Places of Kalandar:
Woodlands and Forests
Kalandar's woodlands and forests were once the
pride and wonder of the region: large green expanses, with paths
- that were supervised and taken care of - crossing them, grown
and attended to by a careful containment and restock program:
except for the villages, the whole region of Kalandar was just
one big forest. When the Empire took over, the vegetation was
left to itself and so it had to deal with lack of cures and
mainly the assault of a lethal wave of pollution. With the
climate regulator down, gasses and atmospheric disturbances from
the rest of Coruscant are free to attack the zone. Kalandar's new
population, anxious only to find a shelter away from preying
eyes, have not done any better, unloading and letting free among
the surrounding woods every type of fuel, or digging underground
shelters and laying cables underground just about everywhere.
Twenty years of Imperial control have destroyed
a forest thousands of years old. In places where the woods were
young, trees have not re-grown, leaving in their place hills
covered by weeds, thorns and undergrowth. Instead the oldest and
strongest zones of the forest have survived but they are
fragmented and scattered to the four corners of the region. But
even they have not been left untouched: reacting to new
environment spurs they started to assimilate and live with the
new substances that have penetrated the water and the atmosphere.
In these zones the woods have grown out of control, generating
gigantic and twisted trees that envelop each other absorbing the
ruins and some times even whole villages and so becoming
inaccessible to anyone. The population of Kalandar almost all
agree in saying that not only the vegetation has adapted in an
unforeseen way to the brutal and forced incorporation to
Kalandar's ecosystem, but that also the animal life has started
to mutate in an unexpected way. Many patrons of the Dragon's
Coils - after too many drinks really - tell of giant infernal
mastiffs, distortions of the old dragon wolves that once lived
freely in the forests and that hide in the region's darkest
woods, ready to devour the unfortunate or to burn them to cinders
with fire that they blow from their nostrils; of course no
mastiff has really been seen or captured. More belief is given to
those rumors that tell of Womp-rats that have grown up to double
their usual measure. Considering that this means there are
creatures at least five meters high it is understandable that the
people of Kalandar are reluctant to wander out of the villages
after sunset. Anyhow Womp-rats, mutated or less, themselves hide
among the most inaccessible ruins or in the thickest woods far
away from the humans they fear as much as they are feared by. The
possibilities of falling in danger for those who stay near the
villages or along the roads are few.
Womp Rats: DEX 2D, PER 1D+1,
STR 2D+1; Attacks: claws (2D+2), bite (3D+1); Size: 2.1 meters;
Speed: 5
Womp Rats, mutated: DEX 4D,
PER 2D+2, STR 4D+2; Attacks: claws (5D+1), bite (6D+2)
Dragon wolves: DEX 3D, PER
2D+2, STR 3D; Attacks: claws (3D), bite (4D); Size: 1-1.5 meters;
Special abilities: smell (Search 5D).
Dragon Wolves, mutated (Mastiffs): ???
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