From: [00 ctmalone] at [bsuvc.bsu.edu] (Pounding nails into the floor with my forehead.) Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: Dune Roleplaying Date: 6 Dec 1995 11:06:21 -0500 I've noticed that nobody seems to have done anything with Frank Herbert's _Dune_ in the RPG world. I'm running a campaign that features a civilization that mirrors his Fremen, so I thought I might post some of my material for anyone interested. Everything that follows has been converted to AD&D style stats, but they should be easy enough to convert to just about any system, most of the stuff is just common sense. Note: No matter what - the sandworm should not be underpowered. It is of great importance that players see it not as a monster or an animal, but a force of nature that shouldn't be tampered with reck- lessly. That is why the stats listed for it are so incredibly high. The fact is only a God or an Idiot would try to kill one. In the case of a God, it would still be one hell of a fight! Note #2: The universe of Dune as written by Herbert is high-tech, in my campaign I had no trouble fitting Fremen into a low-tech environment, by simply replacing the few technological devices they used with magical items. Wherever possible I have kept to Herbert's original descriptions, to allow DM (GM?) to change things to suit the technology of his/her own world. The text is divided into several sections. 1) Description of the average Fremen, with notes on culture and religion. 2) Description of Fremen desert survival equipment. 3) List of common Fremen objects, words, and concepts. (Quoted directly from the _Dune_ appendices.) 4) Description of the crysknife (a new magical blade). 5) Description of the Sandworm. ===================================================================== Legal Stuff: The following contains material from and is derived from the novels of Frank Herbert, and has been produced without his permission. If he or complains about it, I will immediately removed it. Neither Frank Herbert nor General Publishing (Toronto) were informed of this document's creation, and thus are not liable for the accuracy of the information herein. ===================================================================== FREMEN No. Appearing: 3d4 (3-12) Climate/Terrain: Desert Armor Class: See below Frequency: Uncommon/Rare Movement: 12 Organization: Group (tribe, sietch) Hit Dice: 1d8/level Activity Cycle: Varies Thac0: See below Diet: Omnivore No. Attacks: By level Intelligence: 3-18 (as human) Special Attacks: none Treasure: nil Special Defenses: See below Alignment: Lawful Neutral Magic Resistance: Nil Size: M Morale: Fanatic XP Value: Varies --------------------------------------------------------------------- Fremen inhabit the desert world of Arrakis (Dune). Trained in hardship and sacrifice from birth, they are unmatched fighters with a touch of fanaticism that makes them incredibly formidable to those who oppose them. Fremen are a sub-species of humankind. Most Fremen are shorter then average, ranging from 4'10" to 5'8". They are small framed, but wiry, agile, and deceptively strong. Their eyes are what truly set them apart from most men: A deep blue within blue with no white to speak of. The indigo color is caused by their constant exposure to the drug melange, or the 'spice', a substance that exists in great quantities in the deep desert were Fremen make their home. Fremen have a higher dexterity and consititution then most men. As an adaptive measure against moisture loss in the deep desert, Fremen blood clots at an ultra-fast rate, causing slashing weapons to do 1 to 2 points _less_ damage every time they are hit. Fremen are trained in combat from birth, consequentially all Fremen, no matter what their class, advance in Thac0 as fighters. This does not, however, give them any other fighter abilities unless they choose fighter as their class. Fremen move silently, as elves, when in desert surroundings. Being constantly exposed to the drug melange grants Fremen a heightened perception of their surroundings (+2 to Perception when using this optional rule). Thus, a Fremen can only be surprised on a roll of 1 on 1d10 (1-3 on 1d10 when not in the desert). Unfortunately, addiction to the spice makes it impossible for the Fremen ever to leave the spice-rich environment of Arrakis, they will die if it is not present in heavy amounts in their bloodstream. Fremen speak common and an ancient battle-language known as Chakobsa, once spoken by many peoples on many different worlds. They can also mimic the sounds of common desert animals. This does not allow them to communicate with animals, rather it allows them to signal other Fremen in secrecy, without revealing their position (often when preparing for an ambush). This language does not allow complex communication, rather it is set of pre- agreed upon signals that convey simple messages like the numbers of an opponent or to signal an attack. -------------------------------------------------------------------- Combat: Fremen are incredibly skilled fighters and do not hesitate to kill anyone who can be seen as a threat to a sietch as well as those who invade sacred areas. They regard the deep desert as their homeland and do not take kindly to invaders. Often non-Fremen travellers will be raided simply for their water, for water is a precious substance in the parched wasteland of the Arrakeen desert. Their weapon of choice is the _crysknife_. This dagger-like weapon is 20 centimeters in length and is manufactured from the tooth of a dead sandworm (see below). This weapon holds deep religious/ritualistic significance for the Fremen, and they gain a +1 to attack rolls when fighting with one. Treat all crysknives as +1 magical daggers (in other words, a Fremen with a crysknife gets a +2 for all attack rolls, see below for a fuller description). Once again, a Fremen in desert surroundings moves silently at will and is only surprised on a roll of 1 on a d10. They can also camaflouge themselves (half opponent's Perception scores to find them, otherwise have them roll their find secret door skill) to match the natural features of the desert. They do not wear armor, but in the desert they gain a 4 point bonus to their Armor Class, cumulative with their DEX bonus. When fighting in groups, they work together in a very organized, efficiently militaristic fashion, and most large raiding parties will be led by a Naib, the leader of the entire Fremen tribe ("sietch"). An ambush by Fremen will be well-planned and skillfully executed. If one of their number is taken hostage and held in demand of service, they will hold a funeral for him/her (their women fight beside the men) and act as if he/she is already dead. Similarly, if one of their number is seriously wounded, they will cut their losses and kill him. This is viewed as an honorable sacrifice and a service to the tribe. ------------------------------------------------------------------- Habitat/Society: Fremen tribes are scattered around the desert in under- ground dwellings hollowed out of rocky outcroppings. Everything about Fremen culture is survival-oriented: their militaristic organization, their religion, their dealings with outsiders. They turn up their noses at most "water-soft" outsiders, although a good warrior can earn their respect. Conservation of water is paramount, water is more valuable to Fremen then platinum is to the greediest adventurer. Without water, death comes swiftly to desert dwellers. They wear stillsuits, cunning devices (possibly magical) that recycle all body fluids into drinkable water. It is even said that they have found a way to remove all the water from a dead body and that the water from their dead (as well as from enemies they have killed) is distributed among the sietch. Each tribe has a Naib, a leader who has proven himself in single combat to be the best warrior in the sietch. The Naib leads raiding parties and is responsable for the tribe's welfare. The Naib is always male. Along with the Naib, each tribe has has a Reverend Mother, a spiritual leader who has passed the test of the "Water of Life", in which she converts a poisonous liquid produced by a dieing sandworm into a potent mind-expanding narcotic. In the process, she takes on the memories of all the previous Reverend Mothers before her. The Reverend Mother provides spiritual guidance in the "land of Shai-Hulud". Shai- Hulud is the sandworm god of the desert (sandworms are also referred to generally by the name of shai-hulud"). Other figures are the sun (Al-Lat, a rather angry figure, incidently), and Shaitan, a Satan-like demon prince. It is rumored that Fremen adopted the title "Reverend Mother" from a group of off- world missionaries, but this has never been confirmed. A Fremen Reverend Mother is typically a priest of anywhere from 7th level beyond. The Reverand Mother is accompanied by 1d8 priestesses, or Sayyadina (levels 1 to 6). Fremen priestesses may only fight with crysknife. The sietch is more than just a place of security, it is an extended family structure. The water-tight seals on all entrances allow Fremen to relax and walk free of stillsuits. Men may have multiple wives, but typically only one wife is taken per husband, as multiple wives and children represent an increased water-burden for the male. If one Fremen kills another in ritual single-combat, the living Fremen gains responsibility for the wife and children of the dead one. He then has one year to decide whether he will take her as a wife, if he decides not to he is freed of her burden and she is free, but the children of the deceased are always his responsibility. Also, the water of the dead becomes the property of the surviving combatant, if the combat was carried out by ritual challange. As water is all-important for Fremen, certain acts become far more significant: Fremen never cry once they reach adulthood. This is considered a waste of water. Thus, if they witness an outsider weeping, they assume it must be due to an extremely deep emotional wound. Crying for a lost comrade, "giving water to the dead" is an ultimate sign of respect. Spitting on the ground is a sign of friendship and respect. ------------------------------------------------------------------- THE FREMKIT: Fremkits are manufactured by Fremen and are often sold in cities lying on the edge of the desert. Along with a stillsuit, they contain all a traveller needs to survive for weeks in the desert. The following is a list and description of the contents of a Fremkit. Survival Guide: The cover, made of a tough, dry leathery substance, is embossed with the following words: "The Kitab Al-Ibar The Manual of the Friendly Desert, the place full of life. Believe, and Al-Lat shall never burn you." The text is well written in common (although many names are strange sounding, anyone able to identify languages will recognize them as Chakobsa). This book is a mixture of religious axioms and instructions for desert survival. It is printed on a dry, paper-like substance that is suprisingly difficult to tear (saves as cloth). Literjons: These are basically liter-sized water-bottles. In campaigns with technology, they are made of high density, shatter-proof plastic with a positive seal. In low-tech campaigns they are basically water-bottles, perhaps made of some type of water-proof leather with a double-seal to prevent leakage and evaporation. Stilltent: In tech-campaigns: "a small, sealable enclosure of micro-sandwich fabric designed to reclaim as potable water the ambient moisture discharged within it by the breath of its occupants" (quoting from the _Dune_ appendix). In low-tech campaigns it is a tent made of with several layers of unidentifiable fabric that is somehow enchanted to remain at a lower temperature then the surrounding air. This causes moisture in the atmosphere around it to condense and drain into carefully designed catchpockets for drinking. Energy Capsules: These are only available in high- tech campaigns, they are basically souped up caffeine pills. However, they provide true energy to the body, allowing the consumer to exert themselves for much longer periods then they would normally. In low-tech campaigns these might be replaced by some sort of energy providing food of secret Fremen manufacture, something like the "lembas" of Tolkien's Elves. Recaths: Basically, catheters. The _Dune_ appendix describes them as "body function tubes linking the human waste disposal system to the cycling filters of the stillsuit." They are, obviously, only used in high-tech campaigns. In low-tech campaigns, the stillsuit (a wonder of Fremen magic and ingenuity) take care of this messy topic "by magic". (: (If anybody can think of a believable way to take care of this in low-tech campaigns, please email me, I simply am not interested in fleshing this one out myself.) Sandsnork: Breathing device for pumping surface air into a sand covered stilltent. In low-tech campaigns this is merely to thick tubes connected to a pumpable bellows-like device that must be pumped periodically to replace bad air. Binoculars: Only available in high-tech campaigns. Stillsuit and stillsuit repair kit: In high tech campaigns, a stillsuit is "a body enclosing garment invented on Arrakis. Its fabric is a micro-sandwich performing functions of heat dissipation and filter for bodily wastes. Reclaimed moisture is made available by tube from catchpockets". In low-tech campaigns, the suit operates much the same way, it is made of an unidentifiable Fremen cloth that operates much like the stilltent's. One layer absorbs moisture, another condenses it and drains it through tubes into catchpockets. This liquid and waste is somehow "magically" filtered, cleaned and drained into catchpockets to be re-ingested. The repair kit is simply about one square foot of cloth and a gluey substance that can be smeared on it to form an airtight seal. Baradye Pistol: In high-tech campaigns only. "A static charge dust gun developed on Arrakis for laying down a large dye marker area on sand." Presumably for identification from aircraft. Sinkchart: A map of the most reliable routes between places of refuge. (A "sink" is a "habitable lowland area on Arrakis surrounded by high ground that protects it from the prevailing storms.") Filt-plug: In high-tech campaigns, this is "a nose filter unit worn with a stillsuit to capture moisture from the exhaled breath. In low-tech campaigns this is replaced by a leather-ish mask covered on the inside by the same type of cloth that the stillsuit is made up of. This mask covers both the nose and mouth and connects to the stillsuit via a tube. The cloth allows air to pass through it but captures the moisture that the wearer exhales. Paracompass: Available in high-tech campaigns only. "Any compass that determines direction by local magnetic anomaly; used where relevant charts are available and where a planet's total magnetic field is unstable or subject to masking by severe magnetic storms." In low-tech campaigns this might be replaced by appropriate instruments for navigation by stars, or perhaps even a plain compass if the civilization has advanced far enough. Maker hooks: "the hooks used for capturing, mounting, and steering a sandworm [maker, shai-hulud]". Note that only players with highly specialized training (Fremen!) should attempt to capture a sandworm. For all others, an attempt will inevitably result in death. Fire Pillar: In high-tech worlds, this is simply "a simple pyrocket for signaling across open desert." The DM may allow lower-tech Fremen to have developed a similar device, perhaps simply a firework. Thumper: "Short stake with a spring driven clapper on one end. The purpose: to be driven into the sand and set 'thumping' to summon shai-hulud." ------------------------------------------------------------------- OTHER FREMEN OBJECTS, WORDS AND PHRASES: Aba: a loose robe worn by Fremen women; usually black. Alam Al-Mithal: the mystical world of similitudes were all physical limitations are removed. Al-Lat: the sun. Amtal Rule: ... [a rule] under which something is tested to dteremine its limits or defects. Commonly: testing to destruction. [Often invoked to test newcomers in a Sietch.] Ayat: the signs of life. Bi-La Kaifa: Amen. (Literally: "Nothing further need be explained.") Bled: flat, open desert. Bourka: an insulated mantle worn by Fremen in the open desert. Burhan: the proofs of life. (Commonly: "the ayat and burhan of life". See Ayat.) Cielago: any modified _Chiroptera_ [for game purposes, a bat] of Arrakis adapted to carry distrans messages. [A distrans is a message carried in the neural imprint of a Chiroptera or bird. In low-tech games, the Chiroptera may be used in the same manner as a carrier-pigeon.] Cherem: a brotherhood of hate (usually for revenge). Death Tripod: ... the tripod upon which desert executioners hang their victims. By usage: the three members of a Cherem sworn to the same revenge. Derch: right turn; a worm steersman's call. Doorseal: [in high-tech campaigns] a portable plastic hermetic seal used for moisture security in Fremen overday cave camps. [in low-tech campaigns: a portable, round door-like object that expands by about two inches or so, sealing a Fremen overday cave camp entrance completely. Drum sand: [a natural area of impacted sand that produces a distinctive drum sound when struck by any sudden blow (walking, running, etc.).] Dust Chasm: any deep crevasse or depression on the desert of Arrakis that has been filled with dust not apparantly different from the surrounding surface; a deadly trap because human or animal will sink in it and smother. (See Tidal Dust Basin) El-Sayal: the "rain of sand." A fall of dust which has been carried to medium altitude (around 2,000 meters) by a coriolis storm. El-sayals frequently bring moisture to ground level. Erg: an extensive dune area, a sea of sand. Fedaykin: Fremen death commandos [AD&D fighters levels 10 and above]; historically: a group formed and pledged to give their lives to right a wrong. Fiqh: knowledge, religious law ... Gare: butte. Gathering: distinguished from Council Gathering. It is a formal convocation of Fremen leaders to witness a combat that determines tribal leadership. (A Council Gathering is an assembly to arrive at decisions involving all the tribes.) Geyrat: straight ahead; a worm steersman's call. Ghanima: something acquired in battle or single combat kept only to stir the memory. Graben: a long geological ditch formed when the ground sinks because of movements in the underlying crust layers. Haiiiii-yoh!: command to action; worm steersman's call. Hajj: holy journey. Hajra: journey of seeking. Hal Yawm: "Now! At last!" a Fremen exclamation Harj: desert journey, migration. Hiereg: temporary Fremen desert camp on open sand. Hookman: Fremen with Maker hooks prepared to catch a sandworm. Eyes of Ibad: characteristic of a diet high in melange wherein the whites and pupils of the eyes turn a deep blue (indicative of deep melange addiction). Ibn Qirtaiba: "Thus go the holy words..." Formal beginning to Fremen religious incantation. Ichwan Bedwine: the brotherhood of all Fremen on Arrakis. Ijaz: prophecy that by its very nature cannot be denied; immutable prophecy. Ikhut-eigh!: cry of the water seller on Arrakis Ilm: theology Istislah: a rule for the general welfare; usually a preface to brutal necessity. Jubba Cloak: the all-purpose cloak (it can be set to reflect or admit radiant heat [for low-tech cultures, it is double sided, one side white, one black], converts to a hammock or shelter) commonly worn over a stillsuit on Arrakis. Karama: a miracle; an action initiated by the spirit world. Kiswa: any figure or design from Fremen mythology. Kitab Al-Ibar: the combined survival handbook-religious manual developed by the Fremen on Arrakis. Kull Wahad!: "I am profoundly stirred!" A sincere exclamation of surprise ... La, La, La: a Fremen cry of grief. (La translates as ultimate denial, a "no" from which you cannot appeal.) Liban: Fremen liban is spice water infused with yucca flour. ... Lisan Al-Gaib: "The Voice from the Outer World." In Fremen messianic legends, an off-world prophet. Sometimes translated as "Giver of Water." (see Mahdi.) Mahdi: in Fremen messianic legend, "The One Who Will Lead Us to Paradise." Maker: see Shai-hulud. Maula: slave. Melange: the "spice of spices" the crop for which Arrakis is the unique source. The spice, chiefly noted for its geriatric qualities, is mildly addictive when taken in small quantities, severely addictive when imbibed in quantities above two grams daily per seventy kilos of body weight. (see Ibad, Water of Life, _and_ Pre-spice Mass.) ... [many claim that the spice produces prophetic powers when imbibed by certain people]. Mihna: the season for testing Fremen youths who wish admittance to manhood. Maud'Dib: the adapted kangaroo mouse of Arrakis, a creature associated in the Fremen earth-spirit mythology with a design visible on the second moon. This creature is admired by Fremen for its ability to survive in the open desert. Mu Zein Wallah!: ... "Nothing good, never good, good for nothing." [tradition opening for a Fremen curse] Naib: one who has sworn never to be taken alive by the enemy, traditional oath [and title] of a Fremen leader. Nezhoni Scarf: the scarf-pad worn at the forehead beneath the stillsuit hood by married or "associated" Fremen women after birth of a son. Out-Freyn: "immediately foreign", not of your immediate community, not of the select. Pan: any low-lying region or depression created by the subsiding of the underlying basement complex (...a pan indicated a region once covered by open water) Poling the sand: the art of placing poles in the open desert wastes of Arrakis and reading the patterns etched on the poles by sandstorms as a clue to weather prediction. Pre-Spice Mass: [an buildup beneath the sand of the bio- chemical forces involved in the creation of the spice melange. These forces build up pressure beneath the sand until an explosion occurs, throwing the material deep underground onto the surface and sucking the surface sand below. The material thrown to the surface eventually, after exposure to the sun and air, becomes melange. The explosion of a Pre-Spice Mass can be very dangerous for those in the immediate vicinity, as they will be pulled far beneath the sand, crushed and suffocated by the pressure above them.] Ramadhan: ancient religious period marked by fasting and prayer; traditionally, the ninth month of the solar-lunar calendar. Fremen mark the observance according to the ninth meridian-crossing cycle of the first moon. Razzia: a semipiratical guerrilla raid. Reverend Mother: ... [Title adopted by Fremen for their own religious leaders who have transformed the Water of Life within their bodies, raising themselves to a higher state of awareness.] Ruh-Spirit: in Fremen belief, that part of the individual which is always rooted in (and capable of sensing) the spirit world. Sadus: ... holy judges, equivalent to saints. Sandrider: Fremen term for one who is capable of capturing and riding a sandworm. Sandtide: ... variation in level within certain dust-filled basins on Arrakis due to gravitational effects of sun and satellites (See Tidal Dust Basins) Sandwalker: any Fremen trained to survive in the open desert. Sandworm: see Shai-hulud. Sarfa: the act of turning away from God. [Hubris.] Sayyadina: feminine acolyte in the Fremen religious hierarchy. Shadout: well-dipper, a Fremen honorific. Shai-hulud: Sandworm of Arrakis, the "Old Man of the Desert," "Old Father Eternity," and "Grandfather of the Desert." Significantly, this name, when referred to in a certain tone or written with capital letters, designates the earth deity of Fremen hearth superstitions. Sandworms grow to enormous size (specimens longer than 400 meters have been seen in the deep desert) and live to great age unless slain by one of their fellows or drowned in water, which is poisonous to them. Most of the sand on Arrakis is credited to sandworm action. Shaitan: Satan. Sietch: Fremen: "Place of assembly in time of danger." Because the Fremen lived so long in peril, the term came by general usage to designate any cave warren inhabited by one of their tribal communities. Sihaya: Fremen: the desert springtime with religious overtones implying the time of fruitfulness and "the paradise to come." Sink: a habitable lowland area on Arrakis surrounded by high ground that protects it from prevailing storms. Soo-Soo Sook!: water seller's cry on Arrakis. Sook is a market place. Spice: see Melange Subakh ul kuhar: "Are you well?": a Fremen greeting. Subakh un nar: "I am well. And you?": traditional reply. Tahaddi al-burhan: the ultimate test from which there can be no appeal (usually because it brings death or destruction). Tahaddi Challenge: Fremen challenge to mortal combat, usually to test some primal issue. Taqwa: literally "the price of freedom." Something of great value. That which a deity demand of a mortal (and the fear provoked by the demand). Tau, the: in Fremen terminology, the _oneness_ of a sietch community, enhanced by spice diet and especially the tau orgy of oneness elicited by drinking the Water of Life. Test-Mashad: any test in which honor (defined as spiritual standing) is at stake. Tidal Dust Basin: any of the extensive depressions in the surface of Arrakis which have been filled with dust over the centuries and in which actual dust tides (see Sandtides) have been measured. Usul: Fremen: "the base of the pillar." Wali: an untrained Fremen youth. Water Burden: Fremen: a mortal obligation. Watercounters: metal rings of different size, each designating a specific amount of water payable out of the Fremen stores. Watercounters have profound significance (far beyond the idea of money) especially in birth, death and courtship ritual. Water Discipline: that harsh training which fits the inhabitants of Arrakis for existence there without wasting moisture. Waterman: a Fremen consecrated for an charged with the ritual duties surrounding water and the Water of Life. Water of Life: an "illuminating" poison (see Reverend Mother). Specifically, the liquid exhalation of a sandworm produced at the moment of its death from drowning which is changed within the body of a Reverend Mother to become the narcotic used in the sietch tau orgy. An "awareness spectrum" narcotic. Weather Scanner: a person trained in the special methods of predicting weather on Arrakis, including the ability to pole the sand. Weirding: idiomatic: that which partakes of the mystical or of witchcraft. Windtrap: a device [magical in low-tech campaigns] placed in the path of a prevailing wind and capable of precipitating moisture from the air caught within it, usually by a sharp and distinct drop in temperature within the trap. Ya Hya Chouhada!: "Long live the fighters!" The Fedaykin battle cry. ... Yali: a Fremen's personal quarters within a sietch. Ya! Ya! Yawm!: Fremen chanting cadence used in time of deep ritual significance. Ya carries the root meaning of "Now pay attention!" The Yam form is a modified term calling for urgent immediacy. The chant is usually translated as "Now, hear this!" =================================================================== THE CRYSKNIFE The crysknife is a weapon made from the tooth of a sandworm. It is 20 centimeters long (smaller than a short- sword but larger than a dagger), milky white in color, and has a double edged blade with a slight curve. The weapon is extremely sharp and is considered a +1 weapon (when in the hands of a trained Fremen warrior, it is a +2 weapon). It is surprisingly light, weighing somewhat less than one pound, and saves as metal. Crysknives come in two varieties: fixed and unfixed. "An unfixed knife requires the proximity of a human[oid] body's electrical field to prevent disintegration. Fixed knives are treated for storage." Crysknives are sacred to Fremen, who all learn to weild them at a young age. Although they are never sold, they are occasionally given as gifts to trusted non-Fremen allies. "The uncleansed who have seen a crysknife may not leave Arrakis alive. Never forget that..." - The Shadout Mapes "A knife, my lord, a knife the like of which you've never seen...Milky white and glowing with a light of its own like." - Duncan Idaho Weapons Master to the Duke Leto Atreides "A certain responsability falls on those who have seen the crysknife. They are ours. They may never leave Arrakis without our consent." - Stilgar Fremen Naib of the sietch Tabr =================================================================== SHAI-HULUD: THE SANDWORM No. Appearing: 1 Climate/Terrain: Desert (Arrakis) Armor Class: -3 Frequency: Rare Movement: 200 (yards/rd) Organization: Solitary Hit Dice: 70-200 (!) Activity Cycle: Any Thac0: -5 Diet: Unknown No. of Attacks: - Intelligence: Animal Damage/Attack: - Treasure: Nil Special Att.: See below Alignment: Neutral Special Def.: See below Magic Resistance: Nil Size: From Gigantic to Just Plain Huge - (Large specimens have been known to reach 400 meters in length, 20 meters in diameter.) The sandworm (shai-hulud to the Fremen) is the enormous "Grand- father of the Desert". It appears as a immense, multi-segmented worm. Its mouth is composed of three triangular segments of flesh that can open wide enough to swallow three galleons. It has no discernable sensory organs. Combat: You do not fight sandworms hand to hand. Their only attack form is their ability to swallow vast areas of desert from below the sand. It is rumored that Fremen have found a way to mount and ride a sandworm, but this has never been accomplished by outsiders. The only known way to kill a sandworm is to drown it. Water is poison to them. Each segment is capable of living independantly, and each segment can grow into a new worm if split from its original owner. Normal piercing and slashing weapons do no damage to a worm's thick hide, and magical weapons just irritate it. In short. Sandworms are not monsters: they are forces of nature, not to be trifled with casually. Ecology: Sandworms are solitary, each roaming its own territory. They sometimes feud, and a battle between two sandworms is an awe- some sight. They apparantly feed much like whales, off of micro- organisms that they filter from the sand. They guard their territory jealously, however, and are attracted to the surface by any sort of rythmic motion indicative of life. Fremen often take advantage off this trait, by using thumpers (see above) to distract a worm while they cross sands known to be occupied. It is rumored that thumpers have other uses, but these have never been confirmed. It also known that travellers on the desert may avoid summoning a worm by breaking up their footsteps in such a way that they produce no discernable rythem. This kind of movement is tiresome to the untrained, however, halving their movement rate and requiring a dexterity check for every 100 yards of sand crossed. Failure indicates that the traveller has unwittingly fallen into a rythem. -- Christopher Malone Please email me if you have any corrections, additions, or comments - my address is [00 ctmalone] at [bsuvc.bsu.edu.] Also, if you know if any sources for Dune role-playing material, I'm very interested!