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!