characters.

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11.4 Introductory Adventure: This item was given its power in exchange for an
especially large and bloody sacrifice. Those who use
“Out of the Frying-Pan” it may experience visions of the bloodthirsty P’Jahk
creature spirit.
Players’Introduction
It is late spring, and your clan is migrating towards its 3) Pain Giver: Melee +2, Reach, Tangle (Stun), 3
summer home. You are travelling north along the charges/day. It requires exposure to direct sunlight
navigable Sandstone River. If you have a boat, to recharge.
you’re paddling it up-steam.
This technological device was left behind by a
Your journey has carried you apart from the other hunter from the future who appeared several
groups of members of your clan; none of the other centuries ago. It is essentially a cattle-prod, meant
groups are currently within your line of sight. This is for warding off large animals. Its built-in battery can
normal. Every group contains several members who no longer hold many charges. The P’Jahk captured
know how to get to the summer camp, and the it from another tribe, who found it generations ago
plan is to re-group when everyone gets there. in a cave alongside the time hunter’s bones.

If you are a player, please stop reading this Dry Season: The Adventure Begins
adventure now. It will be much more fun to play if Dry weather has made foraging difficult (4 stones,
you don’t already know what’s going to happen! split 3,1). Have the PCs undergo a foraging
Challenge (see 3.0). If they don’t find enough food
Cavemaster’s Introduction for everyone, then they must decide who went
This introductory adventure is geared toward a hungry yesterday. Going hungry may eventually
roughly equal mix of characters with different jobs. lead to starvation (see 4.6).
The adventure pits the player-characters against a
breed of cannibalistic humans, who have captured Hahgro Hunt
several members of the players’clan. The CM should instruct the players to specify their
marching formation. In particular, the players need
This adventure takes place in the northeast quarter to say who among them is travelling at the very front
of the Campaign Map. of their group.

Experience Awards A small group of peccaries (1/2 as many as there


This adventure may take 1 or 2 sessions to complete. are PCs, rounded up) are drinking from the river
Remember to award a stone of experience after upstream (see map). Peccaries are very good to
each session (7.0). eat! Conduct a Competitive Challenge between
the character in front and one of the peccaries, to
Special Treasures find out which group sees the other first. The
Rip Gut, the leader of the P’Jahk cannibals, has a peccaries get a +1 bonus because of the tall grass
special item which the PCs can claim if they defeat which partially obscures them.
him. There are three different special items to
choose from. As the CM, you can use this as an If the peccaries see the PCs first, they gain the
opportunity to introduce an optional magical or initiative. They immediately flee to the imagined
science-fiction element into your campaign: safety of a nearby ravine (east of their starting
position, as seen on the map). There, they stand
1) Bone Armor: The wearer receives the equivalent their ground - fighting to the death if necessary to
of the “Toughness 1” creature ability. defend that sanctuary.

This outfit, crafted of many bony plates held If the PCs see the peccaries first, they may react
together by strong rawhide straps, was granted to however they see fit – though the CM should advise
Rip Gut (the P’Jahk hunting party’s leader) by the them that their mouths are watering at the sight of
chief of his clan in honor of an especially successful so much delicious meat.
hunt. It is easily adjustable to fit a PC of any size,
gender, and breed. If the outcome is a tie, the PCs and the peccaries
see each other at the same time. The CM must then
2) Blood Charm: This magical artifact allows the user assign initiative randomly.
to cause 1 point of damage or heal 1 point of
damage on any target in their line of sight. Its magic Regardless of whichever side sees the other first,
can be invoked 3 times each day. they do so at a distance of 3 spans.

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Missile attacks against peccaries in the tall grass Challenge. Characters who attempt the climb and
suffer a -1 modifier due to poor visibility. If the PCs fail wind up prone on the floor of the ravine.
defeat one or more peccaries in their initial attack,
then the remaining peccaries stand and attempt to Dinner Time
fight them, protecting their fallen comrade(s) – to It’s late by the time the PCs finish hunting,
the death. butchering, and eating the peccaries (not to
mention possibly having to fight off scavengers: see
If the peccaries reach the ravine, the PCs find that it 2.11.4, Meat). They camp for the evening, and any
has steep walls with shallowly sloping entrances at party members who are injured can have their
either end, and is filled with the same tall grass that wounds tended.
helped hide the peccaries earlier. Attempting to
climb the ravine’s walls is a difficulty 5 (3,2)

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The Runner Item Description
That night, the PCs hear the sound of a medium- Bone “He had a shell, like a Nugwok
sized creature crashing through the trees, coming Armor (armadillo), which turned aside our
from the south and heading toward their camp. The (Normal) weapons!”
runner turns out to be the daughter of their own Blood “He always clutched at a pendant
clan’s chief (or the daughter of some other Charm he wore about his neck. When he
influential clan-member, if being the chief’s (Fantasy) pointed at one of our warriors, the
daughter doesn’t make sense with the information man cried out as if struck!”
the CM has worked up for the clan). Her name Pain “He wielded a shining staff. It
depends on the clan’s breed: Giver touched one of our warriors – who
(Science cried out in agony, and then fell!”
Clan’s Breed Runner’s Name Fiction)
Maheechee Mobeebee
Rogók Kahníl The runner reminds the PCs that if they don’t stop
Tanui Vifina the P’Jahk, more groups from their clan may be
Yorwa Dark-Eyes attacked.

Use the creature stats for a human of her breed (see The PCs must follow the runner back south, to the
10.1), but instead of Job 1 she has the Charismatic 1 site of the attack, if they want to pick up the P’Jahk
perk. She has no equipment other than her clothing. trail.

She has just come from one of the other migrating Supplies!
groups of the players’ clan. That group was Now that they have another mouth to feed, the PCs
attacked and defeated by a raiding party of may wish to stock up on provisions. This could cause
P’Jahk! Four of the PCs’ fellow tribesmen were a delay. By morning, scavengers have picked clean
captured: two children, one male hunter, and one any of last night’s dead but un-butchered
close relative of a PC (CM’s option). They may still peccaries. If any peccaries escaped, the PCs can
be alive! relocate them (hiding in an adjacent ravine) if they
succeed at a difficulty 4 (2,2) tracking challenge.
The P’Jahk are not entirely unknown to the PCs. They can also attempt to forage for food as they
Tales had already reached their clan, months ago, travel, with the same (3,1)difficulty as before.
describing the P’Jahk as looking something like
Yorwa, only with filed teeth and wearing many The Raided Camp
bones. The tales say that the P’Jahk are cannibals. The PCs travel south for almost a full day, fording the
Sandstone River where it turns towards the east, to
The runner tells the PCs that the P’Jahk were one reach the site where the runner’s band was
fewer in number than the size of the PCs’ own attacked. There are clear signs of a struggle (but no
group. One P’Jahk is the leader (Rip Gut), and one is blood), and some equipment has been left behind.
a big brutish fellow whose breed the runner can’t The PCs and the runner can salvage 2 days worth of
identify. He’s even bigger than a Rogók! The rest of preserved food apiece, and there is a stone knife
the raiders were apparently ‘normal’P’Jahk hunters, that the runner can arm herself with. There may be
though armed with strange sticks that throw rocks other odds and ends, at the CM’s discretion.
like a sling, and tubes they put to their mouths and
aimed, causing their targets to fall! The P’Jahk Figuring out which way the P’Jahk went with their
leader Rip Gut had another very unusual item. How captives is an easy 3-stone challenge (split 2,1). Add
the runner describes it depends on which special 1 stone of difficulty per day the PCs delayed to
item you (the CM) decide to introduce: stock up on provisions.

Any character who succeeds at the tracking


challenge can locate the P’Jahk band’s trail
heading east, along the edge of the Lost Valley,
and signs that they were dragging two heavy
wooden objects. Whether the PCs realize what this
means depends on whether their breed knows how
to make and use a travois (see 9.0). A successful
challenge will also confirm that the trail is already
almost 2 days old (plus whatever time the PCs spent
getting provisions), and that the number of

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attackers the runner claimed is roughly correct. They to 3 fewer than the number of PCs). They can also
find no tracks of any of the captives; this is because see the four captives strapped to the travois.
the P’Jahk tied their captives to the travois.
The terrain in this area is mostly flat, covered in short
On a tie, the tracker finds the scraped travois trail scrub grass, with a few scattered scraggly trees and
and knows they went east but they cannot confirm rocky outcroppings that sneaking PCs could use for
the runner’s estimated numbers. On a failure, the cover.
tracker finds nothing.
If it’s daylight, the P’Jahk are on the move along the
If none of the PCs find the trail, the runner will guess edge of the Lost Valley. Rip Claw is in the lead,
that they went east, back the way the came (which followed by his P’Jahk hunters. The Jalgoor brings up
is correct, but the PCs will have to make tracking the rear, dragging the travois.
checks every day until they confirm it). The runner
never saw the travois. If it’s nighttime, the P’Jahk are camped at the edge
of the Lost Valley, near a small stream that flows
If the PCs find the travois ruts, even if they don’t over the cliff. They sleep on mats on the ground,
know exactly what it means, it will be obvious that arranged around a central fire. The travois has its
dragging heavy wooden things will slow the P’Jahk own place in this sleeping circle. They take an
down. There is still hope for the captives! evening meal (of Tojeepah jerky, amongst other
things) and then the hunters and the Jalgoor take
On The Trail turns keeping watch through the night.
As previously stated, the trail is already almost 2 days
old (plus whatever time the PCs spent getting Once again, the CM should ask who is travelling in
provisions) when the PCs begin to follow it. the front of the PCs’ group. Conduct a Competitive
Challenge between the PC in front and one of the
The P’Jahk travel ½ hex per day on the campaign P’Jahk hunters (or the Jalgoor, if it’s at night and he
map, and have already travelled ½ hex per day of is on watch), to determine which group sees the
lead time. The PCs travel ½ hex per day if travelling other first. The PCs get a modifier of +1 if it is
slowly, 1 hex per day if traveling at an average daytime, or +2 if it is night.
pace, and 1 ½ hexes per day if travelling quickly.
If the PCs lose or tie, and the P’Jahk are on the
The PCs travel slowly if they stop to hunt, drag their move, they keep moving until they determine that
own heavy object, etc. They can maintain an the PCs are following them. Then (or immediately, if
average pace if they forage as they travel, if they they are encamped) the P’Jahk form a defensive
maintain a normal sleep schedule, etc. If they spend line between the PCs and the travois, with one
less time sleeping, or push themselves to go quickly, hunter (or the Jalgoor) remaining back at the travois
then they can maintain the fast travel rate – but to guard it. Then they wait to see what the PCs will
they will suffer 1 stone of damage from exhaustion do.
per 3 days of fast travel.
If the PCs see the P’Jahk first, they may react
The PCs route takes them east along the edge of however they see fit. If they approach openly, the
the Lost Valley. This is a deviation from their clan’s P’Jahk react as if they had seen the PCs first. If the
normal migratory route, which comes from the PCs try to sneak closer, make another Competitive
southwest. Peering over the edge of the cliff, they Challenge as above (but only +0 in daylight, and +1
see a vast, deep chasm shrouded in its own at night). If they win the challenge, the PCs can get
perpetual cloud cover. The roars of strange beasts within range of their own missile weapons and retain
echo up from the depths. the initiative. If they fail the challenge, the P’Jahk
detect the PCs and gain the initiative - at an initial
Foraging becomes a little easier as they travel east; distance of 2 spans.
the difficulty is now only 3 (2,1). If they run short of
supplies anyway, throw some prey animals in their Allow the encounter to play out. Use the statistics
path so they can hunt for meat. listed for P’Jahk under Humans in the creature
section for the P’Jahk hunters (see 10.1; their Job is
Hunter). The leader, Rip Gut, uses the same stats but
The Cannibal Caravan
he has 1 extra Core stone. The stats for the Jalgoor
The PCs finally catch sight of the P’Jahk when they
are listed below.
get within ½ hex of them. The PCs can now confirm
the Runner’s estimate of the number of enemies (Rip
Claw, the Jalgoor, and a number of hunters equal

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The P’Jahk will not attack first unless they believe P'Jahk: the Cannibals
that they outnumber the PCs, or unless the CM Physically, P’Jahk are lean, with straight hair tied
decides that the P’Jahk feel the PCs have offended back. They wear ornaments of light bone carved
them. Any demands that the PCs make on the with holes. They file down their upper and lower
P’Jahk (for example, “release our clansmen or we incisors, to make their canine teeth more prominent.
will kill you”) require an Interpersonal Challenge
(11.3) against Rip Gut. His Fearlessness racial ability Racial Ability: Fearless 1. P’Jahk are inordinately
(see below) will make him difficult to reason with. brave, and can control themselves to face the risk
of great pain. They can apply this stone against
If the PCs can liberate the captives without a fight, attempts to threaten, torture, intimidate, or
then good for them! Otherwise, let the battle begin. otherwise scare them.
As previously stated, the terrain is flat, with short
scrub grass and a few scattered scraggly trees and Racial Traits: Drug Resistant. Their healers are
rock outcroppings for cover. The edge of the cliff constantly dosing them with this or that medicinal
down into the Lost Valley runs along one side of the herb. In a check to resist the effects of a drug,
playing surface. Any character in melee may P'Jahk get +1. On the down-side, they are equally
attempt to drive their opponent back ½ span – resistant to helpful, medicinal drugs. A -1 penalty
perhaps over the edge of the cliff, causing instant applies against all attempts to use medicinal herbs
death – instead of dealing damage. If it is nighttime, when healing them.
and the battle takes place near the P’Jahk camp,
any character driven into the fire takes 2 damage.
To release the captives, the PCs must be armed with
a sharp tool or weapon and succeed at a difficulty
4 (2,2) challenge. This takes the PC’s action.
Released captives are both unarmed and slightly
injured (see below).

Victory!
Assuming the PCs win the fight, they may now head
for home (after looting the P’Jahk raiding party’s
equipment, including Rip Claw’s special item). The
liberated captives all suffer from a 1-stone injury due
to being tied to the infernal travois for days, but they
are otherwise none the worse for wear. Also,
remember to award a stone of experience for the P’Jahk Names
session (7.0). The P’Jahk use a naming convention similar to the
Yorwa, but with an emphasis on traits that would be
Afterward admirable in a savage feline: Keen Ear, Rip Tooth,
The PCs now have an even longer journey ahead to Death Claw, etc.
their clan’s summer camp, and they have new
several NPCs to take care of. The CM should allow P’Jahk Culture
time for the PCs and their new NPC companions to The P'Jahk look upon the other sentient races as
interact, to develop friendship and rivalries, and so livestock. Hard-hearted and decadent, they are civil
on. They will need to hunt and forage for food, and with each other. They are fairly superstitious,
there are many hostile predators and enemy tribes observing a large number of tribal, clan, and
in this savage land. Their journey to the clan’s personal taboos.
summer camp may be relatively uneventful, or a
major adventure of its own – it’s up to the CM! Technologically advanced in some areas, the
P'Jahk equate laziness with status. They are clean
The CM may even wish to have the P’Jahk return as and fastidious, which leads to giving their Jalgoor
recurring villains. The remaining sections of this servitors plenty of strange chores like wiping
adventure provide more in-depth background on everything with a piece of suede hide and brushing
the P’Jahk and their culture. the ground with soft branches tied on the end of a
stick.

One common P'Jahk weapon is the blowgun. Their


healers make a paralytic poison from snake venom.

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P’Jahk Spirit Lore These things are beyond the ken of most P’Jahk:
Before the coming of the P'Jahk Spirit, the Viper Spirit
received most of their veneration. Now they care P’Jahk Mysteries
only about the ‘Great’P’Jahk Spirit. Farming
The wheel
According to their mythology, the creatures known Multiplication and division
as J'Gronks and P'Jahks came from a misty crack in Wild-crafting
the earth – the Lost Valley. Their Yorwa ancestors How to bake clay (for sculpture or any other
became a meat-eating tribe who closely followed purpose)
the migration of the J'Gronk (brontothere), an How to make boats or canoes of any kind
enormous knob-faced herbivore. The J'Gronk was Weaving
originally preyed upon by P'Jahk (hoplophoneus), a How to tame dogs
very large saber-toothed feline. How to fire-temper flint
Twining & knitting
In time, the P'Jahk came to favor the P'Jahk Spirit. Rogók sign language (mainly for hunting)
When the enormous saber-toothed cat P'Jahks died Mnemonic chanting
out, these Yorwa declared that they were now the
P'Jahks, bearers of the lost P'Jahk Spirits. P'Jahk shamans are big on potions. They feed the
Jalgoor servitors Kropah berry juice to keep them
Soon after that, the J'Gronks vanished. The P'Jahks awake and working.
reasoned that, just as they had become P'Jahks, the
other human races were to become the new Jalgoor: The Half-Breed Beasts
J'Gronks. To this end, they capture and fatten their
Not really a race unto themselves, the Jalgoor are
captives. Then they hold a ritual in which the
sterile hybrids born in captivity of a Tanui father, and
captives are dressed as J’Gronks and driven off the
Rogók mother. They are the subservient servitors of
edge of a cliff. The resulting meat is ritually shared
the P'Jahk. Jalgoor are around 7 to 7 1/2 feet tall,
amongst the P’Jahk clansmen.
and robust but mentally deficient.
P’Jahk Technology
Racial Ability: Jalgoor males have a racial ability
Most P’Jahk have at least a rudimentary
that is equivalent to the Strong 2 perk. Rogók
understanding of these things:
females have Strong 1.
P’Jahk Knowledge Racial Traits: The Jalgoor have no particular racial
How to start a fire using friction or percussion trait.
Cooking
How to tame greatcats
Counting
Addition and subtraction
Grouping and dealing out (instead of division)
Weapons: Axe, Blowgun, Club, Flail, Huge Club,
Knife, Lance, Large Rock, Net, Rock, Shot
Thrower, Staff, Whip
How to making cordage (for hammocks and
other things)
Basketry (for ritual headgear as well as baskets)
How to make a pole sled (travois)
Skinning & tanning
How to make both lethal and non-lethal poisons

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Jalgoor Names When Grandmother Ocean learned what had
The P’Jahk give their Jalgoor servants short, happened, she grew very sad. She cried until she
descriptively demeaning names like Ugly, Lunk turned salty. Her children, the Monster Spirits went to
Head, and Stupid. try to destroy the Plant Spirits.

Jalgoor Culture
The Jalgoor have no culture of their own, but are
merely the enslaved servitors of the P’Jahk. If given
the sweet juice of the Kropah berry (guarana), they
can travel without sleeping. As a side-effect, it
leaves the Jalgoor extremely irritable.

http://en.wikipedia.org/wiki/Guarana

If the players take the effort to befriend one, they


will find that the Jalgoor have no parents, but were Meanwhile, Mother Land’s children were growing
raised by the P'Jahk. Players may find that, in spite of more and more numerous. Mother Land made more
their size, Jalgoor are only ten years old. If they can and more demands on Grandfather Sun to go out
get out of sight of the P'Jahk, Jalgoor either sleep and do things for her and her offspring. Tired of this,
like logs - or play happy childish games with each Grandfather Sun returned to Grandmother Ocean.
other.
Now it was Mother Land’s turn to be sad. However,
Appendix 1: The Creation Myth when the Monster Spirits attacked her Plant Spirit
Once there was nothing but a great dark storm. Five children, she gave birth to the familiar Animal Spirits
lightning bolts hit each other at the same time, and that we know- Horse, Mammoth, Sloth, Bear, Saber-
at the place they crossed Grandfather Sun was tooth, and all the others. In a mighty battle, the
born. Rain gathered to make Grandmother Ocean. Animal Spirits drove the Monster Spirits into a great
They mated and powerful Grandmother Water crack in the earth where Mother Land placed a veil
gave birth to the Monster Spirits. They were all so of mist to keep them in. We all know this as the Lost
happy together that they began dancing, which Valley today.
flattened the primordial storm clouds into beautiful
young Mother Land. Grandfather Sun did not like Grandmother Ocean’s
children, the Ice Spirits, who would not respect him.
He sent them away.

The Ice Spirits went to Mother Land, who forgave


them. The Plant and Animal Spirits, however,
shunned them, so the Ice Spirits had no husbands or
wives.

Now Mother Land, by herself, gave birth to the Fire


Spirits. The Ice Spirits and Fire Spirits immediately took
to each other. From their unions came the human
breeds: the strong Rogók, the agile Maheechee, the
Grandfather Sun left Grandmother Ocean for aloof Tanui, and the clever Yorwa. Together, these
Mother Land, and all the world became cold and are the Tojeepah (Proud Ones). The Plant and
dark. Grandmother Ocean procreated alone to Animal Spirits find the Tojeepah very interesting, and
make the Ice Spirits, who went searching all over for sometimes become the patrons of individuals, clans,
Grandfather Sun. They found him and told him and tribes. Grandfather Sun, Grandmother Water,
Grandmother Ocean missed him and he should Mother Land, the Ice Spirits, and Fire Spirits, however,
return to his children. have little care for us.

Grandfather Sun said that he had been with Mother To this day, Grandfather Sun spends part of the year
Land, and that she also had birthed many children: with Grandmother Water. He tires of her and goes to
the Plant Spirits. The Ice Spirits were outraged. They Mother Land. Then he goes back to Grandmother
took Mother Land prisoner and tried to kill the Plant Water, and this is why the year is divided into a cold
children. Grandfather Sun slew many of the Ice part and a warm part.
Spirits and drove the rest away.

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Appendix 2: The Tatoni Tribe
Origin Legend
It is said that the very first Tatoni was Spark Woman,
who came shooting out of a volcano. Ferret taught
her how to track. Raccoon taught her how to wash
food. Mallard taught her north from south, and
Osprey taught her how to hurl stones at her
enemies.

Spark Woman spent time as many different kinds of


creatures, and thus learned much about the
animals. She even became friends with the
Mastodon Spirit.

Mastodon and Spark Woman made a deal. Spark


Woman’s descendants, the Tatoni, would hunt the
Dire Wolves, keeping them from becoming too
numerous. In exchange, from time to time, the
Tatoni could hunt a mastodon to feed themselves
and equip them with useful tools.

Appearance
Tatoni skin color ranges from fair to tawny. Their hair
color varies widely from black to brown to red to
blond to white. Tatoni eye color tends to lighter
shades such as amber, hazel, gray, and blue. Tatoni
can be tall or short, thin or stocky, muscular or soft-
bodied.

The Tatoni wear a horizontal black stripe of soot and


grease across the face. This originally symbolized a Lifestyle
mythical connection to animals (mainly birds) who The Tatoni are semi-nomadic. They travel an
have such a facial marking. Tatoni hunters and established route shaped roughly like a thin
gatherers may also apply a dye made from black diamond. Following the mastodons, they travel
walnut to make temporary blotches on their skin for north to a summer camp in the spring. In the fall
camouflage. they go south to a winter camp. There are hundreds
of Tatoni, living in independent clans of around 30.
Clothing Each clan has its own chief. They may meet and
The Tatoni dress in cleverly cut pieces of fur, and travel with other clans during the annual migrations.
tanned hide sewn into leggings. Beaded necklaces, There is a great annual gathering of all the Yorwa.
arm-bands, bracelets, and so on are common. They
cover the pelvic region, both in front and in back. Disposition
A non-raiding tribe, the Tatoni respect skill at
Individuals often wear body-paint, especially in speaking more than skill at arms or brute strength.
warmer weather. The facial stripe, however, they all Prestige is given to those who can tell exciting
wear, all the time. stories, give clear instructions, and speak to strangers
with good results. They understand that other Yorwa
They dye their garments, but they are limited to tribes practice raiding but they much prefer to trade
earth-tones such as yellow from goldenrod and instead, and try to establish truces when they can.
warm brown from ground ochre.
Despite their preference for peace, the Tatoni take
Adults usually wear a few small containers such as great care to train warriors. Other Yorwa tribes tell
bags and gourds on strings. stories of a conflict between the Datoma and Tatoni
tribes that went on for three generations. The Tatoni
hunted down and killed every last Datoma.

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Tatoni camps always have people on watch from Older men eventually leave the clan, just before
within a little hide-shielded tower. A senior and an winter, believing it is for the good of the tribe. On
older child often go on watch together, and they their own, they soon fall to predators. Older women
sleep late during the day. stay with the clan.

Diet Courtship
Getting enough calories to survive is difficult for the Before they are married, women and men may
Tatoni. Their lifestyle requires two gatherers for every freely couple, or choose to become ‘mated’. Mates
hunter. There are places along their migratory route share a hut, and are expected to be monogamous.
where various edible plants have been wild-crafted.
Mates are considered ‘married’ after the woman
In each clan, the chief’s family always eats first, and has had a child (not necessarily her partner’s). If the
eats their fill, before any others are fed. This is not a male does not wish to be married, he may
matter of status, it is a matter of survival. Should honorably depart before the child is born. If he does
there be a famine, it ensures that at least some not, then he is expected to stay with the mother for
members of the clan will live and be healthy. If they at least four years after the child is born. The child is
tried to share equally, they might all starve. considered the woman’s sole property; the man’s
duty is to the mother.
One of the most precious things Tatoni carry is their
orange salt. Painstakingly gathered by boiling down Mates who separate face no particular stigma, but
water at the Orange Salt Lake, it is used to preserve the tribe treats the parting of a married couple as
meat and make food taste better. shameful and dishonorable. The chief may
command one or both of the pair to bear a Stone
Mortality of Shame for a number of months, during which time
Many things take a toll on the Tatoni population. they may not couple, mate, or marry within the tribe
Predators are the worst threat. One in ten adults dies (see Leadership, below).
in a conflict with a carnivore, often a scavenger
attracted by the smell of a hunting party’s kill while Child-Rearing
they are still dressing and skinning it. Hunters and First and foremost, a child is the responsibility of its
gatherers alike are stalked by great-cats, bears, and mother. If she needs help with this, her mother and
dire wolves. Tatoni travel in groups, but their sisters are expected to lend a hand. It is customary
activities inevitably spread them out. for grown children to take care of their mothers

Hunting injuries and accidents, such as falling from a As the identity of a child’s father is rarely known for
tree while gathering palm fruit, are the next most certain, the Tatoni do not consider fatherhood
common causes of death. Tatoni healers know how important. If a mother dies, her child is typically
to make a brew that relieves pain, and how to given to one of her sisters by the chief.
staunch bleeding with amadou tinder fungus, but
the setting and splinting of broken bones is beyond The adult men of the tribe are expected to treat all
their skill. of its children well. Children may call men in their
clan “Bahbo”, a term of respect and endearment.
Then come various diseases (insect-borne microbes, The relationship is something like the modern
botulism, contaminated drinking water, and so on), “uncle/nephew-niece”.
which the Tatoni interpret as the work of the evil
Fever Spirits. Tatoni healers have medicines against The Tatoni do not believe in corporal punishment of
these ailments, but they are often ineffective. any kind (including spanking children). If a child is
very naughty, their mother may order them to stay
The most dangerous time of a Tatoni’s life is early inside their hut.
childhood. Many babies don’t make it to their fifth
year. Leadership
Chiefs amongst the Tatoni can be either male or
Gender Customs female. The chief always names an heir, either a
Except for child-rearing, Tatoni labor is not divided child or a close relative of the current chief.
along sexual lines. Women warriors and hunters are
common, as are male gatherers. Other Yorwa tribes If someone breaks the tribes’ or clan’s rules or is
deal with gender roles in different ways. somehow disruptive, their chief can command them
to carry a Stone of Shame. This is a rock the size of a

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grapefruit, carven with a very ugly face. If they are waist-deep. The saplings are bent over and tied
working, they must carry it in a net bag. The Stone of together at the top. The Tatoni cover this with leafy
Shame hearkens back to a grimmer time when the branches, leaving small gaps for peering outside.
Tatoni would tie such rocks to criminals and cast
them into a lake or river to drown. When it gets cold, they may heap dirt up along the
sides of these huts for insulation. The entrance is then
It is not permitted to touch someone else’s Stone of covered with a hanging flap of hide, and they
Shame or carry it for them. A Stone of Shame counts carefully tend small fires in the center for heat.
as a Large Rock weapon. The CM may assign a -1
penalty to those attempting to climb, sneak, etc. Entertainment
while carrying a Stone of Shame. Most Tatoni pastimes have some relevance to
survival. The children play many games involving
Only the Chief has the power to banish tribe throwing, running, leaping, and stalking.
members.
In the camp, simple play equipment made of
One current chief of the Tatoni is Golden Eyes, a leather straps is hung from trees. These are tanned
stern middle-aged woman with striking features. She and treated with herbs to minimize any unpleasant
reveres the Saber Tooth Spirit, and wears its hide. odor. One of the favorite toys is a sort of
combination swing and balance beam made of a
Beliefs piece of wood a bit longer than man-height, hung
Tatoni attach magical importance to ancestry from two different trees. The area below is covered
through the mother’s line. A curse by a mother on with a thick layer of cushioning grass.
her child is considered truly terrible. Grandmothers’
curses are also dreaded. Speaking ill of one’s own At the annual meeting with the other Tatoni clans,
mother is taboo. there is singing around a big fire, centered among
several smaller fires. There are also traditional
Tatoni consider creatures with dark stripes across dances at these gatherings. On all other occasions,
their eyes (the raccoon, black-footed ferret, osprey, the Tatoni consider singing an indoor activity lest the
sparrow, quail, mallard, killdeer,, etc.) to be sound attract predators.
auspicious. The deceased are thought to sometimes
become these Animal Spirits. It is also said that when Appendix 3: The Gargúnn Tribe
a mastodon is killed, the ospreys eat a small share,
then carry the mastodon’s soul to become a happy
star in the night sky. Origin Legend
The tribe takes its name from a legendary hero.
When an old man slips away from the tribe, the
adults understand that he will die soon. Children are There was once a Rogók youth who was trapped
told that he is “going to a far away place”, to be under snow by a lady Ice Spirit. He bargained for his
reborn as a stripe-faced animal. Perhaps the highest freedom, promising the Spirit his first-born child. After
Yorwa virtue is loyalty. Ironically, leaving the tribe so he returned to his clan, the lad tried to find a mate
that others will have enough food is the elderly but none of the women would have him. He was
males’ most profound act of allegiance. Other moping when a strange woman - a Wander Bride -
Yorwa tribes do not share these beliefs, but they do appeared from out of the blizzard. The youth
not interfere. immediately took her to his cave.

Time went by, and she gave birth to a son, a big


Pets
healthy boy. They named him Gargúnn. The little
Small pets are very common amongst the Tatoni.
one was very hungry and he would only eat fat. The
They are kept mainly for companionship and for
young hunter had to bring back prey every day to
their decorative appearance. Proto-dogs follow the
get enough lard to feed Gargúnn.
Tatoni about greedily, but because they are
common and scruffy-looking, they are not highly
Winter came and the Ice Spirit appeared at the
sought-after as pets.
cave mouth, demanding what she had been
promised. The couple had no choice but to give the
Shelter infant over. The baby started crying. Right away the
The Tatoni live in little pit-huts. First they find an area Ice Spirit brought the child to her bosom.
with small flexible trees, preferably on the south-
facing slope of a low hill. They dig a hole roughly

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Gargúnn started suckling. He was so thirsty, he Both sexes like jewelry made of white material such
melted the Ice Spirit and drank her all up. Gargúnn’s as snail shells and ivory. Teeth are drilled by hand
mother admitted that she was a Fire Spirit. When with a sharpened stick to make necklaces.
Gargúnn grew up, he had many children, and they
are the tribe who bear his name. To this day the sons Some Gargúnn men have ear piercings, which are
and daughters of Gargúnn laugh at the cold of supposed to encourage bravery in youngsters. The
winter, and like to eat icicles. women, who are smaller, pierce their septums and
wear small bone or ivory rings. Men may pierce their
Appearance upper lip in order to wear ornaments resembling
Skin color ranges from fair to ruddy. Hair color small tusks.
ranges from brown to light brown to red-blond. Eye
color tends to dark brown, orange-brown, gray, The Gargúnn tribe know a secret of making blue
“wolfish” amber-gray, and gray-blue. Gargúnn are dye out of woad and stinky aged urine. They use this
muscular, sturdily built, thick of chest and thick of on their garments in addition to reddish earth-tones
waist. As is normal for the Rogók breed, the men are and green.
larger than the women.
Gargúnn prefer to carry as little as possible. They
typically have a weapon, and a small necklace
bag holding their most important small items.

Lifestyle
The Gargúnn tribe are mostly non-migratory. In the
winter they hunt cave bears, taking only what they
need when they are hungry. In the summer, herds of
horses, rhinos and a few male mammoths provide
their meat. The Gargúnn travel for a month every
other year to a pleasant location with hot springs to
meet with other Rogók and to trade young women.

Disposition
The Gargúnn are known amongst their breed as jolly
brawlers and gamblers. Only the younger Gargúnn
have much interest in raiding. They have heard tales
of warriors’ glory from other Rogók tribes at the
gatherings, and they are jealous.

The Gargúnn respect those who back up their


promises with action. They say, “A Gargúnn does
what he (or she) says”, since the ideal applies to
women as well. They also respect loyalty and
obedience. Disobedience toward a rightful superior
offends them.

Other Rogók see the Gargúnn as braggarts. In


reality, the Gargúnn look down on empty boasts as
much as anyone else. What they admire is ambition
Clothing and daring.
In cold weather, the Gargúnn wear simple garments
of fur such as kilts and ponchos. Hard-soled boots The Gargúnn may resort to unarmed combat to
and shoes are also common in winter. Higher status settle internal conflicts. There are usually no hard
individuals wear well-crafted pants made with many feelings once the fight is over. Violence breaks out
small sinew stitches to keep out the cold. quickly, but it soon gives way to tranquility.

Typical warm weather wear for women consists of a Diet


skirt made of bark string and a horizontal bandeau During the summer, there is more food than anyone
of thin skin held with a bone pin. Men wear a loin- can eat. The gatherers pick berries, dig wild turnips,
cloth on a sturdy belt. Both sexes prefer to go gather hazel nuts, and so on. As much food as
barefoot in the summer.

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possible is dried and stored in cave caches. Very preparation, many still die in childbirth. According to
little meat is saved, because it has to be covered Gargúnn custom, if a mother dies then her baby
with herbs and spices to hide its scent from must be abandoned on a hillside.
scavengers.
More female than male Gargúnn children are born,
Some years, a bear or other animal breaks into the and female children reach adulthood.
storage caves and eats the stored food,
disappearing before it can be killed. Thus, when Gender Customs
winter is at its harshest, starvation often looms. The Rogók chiefs tend to be male but there are
Gargúnn must then go hunting in the cold. exceptions. Disputes over the position of chief are
resolved through (mostly) good-natured, though
In times of scarcity, it is always the youngest very rough, unarmed combat.
Gargúnn adults who are fed first, and then the
children. The young adults are a clan’s best hope. Tradition amongst most Rogók says that men should
Babies and infants are not expected to survive the be the warriors and healers while women should be
chill anyway, and so they go hungry. Older people, the caregivers and gatherers. The Gargúnn tribe is
beyond their prime childbearing years, must also go more liberal, and allows men and women to choose
without for the good of the clan. non-traditional roles. They may still face a lack of
support or discriminatory attitudes, but at least there
Mortality is no absolute rule against it.
The meat eaters of the mountains are the greatest
danger to Gargúnn survival. The most feared is the Courtship
saber tooth, which can see in the dark and leap In love and romance, Rogók men are supposed to
effortlessly along rough terrain. Scavengers are also be pushy and Rogók women are supposed to take
a grave danger. Often hunters in their own right, this as a compliment. The Gargúnn are typical in this
bears can travel five miles and more, guided by regard. If the woman refuses a man’s advances, the
their keen sense of smell. The site of a hunter’s kill male does not press the matter but may naturally
becomes a deadly drama, as each new scavenger experience a bit of depression.
tries to gorge itself before it, too, is driven off.
Young women may be exchanged between Rogók
The terrain is the next greatest cause of fatality. clans of various tribes, including the Gargúnn.
Gargúnn often die from slipping on a loose stone Normally, she is a chief’s daughter who has not
and falling down a steep slope, drowning in sudden found a mate in her own clan. It is an honor to be
chasm floods, and other mishaps. They frequently chosen for this role, and the new clan does its best
have to deal with gashes and broken bones. to make her feel welcome. They hope that she will
Gargúnn healers are familiar with setting and become mates with one of their clan’s males.
splinting bones, and bad cuts may be sewn closed
with a tiny strand of sinew. Amadou tinder fungus is If this does not happen, she may become a
used to stop bleeding and “prevent the entry of evil “Wander Bride” - a traveler on her own who looks for
Spirits” into a wound. Medicinal herbs are chewed a new clan to join. Such solitary wanderings are very
and swallowed or spit out, as the healer prescribes. hard. Many do not survive.
It is customary to barter for the services of a healer.
In addition to administering medicines, the healer By Gargúnn custom a man and woman who
will pray and sing over the patient. If the patient is a become mates are expected to remain so for life.
small child, the healer may elect to perform these There is no official ceremony, but when a man gives
services for free. a woman his necklace and she accepts then they
are married. After a year or so, she brings him a new
When someone falls ill with a cold, they are labeled necklace as an anniversary gift.
“unclean”, and must take themselves away from
the others. There are special caves where sick With the first wife’s consent, a Gargúnn man may
Gargúnn are required to go. Grimly, some other take a second wife (but no more). The first wife
Rogók tribes do not have ‘healing’ caves, they just gains status and a woman with a co-wife is
have ‘dying’caves. generally thought of as fortunate. A few Gargúnn
women are jealous and do not want a co-wife. Most
Pregnancy is also a dangerous time. Rogók women are not jealous, and may go so far as to encourage
prepare for it by doing special exercises to their man to court a second wife.
strengthen their muscles, and they undergo ordeals
to improve their resistance to pain. In spite of the

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Marital fidelity is the Gargúnn ideal. Adultery is The Fire Spirit is thought to be the protector of the
punishable by stoning. Nevertheless, mated cave-home. It is spoken of as a benevolent entity.
Gargúnn do sometimes have affairs. All flames are believed to be little Fire Spirits.

Child-Rearing Pets
The care of children is the women’s responsibility, The Gargúnn generally do not keep pets; they think
but Gargúnn men often become doting daddies. it is a waste of food. They may be followed by proto-
Children of a plural marriage are considered the dogs, who they tolerate so long as they do not
daughters and sons of both mothers. come too close to any of the children. The proto-
dogs haunt the midden heaps, and are only
Leadership allowed to come up to the cave’s entrance as long
By default, a Gargúnn clan chief’s first son becomes as they scatter when humans approach. Pushy
the new chief. They can be challenged by a sibling, proto-dogs are driven off or killed.
in which case an unarmed fighting match is held.
The new chief could be a chief’s daughter, if she Shelter
were tough enough. Above all, the chief must be a The Gargúnn are cave-dwellers, and they are picky
man (or woman) of their word. Being caught about where to live. For instance, the entrance
cheating on a spouse would almost certainly should have a crook, so that a cold wind from
disqualify a prospective chief. outside is foiled, and there should be a small hole so
that smoke from a fire can escape.
Individual clans of Gargúnn have their own rules. If
the rules of the clan are broken in some major way, There is usually a lit lamp somewhere in the back of
the transgressor’s chief has the power to sentence the cave. This is for light, but it is also a kind of alarm
them to death by stoning. For the most part, though, system. If the fire goes out, everyone must
there are not many rules. Mainly, clan chiefs are immediately run outside. This protects the
leaders in time of war, or when the clan is under inhabitants from huge invisible gusts of carbon
attack. dioxide that can sometimes occur.

Gargúnn clans are autonomous, and though they Entertainment


may cooperate there is no over-arching authority. Gargúnn like to gather and observe one another
participating in sports. Their favorites are rough team
One Gargúnn clan chief is Korzógg, son of Nachókk. games such as Trok, which is played with arm-length
He is renowned for his boxing skill. He has led the sticks and a goat skull.
clan through a dozen very difficult winters. There is a
haggard look in his eyes, the result of twice having Trok sticks are also used as rhythm instruments, with
lost a young wife to childbirth. He has no heirs. or without log and skin drums. The songs
accompany Gargúnn dances which involve
Beliefs synchronized stamping, grunting, and heavy
According to Gargúnn beliefs, even if no one hears jumping.
a promise made, the Spirits know - and breaking it
will displease them. Appendix 4: The Falora Tribe
When a person dies, their soul goes to sleep within
something they are carrying. The personal effects of Origin Legend
the deceased should be placed in a cave so that Long ago, the Ice and Fire Spirits joined to beget the
their rest will be peaceful. The Gargúnn also believe four breeds of Tojeepah. They lived on Mother Land.
that disturbed ghosts may leave their resting-objects Two of the children, a brother named Fala and a
and become evil Spirits, taking their wrath out on sister named Lora, longed to know where
the living by making them ill. Places of the dead are Grandfather Sun went every year.
thus to be avoided.
Where Lora and Fala’s parents had met there was a
A woman in childbirth may carry a small effigy. stream. The children cut down a tree, and Lora
Should she die during labor, it is acceptable for her made the first dugout canoe while Fala made the
mate to keep this figure with him for a period of first paddles. They followed the stream as it joined
mourning. with others until it became a river, and they
eventually came to Grandmother Ocean.

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The two children had so much fun at sea that they The Tanui are slender and graceful, with very little
never wished to return. They became friends with body fat. They may have long narrow feet and long
Sea-Lion and Dolphin, who in those days, had ears fingers. Many Tanui think that plump, sleek, and
like the elk. In order to experience life on land, the curvy bodies are attractive, however; it reminds
sea-lions and dolphins traded their long ears to Fala them of the aquatic mammals they love.
and Lora in exchange for legs, which the children
built for them out of wood. Tanui eyes are slightly slanted, or almond-shaped,
set in an angular face. Their ears are large and
Sea-Lion and Dolphin could now enjoy the pointed.
meadows and forests, but they kept coming back
to the river to sleep. Giant Beaver did not wish to Long hair is the norm amongst Tanui. They may braid
share, so it gnawed their new legs to pieces. Sea- it, or tie it at intervals with bits of gut.
Lion and Dolphin had to stay in Grandmother
Ocean. Fala and Lora kept their fine pointed ears, Clothing
however, and that is why their children, the Falora, The Falora wear fur and tanned hides sewn into
all have them today. close-fitting clothing. In cold weather, they wear
fish-skin jackets and leggings with specially made
NOTE: The Falora have forgotten that there are pockets stuffed with insulating material such as grass
other Tanui tribes, having traveled westwards from or goose down.
the others some time in the forgotten past.
Tanui Shamans usually follow only one totem Spirit. If
it is an Animal Spirit, they try to dress to look like it. For
instance, an Orca shaman may wear clothes that
are white on their stomach side and black down the
back. A Lemming shaman may wear a coat made
of hundreds of the tiny lemming skins sewn together.
On special occasions, they don animal-head
helmet-like masks or hats made of grasses sewn into
basketwork sculptures.

As a mark of devotion, a shaman of a hairless


animal such as the walrus may shave their head.
They may wear ivory piercings resembling walrus
tusks. Tooth-filing is also practiced. These shamanic
affectations are considered inappropriate for non-
shamans.

Lifestyle
The Falora live near lakes and rivers. They are mostly
nomadic, except each clan of roughly 100
individuals always returns during the harshest winter
months to a stationary long-hall. Their ability to
bathe in very cold water allows them to keep
themselves very clean even while traveling.

Falora boats are light enough to be carried by one


or two people, but moving them long distances
requires clear terrain or a wide trail. If a predator
threatens from the water, the Tanui go to land, and
if a land predator approaches, they take to the
Appearance river, lake, or sea.
Tanui have fair skin, though some have a slightly
In winter, the Falora attach flat wooden skids to their
greenish, bluish, or olive tint. Hair color ranges from
boats, turning them into sleds. They use snowshoes
black to red-blond and whitish blond, and
to move over deep snow.
sometimes slightly greenish white. Eye color tends to
dark brown or various shades of blue.

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Very warm weather in which the other breeds are must wait until winter to stock up on meat and fish,
comfortable makes Tanui feel fatigued. In the letting it dry in the cold. When occupied, the Falora
warmer seasons, the Falora will become nocturnal long-halls are magnets for deadly creatures.
to avoid the heat of the day.
The healers of the Falora make thick salves not easily
Disposition washed away by moisture. They can often set and
Tanui can be aloof and suspicious of outsiders. The splint broken bones. Their treatment for bad cuts is
Falora are no exception. Stealth is first nature to to hold the wound closed with one hand, and bring
them, and the other breeds may be suspicious of burning chaga tinder fungus very close to get the
them. They also have a reputation for being blood to clot and dry. Only the worst injuries need
vengeful. stitches, for which they use a very thin piece of
boiled and dried piece of seal gut.
Diet
The Falora rarely experience severe contagious
Like most Tanui, the Falora have little craving for
disease. They tend not to catch colds or other minor
sweets - but they love fish. They are harvesters of
illnesses from other breeds. When applied salves are
shoreline delicacies such as freshwater clams and
not enough, they turn to medicinal teas.
roots. They prefer the tart blubber of a river mammal
to fruit. Falora gatherers are usually outnumbered by
Unlike the other breeds, child mortality and death in
seafarers, who fish in the rivers and lakes.
childbirth are low amongst the Tanui. Their birth rate
is low as well.
Falora preserve fish by drying it, without the aid of
salt. This must be done outdoors, in cold weather.
This, in turn, requires them to catch fish during the Gender Customs
winter. They may go out with nets, or chop a hole in Women of the Tanui live significantly longer than the
the lake or river ice. men, and there is status with age, especially for
women who have many children. So Tanui tribes are
In each clan’s long hall, there is always at least one often matriarchal at the top. The Falora are one
large black stone block with a dished depression in such tribe.
the top. Attendants heat stones in the fire, put them
in this “pot”, and change them out to cook large Hunting parties are usually led by males, who are
amounts of soup. Traditionally, to earn a helping of expected to take more of the risks. If a female dies,
the soup, one must contribute something. Even little the clan has lost a potential child-bearer. A male is
children try to find something to offer. One person is more expendable.
in charge of choosing which of these ingredients to
add to the soup. Outside of these two principles, there is generally
equality between the genders. Falora males and
The smell of this dish can be marvelous. Alas, the females may practice any occupation.
combination of the soup in the pot and the meat
drying outside inevitably attracts large predators. Courtship
On occasion, the whole Falora clan must defend The concept of ‘marriage’ amongst all Tanui
themselves against a hungry invader or three. revolves around the uniting of two families in a bond
of mutual support. For the Falora, arranged
Mortality marriages within the same great hall are the norm.
Mishaps on a lake or river are the greatest takers of The female head of the family does the
adult Falora lives. A flash flood, a river rapid, or even negotiations. The young bride or groom may or may
just a spar of a skin boat breaking can send a not even be consulted.
handful of Falora to their doom.
The Falora tribe is unusually draconian about this
Predators are the second worst hazard. In the rivers custom. The penalty for refusing to marry, or leaving
and lakes, there are alligators. Bears with a taste for a marriage, is banishment. This is so severe that
fish must gorge before winter, and they prefer to Falora rarely exercise this option, even if they dislike
drive away competition, even when there is plenty their intended. Most would consider it a death
for all. sentence. In most cases, the matron tries not to
make a match so bad that it would drive a
Other land predators are the same as the other youngster into the jaws of a saber-tooth.
breeds face: lions and other great-cats, wolves and
dire wolves. Because the Falora do not use salt, they

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The Falora Matriarch presides over the wedding running feuds, the position of tribal Matriarch is very
ceremony, in which the couple share a piece of important. An heir is viewed as granting power to
food - usually a cake made from crushed dried fish. both parents’families.
Weddings traditionally take place in the fall. The
newlyweds then share a booth of the Great Hall The current Matriarch is Silara Sharpspear. She is on
during the depths of winter. her third husband. The first two both drowned in
fishing accidents. The third, Keridan, is almost young
There is no ‘divorce’ in Falora society. A union is enough to be her son. Her brother Lukaris
expected to last until death. Infidelity is punished by (unmarried) is her assistant in ruling. Silara has seven
a beating (to the point of permanent children: two daughters (Bredani, Tashila) and four
disfigurement), and banishment. Weakened and sons (Larinon, Azinilon, Kelkori, Sethanon). All but the
thrown into the wilderness on their own, this is also youngest daughter are adults.
likely to be a death sentence.
Beliefs
Once two Falora are married, they may leave the The Falora philosophy is “Be like water”. In general,
clan - provided that the bride’s brother permanently they think it wiser to follow a path of least resistance,
accompanies them, to protect her. His commitment rather than stirring up trouble with others. When
is lifelong, too. He will prevent his sister from being there is a conflict, they try to stay neutral.
treated disrespectfully or injured. If the groom
misbehaves, the Matriarch will hear of it. When neutrality is not possible, then the Falora
philosophy is “Reflect like dark waters”. This is a
Brothers in his position often do not themselves reference to “kettle lakes” (deep circular bodies of
marry. If the bride does not have a reasonably water left by glaciers), which are typically found in
capable brother, she must stay with her Matriarch’s deep valleys with little wind. Essentially, the goal is to
clan. mirror behavior. The kind person receives kindness;
the raider should be raided. If a Falora is quiet, it
Child-Rearing may be that they are simply observing, waiting
Producing a child is the couple’s sacred duty to the passively, in order to know how to treat new people.
clan, but that is only the start. Protecting children is The Falora tend to be quiet and passive upon
also a top priority. Having many children brings meeting strangers, simply observing until they learn
status to one’s lineage. The daughter of a mother how to treat the newcomers.
with many children is viewed as more important,
and more valuable, than one with few. Matriarchs It is said that Grandmother Ocean has no love for
keep a few of their most loyal adult children nearby the children of Fala and Lora. Accordingly, they pay
as her personal guard. Children are future power. her no homage. As Mother Land provides a great
deal, they honor her with an annual festival in the
Since young people perform many of the camp’s spring.
chores, they are not viewed as a burden. Many
adults die a violent death and leave orphans. The Falora have a superstitious dread of blood.
Children will be adopted by a relative. If there is a Among other things, it attracts predators. It is taboo
rivalry for custody, the Matriarch simply decides for anyone other than a dedicated healer to touch
where the youngster goes. Brothers who someone else’s blood. Even the smallest cut must be
accompany their married sisters and are unlikely to immediately tended if possible. If an animal has to
marry are often the first choice. Without a wife, the be hung up to let out its blood, this is attended by a
man would have no children, and thus, no support ceremonial, hypnotic, droning chant.
in his old age.
Women are considered dangerous during their
Leadership menstrual cycle because of the wild Spirit energies
Leadership of the Falora tribe and of each Falora they are supposed to attract. It is taboo for any man
clan is inherited. The firstborn daughter of the to touch her during this time, except her brother.
current tribal matriarch or clan chief is her heir.
Pets
Marriage into the ruling line is called “kinning”, as in, The Falora seldom keep pets. The Matriarch’s son
making two families kin. Noble heirs are granted the Azinilon has a pet reindeer, but he is a shaman of
authority to demand a feud end, and issue the Reindeer Spirit (and the Matriarch’s son).
instructions on how the situation is to be handled. Lacking the concept of “potty training” pets, such
Since the Falora are especially prone to long- animals are not allowed into the Long Hall in winter.

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The dogs that may follow a Falora clan are “In the old times, Teratorn was always arguing with
tolerated because they can eventually be Glyptodont over who was more beautiful. Little
slaughtered for meat. Monkey could get no sleep. He stole Teratorn’s egg
and ate it. When Teratorn discovered it was gone,
Shelter she was very upset and she blamed Glyptodont.
Part of the year the Falora travel the waterways in They began fighting, grappling, rolling end over
their dugout canoes or skin boats. These are flipped end. Hmm? What was that? You wanted to know
over and propped up on one side for a lean-to where the Maheechee came from? Oh. I forget.”
when the clan stops to camp.
Appearance
A Falora village (occupied only in the winter) Maheechee have large ears, muzzles with small
consists of one long building that they all share. blunt noses, cheek ruffs, and extravagant head-fur.
Inside, it is partitioned into many separate booths They are covered in soft short fur. Those of the Mozo
with translucent sheets of hide. The Falora are tribe range from sandy brown to black. The
fastidious housekeepers. Children are charged with identifying characteristic of the Mozo is their very
changing out the bedding grasses from time to light colored paws and feet. Mozo have the same
time, and collecting up reeds to cover the floors. eye colors that are found in cats: pale greenish
The air in the long-hall smells of fresh herbs. yellow, gold, orange, blue, green, and so on.

Entertainment Like most Maheechee, the Mozo are a little short


Storytelling games and small handicrafts are compared to the other breeds. They are usually
favored Falora pastimes. Some carve soapstone slender, but there are plump Mozos too.
using large finely-serrated shells.

Much of their energy is spent on traveling, and when


they settle down they are very tired. To avoid
attracting predators, this is a relatively quiet time.
Tanui therefore prize gentle recreations such as hair-
grooming, giving and receiving massages, and
reciting poetry.

Many of the Falora poems are teaching chants that


preserve information, such as how to prepare a
particular dish using wild onions and cod, or how to
best fashion a trident. Some poems are morose yet
beautiful laments. For the children, there are colorful
heroic tales and strange old myths.

Appendix 5: The Mozo Tribe


Origin Legends
The Maheechee tell many different, often
conflicting legends. These are some examples:

“The first Maheechee was the Spirit Animal called


Maheechee, and not one of the children of the Ice
and Fire Spirits. Maheechee saw the other Tojeepah
and decided it would be a fine thing to walk on two
legs. So he did. And, now there are many
Maheechee.” Clothing
For the most part, the Maheechee wear nothing
“There was once an enormous nut tree that was so more than simple loincloths and torso-wraps made
lonely that it grew many fruits. Those that fell on the of pounded bark. Until it gets cold, at which point
wet ground became the first plants. Some of those they wrap themselves in whatever warm things they
which stayed on the tree became the animals of can find - even cast-off garments from the other
the trees. Then their droppings became the animals breeds.
of the ground.”

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It is also common for Maheechee to wear a belt Mortality
with holes for holding some favorite tools. The Mozo are all too aware that nature has cast
Maheechee often travel by swinging through the them in the role of prey animal. In their southern
trees in their forest homes, so they do not like to homeland, individuals are picked off by bears,
carry anything in their hands. jaguars, eagles and snakes. Children are especially
vulnerable. The Mozo have come north hoping for a
Lifestyle better existence.
The Mozo are nomads. They are new arrivals in this
land, and considered primitive bumpkins by the Accidents are rare among the Maheechee, thanks
other breeds. They often seem to travel in a random to their agility. A Maheechee with the memory
“drunkard’s walk”. Partly, they are guided by sniffing required to be a good healer is rare, so there aren’t
the air and going in the direction that smells of food. many Mozo healers. Most of their medicinal herbs
They rarely hunt, and when they do it is usually only are applied by chewing and spitting. Others are
for small game. burnt, and the vapors inhaled. Since coming to
these lands, however, finding the right roots, leaves,
Although the Mozo are familiar with how to use fire, and berries has been very difficult.
and not afraid of it, they have little use for it except
as a way to stay warm. This creates a problem: one Gender Customs
can not build a fire in a tree without burning it down, The Maheechee are gender egalitarians, but it is
yet being on the ground is dangerous. Maheechee customary for the males to dress more brightly and
are poor runners. groom more fastidiously to look good for the
females.
They prefer to be awake at dusk and dawn,
between long naps at night and noon. Their ability Before initiation into adulthood, a Mozo is
to see in dim light makes them valuable considered genderless. There are manhood rituals
companions to non-Maheechee. for older boys and womanhood rituals for older girls.
They involve exotic discomforts such as being rolled
Disposition on an ant hill or being scarified with a tiny sliver of
The Mozo are a relaxed and open-minded people bamboo.
who like to sit on branches, their tails hanging down
swishing like pendulums. In places where there are Occasionally a Mozo will declare themselves
no tall trees, they may cluster close together, eyes “Chaheeka”. Chaheeka dress in loose-layered
flicking about watchfully. They are not usually clothing that conceals their gender, and are
aggressive towards other tribes. referred to using the same neuter pronouns that are
used for children. Chaheeka are supposed to be
Amongst their own kind, they are competitive and unusually inventive, and a bit eccentric.
status-conscious. There is constant bickering and
gossip. The Mozo find the social lives of other breeds Courtship
endlessly dull. Impressing prospective mates and dallying with
current mates is a major part of Mozo life. They are
Diet constantly forming or breaking up relationships.
Mozo prefer fruits, nuts, and vegetables. Rather than Sometimes Mozo mates stay together for weeks,
gathering many different things and eating them at sometimes months. On rare occasions a pair stays
once, the whole clan finds a great quantity of one together for a few years. Eventually, though, the
item, eats it all up, and then moves on to find attraction cools and they move on. The Mozo do
another. Since coming into contact with the other not have a status equivalent to ‘marriage’.
breeds, the Mozo have talked about finding a
permanent location to store food. So far, no plan Mozo relationships are publicly known but sex is
has been decided. private and discreet.

The Mozo also like the taste of blood, and will drink Most Mozo are “serially monogamous”, remaining
some of it when there is a fresh kill. If they find one, faithful at least at the start of a liaison. A few, both
the Mozo may use their small knives to scavenge male and female, take multiple mates at the same
from a recent carcass. time. Sometimes this occurs with their mates’
consent, but usually there is some duplicity involved.

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Child-Rearing The elder shamans promoted the custom of mating
Maheechee mothers often give birth to twins. This is in private. Not because of prudishness, but rather
a burden, but she can expect no extra help from the flaunting of relationships used to cause
her clan-mates. Eventually, one child (the ‘primary’) immediate violent conflict over “mating rights”. As
becomes her favorite, and gets most of the the younger shamans take over, physical conflicts of
attention and food. The other (the ‘secondary’) is this kind are returning.
more likely to be carried off by predators. If the clan
has to flee, the mother will carry away the primary The Mozo think that gender only exists for adults.
while the secondary is abandoned. Children and adolescents are referred to with
neuter pronouns. It is taboo for young people to talk
Seconds who survive invariably grow into smaller about sex, so kids are careful not to let the grown-
adults. They are the second-class citizens of the ups catch them at it.
group. They do more of the menial tasks, such as
separating sprouted seeds from hulls. If there is The Mozo are drawn to those who exhibit bravery.
competition for a mate, the second almost always This could mean courage shown during armed
loses. conflict, or it could mean the guts to perform in front
of a crowd.
As a result of coming north where there are fewer
predators, the Mozo clans have gotten larger - since Pets
more secondaries have survived to adulthood. They Little pet animals are popular for companionship
aren’t growing up quite so stunted anymore, either, and as decorations ‘for show’. Carnivorous pets are
and they are starting to question the traditional forbidden, however, even for shamans with the
social order. appropriate Spirit Lore.

Leadership Mozo distrust proto-dogs in-general, and half-


Mozo clan chiefs are chosen by an informal heartedly try to drive them off. They are usually too
consensus of the adults of the clan. There are many kind-hearted to kill or seriously injure them.
small discussions, and eventually someone emerges
as the de facto chief. The chief’s job is to decide Shelter
when discussion is over, and to announce what Standard Maheechee housing consists of a hastily-
course of action will be taken. made roof of large leaves over a makeshift nesting
platform. Maheechee can see the sense of the
One current Mozo clan chief is Tudacha, a young dwellings favored by the other breeds, but feel
and popular male. His stated goal is to bring all the claustrophobic when surrounded by walls.
Mozo to a place where life is always pleasant and
happy. He has only been chief for two years, with Several times Mozo clans have begun constructing
mixed success. roofs on posts, on large platforms between several
trees, for winter shelters inspired by the ones used by
Tudacha took over from Sanuma, a middle-aged the Tanui Falora. They were to have floors made of
female who was a reasonably good leader. stone, so that fires could be built there. One clan’s
Unfortunately, each of the past five winters has prior chief, Sanuma, was not able to lead their tribe
been worse than the last. Sanuma is jealous and into accomplishing this ambitious plan. The new
wants to reclaim her former place as chief of that young chief Tudacha has completely forgotten
clan. about it.

Beliefs Entertainment
Many amongst the Mozo have a small amount of Most nights the Mozo have a community gathering
Spirit Lore about a particular Animal Spirit - their where stories might be told, or songs sung. Small
personal totem. The tribe is in transition because high-pitched panpipes and clapping are
some animals that were common in their homeland accompanied by dancing. Although the sexes are
do not live in the tribe’s new northern home. Without equal, the males tend to sit with the males and the
their Spirit sponsors nearby, the older shamans (who females tend to sit with the females. When it is late,
were organized as a society across several clans) they slip away to their own nests, or sneak off to the
have lost the influence they once had. The nest of another.
disorganized younger generation of shamans are
bonding with the local creatures.

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Mozo Shamans engage in deep discussions. If the Quadrupeds may be led on a tether attached to a
clan is fortunate enough to have a Chaheeka, the harness or a nose-ring. They may be prevented from
shamans may assist them in developing strange new leaving at night with hobbles made of rawhide.
inventions.
The early herders first kept animals for meat. It soon
Young Mozo have many activities. They like to play becomes apparent to the herder that nature
hand-clapping pattern games with little rhymes. produces far more animals than are needed. Killing
They tie vines between trees and play jumping off all but the best male livestock is normal. As it is
games. There are games of catch involving passing natural for humans to become emotionally
several unripe fruits around at once, with elaborate attached to their trusting charges, ritual soon arises
rules for who goes next. “Baby Bird” is a game to help people cope with the harsh reality of
where a small hunk of skin with feathers tied to one slaughter. Herding people often decide they are
end is kicked back and forth within a circle of sending a creature's soul back to the Spirit Realm.
players. Their religion thus includes strict rules on how this
must be done.
Sometimes Chief Tudacha holds a wrestling
tournament, or a rock-throwing contest, or some Dogs, goats, and sheep are thought to be the
similar test of prowess. In preparation for this, earliest animals to be domesticated. A few other
individuals practice on their own or with teachers. likely options are poultry such as ducks or geese,
He invites those he deems worthy to sit by him and horses. Domestic cattle are descended from
during the contest. Someone is always falling out of aurochs and bison. (Since the game does not have
favor, and someone else is always eager to replace to follow prehistory, you could end up with, say, an
them. attempt to domesticate the triceratops. ...Good
luck.)
Appendix 6: Advanced Rules
Keeping a herd or flock fed requires moving on to
new pastures every several days. Those who
Advanced Job: Herder develop a circuit become vulnerable to ambush.
For security, herders must know of different feeding
grounds, and travel without an obvious pattern.

Most people at this time were lactose-intolerant.


(2/3 of the adult population today are cow's-milk
lactose-intolerant.) Symptoms include nausea,
Herder Skills: cramps, bloating, gas, and diarrhea, which begin
Combat (Missile Weapons) about 30 minutes to 2 hours after eating or drinking.
Path-Finding "Soured" milk products such as yogurt, however, are
Animal Knowledge (Land Animals) high-energy foods which no longer contain lactose.
Butchering
Lookout (Listening & Visual Alertness) For a female mammal to give milk, it must first breed
and then give birth. Eggs were a later development,
This is a highly advanced job, which would be after people settled down.
unknown to any tribe in a standard campaign. If it
suits the needs of the campaign, the cavemaster is Once a tribe has an established domestic milk-
welcome to introduce the herder a millennia or two animal, the door opens to capturing and taming
early. larger creatures too large for a human or dog to
nurse.
Herding is a very new career in the Cavemaster
world. Having one animal follow the clan is not too Historical Note
different, but when there are several, their needs The herding of goats and sheep in the Middle East
can overtake their owner's life. The animals must only dates back to around 7000 years ago. Herding
now be protected. With so many predators in the of goats and sheep in Africa goes back 6000 years.
world, herding is an occupation that dominates a Cattle herding is thought by archaeologists to have
clan. (The lone shepherd with dozens of animals is a been independently discovered twice. The herding
dream of the "future".) of cattle in South Asia dates back to around 7000
years ago. Herding of cattle in North Africa dates
back to around 9000 years ago.

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The earliest form of "herding" probably occurred Fire and Ice (1983)
when the proto-dogs who haunted the edges of Kinda heavy on metal swords, horseback riding &
camp were taken in hand-- leashed, and kept stone fortresses for a caveman movie, but hey.
around for food, 12,000 years ago in Asia. Technically prehistoric.
http://www.youtube.com/watch?v=Sz-yLWGaIxM

Clan of the Cave Bear (1986)


Surprisingly little happens in this story of prehistoric
race and gender relations.
http://www.youtube.com/watch?v=TIpRSJQtdmg

10,000 B.C. (2008)


This movie gets a bad rap. It’s not great, but it has its
moments!
www.youtube.com/watch?v=rw2iBPbYSbg
Honorable Mention
These films feature either short caveman sequences,
cavemen in modern times, intentionally comedic
cavemen. or some combination of the three:

2001: A Space Odyssey (1968)


Those alien monoliths will teach you a thing or two!
http://www.youtube.com/watch?v=ML1OZCHixR0

Trog (1970)
Joan Crawford's last film, featuring modern-day
caveman shenanigans.
http://www.youtube.com/watch?v=QEswYNdBR1Y

Caveman (1981)
With Ringo Starr of the Beatles. This is the one to miss.
http://www.youtube.com/watch?v=u58TKioxsVs
Bibliography History of the World (1981)
A comedic caveman sequence at the beginning,
Films of course.
We've watched a lot of caveman movies as part of www.youtube.com/watch?v=ulG_ReckFPs
our research for Cavemaster. Here are our
recommendations, in reverse chronological order: Encino Man (1992)
A clueless caveman meets his intellectual match in
Teenage Caveman (1958) the form of Pauly Shore in this teen-oriented
Starring a young Robert Vaughn. we quite liked it, comedy.
for Cavemaster RPG inspiration: http://www.youtube.com/watch?v=-EL26DOEqNk
http://www.youtube.com/watch?v=zWAzrxS8KmE
Iceman (1984)
One Million Years B.C. (1966) Pretty much not a very good movie. You'll believe
It's hard to argue with Raquel Welch as a caveman can fly. Er, I mean plummet.
cavewoman with a pet dinosaur. http://www.youtube.com/watch?v=lAvtmWRQMkk
www.youtube.com/watch?v=iCeX2WkBhEY
Apocalypto (2006)
When Dinosaurs Ruled the Earth (1970) Not really prehistoric, but great moments of primitive
Not terrible, but not great either. daily life & adventure.
www.youtube.com/watch?v=Fdx3Gt2coQw www.youtube.com/watch?v=W7oUUAHDNJc

Quest for Fire (1981)


The Citizen Kane of caveman movies. Absolutely
recommended!
www.youtube.com/watch?v=Vrd13cGv2GU

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Visual Reference
La Brea Predators
http://www.cryptomundo.com/wp-
content/uploads/LaBrea1.jpg

La Brea Herbivores
http://www.cryptomundo.com/wp-
content/uploads/LaBrea2.jpg

La Brea Mastodons
http://www.tarpits.org/education/guide/art/page1
1b.jpg

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Daniel Kulhanek (order #4053388) 7
Daniel Kulhanek (order #4053388) 7
Daniel Kulhanek (order #4053388) 7
Daniel Kulhanek (order #4053388) 7
Daniel Kulhanek (order #4053388) 7
Daniel Kulhanek (order #4053388) 7
Daniel Kulhanek (order #4053388) 7

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