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1995-12-08
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Path: usenet.ee.pdx.edu!cs.uoregon.edu!sgigate.sgi.com!swrinde!howland.reston.ans.net!newsfeed.internetmci.com!in1.uu.net!not-for-mail
From: 00ctmalone@bsuvc.bsu.edu (Pounding nails into the floor with my forehead.)
Newsgroups: rec.games.frp.archives
Subject: SUPPLEMENT: Dune Roleplaying
Followup-To: rec.games.frp.misc
Date: 6 Dec 1995 11:06:21 -0500
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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 00ctmalone@bsuvc.bsu.edu.
Also, if you know if any sources for Dune role-playing material,
I'm very interested!