Wonderwood

This is a forest empowered with strong magic, where the presence of Hykim/Mikyh can still be clearly felt. In Wonderwood can be found practically all species of animal common to Glorantha, and several that are unique to this place. Strangely enough, there aren't very many animals of each species, yet they still keep a constant level of population. As long as there is no outside interference, that is.

During the Second Age there was a great deal of interference. Many hunting expeditions sallied forth from the mighty empires of those days, and the relentlessly inquisitive God Learners saw it as their duty to uncover the secrets of Wonderwood - at any cost. Many animals were exterminated, along with some varieties of beastman that existed nowhere else on Glorantha. But the end of that Age came, and with it the downfall of these arrogant knowledge-seekers; the powers of Wonderwood played a small but noticeable part in this process. All those who had entered the forest without respect or abused its inhabitants died the most gruesome deaths.

During the Third Age, humans have as a rule not had the courage to hunt in Wonderwood. The exceptions are usually furtive forays into the fringes. As the Maula tribe's fate clearly demonstrates, this is a wise policy.

The forest can be roughly divided into two zones; Inner and Outer Wonderwood. The outer area consists largely of forest, with some relatively large expanses of open ground, but the inner zone is covered with forest, jungle, wetlands and swamps. The foliage is of an unusual nature compared with that of Ralios or Maniria. Apart from the normal birches, oaks and conifers (which grow even in the dampest and densest jungles) there are many varieties of palm tree. Also, the undergrowth has few of the usual shrubs, instead specializing in normal and giant-sized foxbrush, horsetail, and numerous kinds of fern. Many of these have flowers that bloom in colours and shapes that will seem very exotic to most humans.

Besides animals, beastmen and the ever-present insects (most notably the large, colourful butterflies and dragonflies), the forest is inhabited by a number of more or less substantial "Guardian Beasts", probably originating from before Time. Their task is to guard Wonderwood from intruders and punish those who transgress against the unwritten laws of the forest.

It should be noted that the punishments described below are specifically for those harming the fauna of Wonderwood; should someone actually try to harm the forest itself much greater forces would be unleashed.


Hunting in Wonderwood

This involves a certain amount of risk. In addition to the natural hazards of wild animals, beastmen and often treacherous terrain, there is the supernatural intervention of the Guardian Beasts to reckon with. For each animal killed a hunter acquires a percentage chance, equal to the POW of his prey, of attracting the appropriate guardian's attention. This chance is cumulative with regard to each guardian, and can once gained never be lost or reduced. At the first awakening, a warning is given in the form of feelings of discomfort and uneasiness. The effect of a second successful roll is that the guardian in question will engage in Spirit Combat against the offender: treat it as an attempt at covert possession, but the effect of being 'possessed' is actually one of being cursed. In the case of more extensive hunting or outright massacres of the fauna, the guardians can affect larger groups with their curses; even as much as a whole tribe. Note that the POW statistics given for the guardians do not indicate the total Power of these beings, just the amount they can bring to bear against a given individual.

There are a few ways to avoid these effects, but they are not widely known. Many species lack a guardian and can therefore be hunted without risk, unfortunately there is no reliable information to be had on which species are 'safe'. The best all-round remedy is Illumination. Illuminated hunters are completely immune to the guardians' powers.

Vobagong Longtusk

POW 57

Protector of: Mastodon, Stegodon.

Curse: SIZ increased by 1d6+3, STR reduced by 1d6+3 (but not below 3).

Dalong Fourfang

POW 41

Protector of: Blackbestur, Razorjaw, Sabretooth Cat, Spotjumper, Taumat.

Curse: Sterility for 2d20 years.

Nimbiar the Glider

POW 40

Protector of: Flying fox.

Curse: Vertigo and Movement Rate 1 for 1d20 years.

Mazurk Bellybelch

POW 36

Protector of: Grazer, Hexapod, Tusker.

Curse: Allergic to meat for life.

(The Bloody Tusk was originally part of Mazurk's entourage, but stole a herd of tuskers and headed eastwards.)

Jorgal Bluetongue

POW 36

Protector of: Galumer.

Curse: Violent cramps upon ingesting food: 1d3 hits to the abdomen.

Sarn the Horned

POW 29

Protector of: Greathorn.

Curse: Grow antlers (enc increase of 1/season).

Lebarm

POW 27

Protector of: Praltan, Sulgod.

Curse: Unable to articulate speech for 1d3 years.

Junim

POW 15

Protector of: none (all exterminated)

Curse: Nightmares (no fatigue or magic point recovery) while inside borders of Wonderwood.

Junim hates all of humanity; she sometimes haunts those entering Wonderwood indiscriminately.


Fauna of Wonderwood

Most of the animals described in this section are found nowhere else; if they did roam the outside world at one time, they have now been forced back into Wonderwood. So why are these beasts so sought after? The reason is: magic. Each of these species has a unique ability, that can be harnessed (some might say stolen) by those who know the right enchantments and rituals - and have the right piece of the animal's anatomy available.


Cat, Backspotted (Dendrofelis wonderwoodi)

A mid-sized carnivore; large specimens can reach 80 kg, but most weigh no more than 50 kg. This feline is strictly solitary, apart from mating season and the time mothers spend with their offspring. They spend most of their lives in the trees, seldom descending to the ground. The kittens are born in Dark season and are abandoned by their mother the first day of Sea season. They either survive or die relatively soon.

STR 2d6+6
CON 3d6
SIZ 2d6+2
INT 5
POW 2d6+6
DEX 2d6+12
Move 5

AP 1

Claw SR 7 A 50+6 1d6
Bite SR 7 A 40+6 1d8

Climb 90+12, Dodge 50+12, Jump 80+12, Hide 50+7, Sneak 75+7.


Galumer

A berry-eating beast that spends much of its life up among the branches of Rann trees, munching the blue Rannberries. What little time it's on the ground it uses to drink water. The Galumer is a solitary animal, only seeking out others of its kind during mating season.

STR 2d6
CON 3d6
SIZ 1d6+6
INT 5
POW 3d6
DEX 2d6

Move 1 / 2 in trees

Claw SR 8 A 25-10 1d4


Hexapod (Moropus hexapodata)

One of the strangest and rarest creatures in the Wonderwood: unlike other mammals (which are tetrapods), it has six legs. The reasons for this divergence are unknown. There are only three sightings of hexapods in recorded history, one of them (in the 2nd age) resulted in the beast being killed and taken to Jrustela for examination. Any research results are of course lost now, and hexapods are still a mystery to Gloranthan sages. Perhaps they no longer exist?


Klabbarp (Doedicerus imperator)

The largest and most dangerous of the three different species of armoured animals that dwell in Wonderwood; the other two lack the club-like lump at the tail's tip. Klabbarps mate for life, with young born every other year on the average. They eat grass, leaves and a small amount of insects (ant eggs are a delicacy).

STR 4d6+18
CON 3d6
SIZ 4d6+24
INT 4
POW 3d6
DEX 2d6

Move 2

AP 12

Tailclub SR 7 A 30+1 1d8+3d6


Raccoon, Flying (Luricus pseudoprocyon)

The best bird hunter and egg thief in Wonderwood, but just as happy to eat fruit. These 30 cm long animals live in extended family groups with a dominant female as leader. One of the few species that to a certain extent cares for the elderly and wounded.

STR 1d4+2
CON 3d6
SIZ 1d4
INT 2d6
POW 2d6+6
DEX 2d6+6

Move 2 / 6 gliding (up to 20m)

Climb 100+8, Jump 100+8, Sleight 60-3.


Razorjaw (Smilodon wonderwoodi)

One of the wood's carnivore species, very similar to a sabretooth but smaller. The back edges of its 15 cm long canines are razor sharp. Razorjaws are sometimes encountered outside of Wonderwood and are then attractive prey for hunters. There used to be a stuffed razorjaw in Dorflik's Lhankor Mhy temple, but it was eaten by insects and now only the reknowned teeth are left. A razorjaw canine can be worth as much as 300 silvers to the right buyer.

STR 3d6+6
CON 3d6
SIZ 2d6+6
INT 6
POW 2d6+6
DEX 2d6+12

Move 5

AP 1

Claw SR 8 A 40+9 1d6+1d4
Bite SR 8 A 30+9 1d10+1d4

Dodge 30+10.


Taumat (Taumata major)

One of the most famous animals in the Wonderwood, its fur is considered to be without compare and has graced several western kings' wardrobes. The texture of the fur is silky smooth and dense, with a colour scale between grey and blue-black. A taumat is the size of a bear, weighing 300 kg when fullgrown. There is no difference in size or coloration between the sexes. Its small ears are perched on top of the head, its close-set eyes in front are the primary sensory organ - a taumat has excellent vision in both day and night conditions. The front legs have powerful paws with claws that are used for digging up roots - the staple of a taumat's diet.

STR 3d6+12
CON 2d6+6
SIZ 3d6+12
INT 5
POW 3d6
DEX 3d6

Move 5

AP 3

Bite SR 6 A 25+3 1d8+2d6
Claw SR 6 A 40+3 1d6+2d6

Note: a Taumat can attack twice per MR, either with two claws or one bite and one claw, 3 SR separating the attacks in any case.

Listen 30-2, Scan 50-2, Track 50-2, Sneak 30-12.


Taumat, Dwarf (Taumata minor)

A smaller subspecies of Taumat. Always of a deep blue-black colouring. Grows to be approximately 50 kg.

STR 2d6+6
CON 2d6+6
SIZ 2d6+6
INT 5
POW 2d6+6
DEX 2d6+6

Move 3

AP 2

Bite SR 8 A 25+0 1d6+1d4
Claw SR 8 A 25+0 1d4+1d4

Listen 40-1, Scan 40-1, Track 40-1, Sneak 40-3.


Whitechest (Oryx leucogaster)

One of the wood's most common animals, it also roams in the hills to the west. Males can weigh as much as 150 kg, females around 100 kg. They are exclusively herbivorous, but still known for their aggressiveness, often attacking intruders. On such occasions (as well as during mating season) they use their long, spiral-shaped and very sharp horns. There is a white surface on the animal's chest that is clearly visible when it lifts its head to signal either surrender or watchfulness. A Whitechest will never attack someone dressed in white.

STR 3d6+6
CON 3d6
SIZ 3d6+6
INT 5
POW 3d6
DEX 3d6
Move 5

AP 1

Horns SR 7 A 50+0 1d8+1+1d6
Hooves SR 7 A 30+0 2d6


Flora of Wonderwood

While not as blatantly magical as the wildlife, much of the foliage also has special properties. They are not as powerful, but considerably easier to get access to. For one thing, there are no 'Guardian Plants'. Secondly, no particular magic is required, only the right recipe.


Rannberries

From these a decoction can be brewed that will give the drinker a blue tongue (this effect wears off in a few days). It also grants, for one hour, the ability to sense poison in food or drink. Only a minute amount of the substance to be tested need be tasted, and it can be spit out before any ill effects occur.