Korulu, Children of the Swamp

“An id exploratum cuiquam potest esse, quomodo sese habitarum sit corpus, non dico ad annum sed ad vesperam?”
Can any one find out in what condition his body will be, I do not say a year hence, but this evening?
-Cicero, De Finibus Bonorum et Malorum

“On commence par être dupe,
On finit par être fripon.”
We begin by being dupe, and end by being rogue.
-Eustache Deschamps, Réflexion sur la Jeu

Playtest Version

This material is still in the process of being playtested. It is fully usable as written, but may be refined or changed in later versions. As always, this content should only be used with GM permission.

The Korulu


With their small size, large eyes and mouth, and glossy, colorful skin, many people find the korulu (sometimes known as salamander folk or newt folk) to be quite cute. They are not pushovers though, and have thrived for millennia in bayous and jungles filled with monsters and hostile creatures. Their mobility makes them extremely capable of guerrilla tactics if necessary and they have a keen sense for how to attack from out of the reach of predators or enemies. In areas where they regularly come in contact with other folk, they also tend to develop a reputation for their ability to slip into or out of almost anywhere.

Adaptable Amphibians

The korulu find climates that are too dry or too cold to be unpleasant. They thrive best in tropical swamp forests but can live happily in fresh or salty water, and can settle in underwater caves, treetops, large abandoned beaver dams, or lake beds as well—as long as it is defensible from larger creatures that may pose a threat to them. They are especially fond of locations with easy transitions between various terrain types they can inhabit, such as old hollow trees that can take them from beneath the water to high branches without being exposed.

Fight Dirty

Salamander folk are small and lack any natural weaponry of note and their preferred climate is dense with dangerous predators of all sorts. Consequently they have developed a philosophy of leveraging every advantage one can have towards a problem. After all, a black caiman or giant toad has no concept of fighting fair. This doesn’t always involve traps or combat, though, as some advantages are more social. Korulu recognize that many larger folk find them adorable and will play that impression for all it’s worth when trading or soliciting assistance.

Change Season

Towards the end of the wet season every year, when resources are generally most plentiful, the korulu have a ceremonial period known as Change Season. This approximately two-month span involves celebration and festivals centered around choosing new paths in life as well as naming ceremonies. In addition to being a time for exploring new occupations and social interactions, many korulu will change their physical sex, either to restore a balance in a population with a disproportionate makeup or as a conscious choice (by instinctively indulging in or ignoring certain dietary cravings) or simply spontaneously because they don’t care to consciously remain the same. Even if these particular traits remain the same, it is not unusual for other physical features, like coloration or physical proportions to alter somewhat during the Change Season. Because korulu change places and classes in society so regularly, their culture strongly opposes discrimination, as such a malleable feature is not seen as a useful basis for judging a person.

Korulu Names

During the Change Season, a korulu will often choose to take a new name, either to reflect a new physical state, a new occupation, or simply as a symbolic indication that they feel they have grown to be a new person mentally. Their names are given in a list, from most recent to oldest, though as the list becomes inconveniently long, they will usually drop the names they feel are less influential on who they are now or from periods they do not care to dwell upon. It is typical for these name-lists to include a number of both masculine and feminine names, as especially during childhood and young adulthood, their biology often fluctuates frequently. A single korulu name is never more than two syllables long, so the name-list does not become too unwieldy.

Example Feminine Names: Archam, Banba, Cobla, Derlei, Domel, Eithni, Find, Fotla, Gemm, Liga, Mel, Nabroc, Nectu, Utla, Wen
Example Masculine Names: Alpin, Bolg, Bridei, Canu, Drest, Erp, Girom, Ini, Lut, Munait, Nech, Ru, Talorc, Uerb


New Species: Korulu

    Common Personality Traits: Careful, gregarious, dirty fighter
    Common Physical Traits: Cute, brightly colored, nimble, damp
    Type: Small biped folk with a Reach of 1. Your maximum wounds equal your Constitution score x 2/3 (rounded up).

  • Attributes: +1 Dexterity, +1 Any, -1 Any
  • Base Speed: 30 ft.
  • Amphibious: You may breathe freely in air or water. (Impurities in the water may affect you much as gasses would when breathing air)
  • Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.
  • Enjoy the View: Your speed when making climbing checks is equal to your base speed –10 with or without climbing gear (–20 when traversing inverted surfaces). You minimum result when making a Climb check is 15 unless you roll an error. Climbing occupies only one of your hands and you may cling to your current position without using any hands. (see FC, page 222).
  • Fearless I: You gain a +4 bonus with Morale checks.
  • Very Flexible: You are considered tiny for purposes of determining your Footprint and for Squeezing.
  • Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage — such as from the environment — you are sickened until you escape the source of the damage.

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Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

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