Do you want to explore new lands and seek out new civilizations?

Do you want to trek the tractless trails of tributaries to talk to timeless
tribesmen?

Does the idea of backpacking with eighty pound packs through dismal swamps
and snake-infested jungles turn you on?

Then you need the Famous Explorers' Correspondence Course for Wayward
Wanderers.

We here at the Famous Explorers' Correspondence Course for Wayward Wanderers
understand the unique needs of Explorers and thus publish a valuable series
of succinct and informative Field Guides in order to capitalize upon those
exploring needs.

Field Guide to East Fricana includes "Tips about Tarna",  "Jungle Jaunting",
and "Savanna Sightseeing".

Field Guide to West Fricana includes "How to Do Voodoo", "Local Customs"
(and How to Avoid Paying It), and "How to Stay a Free Agent in the Slave
Trade".

Field Guide to North Fricana includes "How not to be Gypped in Egypt",
"Guide to Local Cafe's Catering to Expatriots", and "Discovering Destiny in
Dusty Deserts".

Field Guide to South Fricana includes "How to Speak with a Southern Accent",
"How to Host Post-Apartheid Parties", and "Scintillating Diamond Mine Tours".

Field Guide to East L. A. includes "How to Have a Riotously Good Time",
"Fabulous Freeway Festivals", and "Budget Tours on Less Than 200 Golds per
Night".

These handy and informative guides are available for just 10 golds each,
plus 25 silvers  shipping and handling.  (Traveler's checks not accepted,
so leave home without them.)

Just remember the Famous Explorers' Correspondence Course for Wayward
Wanderers motto:  "Wherever you go, there you are."

Famous Explorers' Correspondence Course for Wayward Wanderers
12345 Aerris Way
Silmaria


Introduction to the Land of East Fricana

"Hello there, F. E. here.  That's Famous Explorer to you.  I'm going to be
your guide through the sizable savannas and gigantic jungles that make up
the land you call East Fricana.  I call it 'Boopsie', myself -- named it
after a girl I once... Well, that's another story.

I've been an experienced Explorer for a long time now and I've learned a
lot over the years.  I've seen everything from the great Zezeboo Desert to
the great, greasy, green Limpopo River.  I'm kind of an Explorer's explorer,
you know?  So now, you want to be an Explorer?  You've come to the right
place for all the secrets of savanna survival and jungle journeys."


What is an Explorer?

Exploring is not an easy job.  In the Hero business all you have to do is
fight ferocious monsters, rescue dainty damsels from dragons or deliver
defeated knights from dungeons and stop mad Magicians from unleashing
terrible powers and destroying the world.  Big deal.  An Explorer must face
malicious mosquitoes, fend off bodacious babes from decadent lost cities who
mistake you for the legendary missing Master of the World and solve cunning
and complex puzzles to avoid traps built with technology far beyond the
capabilities of the civilizations which constructed them in order to find
incredible artifacts of unbelievable power and put them in a museum (or
store them away in some unmarked government warehouse).

Pointers for Potential Explorers

"F. E. here.  Just thought I'd share a few secrets to scouting the savanna
and suggestions for jaunting through the jungle.  I remember the time when
I discovered the Great Lost City of the Brass Bikini where I.... well, uh,
where was I?  Oh yeah, anyway, if you want to be an experienced adventurer
like me, you've got to learn how to get along in the exploring biz.

For instance, always observe local customs -- many tribes have customs worth
observing.  I mean, the way those women don't wear, well, you know what I
mean.  At any rate, try to obey the villagers' quaint rules and never annoy
the locals.  While there may be a few tribes you can still favorably impress
by flicking your bic at them, some will spear you for using magic in front
of them and others will counter your fire with some flame magic of their
own, and then where will you be?

Also, never underestimate the local inhabitants.  Remember, they've been
local for a lot longer than you've been lost there.

Finally, keep a wise crack handy for serious situations.  You never know
when you might get caught in a goblin pygmy trap just when twenty of the
little buggers are converging upon you for a late night snack.  Just whip
out your wit and recite some rapid repartee and you'll really earn their
respect.  They'll tell stories about you long after they've gnawed your
bones.  Reputation is an important part of being a famous Explorer."

Famous, Fearless Fighting Explorers

When a Fighter turns Explorer, it's time for the local flora and fauna to
flee!  The Fighter is accustomed to getting his own way, and everyone else
had better stay out of it.  Just because he's in a foreign country with an
unknown culture, unable to speak the language and unlikely to make friends
or influence people, he won't let this undermine his overconfidence.
However, there are a few ground rules which it would be well for the
prospective Fighter-Explorer to keep in mind:

1.  It is considered poor form to kill an innkeeper (or, for that matter, a
restaurant owner, waitress, or other innocent townsperson).  In general, you
might do well to only attack creatures which attack you, or are otherwise
overtly hostile.

2.  If you don't know what it is -- watch out.  Some creatures may be
tougher then they look.  Keep your weapon sharp, your shield handy and your
running shoes ready.  A good offense may be the best defense, but a shield
on the arm is better than your arm in a sling.


Artifacts for the Fighter

The sword: You need to be the "Sultan of Swing", the "Caesar of Slash" and
the "Lord of the Longsword" or  you'll be the "Monarch of Main Courses".

The shield: Use it, or lose it (arm and all).

The shoes: Remember, when the going gets tough, the tough get going, so keep
an open line of retreat.


Mysterious, Mystical Magical Explorers

When a Spellcaster goes on safari, the savanna will never be the same again.
Strange situations seem to surround the Sorcerer.  Magic manifests itself
everywhere, from the water of a quiet pool to the fruit of a large tree.
The Magic User sometimes gets the feeling that someone is watching his every
move, manipulating his actions, and that the entire world was designed to
test his abilities.  This is known as "paranoia".  There is nothing more
dangerous than a paranoid prestidigitator.

Messages for the Magic User

Magic Motions: When you got it, flaunt it.  Use your spells (and your
brains!) every chance you get.  This is sure to make an impression upon the
locals.

Wizardly Warnings: Some tribes have taboos against magic.  Avoid the use of
spells in their presence.  While you are certain to impress the locals, they
are likely to impress their spears upon you.

Combat Communications: Since most Wizards are wimps, it will be wise to
withdraw when conflict is close.  Spells work great against monsters, but
claws and pointy teeth work just as well on Magic Users, so things tend to
balance. Ultimately, when in doubt, get out.

Spell Suggestions:  Know your spells.  Most spells have unique advantages
and disadvantages, so it is wise to choose the best for a given situation.
Don't, for instance, use a "Flame Dart" when surrounded by dynamite.  You
might go off on a tangent.  Always keep track of your Spell Points.  When
you run out of these and a dinosaur is breathing down your neck, you'd
better flee with fleet feet or meet defeat.


Field Guide to Favorite Explorer Spells

Flame Dart (Offensive Spell): This is the "Main Flame" of legerdemain.
This useful spell is relatively cheap in spell points, can be used in close
combat and can turn a gruesome Ghoul into a toothsome gruel (if you like
that sort of thing).  Keep in mind, though, that some of the more powerful
monsters are immune to immolation.

Force Bolt (Offensive Spell): The "Bolt with the Bounce" is a versatile
spell.  It can be used in close combat as an offensive spell (but it uses
up a lot of spell points), or to ricochet off something and knock other
things over.  While fewer creatures are immune to the effects of the Force
Bolt, it does not do as much damage as a Flame Dart.

Zap (Offensive Spell): This spell can make your "dirk perk" or your "dagger
swagger" since it adds a magical charge to your weapon and increases its
damage.  Unfortunately, the spell effect is only useful in close combat
since you need to actually contact the monster with your dagger to release
the magical charge.  Fortunately, you can cast the spell on your weapon
either before or during combat, which lets you get a little extra charge
when you need it most.

Dazzle (Offensive Spell): "Erasmus's Razzle Dazzle" momentarily blinds your
opponent and gives you time for an extra attack while the monster is rubbing
its eyes.  This does presume that your opponent has eyes that see in the
visible light spectrum.

Reversal (Defensive Spell): The "Karma Cookie" of spell casting.  Cast this
spell before entering a magical battle and any offensive spell directed
specifically at you will bounce back at the one who cast it.  This does
not make you immune to area-affecting spells like Thermonuclear Attack,
nor can it be cast during close combat.

Calm (Defensive Spell): This "Mellow Fellow" spell relaxes a monster and
makes it take a few seconds to reflect upon the infinite beauty of the
universe.  Meanwhile, the Magic User can make an escape.  This spell is
less likely to work upon intelligent beings who notice you casting the
spell since they may think you are acting disharmoniously and decide to
beat the oneness of all things back into you.  Likewise, this spell is
useless in close combat for the monster will just mellowly eat you up.

Detect Magic (General Spell): This "Spell Spotter" allows you to sense
the presence of magical energy.  Useful for finding major magical items
or determining the obvious.

Levitate (General Spell): A "Rise Guys" spell, this allows the caster to
float weightlessly up into the air.  Quite useful for getting in over your
head.  Levitation requires concentration upon the part of the caster and
cannot be used in close combat.

Fetch (General Spell): The "Come and Get It" spell allows you to create a
magical "lasso" to grab an inanimate object and retrieve it.

Trigger (General Spell): This "Incantation Activator" allows the caster to
set off magical traps or spells.  Warning:  This spell can cause the
immediate release of magical energy when cast upon items which store
magic and can cause major destruction as a result.

Open (General Spell): The "Open Sesame Says Me" spell lets the caster
unlock latches and open doors.  It's useful when you lose your keys.
Open does not always work on enchanted doors.


Summary of Special Spells

Lightning Ball (Offensive Spell): This "Sparking Sphere" spell creates
an orb of energy you can use to direct against an opponent.  While this
spell uses more spell points than a "Flame Dart", there are fewer monsters
immune to it.

Thermonuclear Attack (Offensive Spell): The "Final Strike" spell (or
"Nuke 'em 'til they glow").  This spell destroys all living things within a
radius of ten miles from ground zero and makes that area uninhabitable for
several centuries thereafter.  However, it usually destroys the spellcaster
as well as the target.  This fortunate side effect has helped reduce the
proliferation of this slightly unpleasant spell.

Juggling Lights (General Spell): The undignified "Jittering Glitter" spell
creates a series of lighted spheres spinning around the head of the spell
caster.  Useful for lighting up dark areas where no one else can see how
silly you look.  A spell only a Gnome could love.

Summon Staff (General Spell): While this is not in the true sense a spell,
a "Magic Staff" is a magically created manifestation for the purpose of
casting spells.  Created through magical ritual from magically attuned
wood, the Magic Staff does not truly exist in this world.  Thus it requires
concentration to maintain its presence and is not something with which you
can walk around or engage in close combat.  On the other hand, spells cast
from the Staff do not use up the Magic User's spell points.  More
importantly , the Magic Staff enhances all spells, making them more
powerful.

Larcenous, Light-fingered, Lock-Picking Explorers

As Explorers, thieves are rather out of their element.  In villages,
lock-picking is a lost art, since there are no doors to unlock and very
few things worth stealing.  In remote and ancient cities strangers are
rather obvious and a prime suspect when things are missing.  Punishment
can be swift and deadly.  Thieves' Guilds seldom survive in the savanna
since there is nothing to swipe.  Thus, most self-respecting practitioners
of purloining pursue pilferage elsewhere or prepare a new profession.

Thoughts for the Thief

Sneak frequently.  Unlike many of your other skills, sneaking is actually
useful when exploring.  The less noise you make, the less encounters you
take.

Throw thoroughly.  The more you practice your pitching, the fewer monsters
you'll be missing.

Avoid direct confrontation.  Sneak, hide, do anything to keep from being
noticed.  The longer you stay out of sight, the longer you stay out of
fights.

Contact your confederates.  Everybody needs somebody sometime, but only
make the Thief Sign to those you suspect perform your own profession.  The
Thief Sign may have a disquieting effect upon strangers. To make the Thief
Sign, place your right hand perpendicular to your face with the thumb
resting upon your nose and wiggle your fingers.  With your left hand, rub
your belly.  Practice before a mirror before attempting this in public.
After all, you wouldn't want to look foolish.

Remember: make the Thief Sign when you want to find crime.


Tools of the Thief Trade

Thieves' Toolkit: This handy-dandy kit holds everything you need for illegal
entry, from lockpicks to credit cards.

Rope: This can be used for climbing slick walls or preventing great falls.

Grappling Hooks: When attached to a rope, these allow access to otherwise
unscalable scenery.

Oil: When silence is essential, oil is great for greasing squeakies.


Peerless, Personable Paladin Explorers

Some call them "Do-Gooders", some call them "Knights of Nobility" and some
call them "Cavaliers of Courtesy".  Others just call them "Confounded
Nuisances".  There are many names for these unsung heroes who try to prevent
injustices in the world and encourage harmony between living things.
However, since modesty is an important quality for Paladins, they seldom
become famous Explorers.

Paladins uphold the virtues of goodness and are at one with the essential
rightness of the universe.  Paladins are not followers but leaders of their
own destinies.  Where the laws of the land and the rights of the individual
are in conflict, the Paladin promotes what is "Good" rather than what is
"Lawful".  Paladins are seldom welcome in totalitarian countries.

To become a Paladin you must be trustworthy, helpful, pure, and brave.
(So most of you can bloody well forget it.)  A potential Paladin is often
watched by those who are already Paladins and is rewarded for his good
actions by a formal presentation of a Paladin Sword.  Through the acts of
kindness, charity and heroism, the Paladin gains in his knowledge and
understanding.

Because the Paladin is in harmony with the peaceful power which pervades
all, he gains certain abilities as he continues to do "Good".


Palaver for Paladins

1.  Do good deeds.
2.  Don't do bad deeds.  (Kicking cats is bad Karma.)


Partial Posting of Paladin Powers

Flaming Sword: The first benefit the Paladin gains is the ability to create
a magical flame around his Paladin Sword.  This increases the amount of
damage the sword will do to evil doers.

Healing: As the Paladin continues to promote peace, monsters tend to try to
tear him to pieces.  Therefore, the Paladin acquires the ability to heal by
touch.  Since this draws upon the Paladin's inner strength, this temporarily
weakens him, so the ability cannot be used in combat.

Sense Danger: After the Paladin has continued pursuing good activities for
some time this ability will automatically give the Paladin advance warning
if danger is present.

Honor Shield: When a Paladin has performed many deeds of great heroism he
is surrounded by magical protection whenever the Flaming Sword is ignited.
The Flaming Sword will now incinerate certain magical attacks intended for
the Paladin.

Welcome to East Fricana

"Ha, thought we'd never get here, didn't you?  F. E. again.  Now we get to
the real nitty-gritty part of being an Explorer.  This is where we get to
explore the land of East Fricana.

The continent of Fricana is somewhere south of where most civilized people
live.  It's wild and wooly and has many places and peoples never before seen
by someone with skin the color of unbaked bread dough.  Our job as famous
Explorers is to seek out these strange civilizations and teach them to live
the way we do.  Why should they be allowed to sit in the sun peacefully
herding their cattle?  They should be working nine-to-five jobs and get
stress-related ulcers the way people in the rest of the world do.

This all reminds me very little of the time I was exploring with Trudy
Trueheart.  Old Prudy Trudy, I called her.  Never got very far with her.
She met some Simbani Warriors as I recall, ran off to marry one of them.
Heard she was trying to teach them some civilization, or was that the other
way around?  Can't quite recall just now...

Anyhow, East Fricana is a major section of this continent.  Its principal
city/country is a place called Tarna, run by a bunch of Liontaurs.  Mostly
it's just a bunch of peaceful villages surrounded by dense, jeopardous
jungles or vast, viperous savannas.  Perfect place for the beginner to get
into the exciting career of exploration."

Tour Guide to Tarna

Built centuries ago on the banks of the Mto Kubwa (Big River) at the western
edge of the great savanna, this city has retained the basic architectural
style of the ancient Egyptians.  Some of the descendants of the original
builders still remain there and the major languages spoken are Egyptian,
Swahili and Common.

Liontaurs are the dominant species in the city.  They are the ruling class,
and the warrior class of guards.  The Liontaurs primarily live in the
eastern section of the city.  This area is restricted to humans.

Government:  The government of Tarna is headed by the position of King.  The
laws of Tarna are made by the matriarchal Council of Judgment.  The King is
selected through a series of tests of skill, strength and wit known as the
"Rite of Rulership".  He serves as King until the Council of Judgment
proclaims him unfit to rule.  The former King can again compete in the Rite
of Rulership to regain the throne.  Usually, he is torn to shreds by the
younger males during the competition.

The Council of Judgment consists of six positions:  the Speaker, the Mother,
the Youth, the Warrior, the Priestess, and the Wizard.  These roles are
restricted to females.

Money:  The primary currencies of Tarna are Royals and Commons.  Royals are
roughly equal to the Golds and Dinars of other lands.  There are 100 Commons
to the Royal.  Tourists should note:  There is a Money Changer in the
northwest section of the city who will exchange other currency for Royals
and Commons.

Places to Stay:  There is a good inn called the Welcome Inn in central Tarna.
This inn has fine rooms at reasonable prices.  The food ranges daily from
standard Mid-Eastern cuisine to many more local specialties.
FECSrating:  ****.

Things to See:  No self-respecting tourist should miss the spectacle of the
bazaar in western Tarna.  The sights and sounds create an ambiance unrivaled
in this part of the world.

The sightseer should also go out of the way to see the impressive "Temple
of Sekhmet" located inside the highest tower of the city.  Although humans
are not allowed inside the temple, a peek inside is more than worth the
asthma attack from climbing so many steps to get up there.

Savanna Sightseeing

The savanna is a large plain of grass with a few trees and rocks to break
up the monotony.  Scattered through this vast grassland are the villages of
the Simbani people.

Simbani Village Life: The Simbani are traditionally nomadic Warriors and
herders of cattle.  They travel many months of the year from village site
to village site in order to keep the herds in fresh pasturage. The Simbani
are friendly and open people.  They value physical fitness and greatly
respect outsiders who are physically fit.  They are openly antagonistic
towards Magic Users, so it is strongly suggested that no magic be used in
their presence.

Government:  The main ruler of the tribe is the Laibon, chosen from the
Elders, (older members of the tribe), for his wisdom.  Most decisions of
the tribe are made by the Laibon and the Elders discussing issues together.

Money:  The principal currency of the Simbani is cattle.  One bull = Two
cows = Four calves.  Gold is of no value to the Simbani except as an item of
jewelry.  The bartering of items is very common also.

Places to Stay:  Simbani villages usually have a guest hut for visitors.
It is strongly recommended that tourists bring their own food.  While the
Simbani are more than willing to share, few sightseers can stand the
coagulated blood and milk that make up a major part of the Simbani diet.
FECS rating:  **.  (After all, you can't beat the price!)

If you must sleep outside in the savanna, be sure to bring along something
with which to light a fire.  Many monsters stalk the savanna, searching for
sleeping Explorers.  A well-lit fire will either drive them away or attract
them, but at least you can see what you are fighting.

Things to See:  The people, the huts, and the cattle of the Simbani villages
are much more exciting than the grass, rocks and trees of the savanna.

If you are into walking somewhere to the south of the main Simbani village
of Tarna you will find the Pool of Peace.  This pleasant little lake has
the reputation of being magical and is always a great place to watch for
wildlife.

Jungle Jaunting

When most outsiders think of Fricana, they envision thick vegetation
blocking the trails being hacked by machetes, creepy vines reaching to trip
the unwary, snakes slithering through the very branch the Explorer is
reaching for, mosquitoes munching every section of exposed flesh, and the
heat and humidity helping the sweat stick your shirt to your skin.  Yes,
this is it -- the great jungle.  This is where we separate the Explorer from
the Tourist.

The jungle is indeed a place of wild beauty.  It is merely a matter of
searching for it.  Various tribes live in the jungle of East Fricana.  It
is only a matter of finding them.  Lost civilizations are concealed
everywhere in the thick undergrowth.  It is only a matter of avoiding them.
(Few lost civilizations are filled with friendly folk.)

Government: None.

Money:  None.

Places to Stay:  None.

Things to See:  Plants, snakes, monkeys, bugs, leopards, vines, mosquitoes,
trees, ferns, etc.  It is rumored that there is a giant, magical tree
somewhere in this part of the country and a lost sister city of Tarna filled
with ancient treasure.  Such are the stories of this great land.

"F. E. here.  The lure of the jungle is the siren's call to every Explorer.
You never know just what you will find there.  One time I was hacking my way
through some heavy underbrush when I came across this lost city inhabited by
apes and ruled by a beautiful woman.  Naturally, when she saw me, she fell
instantly in love.  After all, the rest of the guys around there were pretty
big, smelly, and hairy.  Jealous, too.  I barely got away by the skin of my,
well, let's just say that I learned an important lesson."

East Fricana Language Guide

Most of the people of this land understand either Common, Swahili or Arabic,
so here are some common phrases to make your communication more pleasant.

Greeting Phrases

Greetings are very important to the people of this region.  Almost all
social interactions should begin with a greeting, so mind your manners and
be polite.

Swahili Greetings:              Literally       Figuratively
Greeting:	Habari		(News?)		(How are you?)
Reply:		Mzuri		(Good)		(I am well)

Other Greetings such as "Jambo" ("You have nothing the matter?") vary
according to the number and person you are greeting.

Arabic Greetings:               Literally       Figuratively
Greeting:	Naharak sa'id	(Happy day)	(Have a nice day)

Other Useful Phrases
Swahili: 
Kwa Heri -- "Good-bye"		Asante -- "Thank you"
Lala salama -- "Sleep in peace"	Hodi -- "May I enter your house?"

Arabic:
Auda'nak -- "Good-bye"		Kattir Khairak -- "Thanks"
Lailtak sa'idi -- "Good Night"  Shuf ilmkara waka'mnilbarl --"Look, the
                                          mooker has fallen off the mule."


Field Guide to Native Fricana Flora and Fauna

East Fricana is widely renowned for its dynamically diverse wildlife.  The
elegant impalas leap past the grazing gnus and enormous elephants,  the
cunning cheetah pursues at incredible speed the zippy zebra, the giant
giraffes spread their legs wide apart and bend their elongated necks down
to drink at the wondrous waterhole while the happy hippopotamus wallows in
the malodorous mud.  These are the incredible images of the savanna safari
journeying deep into the hidden heart of this lovely land.  Unfortunately,
most of these amazing animals are now found only in a small game preserve
east of colorful Kensington, so you are unlikely to come across them even
on your most extensive excursions.

Amusing and Mostly Harmless Creatures

Monkeys: Arboreal mammals with puerile senses of humor, monkeys do their
best to enliven the dull day of even the lowliest Explorer with such
amusements as dropping overripe mangos on the traveler's head, leaving
banana peels on the path of the unwary wanderer, and sneaking into the
camp of the exhausted Explorer and making off with his traveler's cheques.

Meerbats: Small, furry creatures with wings, meerbats seem to be a mutant
form of meerkat.  They live in large colonies underground and eat fruit and
insects.

Not Quite So Amusing and Slightly Less Harmless Creatures

Rhinoceros: These ungainly remnants of prehistoric times still wander the
savanna of today.  They have extremely poor eyesight, keen hearing, and an
irascible temper.  If you happen to come across one of these amazing
creatures remember this famous Simbani proverb:  "The only way to stop a
rhinoceros from charging is to take away its credit card."

Goblin Pygmies: These diminutive members of the Goblin family are seldom
seen in the savanna and jungle although their presence is obvious.  Being
meat-eating and cautiously cowardly, they capture their prey in traps.
These traps are found throughout this region.  The wise adventurer should
stay alert, as some of these traps are well-concealed.  There is nothing
more damaging to the dignity of the Explorer than to be discovered hanging
from a footnoose by the wandering Warriors of the Simbani.  While the
Simbani are too polite to laugh at you, they do tend to snicker when they
think you can't hear them.

Giant Ants: These insects are no picnic.  Giant ants have unbelievable
appetites and have been known to strip an elephant carcass in 2.3 seconds.
They are persist-ant and resist-ant to giving up their chosen prey, be it
eland or Explorer.  In addition to their vise-like jaws and acid-ejecting
abdomens, giant ants are deadly since they seldom stalk solo.

Venomous Vines: There are poisonous plants elsewhere on the planet, but
none are as vicious as the Venomous Vines of the East Fricana savanna.  The
fruit of the vines is similar to grapes, very sweet and highly appetizing.
They form on a central stalk near the center of the vine patch.  When living
creatures approach to poach upon the fruit, the vines whip around, snagging
and trapping the animal and injecting the virulent venom with their thorns.
Use caution and common sense when coming across these crummy creepers and
skedaddle.


Definitely Not Quite As Amusing and Even Rather Harmful Creatures

Flying Cobras: Venomous vipers with wicked wings (a particularly nasty
combination), Flying Cobras have the added evolutionary advantage of
spitting venom as well as biting.  Thus, when journeying through jungles,
Poison Cure pills are recommended.

Crocs: These humanoid reptilemen are intelligent, tough and toothsome.  They
refuse to talk truce, (since they can't speak), and seldom spare the spear
or sheath their teeth.

Apemen: While it is not clear if these are apes ascending to men or men
descending to apes, Apemen combine the brute strength and toughness of the
anthropoid with the stupidity and cantankerousness of the humanoid.

Shapechangers: These are members of jungle tribes having the magical ability
to take on certain aspects of an animal and transform into a combination of
human and animal.  The type of animal depends upon the totem of a particular
village.  Some tribes, like those that assume the aspects of the Bushbaby,
are pleasant to encounter.  Others, like those that assume aspects of the
Python, Warthog, or Leopard, are best avoided.  All know magic and use
spells to defend their territory from all outsiders.  Shapechanger villages
are extremely hard to discover since they are generally magically concealed.

Moose: There are no moose in East Fricana.

Creatures From Which You'd Best Run Away

Dinosaurs: Big, ugly, mean, too stubborn to quit, too stupid to die, the
"Hatari Kubwa" (big danger) is definitely something to put on the
feet-don't-fail-me-now list.

Demon Worms: Legends are told from the Mijikenda on down of the big monster
they call "Utakufa" (You will die).  Since no one who has ever actually
seen this thing has ever lived to tell about it, rumors are sketchy.  It
is supposed to burrow underground after its prey and spring up out of the
earth at the last moment.  Most famous Explorers discard such naive native
narratives as pure poppycock.

Demons: Demons are not native to this region.  In fact, they are not native
to this world.  They enter our world through magical gates to spread chaos
and desolation upon everything.  The gates are opened by means of negative
energy released through death or destruction.  Such gates are usually
temporary unless sustained by a "Gate Orb" -- a magical device that draws
magic and negative energy from the air in order to maintain a gate.

Demons are resistant to fire and damage from non-magical weapons.  They may
be highly intelligent and magic-using (Demon Wizards), or just stupid and
tough (Dumb Demons), but all Demons are dangerous.


Concluding Caveats

"F. E. again.  Well, that's about all you need to know to be a Famous
Explorer around here.  It's been good talking to you.  Don't get much of a
chance to talk much anymore.  Seems no one wants to listen.  Why, I well
recall the time..."


