The Elephant & Macaw Banner RPG

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The key takeaways are that the book describes an roleplaying game set in colonial Brazil that allows players to take on new perspectives through imagination and play.

The book is a roleplaying game guide set in the fictional world of The Elephant & Macaw Banner, which is inspired by the history of colonial Brazil and its inhabitants.

Some of the skills and powers described in the book include powers of breath like cure wounds and cause wounds, and powers of Ifá like detect poison and protection against enemies.

Christopher Kastensmidt

Author & General Coordinator: Christopher Kastensmidt


Editor-in-Chief: Douglas Quinta Reis
Producer: Vitor Severo Leães
Art Director: Ursula “SulaMoon” Dorada
Interior Illustrations: Cássio Yoshiyaki, Ernanda Souza, Marcela Medeiros, Rodrigo Camilo de Almeida,
Gabriel Rubio, Guilherme Da Cas, and SulaMoon
Graphic Design, Layout & Cartography: Filipe Borin
Cover Illustration: Marcela Medeiros
Logo Design: André Vazzios
English Translation: Thomas McGrenery
English Copy Editing: Lauren McManamon, Ink Forest

Portuguese Edition published by: Devir Livraria, Brazil


English Edition published by: Porcupine Publishing Services, Hong Kong

Beta Reviewers: Marina de Oliveira & Marcelo Cortez


Readers and Playtesters: Alexandre Victor Tavares, Anderson A Mathias, André “Dre” Santos, Andriolli Costa, Anna
Frequezia, Arlindo Jacuniak, Arthur Schünemann, Bruno Barbosa, Bruno Morais Pereira, Bruno Nascimento, Bruno Poli, Daniel
Minoh, David Dornelles Santana de Melo, Detlef Günter Thiel, Emanuelle Stello, Felipe Peruzzo “Jaguar Negro” Milkewicz,
Fernando Scaff, Frankling Bitencurt, Giovanni Brunet, Giovanni Zambiasi, Guilherme Freire, Gustavo Macedo, Izadora Lima,
João Marcelo Beraldo, João Victor Carvalho, José Francisco Moreira dos Santos Jr, Julio Matos, Klos Cunha, Lucas de Lucca,
Lucas Graton, Lucas Saldanha, Marcos Roberto Rodrigues, Matheus Felipe Gonzaga, Matheus Liska, Natália Vargas, Pablo
Abraham, Renan Carneiro, Renato Scaroni, Ricardo Bess, Rômulo Fachinetto, Silvio Alberto Melo de Holanda, Thiago Beto
Alves, Victor Marques Batista, Vitor Matias dos Santos, Vitor Severo Leães, Vitória Beatriz Palmeira de Assis

Printed by: Bang Printing, United States of America

First printing, 2020.

ISBN: 978-988-74539-0-1

THE ELEPHANT & MACAW BANNER ROLEPLAYING GAME


© 2017, 2018 Christopher Kastensmidt. All rights reserved.

Based on the fictional world of The Elephant & Macaw Banner™, created by Christopher Kastensmidt.
All artwork © 2016-2018 Christopher Kastensmidt. All rights reserved.
The Elephant and Macaw Banner™ is a trademark of Christopher Kastensmidt.

porcupinegames.com
Forewords

A privilege for young readers! Accepting the challenge to play characters that are part of the story of The Elephant
& Macaw Banner, by Christopher Kastensmidt, inspired by the history of colonial Brazil and its first inhabitants,
in a setting full of adventures and magic, is a unique opportunity. It is a path to inner growth. Knowing other ways
of thinking, acting and feeling, observing other realities, other scenarios, experiencing other times is an excellent way
to expand one's knowledge, imagination, empathy, changing our individual and collective identity. The mastery of
information and communication technologies by children and young people has promoted radical changes in the
attitudes they have to how they spend time, whether at home, at school, in other real or virtual spaces, as well as in
games, when they make use of their freedom and immeasurable creativity.
The contemporary scene creates a sense of shockamongst many teachers. It puts education into a puzzling
position. Teachers should be encouraged to develop innovative pedagogical practices, including gamification, already
known and practised outside the school by students. It is a multifaceted task. It is complex, and challenging. But play
is an activity inherent to human beings.
Living reality, moving between the real and fantasy, taking on new ways of living, thinking, and acting
through imagination, through dreams, are paths to improvement for people of all different age groups and different
social groups. Participating in a playful atmosphere in which games are not seen as weapons that provoke violence
but are constituted as reflective practices, allows the sharing of possibilities of immersion in the world of culture. Get-
ting closer to children and young people, creating an intergenerational partnership, enables knowledge to be truly
shared and to result in a lifelong learning process. The experience of roleplaying, at the table or on the screen, gives
players the chance to portray a character in a fictional scenario, guided by a mediator, without winners or losers, but
with strategies to be developed, goals to be met , actions peculiar to the profile of the characters to be respected.
Within the scope of the game, the development of logical reasoning, the possibilities of interpersonal rela-
tionships, the exercise of creativity, the expansion of the imaginary, the taking of unexpected actions, all take on a
unique meaning, creating individual and collective personal improvement in the process of immersion. How can we
ignore the potential of this resource?
It's time to accept the challenge! It's time to read and play.

Tania Mariza Kuchenbecker Rösing


Professor of Postgraduate Programmes in Letters (University of Passo Fundo and URI/FW),
Coordinator of the Passo Fundo Literature Days from 1981 to 2015.
RPGs have had such a great influence both in my workand in my personal life. Role-playing games have always been,
for me, an excellent laboratory for trying out my stories and, collaboratively, getting feedbackright away. For a writer,
RPGs are an inexhaustible source of reference, helping to create unique, different characters. They also teach us to have
an awareness of conflict and stimulate our ability to improvise. In addition, roleplaying games helped me learn English
and - most importantly - introduced me to my best friends. I owe a lot to the hobby. It only brought me good things, so I
recommend it to everyone.

Eduardo Spohr
Journalist, writer, teacher and podcaster.
Author of The Battle of the Apocalpse and the Sons of Eden trilogy.

The Elephant & Macaw Banner is set in sixteenth-century Brazil as a historical fantasy. That's an area that we
haven't explored very much in the industry. It’s got a great skill system, no attributes. It’s got a simple but deeply en-
grossing combat system. There are very deep magic systems – three of them – and they all intermingle well. It’s got some
snappy full-colour art … you definitely want to keep your eye out for what the team at Porcupine and Christopher
Kastensmidt are putting together for us.

Brian Nowak
Judge, ENnie Awards 2019

RPGs were part of my childhood and adolescence, from when I was 7 years old, in those first sessions when I had
to fumble around trying to understand what was happening. By 14, I was an adventure master and devised scores
of challenges, crossroads and interesting characters. Almost like a laboratory, where so many other roles are lived.
Today I realize the impact of this experience on my life.
The simulation of a character within a playful context, allows me to test and experience what would take
years and many stumbles if it were in real life. Trying to live and feel what it's like to be a hero, a rival, a thief or
a champion, these were all opportunities to test what you wanted to be as a human being in real life. We don't
thinkso clearly when we play, but positive and negative feelings markus, and influence how we really want to be.
If heroic acts in an RPG make me content and happy, it makes me want to seekheroism as I construct my real life.

Saulo Camarotti
Founder of Behold Studios, creator of award-winning
games Knights of Pen & Paper and Chroma Squad.
Contents

1 | Player's Guide Powers of Ifá................................................................ 57


Introduction........................................................12 Creating characters with powers....................... 60
For the Beginner.................................................12 Characters with powers in combat....................61
How structured roleplaying works.................... 12
Difference between players and characters....13 2 | Brazil in the year 1576
Example of play.......................................................... 14 The Territory....................................................66
Before your first session..........................................15 The peoples.................................................................. 66
Your first session........................................................15 Portuguese settlements.......................................... 73
Introduction to the World of The Elephant & Indigenous villages (Tupi peoples).................... 77
Macaw Banner.......................................................16
The jungle..................................................................... 78
Skills and Feats...............................................................16
The sea........................................................................... 78
Skills.................................................................................16
Animals.......................................................................... 79
Feats.................................................................................17
Weights & Measures........................................ 79
Character Creation............................................19
Distance........................................................................ 79
History........................................................................... 20
Weight............................................................................80
Skills................................................................................ 20
Volume...........................................................................80
Characteristics........................................................... 33
Currency........................................................................80
Initial gear.................................................................... 36
Journeys.............................................................82
Physical condition.................................................... 37
Land................................................................................ 82
Active and Passive Defence.................................. 39
River................................................................................ 82
Battle Resolution.............................................. 40
Sea.................................................................................... 82
Character states in battle......................................40
Goods................................................................ 84
Rounds and initiative..............................................40
Food................................................................................84
Actions...........................................................................42
Production of goods -
Example of battle...................................................... 47 coastal peoples...........................................................84
Damage.......................................................................... 47 Production of goods–
indigenous villages................................................... 85
Supernatural Powers........................................ 48
Acquiring and using powers...................................48
Divine graces...............................................................49
Powers of Breath....................................................... 53
3 | Mediator's Guide Ordinary animals....................................................140
Campaigns & Adventures.............................. 88 King and queen beasts..........................................140
The Role of the Mediator............................... 88 Special Items.................................................... 142
Preparing adventures..............................................88 Enchanted items.....................................................142
During the session.................................................... 90 Creating enchanted items...................................145
Playing the supporting cast.................................. 90 Legendary items......................................................147
Running Adventures........................................90 Precious metals and stones................................149
Using measures.......................................................... 90 The Journey Begins......................................... 149
Exploration and transport.................................... 90
Diseases and poison................................................. 92 4 | Introductory adventure:
The Fires of Bertioga
Perception.................................................................... 93
General Information.....................................152
Encounters................................................................... 93
Introduction...................................................152
Special rules for battles........................................... 95
Map...................................................................154
Acquiring and using equipment......................... 97
Locations.........................................................154
Adjusting difficulty and reward.......................... 97
The End of the Adventure............................. 172
Distribution of learning points........................... 98
Players' Map of the Adventure..................... 173
Between adventures................................................ 98
Epic success and failure (optional).................... 98
Alternative calculation for tests (optional)... 99
5 | Appendices
The Elephant & Macaw Banner Roleplaying
Resolving feats without dice (optional).......... 99
Game in the classroom.................................. 176
Commerce......................................................... 100
Thanks.............................................................185
Buying, selling and exchanging goods...........100
Timeline from 1500 to 1650.........................186
Services........................................................................100
Bibliography.................................................. 200
Price lists..................................................................... 101
Pre-generated Characters........................... 204
Bestiary..............................................................105
Quick Reference.............................................213
Creatures' characteristics....................................105
List of Images................................................ 222
Encounters with creatures.................................. 111
Character Sheet............................................. 223
Enchanted beings.................................................... 111
Giant animals............................................................135
All the care His Majesty takes of this new kingdom
will be effort well spent, for it has within it the seeds of
a great empire waiting to be born...

Gabriel Soares de Souza, 1587, on the Brazilian colonies


Author's Note

Those of you who are accustomed to tabletop RPGs will, I hope, find that The Elephant & Macaw Banner
Roleplaying Game is something different.

We begin with a simple premise: with dedication and effort, one can learn anything in this life. That’s what
I’ve told thousands of students over the past few years, and it's something I believe very strongly.

Therefore, this game does not use attributes that define physical and mental characteristics as natural
abilities. Natural ability does not exist. Those who want more physical strength should exercise.
Those who would like to acquire more knowledge need to read and study.

Similarly, this game does not develop characters through pre-defined classes. I have had four different
careers over the course of my life so far, and I do not believe that it is the career that defines the person, but
rather the skills acquired that define what a person can accomplish.

So we work here with a system of learning skills. The more investment in a skill, the more proficiency the
person acquires. It is a simple concept, which I believe to be a more faithful model of real life.

We control our own development. We start life as a blank book, and we must write our story in its pages.

Christopher Kastensmidt
25 January 2017

9
From the account of Franz Klein, transcribed by
Sister Vitória da Costa on the 23rd of May, 1576

I felt a change in our course, and went up to the deck of the galleon to observe. Indeed,
to our right was a simple fortress with two towers and eight pieces of artillery built above a
promontory. We had changed course to bypass the sandbar and enter a bay.

I asked a sailor where we were, and he informed me that we had reached our destination:
the Baía de Todos os Santos, the Bay of All Saints. As we passed the bar, the sight
took my breath away. A vast expanse of blue-green
​​ water stretched out before us to the
horizon. It was the most magnificent harbour I had ever seen in my life, a bay capable of
sheltering all the ships of all Europe’s fleets at once.

Soon we saw Salvador, the capital of the colony. The city had been built in two parts: a
lower part to receive incoming vessels and a higher part, atop a grand hill, where I could
see a church and a number of other buildings.

When I saw the city, my first impression was that it was an insignificant speck. This
so-called capital did not come close to the great European cities. But after reflecting a little
more, I began to feel the opposite sensation: one of immensity, in which that settlement
represented a portal, a gatehouse to all that vast territory beyond and its infinite potential.

This is the exquisite magnificence of this colony called Brazil, with its small settlements
scattered along the fringes of an endless jungle. It is the right place for someone like me,
who has fled the rigid life of Europe to a place where we do not yet know the rules.

I have spent a year now in my wanderings through the jungle, facing dangers that the
people of Europe could not even imagine. I feel that I have lived more during this last
year than in all my previous twenty.
Player’s
Guide
INTRODUCTION for interacting with friends, portraying the lives of
other people and living within another world. It is

T
he Elephant & Macaw Banner is an an activity that exercises the imagination and de-
award-winning fiction series that velops empathy. Also, it’s a lot easier than it seems
tells the adventures of the Dutch- at first glance.
man Gerard van Oost and the Yoru- This book will guide you step by step through
ba Oludara during their travels through a fantastic how to participate in a roleplaying game, and in-
version of sixteenth-century Brazil. These stories, troduce the endless possibilities that roleplaying
steeped in Brazilian history and folklore, have been offers. The important thing is to start with an open
enjoyed by readers around the world. mind and let your imagination flow freely.
Now it’s time to immerse yourself in this world In this first part, we answer the most basic
of Brazilian fantasy, a setting full of adventure, magic question: How does all this work?
and monsters, in which you will find endless oppor-
tunity to create new stories. It is with great pride that HOW STRUCTURED ROLEPLAYING
we present The Elephant & Macaw Banner Roleplaying WORKS
Game, where you can create your own heroes and This book offers a structured way of looking at roles
have your own adventures within this magical world! within a fictional world, in the form of a game called
a roleplaying game, or ‘RPG’ for short – not to be con-
FOR THE BEGINNER fused with the digital RPGs played on computers and
consoles. (These, in fact, were derived from tabletop
Anyone who has never taken part in a tabletop RPGs.)
RPG session may be taken aback at first. There are In a roleplaying game, one member of the
many common questions among beginners, such group acts as a mediator or referee (often called a
as, ‘Do I have to read this whole book? Where is the ‘game master’), and the other participants portray
board? What do I have to do to get started?’ characters in the world. They are referred to as
First of all, you can rest easy: almost every- the ‘players’ – though of course the referee is also
one thinks the same thing when opening a book a player in a broader sense. The mediator narrates
like this for the first time. However, these doubts the adventure to the others, describing each situ-
will soon pass, and you will find that roleplaying ation the characters face, while the players play
offers a unique experience, a kind of interaction their roles, describing how their character reacts to
far beyond normal that does not require comput- each situation. A roleplaying system, like the one
ers, cards or boards. This book offers a framework presented in this book, provides a framework for

12
these interactions in the form of rules. These rules
set limits to what characters can do within the fic-
tional world.
Although participants may use tokens, dice,
pictures, maps or other accessories to facilitate
their adventures, none of this is strictly necessary.
The main element is the conversation, with the
mediator describing the situation and the players
describing the actions of their characters. The me-
diator drives the story and sets the scene, while the
decisions made by the players define the directions
the story will take.
It is common (but not required) to include an
element of luck, in the form of a dice roll, to decide
the success or failure of an action performed by a
character. This book offers a system that uses three
ordinary (six-sided) dice to resolve actions, but
participants can use other systems, or the media-
tor can simply decide the success or failure of each
action.
We use the word ‘session’ for a single meet-
ing of a group of people to play their roles. When
the group spends one or more sessions to complete
a discrete story, we call it an adventure. When a
group meets over multiple sessions to play various
adventures with the same characters, we call it a
campaign.

THE DIFFERENCE BETWEEN


PLAYERS AND CHARACTERS
You will often see the words ‘player’ and ‘charac-
ter’ in this book. The players are the real people
who participate in the roleplaying session: you While you are in the game, consider yourself an
and the people who are interacting with you. Each actor, playing a role within the world of the game.
player controls a character, a fictional person in To better illustrate how this all works, on the
the world of the game. The mediator is the per- next page you will find a short example, showing a
son who portrays all the other beings in this world: few minutes from a game session in progress.
the people and creatures the characters encounter
during their adventures.
The most important thing for the beginning
player to remember is to portray their character.
You will create your character and choose the ac-
tions that character would perform in each situa-
tion, not necessarily what you yourself would do.

13
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

EXAMPLE OF PLAY

In this scene from a game in progress, we have four Maria (Uira): Level 2. (Note: This value represents the
participants: João, Maria, Henrique and Antônio. João is level of competence of the character in that skill. In this
the mediator of the adventure. Maria is playing a cabocla case 2 means intermediate level.)
warrior (half Tupinambá) named Uira. Henrique is
playing a German mercenary named Franz Klein, and João (Mediator): To reach her, you’ll need to make
Antonio a Portuguese sailor named Gaspar Gonçalves. an easy Swimming feat test.
The three characters met in the Bahian jungle and
formed a precarious alliance in the hope of travelling Feat tests are done with three dice. For tests considered
more safely to Porto Seguro. ‘easy’, the player needs to roll a 12 or more, and the
character Uira gains a bonus of +6 by having level 2 in
João (Mediator): The forest opens out at the edge of Swimming. Maria rolls three dice. They come out as 5,
a river. The current is not very strong, but the river is 4 and 1, for a total of 10. Ten points plus the bonus of 6
at least a hundred metres wide. gives a total of 16, well above 12,

Antonio (Gaspar): I think it’s risky to cross. Let’s go João (Mediator): Success! You swim over to her. She
along the river bank, following the direction of the stops screaming, but seems nervous about your
current. The river should lead us to the sea. arrival.

Maria (Uira): That seems reasonable. Maria (Uira): I’ll speak Tupi to her. ‘Calm down!’

Henrique (Franz): I agree. João (Mediator): It seems she does not understand
Tupi. You notice she has strange drawings, done in
João (Mediator): You follow the river. After ten green paint, all over her skin. You do not recognize
minutes, you hear a cry of despair. In the middle of them.
the river, you see an indigenous woman clinging to
a rock. Maria (Uira): It doesn’t matter. I’ll make gestures so
that she understands that I’m going to take her back
Maria (Uira): We have to save her! to the bank.

Antonio (Gaspar): I don’t know how to swim. João (Mediator): It seems she understood. She offers
an arm.
Maria (Uira): Aren’t you a sailor?
Maria (Uira): Now I’m going back with her.
Antonio (Gaspar): Yes, I am, but I work on the ship,
not at the bottom of the sea. João (Mediator): Soon after leaving the rock, she
panics. It will be difficult to take her like this. Do an
Maria (Uira): (She looks at Henrique) And you, Ger- intermediate Swimming test.
man?
Maria (Uira): Intermediate!
Henrique (Franz): Save a native? I have nothing to
gain from that. To perform an intermediate level feat, Maria needs to
get a result of 15 or more in the test. She rolls her three
Maria (Uira): Shame on you! (She looks at João to dice and gets 1, 3 and 4, a total of 8. With her +6 bonus,
describe her character’s actions.) I’m going to drop my that gives a total of 14, less than the value of 15 needed
equipment on the bank and go into the river to save for success.
her.
João (Mediator): Halfway down, she slips out of
João (Mediator): What’s your ability at Swimming ? your arms and under the murky water. What are
you going to do now?

14
BEFORE YOUR FIRST SESSION YOUR FIRST SESSION
Before you start playing, it is best to have a basic To hold a roleplaying game session, you will need
idea of ​​the rules. To get started quickly, the begin- to gather a small group of people. One person acts
ner player need read only the sections Skills and as the mediator, while all the others, whom we re-
Exploits, p. 16 and Character Creation, p. 19. fer to simply as players, portray characters within
For those who have more time, it is good to read the world of the game. It is possible to hold a ses-
the Player’s Guide, p. 12 and Brazil in the Year sion with only two people (one mediator and one
1576, p. 66 in their entirety. You need not read player) or up to a dozen, but it is generally best to
everything at once. You can gradually explore play in groups of three to seven. With more than
these parts of the book at the same time as you ex- seven people, it can be difficult to maintain the fo-
plore this world through your adventures. cus and organization of the group.
If you’re going to be the mediator, it is useful The basic equipment for a game session in-
to familiarize yourself with these two parts and the cludes this book, three ordinary six-sided dice, and
Mediator’s Guide, p. 88. A good mediator must some paper and pencils for taking notes. It is also use-
understand the nuances of the system to deal with ful to have a character sheet for each player, The char-
unexpected situations. The Introductory Ad- acter sheet can be found in the appendix, p. 223 of this
venture, p. 152 is for the novice mediator. It is a book, or online (porcupinegames.com/EAMB) for
short adventure ready to use with your group or as printing.
a template for your own creations. The final ingredient is the most important: your
Finally, the Appendices, p. 176, are provided imagination.
as a reference for both players and mediators.

15
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

way they work together to find solutions to their


INTRODUCTION TO THE
problems. It is not always necessary to fight in order
WORLD OF THE ELEPHANT &
to win a battle, and as has been said in the adven-
MACAW BANNER
tures of Gerard van Oost and Oludara, ‘a sharp mind
is more useful than a sharp sword’.
The world of The Elephant & Macaw Banner is
based on sixteenth-century Brazil, the beginning
SKILLS
of Portuguese colonization, and adds to this world
A skill can be acquired and eventually mastered by
fantastic elements of magic and folklore.
any character, through study, training and effort.
The information presented in this book (in-
The development of any skill goes through
cluding maps, available goods, peoples, prices
phases: basic knowledge, competence and, after a
and others) is based on the historical situation of
great deal of study and practice, mastery. To give
Brazil in the year 1576, the same year that begins
an example, a character who learns the basics of
the series of adventures recounted in the stories
Swimming can swim happily in calm waters. A
of The Elephant & Macaw Banner series. Brazil at
swimmer who achieves the next level can swim
this time offers a real feast for those in search of
longer distances, or in turbulent waters. A swim-
adventure. It is an exciting time because of the
mer who masters the skill would be among the best
convergence of cultures on the coast and the vast
swimmers in the world, able to swim at high speed
territory still unknown to the settlers.
The mediator may choose to set adventures
CHARACTER SHEET
and rescue someone in dangerous waters.
In this book, we separate the acquisition of
during other periods of Brazilian history (during Name Age
each skill into three levels.
pre-Columbian times, for example), but will have
Characteristics Physical co
to make numerous adjustments to account for the 1 Endurance
2 Level 1 Apprentice
changes to adjustments to the campaign back- 3
Level 2 Practitioner
ground. To facilitate adventures in other years during
Level 3 Master
History Critical damage
the general era of The Elephant & Macaw Banner, this Notes:

book includes a Chronology appendix covering the


The acquisition of each level of compe-
years 1500 to 1650, on p. 186.
tence is represented on the character sheet by Defence
Your group need not stick to real history. The
circles. For example, in the image below, the first
game also works with alternative histories. For
level of the Swimming skillLevel
is represented by the
example, the mediator could create a campaign in Skills
1 Level 2 Level 3 Passive Active
first circle, level 2 by the second, and level 3 by
Apprentice Practitioner Master
which the French dominated Brazil, or the indig- Cost 1 Cost 3 Cost 7 Money & g
the third:
Points to spend Bonus +3 Bonus +6 Bonus +9
enous peoples repelled attempts at colonization.
And the actions of your characters can change the Swimming
history of the country. In the world of role-play-
Each level of a skill must be mastered in
ing, any story – and any history – is possible.
order. Each time the character reaches a new
level, the player fills in the circle representing
SKILLS AND FEATS
that level. In order to fill in a circle, the play-
er spends learning points, acquired by their
The system that we use to determine the success or
character during the course of the game as
failure of characters’ actions is based on skills and
they experience new things.
tests of these skills, which we refer to as feats. We
At each level, the acquisition cost gets
offer this system to resolve risky actions and battles,
higher:
but it is important to keep in mind that the main fo-
cus should be the portrayal of the characters and the Weapons

16
Player’s Guide

capability. Even masters (level 3) have less than a 50%


1 learning point to acquire level 1 chance of accomplishing such a feat.
CHARACTER SHEET
(Apprentice) The success or failure of each feat is determined
Another
Name 2 learning points to acquire
Age by means of a test. The test is performed by rolling
level 2 (Practitioner)
Characteristics threePhysical
ordinary six-sided dice and adding up the re-
condition
1 Another 4 learning points to acquire sults for a final total. The minimum number needed
Endurance
2
3 level 3 (Master) to succeed at each type of feat is in the table below

History Critical damage


For example, to acquire level 2 in Swim- Notes:

ming, the player must first spend 1 learning FEAT TARGET


point to reach level 1. At a later time, you can Easy 12
Defence Energy
spend 2 more learning points to acquire level
Intermediate 15
2 (for a total of 3 points spent).
Then fill in the twoApprentice
Skills levels on
Level 1
the charac-
Level 2 Level 3 PassiveDifficult
Active 18
Practitioner Master
Money & gear
ter sheet (as
Points shown below)).
to spend
Cost 1
Bonus +3
Cost 3
Bonus +6
Cost 7
Bonus +9 Legendary 21

Swimming Add a bonus to the outcome of the dice roll


based on the skill level of the character:
In this book, skills always appear underlined,
for example: Swimming , Running and Acrobatics Level 1 grants a +3 bonus
We describe all the standard skills in the section Level 2 grants a +6 bonus
Skills, p. 20. Level 3 grants a +9 bonus

FEATS When a player decides to test a skill that their


When a player wants to use their character’s skill character has, the mediator chooses the appropri-
to resolve a challenging or risky situation, the out- ate difficulty for the feat.
come s not certain, and something serious is on the
line, we call this a feat. We separate feats into four Weapons Damage

categories: Example
Easy feat – Characters with level 1 in this skill
succeed most of the time (depending on the outcome A group lost in the forest decides to construct a raft
capable of navigating a turbulent river, a task which
of a roll of the dice). For characters at the practition-
the mediator deems to be two days’ work for the
er stage (level 2), these tasks become almost routine, group and requires an intermediate feat of Carpentry.
and the success rate is very high. João, a character in the group, has with him the basic
Intermediate feat – A task beyond the com- tools of the profession and level 2 in Carpentry, which
is worth a bonus of +6 on any test of this skill. The
petence of beginners. The success rate for charac-
player rolls three dice and gets 3, 4 and 4, which gives
ters with level 1 in the skill is low. When you reach a total of 11. Adding João’s bonus of +6 gives a total
mastery (level 3), however, even these tasks be- of 11 + 6 = 17. As this value equivalent or greater than
come routine. the 15 required for an intermediate feat, the test is a
success and the character manages to build a decent
Difficult feat – Such a difficult challenge that
raft in the time allotted.
even the greatest masters (level 3) have no guaran-
tee of success.
Legendary feat – Only for extraordinary cas-
es, these feats challenge the true limits of human

17
The skill descriptions given in the section Skills,
p. 20, provide guidelines for the difficulty of the feats
associated with them. As an example, we can look at
the Joinery skill. From the description of the skill, one
can tell that repairing a piece of furniture or creating
a simple piece of furniture (chair or basic table, for ex-
ample) would be an easy feat. The creation of a more
elaborate item (wardrobe, bed, chest) would be an
intermediate feat. A difficult feat might be designing
and making an excellent piece - something out of the
ordinary. A legendary feat would be the creation of a
true work of art, something that would bring fame to
the creator and that a nobleman would vie with oth-
ers to put in his residence.
In addition to choosing the difficulty of the feat,
the mediator may impose another bonus or penalty,
depending on the circumstances. For example, an in-
jured character may be subject to a penalty to an Ac-
robatics test. A character who uses tools of the high-
est quality when using their skill in Blacksmithing to
make a sword may gain a bonus to the attempt.

Example

A character on horseback is chasing a flying creature


when, in front of them, a huge crevice appears. The
mediator warns that jumping the gap will require a
difficult Riding feat, needing a result of 18 or more
on the test to succeed. However, the character’s
horse is of exceptional quality, with previous training
in jumps, and the mediator offers a +2 bonus to the
attempt. With Riding level 3, the character will have
a bonus of +9 for their skill and +2 for their horse,
giving a total bonus of +11. The player decides to risk
it and roll the dice...

Example

A player decides that her adventurer, with Climb 2, will climb a rock behind a Sacy who has
stolen her backpack. The mediator states that climbing the rock is an easy feat (12). The player
rolls the dice and gets 5, 4 and 2 = 11, plus her bonus of +6 for a total of 17. With this result, the
character can easily climb the rock. But when she gets close to the top, the Sacy pulls a vial of
oil from the backpack and pours it on the rock just in front of her. In order not to fall, the medi-
ator requests a second Climb test, this time with a -2 penalty. The player makes a second test,
this time with a modifier of only + 6-2 = +4. The player rolls the dice and gets 2, 3 and 1 = 6. With
the bonus, the total is only 10, less than the 12 required to pass the test. The mediator explains
that, while halfway up, the character slips and begins to fall...
Player’s Guide

In all feat tests, the mediator decides the con- CHARACTER CREATION
sequences of success or failure. They may also ap-
ply a ‘level’ of failure, depending on the roll of the In the appendix Pre-Generated Characters, p.
dice. If the total is well below the required value, 204 at the end of this book, we offer eight charac-
the mediator may impose worse consequences. For ters, ready to use, with varying sets of skills. If you
example, a small failure with a firearm may cause want to start a session as quickly as possible, feel
the bullet to graze the target. A huge failure might free to use one of these characters.
mean the character shoots themselves! A roll of 6 But part of the fun of a role-playing game is to
on all three dice may represent ‘epic success’. create your own character. In addition to exercising
Regardless of the skill bonus, whenever you roll the imagination, players tend to form a stronger
‘1’ on all three dice the result is always a failure. This bond with characters they have created themselves.
represents ‘epic failure’, happenstance beyond hu- It is helpful to create your character in con-
man control that affects even the greatest masters. junction with the other players in the group, both
Therefore, the player must always roll the dice to create distinctively different character profiles
when a feat test is called for, even if it is mathemat- and to complement different characters’ abilities.
ically impossible to roll below the target number The mediator can make recommendations on
how to form the group before the adventure.
LEVEL ZERO TESTS There are four basic steps to the character
In certain cases, even though they are not trained creation process:
in the necessary skill, a character can still attempt
a feat. For example, a character without Swimming 1- Define your character’s history
falls into the water and tries to reach the shore. An- 2- Choose their skills
other case would be trying to use a sword without 3- Choose their characteristics
any prior training. We call this a ‘level 0 skill test,’ 4- Determine their starting assets
which may only be attempted for easy or interme-
diate feats. Over the following pages, we explain each
stage in detail. It is a good idea to make a copy of
Example the character sheet (page 223) before you begin
A character with no Swimming skill is thrown over- building a character. You can fill in the fields on the
board from a boat and needs to swim for the shore sheet during each phase. The ready-made charac-
of the lake they find themselves in. The lake is calm, ters (Pre-Generated Characters, page 204) can
and the mediator allows the player to attempt an
serve as examples if you encounter difficulties.
easy feat. The player will have to roll 12 or more on
the dice, without any bonus. It is important to understand that you have
complete freedom to create any character you are
capable of imagining within this world. Do not lim-
Level 0 tests should be rare. They can only be it yourself to stereotypes; everyone is welcome in
used in situations of genuine emergency, and only the world of The Elephant & Macaw Banner.
when the mediator allows it. These tests can also
be performed only in the General Skills, Wilderness
Skills, Weapon Skills, Martial Arts and Social Skills
categories (see Skills, page 20). In other catego-
ries, such as Languages and Crafts, it is impossible
to make a test without some prior knowledge of
the skills involved.

19
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

HISTORY
Level 3 (Master) in one skill (cost: 7 learning
The first step in creating your character is to
points).
think about their background. There are many
Level 2 (Practitioner) in two skills (3 learning
questions you may reflect on during this phase,
points each, total 6 points).
for example:
Level 1 (Apprentice) in the character’s native
language and six other skills (1 point for each
Where was this character born? Where else
skill at level 1, total 7 points).
have they lived?
What were their parents like, or the people
who raised them? Which culture (or cul-
Example
tures) shaped who they are today?
What did they do before this adventure? Did The player Fred wants to create a Portuguese soldier,
they have any other job? 20 years of age, called Álvaro. Fred decides that
What are your character’s main motivations? Álvaro has trained a fair amount in military skills
and enjoys singing in his spare time. Fred chooses
the following skills for his character:
Then, fill in the fields on the character sheet
related to this history, starting with Name and 1 - For his master-level skill, he chooses Firearms,
CHARACTER
filling in three circles. . SHEET
Age. Under these fields there is a small space la-
2 - For his practitioner-level skills, he chooses Fencing
belled ‘History’, where you can add more details. Name Age
and Soldiery, filling in two circles for each of them.
Your choice of gender and ethnicity in no 3 - For his six Level 1 Characteristics
skills, he chooses Physical Physical con
way affects a character’s abilities. Sixteenth-cen- Strength,
1
Swimming, Climbing, Foraging, Singing Endurance
2
tury Brazil was a land of opportunity and we and
3 Cartography. For each of these skills, he fills in
the first circle.
have historical accounts of people of all possible History Critical damage
4 - The character’s native language is Portuguese, so Notes:
origins practising the most varied professions. he also fills in one circle for this.
For those who do not know this period of 5 - There are no more points to spend. In the ‘Points
Brazil’s history well, in the section The Peoples, to spend’ field, he writes ‘0’.
Defence
p. 66 you will find short descriptions of people The character sheet now looks like this:
and cultures commonly found in the colony, from Level 1 Level 2 Level 3 Passive Active
Skills Apprentice Practitioner Master
the native peoples to those of European and Afri- Money & ge
Cost 1 Cost 3 Cost 7
can origin.
Points to spend 0 Bonus +3 Bonus +6 Bonus +9

Feel free to come up with any backstory that


Firearms
appeals to you for your character. Nothing prevents
Fencing
Soldiery
you from creating, for example, a Japanese samurai Physical Strength
or Ottoman pirate, two kinds of character who be Swimming
around at the time of this setting. Work with your Climbing
mediator to fit these characters into the rules. Foraging
Singing
SKILLS
Cartography
Portuguese
Unless you agree otherwise with the mediator,
new characters begin aged between 18 to 22 years In writing, we can summarize, the skills of this
character as follows: Firearms 3, Fencing 2, Soldiery 2,
and with 20 learning points, which should be ap-
Physical strength 1, Swimming 1, Climbing 1, Foraging
plied as follows: 1, Singing 1, Cartography 1, Portuguese 1. Weapons

20
Player’s Guide

At the end of each session, you will receive more On the following pages, we’ve listed a num-
learning points to distribute among your character’s ber of skills, grouped by category, which you may
skills. These points can be used to increase skills or choose for your character. We divide skills into the
add new skills, up to a maximum of 20 (the number of following categories:
lines available on the character sheet). Learning points
not only represent development of skills through use, General
but also characters’ dedication to studying new areas Wilderness
of ability during their free time. Weapons
Martial arts
Example Social
CHARACTER SHEET Military & Naval
Following on from the previous example, Fred Craft
concludes
Name an adventure as his character Álvaro,
Age
Arts
and the mediator advises him that he has gained 4
Characteristics Physical condition
learning
1 points to use in improving his character. Musical Instruments
Endurance
2 Other Trades
3
He spends 2 points to increase Álvaro’s Foraging Academic Studies
skill from level 1 to level 2, and 1 point to acquire
History Critical damage
Languages
a new skill, Field Medicine. There is still one point Notes:

remaining, which he decides to save for future use. Magic & Miracles
He notes this down in the ‘Points to spend’ field
so that he does not forget about it later on. The Defence Energy
To give the character a little more life, it is good
character sheet now looks like this:
to mix skills from different categories. Although
Passive
Skills
Level 1
Apprentice
Level 2 Level 3
Practitioner Master
someActive
categories we include here (such as Crafts,
Money & gear
Points to spend 1 Cost 1
Bonus +3
Cost 3
Bonus +6
Cost 7
Bonus +9
Other Trades, Arts, and Academic Studies) are not of-
Firearms ten useful during jungle treks, it is still worthwhile
Fencing to include one or another of these skills to enrich
Soldiery the character. And who knows, they may find a use
Physical Strength at some unexpected moment. You can also invent
Swimming skills that are not on these lists, in consultation
Climbing with the mediator.
Foraging
Singing
Cartography GENERAL SKILLS
Portuguese These skills can be acquired and developed by
Field medicine anyone.
Acrobatics Easy acrobatic feats include move-
ments like basic rolls and cartwheels. At the in-
Weapons Damage
No matter the number of points available, a termediate level, the character is able to perform
skill can not increase by more than one level per ses- somersaults and pirouettes. Difficult feats include
sion. For example, a player earns 3 learning points tightrope walking, or spins and jumps between
after an adventure and decides to allocate a point horizontal bars.
to acquire level 1 of Canoeing. Although they still Field Medicine A type of first aid, with which
have 2 more points to spend, they cannot use these the beginner can treat basic wounds and the ad-
points to increase Canoeing to level 2 immediately. vanced can treat circulatory shock, set fractures
They will have to wait at least one more session to and staunch more serious wounds. An easy feat
raise this skill to the next level. removes a point of damage (see section Physical

21
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

Condition, page 37). An average feat removes from the other on that round) and a +4 bonus on
two points of damage and a difficult feat removes the test.
three. Regardless of the success or failure of the Swimming Swimming in calm waters is an
test, a character may be treated with only one easy feat. An intermediate feat allows swimming in
Field Medicine feat in each battle in which they rough waters, diving and rescuing others in danger.
are injured. A difficult feat lets you swim great distances, res-
Physical Strength Lifting and carrying weights cue people in extreme circumstances, or hold your
above normal or performing feats of strength be- breath for several minutes underwater.
yond the ordinary may require an easy or interme-
diate feat. Performing acts of strength at the ex- WILDERNESS SKILLS
tremes of human ability is a difficult or legendary Characters who spend part of their lives in or near
feat. Some weapons require Physical Strength to the jungle can develop some of these skills.
use them. Canoeing An easy feat test should be per-
Prestidigitation With this skill, the character formed to paddle and steer a canoe (or other
learns to make extremely rapid movements with small paddled boats) on calm waters. In more dif-
the hands. To deceive the eyes of one spectator with ficult waters, such as a strong current, an inter-
an illusion is an easy feat; for multiple viewers, an mediate test is required. Navigating unharmed
intermediate feat is required. A difficult feat can be through rapids is a difficult or legendary feat.
used to steal items from pockets or do other remark- Climbing Climbing a solid stone surface
able acts of dexterity without anyone noticing. with plenty of footholds or a tree with lots of
Riding Riding trained animals and applying ba- branches is an easy feat. Bigger or harder climbs
sic care to horses is an easy feat. Intermediate tests are an intermediate feat. Difficult and legendary
include riding at higher speeds or controlling more exploits include climbing in difficult situations
temperamental animals. Jumping, running and (wet surfaces, sheer cliff faces) or, with the right
taming horses are difficult or legendary feats. equipment, climbing mountains.
Running An easy feat is running at above-aver- Folklore With this skill, the character has knowl-
age speeds. Running greater distances and in more edge of legends and customs. When you encoun-
difficult terrain is worth an intermediate feat. Run- ter a fantastic creature or strange object, the player
ning great distances on difficult terrain requires a may attempt a Folklore feat for their character to
lot of stamina and a difficult or legendary feat. see if they know any details that may be useful to
Stealth Used by hunters and spies alike, stealth the group. Folklore also serves to test a character’s
represents the ability to remain unnoticed. The knowledge of the history and traditions of their peo-
character learns to hide and to move undetected ple. For example, a test can be used to see if a Euro-
by disguising their sound, appearance and smell. pean character recognizes a coat of arms or flag. The
Under ideal conditions – a dark place full of hid- difficulty of the test depends on the obscurity of the
ey-holes, for example – the act of hiding is an easy desired information.
feat. Under adverse conditions, with greater illu- Foraging This skill covers the search for and
mination or less coverage, the feat may be difficult preparation of food in the wilderness. The charac-
or legendary. ter learns to identify suitable animals and edible
A character who successfully hides before an plants to supplement their diet and not starve to
encounter can choose an opportune time to reveal death in the jungle. It is an easy feat to feed a per-
themselves and perform a close-range or melee at- son for a day, an intermediate feat to feed a group,
tack (if the enemy passes by). In this case, the char- a difficult feat to feed a person in adverse circum-
acter gains a free attack (no chance of retaliation stances (such as snow or desert) or a legendary feat

22
Player’s Guide

to feed a group under difficult conditions. Only one A difficult feat demonstrates profound knowledge,
Foraging test per day per character is allowed. such as telling the last meal and physical condition
Herbalism A character with the skill Herb- of an animal by observing its spoor, or recognizing
alism learns ways to use herbs and other plants, the hierarchy among a group of animals.
mainly in relation to their healing properties. With
herbs at hand, the character can perform an easy WEAPONS
feat to heal 1 point of damage to anyone. An inter- There are many dangers in the jungle and, in-
mediate feat can treat fevers, diseases and com- deed, throughout the world of The Elephant & Ma-
mon poisons. For unusual diseases and poisons, a caw Banner. So it is a good idea for some members
difficult feat is necessary. The character can apply of a travelling group to be proficient with weapons.
cures to several people at once, but only one feat Each weapon category requires separate training.
per infected person/wound per day. The character The section on Battle Resolution, p. 40 describes
can also identify and use poisonous herbs, which the use of weapons skills in combat.
may be of common or unusual type.
Land Navigation A character with this skill
learns to recognize paths of least resistance
through the jungle and to orientate themselves by
the sun and the stars. An easy feat allows the char-
acter to recognize the cardinal points. An interme-
diate feat can be used to find a path when lost in
the jungle. A difficult feat can be used to rediscover
a previously visited place. If the character has a re-
liable map of the area, you gain a bonus on these
tests.
Tracking An easy feat can be used to identify
more obvious traces of people and animals (foot-
prints in the mud, leftovers of food). The character
can track an animal or person under ideal condi-
tions (no rain and no attempt by the quarry to hide
their trail) with an intermediate feat With a diffi-
cult feat, you can track people and animals under
more difficult conditions.
Traps Creating simple traps to capture small
animals is accomplished with easy feats. Setting
more complex traps and hiding them is an inter-
mediary feat. A difficult or legendary feat can be
used to set up traps capable of holding large ani-
mals or even humans.
Wildlife Lore This character knows about wild
animals and their habits. An easy feat lets you re-
call the basic habits of common animals, such as
how they feed or what times they are active. An
intermediate feat can recognize an animal by its
footprints, or identify an unusual bird by its song.

23
For simplicity, we divide the skills into sever- enough to cause serious damage to the enemy it
al categories, and the proficient character can use strikes. This weapon can also be used in melee by
any weapon within that category. anyone who is proficient with Impact Weapons.
The most common weapons of the era include: Blade Weapons Sharp-edged or pointed
weapons used for slashing and stabbing.
Throwing Weapons These weapons are bal- Cutlass – a curved Spanish sword, similar to a
anced for throwing, but can also be used in hand- scimitar but shorter and wider.
to-hand combat if the character has the right skill. Dagger – an elongated knife, which gives the com-
Spear – a short polearm, which can be combined batant an effective reach greater than with an or-
with a spear-thrower device (known as an estólica dinary knife.
or atlatl) to increase its velocity and range. It can Broadsword – a two-handed sword with a large
also be used in the melee by anyone who has train- blade, capable of cutting or piercing its target.
ing in Polearms. Knife – any short, common knife.
Throwing knife– a knife created specifically to be Machete – although its primary purpose, cutting
thrown. It does little damage, unless the blade strikes through vegetation, is peaceful, it can also be used
some vital point or uses poison. This weapon can also as a combat weapon.
be used in close combat by anyone who has skill with Firearms Over the course of the 16th century,
Blade Weapons. firearms started to become the dominant weapons
Throwing axe – an axe that is short but heavy of war.

24
Player’s Guide

Harquebus – a heavy weapon (about 7kg) and not and impale opponents or their horses.
precise, but deadly in pitched battle, where troops Blowguns There are various types and sizes of
so armed could be grouped together en masse, offer- blowgun in existence.
ing great mobile firepower. The simplest models use Zarabatana – a weapon that launches a small dart
the matchlock mechanism with a fuse, but several with a single breath. Used primarily for hunting, not
models have more advanced technology, such as the for war, but a poisoned dart can be lethal.
wheel lock, which uses friction on pyrite to generate Mechanical Weapons The crossbow, even
sparks, and the snaphaunce, which uses flint. Ordi- with its diminished popularity, remained an option
narily, arquebusiers carry several small vials on their on the battlefield throughout the 16th century.
person, already calibrated with the right amount of Crossbow – a mechanical bow using short bolts. It
gunpowder, to facilitate the loading of the weapon. is the tension of the string and not the strength of
Musket – the first muskets, introduced in the six- the crossbowman that determines the power of the
teenth century, were nothing more than long and volley, which makes it easier to train soldiers in the
heavy harquebuses. Unlike the common harquebus, use of this weapon.
which can be fired from the combatant’s shoulder, a Archery The bow is a traditional weapon
musket requires a forked stand to support the heavy around the world. While the 16th century saw its
barrel before firing. Due to their weight (about 10kg) use diminish in Europe, the bow and arrow con-
and length, they are better suited for battles than tinued to be the most widely used weapon in the
expeditions. Americas due to its use by native peoples.
Pistol –similar to a harquebus but with less range Bow and arrow – Bows come in all shapes and siz-
due to the shorter barrel. es, from the longbows of the English to the also-long
Impact Weapons Weapons that depend on bows of the Brazilian natives. Some native archers
the physical strength of the combatant to deal im- used poison-tipped arrows at this time.
pact damage. Fencing Study of fighting with long swords of
Battle Axe – Any two-handed war axe. Includes European origin.
the bardiche, an axe with a curved blade originat- Rapier – with a long, thin blade, the rapier is
ing in Eastern Europe. mainly used to pierce its target, which it does with
Club – Any bat or cudgel created for combat. It in- great precision. It can cut, but without the same
cludes the mace of the Europeans and the tacape weight as a sword with a larger blade. This catego-
(also called borduna) of the native Brazilians. ry includes the Italian spada da lato and the Span-
Warhammer – Any two-handed hammer-like ish espada ropera.
weapon.
Polearms Polearms include: The table on the following page summarizes the
Halberd – a long spear with a metal thrusting tip characteristics of the weapons. It is important to
and axe head. It may be used to cut or stab the op- note that some weapons require special care, for ex-
ponent, but only at the right distance. Used mainly ample, the need for the character to have the skill to
by infantrymen and guards. handle certain heavy weapons.
Lucerne hammer – a spear two metres long with a
head that combines a hammer on one side and three Exotic weaponry
or four points coming out from the other sides and/ A character may also learn skills with exotic weapons
or upward. Useful for knocking people from their (that is, ones rarely seen in colonial Brazil). Examples
mounts and striking heavy blows. include the Middle Eastern scimitar, the Japanese ka-
Pike – usually used by large blocks of infantry, the tana, and the German zweihänder, three swords with
pike is a long spear, 2.5 to 5 metres. It is used to jab very different characteristics and techniques.

25
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

WEAPONS TABLE
WEAPON SKILL HANDS USE/RANGE* DMG NOTES
Throwing 1 (throwing) Medium range or
Spear 2
(Polearms) 2 (stabbing) hand-to-hand
Throwing Throwing 1 (throwing) Short range or
1
knife (Blade) 1 (stabbing) hand-to-hand
Throwing Throwing 1 (throwing) Short range or
2
hammer (Impact) 1 (striking) hand-to-hand

Dagger Blade 1 Hand-to-hand 1

Cutlass Blade 1 Hand-to-hand 2

Broadsword Blade 2 Hand-to-hand 2 (3)**

Knife Blade 1 Hand-to-hand 1

Machete Blade 1 Hand-to-hand 1

One round to reload


Harquebus Firearms 2 Long range 3
between shots.
One round of preparation
before first shot. Two
Musket Firearms 2 + fork rest Long range 4
rounds to reload between
shots.
One round to reload
Pistol Firearms 1 Medium range 2
between shots.

Battleaxe Impact 2 Hand-to-hand 2 (3)**

Warhammer Impact 2 Hand-to-hand 2 (3)**

Club Impact 1 Hand-to-hand 2

Halberd Polearms 2 Hand-to-hand 2 (3)**

Lucerne
Polearms 2 Hand-to-hand 2 (3)**
hammer

Pike Polearms 2 Hand-to-hand 2

Zarabatana Blowgun 2 Medium range 1

One round to reload


Crossbow Mechanical 2 Long range 2
between shots.

Bow & arrow Archery 2 Long range 1

Rapier Fencing 1 Hand-to-hand 2

* Weapons listed only for ‘ranged’ use (such as harquebus, pistol and bow and arrow) can also be used in melee,
with a -3 penalty, due to the difficulty of handling these weapons under such conditions .
** To use these weapons, you must have Physical Strength level 1 or higher. Upon reaching Physical Strength level
3, the damage done increases to 3.

26
Player’s Guide

Persuasion This is the ability to persuade


MARTIAL ARTS others, to bring them over to your side of the dis-
A character can also acquire martial arts skills, cussion. An easy feat can convince someone in ar-
which do not require the use of weapons. Battle guments of little importance, while a difficult feat
Resolution, p. 40 describes the use of martial arts can convince someone in situations of greater
in combat. consequence. It is important to note that in order
We have included three martial arts options to convince someone, the person has to be open
here, but it is possible to invent skills in other mar- to persuasion, still undecided about the subject.
tial arts of the time, such as Japanese jiu-jitsu, Chi-
nese taijiquan or Indian mushti yuddha. MILITARY AND NAVAL SKILLS
Boxing A character can use this skill to dish These skills are critical for anyone working as a sol-
out powerful punches with their bare fists (dam- dier or on seagoing vessels.
age 1). Upon reaching level 2, the character gains Artillery Gunners (formerly called ‘bombar-
one more point of Endurance, and when they reach diers’) are experts in the use of artillery weapons.
level 3, they gain another (a total of 2). For more in- Artillery pieces of the time included falconets,
formation on Endurance values, see Physical con- ‘camels’, calverins and others. Some are muz-
dition, p. 37. zle-loaded, others breech-loaded. In either case,
Capoeira The character can use this skill to their rate of fire is very slow, as is takes three to five
attack with the feet (damage 1) or to dodge during minutes for the weapon’s barrel to cool before be-
combat (see the Dodge action in the Actions sec- ing reloaded.
tion, page 42). This art was in its early stages of Artillery can only be used from relatively stable
development in the 16th century and was used al- points such as fortresses and ships. Artillery lacks the
most exclusively by people of African descent. precision to be used in small battles. These weapons
Wrestling The character can use this skill to are used to attack large targets, such as ships and
try to immobilize opponents of human size and buildings, or to shoot into the midst of armies.
strength. For more information, see the Grab ac- Soldiery This is a fundamental skill for those
tion in the Actions section, p. 42. who participate in wars, such as European soldiers
and native warriors. It includes learning how to
SOCIAL SKILLS fight as part of a group, looking after hygiene and
Social skills can influence a character’s relation- equipment during campaigns, steeling one’s nerves
ships with others. in battle and so forth. At level 2, the character be-
Bargaining Bargaining is the ability to nego- gins to learn military tactics, and can organize small
tiate the cost of goods and services. The level of units in battle. At level 3, they learn strategy: how
the feat depends on the willingness of the seller or to equip and organize large groups, prepare supply
whether one side has some kind of bargaining chip. lines and choose terrain to effectively wage war.
A harder feat can be used to persuade a more diffi- Seafaring This is the basic skill for anyone who
cult customer or get a bigger discount. works at sea: sailors, pilots, captains and pirates. At
Oratory Oratory is the art of public speaking: the most basic level, the character learns to work
using the power of one’s voice to convince. Oratory with the wind, tie knots, clean and maintain vessels.
is like persuasion, only persuasion is more person- They can also handle small sailing boats. At advanced
al, while oratory is a public argument to persuade levels, the character can command ships: navigate
a group. The classical study of rhetoric is focused known routes, deal with dangerous seas and face tac-
on developing arguments; oratory is its practical tical situations. Navigational instruments of the time
application. include the compass, the astrolabe, nautical charts

27
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

and written sailing directions called ‘rutters’ used There were many different crafts practised at
chiefly in coastal waters. this time. Here are some of the most common ones:
Cobbling The cobbler makes leather shoes. A
CRAFTS basic pair of shoes can be finished in one day, a more
In the old days, artisans were artistic professionals elaborate pair may take weeks.
who needed a licence to practise their profession. Cooperage Coopers make barrels, buckets and
An artisan always begins with some time as an ap- other containers. Making a standard barrel takes
prentice, followed by a journeyman period, before a day. More advanced coopers specialize in the se-
reaching mastery. To perform their craft, a character lection and cultivation of wood, creating barrels of
needs the proper tools of the trade and the time to better quality and greater durability.
work on their product. Goldsmithing The goldsmith works in silver and
Feats for all craft skills follow the same pattern: gold. Simple jobs take days, and large, complex jobs
can take six months or more.
Easy feat – Repair items and create basic Gunsmithing Through the working of wood
items. and metal, gunsmiths are experts in the repair and
Intermediate feat – Create normal items manufacture of firearms. A simple commission,
good enough to sell. such as a matchlock harquebus, can be manufac-
Difficult feat – Create excellent items of tured in two weeks. A wheel-lock weapon is more
greater value. complex and takes two or three months. Excep-
Legendary feat – Innovate, producing tional quality work can take six months or more.
unprecedented creations and items of the
highest value.
Player’s Guide

Ironworking Blacksmiths work with iron. A Theatre The character is skilled in the per-
simple object can be created in a matter of hours, a forming arts, whether as an actor/actress or in oth-
basic weapon in a week, while an exceptional piece er areas, such as puppetry.
of ironwork can take months.
Joinery The creation of furniture and other MUSICAL INSTRUMENTS
wooden objects. Basic items can take a day to make, The player can also choose for their character to
while decorative pieces, made of special woods, can be able to play a musical instrument. The charac-
take months. ter’s history may influence the choice of which one.
Tailoring Tailors are skilled in making and For example, a Brazilian native raised in the jungle
mending clothes. It may take a day to create a sim- would have more contact with flutes and drums
ple outfit, or a month for the most elaborate (after than lutes. Having said that, a native educated by
getting all the necessary supplies). Jesuits might be familiar with the charamela, a dou-
ble-reed flute similar to an oboe.
ARTS We divide instrument skills into broad cate-
Various artistic activities were not seen as crafts, gories. The character can play any instrument in
and did not require a licence. In the game, we divide that category. Instrument categories include:
artistic development into skill levels as follows: Bowed Instruments viol, viola
Keyboard Instruments clavichord, harpsi-
Level 1 – A hobby; the character has very chord
basic knowledge of their art. Percussion atabaque, tambour, tambourine
Level 2 – The character is a capable artist, Reed Instruments dulcian, charamela
knows a variety of techniques, and can create Stringed Instruments cittern, lute
original works. Wind Instruments flute, horn, trumpet
Level 3 – Mastery of the art; the character
has a wide repertoire and is able to create Nothing prevents a character from developing
works of deep cultural relevance. skills with less common instruments of the time,
for example, the bagpipes for a character from the
These are the most common artistic skills: Highlands of Scotland.
Cooking With the right ingredients, the character
is able to create tasty and even unheard-of dishes. OTHER TRADES
Dance The character studies one or more dance For non-artisan occupations, skill levels represent
techniques. the professional progression of the character:
Drawing The artist works with charcoal, pen-
cil, woodcut or other forms. Level I – Apprentice in the field, capable of do-
Engraving The character can make etchings or ing simple tasks, but not yet ready to perform
wood carvings. the job as an independent professional.
Painting The creation of images with water- Level 2 – Professional in the area, able to prac-
colours or oil paint. tise alone.
Poesy The writing of poetry, prose or plays. Level 3 – A noted leader in the field, the char-
Singing The character trains their voice to acter knows their craft to the last detail.
achieve a singing ability beyond the ordinary.
Sculpture The character can sculpt works from The most common non-artisan occupations
clay or stone. in 1576 Brazil included the following:

29
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

ning and supervision of building construction.


Accounting People skilled in accounting may Arrow-Making A character who learns this skill
obtain work as a treasurer or book-keeper. knows how to cut and fletch arrows. During a jungle
Administration A character skilled in adminis- adventure, the character can spend a day making ar-
tration can handle positions involving organization rows, creating 5 with an easy feat, 10 with an inter-
and bureaucracy, required for certain government mediate feat or 20 with a difficult feat. If they fail, the
positions. Those who also acquire the academic skill character cannot find the necessary materials and
of Law can work as judges, prosecutors and similar wastes the day without making any arrows at all.
occupations. Barber-Surgery In addition to cutting beards
Agriculture The skill of the farmer or rural and hair, barber-surgeons could perform minor
worker. This person understands the techniques of surgeries such as lancet, tear, or amputate limbs.
the field: when and how to plant and harvest ag- Unfortunately, one of the most common treat-
ricultural products. Note that handling livestock ments at the time, bleeding with leeches, was
falls under the skill Animal Husbandry. hardly effective at all.
Animal Husbandry The skill of managing and Carpentry Carpenters are woodworkers who
caring for animals for agricultural purposes. Cattle specialize in the construction of large-scale items
are the most common livestock in Brazil at this such as roofing timbers or boats.
time. The cowhands who herd, protect and breed Cartography Cartographers are those skilled
them are known as vaqueiros. in the art and science of making maps.
Architecture The architect deals with plan- Commerce Merchants deal with the sale and

30
Player’s Guide

purchase of goods. They must understand logistics


and warehousing, pricing based on supply and de- Level 1 – The character understands the ba-
mand, evaluation of product quality and other re- sics of the subject.
lated issues. Level 2 – The character has a broad knowl-
Dog Training This character is a specialist in edge of the subject and is able to apply his or
training dogs. On your travels, you can bring one or her knowledge in practical situations.
two ordinary dogs (Size: F, Movement: 4, Physical Level 3 – The character is a great scholar, able to
Attack: Bite 1 - Damage 1, Endurance: 5, Passive De- contribute new thought to the subject.
fence: 1, Active Defence: 2). Each order given requires
a feat test for each dog. Having the dog attack some- The disciplines of the time were different
one is an easy feat, while telling the dog not to attack from the way we know them today. The most com-
someone when the dog feels threatened requires a mon studies included:
difficult feat. After the order is given, it is the media- Astronomy Study of the movements of stars
tor who controls the dog’s actions and feat tests. and planets within the ‘celestial sphere’.
The character needs to feed the dog every day, Law Study of legal philosophy and practice.
or it will suffer similar penalties to human characters. Philosophy Study of logic, reason and meta-
Someone with the Foraging skill can add +2 to test re- physics, the essence of beings.
sults when a dog helps them search for food. Physics Study of natural phenomena.
Participants may also work with the mediator Humanities Includes grammar, the study of
to define other animal training skills, such as Falconry. words and linguistic expression, prayer and poetry,
Each type of training requires a separate skill. and rhetoric, the theoretical study of oratory and
Engineering Engineers work on planning and the formation of persuasive arguments.
supervision in the construction of civil engineering Mathematics Includes arithmetic, the study of
projects such as roads, bridges and mills. numbers and their relationships, and geometry, the
Masonry Masons work with stone as a medium study of measures.
of construction. Medicine Study of the composition and use of
Mining This character is a specialist in recog- medicines. Physicians can recommend remedies
nizing mineral deposits and extraction techniques. and treatments for common conditions and dis-
Scrivening Scriveners are professionals of the eases. An easy feat of medicine can heal a point of
written word; their work involves writing and filing damage for the patient. An intermediate feat cures
documents. two points, a disease or a common poison. A diffi-
cult feat can cure an illness or an unusual poison-
ACADEMIC STUDIES ing. The character can only apply Medicine once
In the Brazil of this epoch, formal education per patient per day.
meant studying in the colleges of the Society of Theology Study of the Bible, metaphysics and
Jesus. These colleges, however, only provide basic the doctrines of the Church.
knowledge (level 1, in our game system). At the
same time, there were dozens of universities in Note: For any academic study, the character must
Europe, including in Spain, France, Italy, Portugal, have at least level 2 in Latin, to be able to read and
Switzerland, Germany and England, among other study the texts of the time.
countries. In these places, the student could ac-
quire, in Latin, formal education in various subjects.

31
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

LANGUAGES The Tupi language was almost indispensable


Languages ​​with a written component can be ac- for anyone interested in exploring the 16th-centu-
quired up to level 3. For languages without
​​ a writ- ry jungle. It was the most widely spoken language
ten form, there is only level 1. in the coastal lands of the time. Besides being the
native language of several peoples (Tupinambá, Tu-
Level 1 – The character acquires functional piniquim, Tupina, Tamoio, Temiminó, Potiguara,
fluency in the spoken language. You can Caeté and Tabajara), it was also adopted by many
communicate very well in the language and colonizers as their lingua franca. Other languag-
even serve as an interpreter if you master two es ​​of the coast included Aimoré (also called Bo-
languages ​​up to this level. tocudo), Goitacá (also called Waitaká), Maracá,
Level 2 – Upon acquiring level 2, the Tremembé and Guarani (the language of the Carijó
character develops the ability to read and and Guarani).
write the language. Portuguese was the language of politics and
Level 3 – Level 3 is where the student bureaucracy. Latin was the language of the church,
masters the language and is able to write colleges and universities, indispensable for any re-
eloquent, incisive texts. This level of study ligious or scholarly character. Arabic arrived in the
is indispensable for poets, writers and colony through Africans practicing Islam, along
academics. with African languages such
​​ as Ewê, Fon, Yoru-
ba, Kikongo, Kimbundu and Umbundu. European
The use of languages ​​does not require tests; travellers brought their various languages too.
those who have fluency can communicate with
anybody who also speaks the language.
Player’s Guide

Here are the most common languages in


​​ Brazil at however, outside the scope of this book, such as the
the time that include a written component: vodun of the Ewê and Fon peoples.
Portuguese For those who wish to use these abilities, they
Latin must be acquired through learning points, in the
Spanish same way as an ordinary skill. For more informa-
French tion, see Supernatural Powers, p. 47.
Arabic
CHARACTERISTICS
Indigenous languages without
​​ writing: The more you know your character, the better you
Tupi can portray them. So here we have a list of possible
Guarani characteristics. Choose two or three to note on your
Aimoré character sheet. You can use the list below or think
Goitacá of other traits that are not in the list. Choosing at
Maracá least one that can be considered a flaw or deficiency
Tremembé will make your character even more interesting.
These characteristics do not affect the char-
African languages without writing: acter’s skills, only their personality and their rela-
Sudanic: tionships with others.
Ewê
Fon Adaptable – can cope easily with strange or unex-
Yoruba pected situations.
Affectionate – likes to give and receive affection.
Bantu: Aggressive – tends to confront those who do not
Kikongo share their opinion.
Kimbundu Animal friend – Animals, especially domestic
Umbundu ones, feel very at ease near this person. It does not
mean, however, that the person likes them.
It is important to note that it is possible to Arrogant – thinks themselves better than every-
learn other languages a
​​ s skills, for example: German, one else.
Italian or Japanese. To know more about the major Attractive – other people find the character phys-
peoples of the coast at the time, consult the Peo- ically attractive.
ples section, p. 66. Authoritarian – tries to impose their will on oth-
ers, usually through a power base (political or fi-
MAGICAL AND MIRACULOUS ABILITIES nancial).
The world of the stories of The Elephant & Macaw Braggart – always praising their own deeds, which
Banner contains supernatural elements, such as the may or may not be true.
monsters of Brazilian folklore. In the system pre- Brave – is bold, willing to do unexpected things.
sented in this book, it is possible for characters to Buffoon – makes jokes unthinkingly and does not
acquire their own supernatural powers. We divide care when others find him ridiculous.
these supernatural abilities into three categories: Casanova – is always after romantic conquests,
the powers of the shamans, the powers based on the without care for the consequences, and loses inter-
cult of Ifá, and the miracles based on religious faith. est quickly.
We leave the use of these skills optional, depend- Charming – the character, in speech and manner,
ing on the campaign . Other paths are also possible, is attractive to others.

33
Chatterbox – voluble; talks all the time. All the Curious – always wants to understand why.
time. Distrustful – does not easily place faith in others.
Choleric – is easily irritable. Disloyal – has no problem betraying other people
Coarse – is a rude person. Distinctly lacking in at any time.
knowledge of how to treat others. Determined – has great resolve. After beginning a
Compassionate – feels sorry for others or sees course of action, they follow that path to the end
things from their point of view. with an almost fanatical focus.
Competitive – everything becomes a competition Diplomatic – is able to act as an intermediary
for the character, always wanting to show their su- among others.
periority. Disciplined – able to control their actions, even
Confused – does not understand very well what is when faced with temptation or laziness.
happening in the world around them. Dreamer – wants to do great things in life, far be-
Cold – it is extremely difficult to get to know this yond the reality of the moment.
person, who tends to be distant and reserved. Egocentric – thinks only of themselves, never of
Conservative–- avoids daring, always following others aside from what they can get from them.
the safer, tried and true path. Entrepreneur – always looking for new business
Constant – anyone who knows this character well opportunities.
always knows what they’re going to do in any situ- Energetic – seems tireless in the middle of tedious
ation. They’re predictable, no surprises. tasks that others simply want to be over with.
Courageous – capable of facing fear and acting de- Envious – never satisfied with what they have; this
spite it in dangerous circumstances. character always wants someone else’s life.
Coward – avoids danger at any cost. Evasive – seems to always have something to hide
Critical – moans and nitpicks about almost and does their best to divert attention.
everything around them. Eccentric – has habits that others find strange.

34
Player’s Guide

Fanatic – faithfully believes in some organisation Malicious – finds pleasure in doing evil to others.
or cause and tries to get everyone to share that Manipulator – deceives others for their own ends.
opinion. Melancholic – has an air of sadness.
Fearless – shows a kind of blind courage. Faces Methodical – sees all problems as a series of steps
danger without a second thought. to the solution.
Fidgety – just cannot sit still. This character always Miserly – there is no money in this world that sat-
has to be doing something, no matter what. isfies the character; they always want more.
Flighty – changes their mind easily. Modest – is a humble person, who does not boast
Frank – always says what they think, without tak- about their own deeds.
ing into account the possible reaction. Nature lover – feels happy in the natural world,
Fun – generally raises the morale of others in their and is against any destruction of it.
company. Nervous – always worried about something.
Generous – always willing to share what they have. Nostalgic – always speaks of the past with longing.
Gluttonous – likes to overdo consumption of Optimist – sees a good side in every situation.
something, usually food or drink. Patient – can handle boredom with ease.
Grumpy – it’s rare to find this person in a good Paranoid – always thinks someone is after them.
mood. Perfectionist – does not accept that any task is
Gullible – is fantastically naïve. This character be- finished until they have taken care of the minutest
lieves anyone and everything. details.
Honest – almost always speaks the truth, despite Persevering – when this character believes they
the consequences. Only lies in exceptional circum- have to do something, they always do their best to
stances. reach the end, despite difficulty or fatigue.
Hopeless romantic – falls in love easily. Often with Pessimist – only sees the bad side of situations.
the ‘wrong’ kind of person. Possessive – it is difficult to make this person give
Hypochondriac – always thinks they suffer from up any of their property, even when possession of
some illness or other. the thing is a source of trouble.
Imaginative – frequently has many vivid ideas, Rancorous – does not forgive offences but rather
not all of them practical. nurses a grudge for years.
Impatient – does not like to wait under any cir- Repulsive – other people dislike this person, due
cumstances. to some physical characteristic or simply their per-
Impressionable – easily carried away by the argu- sonality.
ments of others. Responsible – always fulfils their commitments.
Impulsive – acts on impulse, without thinking too Romantic – loves all customs and social practices
much about the consequences. related to romance and love.
Indecisive – has difficulty making choices. Sarcastic – loves to point out the irony of situa-
Inflexible – will rarely change their mind. A stub- tions.
born, rigid person . Scoundrel – takes pleasure in deceiving others.
Irresponsible – does not fulfil their responsibilities Sensual – arouses physical desire in those who
but forgets or ignores them. seek a romantic partner.
Jolly – laughs easily in any situation. Sociable – feels comfortable surrounded by others.
Lazy – rarely feels motivated to do anything. Superficial – judges people by their physical ap-
Liar – compulsively lies, often for no real reason. pearance and position within society, not by their
Loner – prefers to be alone most of the time. character.
Loyal – never abandons a friend.

35
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

INITIAL GEAR
Unless the mediator says otherwise, each charac-
ter starts with 10 tostões (1,000 réis) and some ba-
sic equipment, depending on their background and
skills:

A set of simple clothes, or a religious habit for


characters with Faith;
A backpack or purse to store belongings;
A hammock, for sleeping in the jungle;
Anyone with a Craft or Other Trade skill at level
2 or 3 starts with the pertinent basic equip-
ment. For example, a character with Gold-
smithing level 2 has gold-working tools;
Anyone with a skill in the Arts category at
level 2 or 3 can start with the basic equip-
ment of the art, when it is possible to carry
this equipment with you. For example, a
character with Poetry level 2 starts with pa-
per, ink and quill pen. Someone with level 2
String Instruments may begin with a lute or
cittern. However, those who have Keyboard
Instruments cannot go wandering around
with a clavichord;
Anyone with a weapon skill can choose
one matching weapon to begin with. Any-
one with the Soldiering skill can take two
weapons. If you start with a firearm, you also
have the weapon’s basic accessories, such as
a powder horn, 12 calibrated flasks and other
reloading and cleaning equipment. The char-
acter has three dozen bullets and an arrátel
Stormy – the temperament of this person can of gunpowder in the powder horn, enough to
change at any moment. fire 36 bullets. The flasks must be calibrated
Shy – feels ashamed when the centre of attention. before battle, which limits the character to
Warm – is able to quickly establish familiarity and thirteen shots per battle (the charge in the
friendship with others. weapon itself plus 12 refills from the flasks);
Wise – does not rush headlong into peril. Characters with Faith, Ifá or Breath abilities
Worker – has no problem doing physical work, are prohibited from carrying any weapon or
when they can help. armour. In the case of Faith, the character has
a cross, crucifix, rosary, or other item that rep-
resents his or her belief. For Ifá, the priest has
ikins (16 walnuts) and a staff called ‘iroke Ifá’
with which to practice divinations. For Breath,

36
Player’s Guide

the character possesses the basic tools of the because all the characters begin with 10 points of
shaman: the maraca and the pipe. In all three Endurance. When a character reaches level 3 in
cases, these items are necessary to perform certain skills, they gain one more point of Endur-
religious practices, for the purposes of game ance, up to a maximum of 15.
mechanics. Skills that increase Endurance (at level 3):

Your character can purchase other items dur- General skills:


ing their travels. It is interesting and useful, when Acrobatics
visiting any settlement, to see what is available for Physical Strength
sale or exchange. Larger cities such as Salvador and Running
Olinda may offer more options and better prices. Swimming
Depending on the indigenous people, villages can
also be interesting places to practise bargaining. Wilderness skills:
In more remote places, such as outpost towns and Climbing
forts, equipment is rarer and more expensive. Also,
your character can offer goods for sale themselves Martial arts:
to get money. Boxing*
Capoeira
PHYSICAL CONDITION Wrestling
The character sheet contains a ‘physical condition’
field, with several frames and circles representing * In the case of Boxing, the character gains one endur-
physical endurance and an area for notes. ance point at level 2 and another at level 3.
On the character sheet, physical condition is Throughout their adventures, a character can
ge represented like this: increase their maximum Endurance by up to 5 points,
represented by the last five Endurance circles.

HARACTER SHEET
Physical condition
Example
Endurance
A character improves their Acrobatics skill to level 3,
e Age which increases their maximum Endurance by one
point. So the player can fill in the eleventh Endur-
Critical damage ance circle:
Characteristics Physical condition
HARACTER SHEET Notes:
Endurance

e Age
Endurance represents the character’s gen-
History
Defence
eral physical Energy
condition and the amount of damage Critical
Later, damagealso reaches level 3 in Physical
the character
Characteristics
they are able to withstand. In the physical condi- Notes: Physical
Strength, adding condition
one more point of Endurance:

tion box, there are circles that represent the max- Endurance
imum health of the character and frames that are
2 Level 3 Passive Active
ner Master used to mark the damage suffered.
The filled-in
Moneycircles&represent
gear the maximum
6
Cost 7
Bonus +9 health ofHistory
the character. The first ten are filled out CriticalDefence
damage Energy
Notes:

Level 1 Level 2 Level 3 Passive Active


s Apprentice Practitioner Master37
Cost 1 Cost 3 Cost 7 Money & gear
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

When this increase is permanent, for exam- Endurance can be recovered through rest,

ARACTER SHEET ple, by acquiring a new skill level, the circle should
be filled in with pen. In the case of a temporary in-
medical treatment or magic. The recovered dam-
age is erased from the sheet.
crease, mark the circle in pencil and erase it after the
end of the effect. Example
e Age
This character has suffered five points of damage,
Characteristics Physical condition
marked as follows:
Example
Endurance
A character acquires Capoeira skill level 3 and, soon

HARACTER SHEET afterwards, consumes a Give Strength potion, which


gives a +1 increase to maximum Endurance for the
following 24 hours.
History
The circle that represents the increase of Endur- Critical
Anotherdamage
character successfully performs an inter-
e ance due to the skill (permanent), mustAgebe filled mediate
Notes: feat of Field Medicine to recover two damage.
ge in with pen. The circle representing the temporary After deleting two points of damage, the character has
increase gained from the potion must be filled in
Characteristics only three points of damage left:
Physical condition
with pencil, as shown below:
Physical condition
Endurance
Endurance
Defence Energy

History Critical damage


Critical
During damage
these 24 hours, the character has a maxi- Passive
Notes: Active
Level 1 Level 2 Level 3 After suffering damage, a character who has 3
s mum Endurance
Notes: equal to 12. After
Apprentice this period, theMaster
Practitioner
temporary circle must be erased and the character or fewer Endurance points remaining within his or
CostEndurance
1 Cost Money & gear
returns to a maximum of 11. 3 Cost 7

ARACTER SHEET
Points to spend Bonus +3 Bonus +6 Bonus +9 her current maximum limit loses a skill level for all
feat attempts.
Defence Energy
Defence
The frames Energy
above the circles represent the Example
e Age
character’s current condition. When starting the
game, when the character is uninjured, all of them A character has the following physical condition on
Characteristics
Level 1 Level 2 Level 3 PassivePhysical
their sheet: Active condition
are empty. WhenApprentice
s
2 Level 3 Passive the character
Active suffers damage,
Practitioner the
Master
oner Master frames must be marked to represent this damage. EnduranceMoney & gear
Cost 1 Cost 3 Cost 7
Points to spendFor each pointMoney
ofBonus
damage
+3&received
gear
Bonusby
+6the charac-
Bonus +9
Cost 7
6 Bonus +9 ter, mark one of the Endurance squares (up to the
current maximum limit) with an ‘X’. For example,
History Critical damage
The character has a maximum of 13 points of
e the sheet of a character who receives two points of
Endurance
Notes: (12 permanent and 1 temporary) and 11
damage must be marked with two Xes, as shown
points of damage. The character uses their Level 2
below: Physical condition Swimming skill, but only gains the level 1 bonus (+3)
instead of the bonus from level 2 (+6) because they
Endurance have only two remaining Endurance points.
If this character recovers two points of Endurance,
they will useDefence
their skills as normal again.Energy

Critical damage
Notes: Passive Active
Level 1 Level 2 Level 3
s Apprentice Practitioner Master
Cost 1 Cost 3 Cost 7 Money & gear
Weapons Damage
Points to spend Bonus +3 Bonus +6 Bonus +9
38
Defence Energy
Player’s Guide

If a character suffers damage equal to or is to hit the character. These values ​​do not affect
greater than their maximum Endurance, they lose the damage caused by a hit, only the probability of
consciousness until they have less damage than a successful strike.
their maximum. Damage points beyond the maxi- The base number for Passive Defence is 0. A
mum are marked on the critical damage line, and character increases this number by +1 when wear-
must be recovered before the character recovers ing a helmet and +1 when wearing an armoured
other points of damage. vest or breastplate. Other equipment or spells may
also offer a bonus.
Example
ge
A character has 12 points of Endurance and 11 points Example
of damage: Physical condition
A character wears a helmet and breastplate. Their
Endurance Passive Defence is 0 + 1 + 1 = 2.

ARACTER SHEET
Active Defence is the sum of Passive Defence
ACritical
bite fromdamage
a Cavorting Goat deals 3 damage. The
ge first point of damage exhausts the character’s maxi- and various modifiers. If a character uses a ranged
Notes:
mum Age
Endurance, so the other two points are marked weapon, they gain no other bonus. If the character is
as critical damage:
Physical condition carrying a melee weapon, add +1 for each skill lev-
Characteristics Physical
el with that weapon. For condition
example, a character with
Endurance
level 3 in Fencing and a rapier in hand gets +3 to Ac-
Endurance
tive Defence. A character armed with a one-handed
Defence Energy
weapon may use a shield for another +1 bonus.
Critical damage
Example
Notes:
2 Level 3 Passivefalls unconscious,
History
The character Active and will only return Critical damage
ner Master to consciousness after healing the two critical damage A character has a Passive Defence of 2, and carries a
Cost 7 Money
points and at least & gear
one ‘normal’ damage point. club and aNotes:
shield. Their Active Defence equals their
6 Bonus +9 Passive Defence (2) plus their Impact Weapons level
When all the critical damage boxes are filled, (2), plus one point for using a shield, for a total of 2
Defence
the character dies. Energy + 2 + 1 = 5 points. Their Passive and Active Defence
should therefore be:
The ‘Notes’ field should be used for other rel-
evant information about the physical condition of Defence Energy
the character.
Passive Cases of poisoning, blindness and
Active
2 Level 3
ner Master
Cost 7
illness, for example, should be noted here.
Money & gear 2 5
6 Bonus +9 ACTIVE ANDLevel
PASSIVE
1 DEFENCE
Level 2 Level 3 Passive Active
Apprentice
Below the physical Practitioner
condition field Master
are fields to note
the character’s Passive and Active Defence scores.
Cost 1 Cost 3 Cost 7 Money
An unarmed character can use& gear
their highest lev-
nts to spend Passive DefenceBonus +3
is a measure ofBonus +6 protec-
the basic Bonus +9
el of martial arts skill as a bonus. For example, an un-
tion the character has against any attack, account- armed character with Passive Defence 2 and Capoeira
ing for factors such as armour. Active Defence is level 3 would have an Active Defence of 2 + 3 = 5.
used against melee attacks, representing the char- In any case, the maximum for either Pas-
acter’s ability to defend themselves. The higher the sive or Active Defence for a human being is 5.
values of
​​ Passive and Active Defence, the harder it

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

tempt to escape from battle, or use a skill.


In Combat – This character is close to one or more
Example
enemies (and possibly allies). It makes no difference
A character has a Passive Defence score of 3, and whether the character has a weapon in hand or not,
uses a rapier with level 3 Fencing skill. Although they the important thing is that they and the other near-
get a bonus of 3 + 3 = 6, their Active Defence is still a by combatants can make a short-range strike at any
maximum of 5 points.
time. We say that all these combatants so engaged
are inside a single combat zone. In this state, the
Below the section for Defence is the field for player can choose any action for their character ex-
‘Energy’. The value of this field is zero, except in the cept Escape, because the character has to leave the
case of characters with supernatural powers. For combat before fleeing.
more information on the use of energy and powers, Escaping – This character is trying to flee the scene
see Supernatural Powers, p. 47. of the battle. If they do so, they stop participating in
the battle.
Characters are removed from a battle in vari-
BATTLE RESOLUTION ous circumstances:

You will soon realize in your adventures that hu- The character successfully escapes the battle;
man beings can be very fragile in the face of the en- The character surrenders;
chanted beings in the world of The Elephant & Ma- The character loses consciousness, is dead or
caw Banner. Any battle poses a risk, and it is always is immobilized in some other way.
better to resolve encounters through cleverness
and to avoid physical combat whenever possible. In these circumstances, the character no
However, in some circumstances combat may be- longer participates in the battle.
come a necessity.
For clarity, we shall use two different terms: State markers
‘battle’ and ‘combat’. A battle happens when two Using cards or markers can help you to remember
groups face each other. The word combat signifies the state of each character. Character states and
specifically that two or more characters are en- names can be written on one piece of paper, or the
gaged in a close-quarters fight during a battle. group can use other materials (plastic tokens, min-
iatures, etc.) to show who is in combat with whom,
who is free and so on.

CHARACTER STATES IN BATTLE ROUNDS AND INITIATIVE


At any time in a battle, each character involved is in We divide each battle into a series of rounds.
one of three different states: Each round starts with an initiative test and
then every character involved can take an action.
Free – The character is not in hand-to-hand The first step of the round is to establish the
combat with any other character and is free to order of actions through an initiative test. Each
approach any enemy, use a ranged weapon, at- player must roll three dice for their own character
and the mediator rolls three dice for all the other
characters involved. Characters then take actions
in order from the highest to the lowest result.

40
Player’s Guide

If there is a tie between a player character and


a character controlled by the mediator, the
player goes first;
In the event of a tie between characters of two
or more players, the players must choose be-
tween themselves who goes first;
In the case of a tie between characters not
controlled by the players, the mediator
chooses the order.

To simplify things, the character labels grouped


in the middle can be understood as always In
Example Combat. The tokens of characters in the Free state
can be placed behind their allies in combat. As
Franz, Uira and Gaspar face two Motucus. For for characters who are Escaping, their tokens can
initiative, the participants roll 5 for Franz, 17 for Uira be removed to one side or the other of the battle.
and 7 for Gaspar. The mediator rolls 13 for the first Therefore, we can represent the battle described
Motucu and 7 for the second. The order of actions of above as follows:
this round will be: Uira, the first Motucu, Gaspar, the
second Motucu and finally Franz.

Instead of rolling the dice for initiative, a par-


ticipant may automatically place their character at
the end of the order. This can be useful in case you
want to receive an Assist Attackaction (see ‘Actions’
below), for example.
The mediator may write down the order on
paper and check characters off as they take their
actions, or use tokens for the characters, changing
the order after the initiative roll of each round.
It can also be fun to use miniatures or figures in place
of names to represent the situation:

Example

A group of three adventurers (Franz, Uira and Mpenzi)


find themselves in battle with four pirates. Franz is In
combat with two pirates and Uira with another. One
pirate is Escaping, trying to get away from the battle.
Mpenzi is not in melee combat with anyone (the Free
state), which permits him to use his harquebus or take
other actions.
Dividing the field of battle into two sides, the
mediator and players organize the labels of the
two groups as follows, to represent the situation:

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

ACTIONS MELEE ATTACK


After setting the order of the characters for a This is an attack against a target in combat with
round, the action phase begins. Each participant the character. Any Weapon or Martial Arts skill can
can choose one action per round for their charac- be used. The attack is an easy feat, subtracting the
ter. These actions must be announced and execut- Active Defence of the target.
ed in the order of initiative.
Example
Example
The character Dayo attacks a Motucu (Active
As per the previous example, Uira receives the first Defence 1) with a rapier. She gets a bonus of +6 for
action of the round. The participant playing Uira having Fencing level 2 and a penalty of -1 for the
announces that she will make a Ranged Attack against creature’s Active Defence. She rolls 9 on the dice,
the first Motucu. She performs the action (a feat) and which gives a total of 9 + 6 - 1 = 14, greater than the 12
deals enough damage to incapacitate the Motucu. required for an easy feat, and hits the target.
The disabled Motucu takes no further part in the
round, and the next action passes to Gaspar.
Weapons listed only for ‘ranged’ use may also
be used in melee combat, with a -3 penalty due to
The mediator may apply a bonus or penalty to the difficulty in handling these weapons at close
feats based on several factors. For example, in the quarters.
case of Ranged Attackagainst very large targets, three
or more sizes larger than the character, it is easier to STRONG ATTACK
hit the target. In this case, it is normal to offer a bonus Strong Attack is a melee attack that is much more
of +2 or higher on the attack roll. intense than normal, but less precise. This is a diffi-
In the same way, in the case of very small tar- cult feat, subtracting the Active Defence of the tar-
gets or ones moving quickly (running, for example), get. If it hits, you deal 2 extra damage.
it is possible to subtract some points from the test or
increase the level of the required feat. For example, in Example
the case of a character shooting an arrow at an oppo-
nent hidden behind a wall, with only the head visi- Dayo attacks an enemy with a Strong Attack. With
her rapier, she gets a bonus of +6 for her level 2
ble, it would be usual for the mediator to change the
Fencing and a penalty of -2 for the enemy’s Active
requirement from an easy feat to an intermediate or Defence. She rolls 14, which gives a total of 14 + 6-2
difficult one. = 18 and just manages to reach the 18 required for
The following section details the possible ac- a difficult feat. Since the base damage of a rapier is
2 and a successful Strong Attack deals 2 additional
tions in a battle round. To determine the damage
points of damage, the attack totals 2 + 2 = 4 damage.
done by each attack, see the next section: Dam-
age, p. 47.
To perform a Strong Attack, the character
must be In Combat with the target and use a melee
weapon or a martial art.

42
Player’s Guide

RANGED ATTACK PROTECT


This uses an appropriate weapon to attack an A character using Protect transfers the weapon
enemy beyond melee range. Skills used include bonus from their Active Defence to another char-
Thrown Weapons, Firearms, Mechanical Weap- acter in the same combat zone.
ons, Blowguns or Archery. In normal cases, in
which all combatants are grouped in a small space Example
(a jungle clearing, for example), the attack is an
easy feat, subtracting the Passive Defence of the Gaspar has a Passive Defence of 1 and Active Defence
target. However, in cases of long-range attacks, of 3 (thanks to his level 2 Blade Weapons skill). He
uses Protect and gives 2 of his Active Defence to
the mediator may request a feat of another level.
another character. Thus, the other character gains a
A character who is In Combat can attack an bonus of +2 to their Active Defence, while Gaspar’s
enemy outside their current combat zone, but they own Active Defence drops to 1, the same value as his
are nonetheless exposed to the attacks of any ene- Passive Defence.
my within their own zone.
The defence bonus lasts until the end of the
PRECISE ATTACK round. It does not apply against enemies three or
Precise Attack is an attack made to hit or pierce a more sizes larger than the character being pro-
specific part of the body. It is a difficult feat, and tected. It is possible for more than one character
can work for both melee attacks (subtracting the to apply Protect to the same recipient, but Active
target’s Active Defence) and ranged attacks (sub- Defence may still go no higher than the standard
tracting Passive Defence) maximum of 5.
This attack may be done with some specific
purpose in mind, such as knocking the hat from
Example
someone’s head, or targeting an area that is par-
ticularly sensitive and thus causing an additional Gaspar (Blade Weapons level 2), Franz Klein (Blade
2 points of damage if successful. Weapons level 2) and Dayo (Fencing level 2) join
forces to protect Uaçá the shaman (Active Defence 0)
at any cost. All three use Protect as their action for the
ASSIST ATTACK
round. Although they transfer 4 Active Defence points
A character can use Assist Attack to help an ally in to the subject, the Active Defence of the shaman
the same combat zone. The character tries to dis- increases only to the maximum of 5.
tract or disorient the enemy to improve their ally’s
chances of dealing a telling blow. Using this action
increases the ally’s attack roll by +2. The ally’s ac- DISARM
tion must take place after the use of this action and Disarming an opponent In Combat with the
in the same round. character requires a legendary feat of Weapons
(melee) or Martial Arts. If successful, the character
Example manages to knock away their enemy’s weapon.
Afterwards, any character in the same combat
Uira and Gaspar find themselves In Combat with
a monstrous Bicho-papão. At the beginning of the zone can use their action for the round to retrieve
round, Uira gets the highest initiative roll and there- the weapon. Whoever acts first gets it.
fore wins the first action. Instead of carrying out an
attack of her own, her player decides it would be bet-
ter to increase Gaspar’s chances of a hit and chooses
the Assist Attack action. When Gaspar’s turn comes,
his player chooses a Melee Attack and gets a bonus
of +2 (plus his normal bonuses).

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

GRAPPLE This penalty does not apply against enemies


With the Wrestling skill, a character can try to im- three or more sizes larger than the character. A
mobilize an opponent, of human size and strength, table with the relationship between sizes can be
that they are In Combat with. The feat required de- found in Quick Reference, p. 213 at the end of
pends on the opponent’s Weapons or Martial Arts: this book. For example, a person (size H) gains no
bonus from Defend Yourself against a creature the
No skill in Weapons or Martial Arts: size of a horse (size K) or bigger.
easy feat
Level 1 in Weapons or Martial Arts: DODGE
intermediate feat A character skilled in Capoeira or Acrobatics can
Level 2 in Weapons or Martial Arts: perform manoeuvres to become a more difficult
difficult feat target. A character using this action must perform
Level 3 in Weapons or Martial Arts: an intermediate feat to dodge enemy attacks. On
legendary feat a success, the character gets+2 to Passive Defence
(and therefore also Active Defence) until the end of
that round. Unlike the Defend Yourself action, this
Example modifier applies against enemies of any size.

The character Marcos seeks to immobilize a pirate


APPROACH THE ENEMY
with his Wrestling skill, which is at level 2. The pirate
has level 1 in the skill Blade Weapons. To immobilize A character in the Free state can choose an enemy
his opponent, Marcos must successfully perform an and approach, putting both In Combat. This action
intermediate feat. also serves to join any combat zone already estab-
lished between combatants.
But the act of immobilizing the opponent
also leaves the character immobilized, unable to Example
take another action until the opponent is released.
The character Belchior is in a battle with two
DEFEND YOURSELF Kaipors. He uses Approach the Enemy as his action
for the round, to place himself In Combat with one
This action puts the character’s total focus
of the Kaipors, forming a combat zone between
on their own defence, not trying to do an- the two. The second Kaipor also uses Approach the
ything else. No test is needed. The action Enemy as its action, entering the combat zone and
gives a -2 penalty to any close combat attack placing all three In Combat: that is, all in the same
combat zone.
against the character until the end of that
round. This is in addition to the normal pen-
alty provided by Active Defence, allowing a To keep things simple, we assume in these
defence total beyond the normal maximum. rules that any Free character can always reach any
enemy (who is not fleeing) or any already-exist-
Example ing combat zone using this action, putting all in-
volved In Combat immediately.
A player decides that his character Belchior will
perform the Defend Yourself action. Belchior already
has an Active Defence at the maximum value of 5.
Until the end of the round, any close combat attack
against him suffers a penalty of -7: -5 for his Active
Defence and -2 for the Defend Yourself action.

44
Player’s Guide

MOVE AWAY FROM COMBAT RELOAD


A character In Combat with one or more enemies It takes time to reload firearms and mechanical
can use this action to move away from the combat weapons between shots. Therefore, after each
zone and enter another combat zone or the Free shot, the participant must spend one round (or
state. However, all enemies in that zone of combat in the case of the musket, two) performing the
get a free Melee Attack (without spending their Reload action before using the weapon again.
action) against the character. For the purposes of Artillery, when used, needs twenty rounds to cool
these attacks, only Passive Defence is subtracted and five to reload.
from the feat roll.

Example

From the previous example, the player decides to use


Move Away from Combat to get his character Belchi-
or away from the two Kaipors. The two enemies
each get a free attack against him, counting only his
Passive Defence against their attacks.
If one of the Kaipors still has an action to use in
that round and there is no other enemy in their
combat zone, it can Approach the Enemy again and
Belchior will be right back In Combat with it!

USE SKILL
Characters in any combat state
can use their action to perform
a feat with their skills, including
divine graces and instantaneous
powers (described in the Super-
natural Powers section, page 47).
For example, to relieve a colleague’s in-
jury, Field Medicine, the Recovery divine
grace or the Healing and Health powers are options.
Skills that require physical contact can be applied
to anyone in the same combat zone, or between two
characters in the Free state. The mediator may apply
penalties, depending on the situation. For example, it
may be difficult for your character to apply their Field
Medicine skill when a monster is about to strike their
head from their shoulders.

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

If no enemy can enter In Combat with the


character before their next action, the player has
two options: remove the character from the battle
or use an action to return to battle.
Despite any successful escape from battle,
nothing prevents enemies from following the char-
acter later, through pursuit or tracking.

ESCAPE USE ITEM


Only characters in the Free state can try to es- A character can spend an action to use some item
cape the battle. When using the Escape action, in their possession. For example, you can use this
the character enters the Escaping state. Depend- action to drink a potion.
ing on the situation, enemies may still decide to
chase the character or attack them with ranged SURRENDER
weapons. In the case of a pursuit, the result de- In this case, the character lowers their defences and
pends on the relative speed of the combatants asks the enemy to spare them. Enemies may ignore
(see Movement chart, p.223 in the appendix): them, attack them, or use an action to immobilize
them (e.g. using a rope to tie them up or knocking
If the enemy has a greater movement rate than them out).
the character attempting to flee, the attempt to It is normal to remove any surrendered char-
flee fails and the two enter the state In Combat. acters from the battle, but if the mediator wishes,
For example, a puma (movement 6) would be they can remain in the battle area in a ‘Surrendered’
able to catch a human (movement 3), placing state, with the possibility of participating in the
both In Combat. Someone with a higher level of fight again later.
the Running skill can also catch their opponent.
In the case of an equal or lower movement
rate, the pursuing enemy cannot force their
quarry to enter In Combat.

46
Player’s Guide

DAMAGE
When an attack succeeds, it deals damage to the
enemy (apart from exceptional cases, such as
EXAMPLE OF BATTLE when a master swordsman wants to, say, demon-
The characters Matondo and Dayo are in the jungle strate superiority by cutting someone’s belt in-
when they encounter a monstrous Cavorting Goat, stead of actually causing injury).
which attacks them immediately. The damage done depends on the weapon or
The players roll initiative: 15 to Matondo and 8 to
martial art used:
Dayo. The mediator rolls 12 for the creature. The order
of battle is therefore Matondo, the Cavorting Goat
and then Dayo. Damage 1 attacks:
Since Matondo carries a warhammer, his player Throwing knife, dagger, knife, machete,
decides to Approach the Enemy to enter In Combat
blow-dart, bow and arrow, boxing, capoeira
with the creature, leaving Dayo, who has a pistol, in
the Free state to shoot from a distance. Damage 2 attacks:
The mediator announces that the Cavorting Goat Spear, throwing axe, cutlass, pistol, club,
will Bite Matondo with a Melee Attack and rolls 14 on pike, crossbow, rapier
the dice. With a +3 bonus (it has level 1 in the relevant
Damage 2 attacks (or 3 with Physical
skill) minus Matondo’s Active Defence of 1, that gives
14 + 3 - 1 = 16, greater than the 12 required for an easy Strength level 3):
feat. So it hits Matondo, dealing 4 damage. Broadsword, battleaxe, warhammer, hal-
To finish out the round, Dayo uses Ranged Attack berd, Lucerne hammer
to fire her pistol and gets a roll of 7. With her bonus
Damage 3 attacks:
of +3 (Firearms level 1) and the Passive Defence of the
Cavorting Goat (0), that gives 7 + 3 - 0 = 10. The attack Harquebus
fails because it is less than the total of 12 needed. Damage 4 attacks:
In the second round, initiative is: 11 to Matondo and Musket
12 to Dayo. The mediator rolls 13 for the creature. The
Cavorting Goat starts the round and bites again with a
Melee Attack. The mediator rolls 11 on the dice, for 11 + 3 - These damage amounts may be reduced in
1 = 13, which means another strike that deals 4 damage. some cases. For example, certain creatures only
Dayo needs to Reload her pistol, for which she suffer half the damage caused by a normal attack.
uses her action.
Regardless of any such reduction, a successful at-
Matondo uses Melee Attack with his warham-
mer. A result of 12 on the dice roll, adding +3 for having tack always causes at least one point of damage.
Impact Weapons level 1, and subtracting the Cavorting
Goat’s Active Defence of 2, gives a total of 12 + 3 - 2 = 13. Example
That is enough for the easy feat needed, and deals 2
damage. The character Uira hurls a throwing knife into a Co-
The battle continues to the next round. macang, causing a point of damage. The Comacang,
despite reducing the damage of any attack by half,
still suffers one full point of damage.

The only exception to this rule is in the case


of immunity. Some supernatural creatures can
only be wounded with enchanted weapons. Be
warned

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

SUPERNATURAL POWERS Breath Breath is the fundamental expertise of


the pajé. The concept of spiritual breath is based
The chronicles of the Society of Jesus tell of count- on the importance of air, respiration, breath and
less miracles performed by the first Jesuits in Brazil. the connection between these and the spirit. No
The native Tupinambás swore by the power of their Breath power may exceed the character’s level in
shamans. The babalawos of the Yoruba followed Breath.
Ifá and the wisdom of Orunmila to practise their
divinations. For those who want a touch of magic in Ifá In this book, the skill Ifá represents the study
their game, we offer here a system of supernatural of the teachings of Orunmila. Through this study,
powers based on the writings of the 16th-century the iyaláwos and babalawos learn how to prepare
chroniclers and the traditions of the Tupinambás medicines and the techniques of divination to con-
and Yoruba. This section should not be taken as a sult the orishas. No Ifá power’s level may exceed
factual reference, but simply an attempt to frame the that of the character’s Ifá ability.
miraculous events reported at the time within the
skills system of this book, for those who would like These paths require total dedication, and one
to use these elements in the fantastic world of The who follows one can never follow another. Also,
Elephant & Macaw Banner. the character forever forswears the use of weap-
In all these cases, the path is long. Anyone ons, martial arts and armour.
who follows the way of faith, breath or Ifá must be With each level gained in the path’s basic
thoroughly prepared before calling on any power. skill, a character gains more energy to use their
powers. Energy represents the strength of the reli-
ACQUIRING AND USING POWERS gious’s faith, the power of the soul of the shaman,
The powers are developed in the same way as oth- and the axé of the Yoruba priest. The amount of
er skills, using learning points. However, for each this energy increases according to the table below:
path, there is a basic ‘skill’ to be acquired. In the
case of divine graces, the basic ability is Faith, the
LEVEL OF FAITH,
powers of the shamans depend on Breath, and fol- DAILY ENERGY
BREATH OR IFÁ
lowers of the orishas must study Ifá.
1 5

Faith This represents the hours spent in reli- 2 10


gious devotion. The character must develop their 3 20
Faith before the divine graces. No divine grace can
exceed the Faith level of the character. Every use of supernatural powers is resolved
through feats, as with ordinary skills. However, pow-
ers and graces have different effects depending on the
level of test performed, as shown in the table below:

LEVEL OF POWER OR FEAT REQUIRED ENERGY POINTS USED


DIVINE GRACE
1 Easy 1
2 Intermediate 2
3 Difficult 4

48
Player’s Guide

Example DIVINE GRACES


In the world of The Elephant & Macaw Banner,
A character with the divine grace Protection from Evil
a character who follows a religious way (e.g. Jesuit
(see description on this page) can spend 1 energy point
and ask for the grace Predict Evil with an easy feat, brothers, priests and nuns) can pray for divine grac-
spend 2 points and ask for Defence Against Evil with an es. Before acquiring any grace, however, the charac-
intermediate feat or spend 4 points and ask to Ward Off ter must abjure forever the use of weapons, and arm
Evil through a difficult feat. In all three cases, the test is
themselves instead with Faith.
based on the character’s current skill level in Protection
from Evil. After acquiring the requisite fortitude in
Faith, the character may develop one or more mi-
Energy points are renewed every morning if raculous abilities. Each use of these miracles is a
the character rests during the night. Otherwise, the request to God: the search for a divine grace. Suc-
character remains with only the points left over cess or failure of a requested grace is calculated by
from the previous day, until they rest complete- means of a feat, equal to the other abilities. This
ly. The player (or mediator) must note the energy feat represents a test of the character’s faith.
points spent by the character each day, in order not The graces, being divine blessings, should be
to exceed the limit. used only in case of necessity, and not for frivolous
reasons. A character who abuses the divine graces
begins to receive penalties to their requests.
Example
Here follows the list of miraculous abilities
The pajé Uaçá has Breath level 2, and gets 10 energy and the graces granted by level:
points per day. In one day, he uses the powers Closed
Body (4 points), Protection (2 points) and Heal Wounds
Blessing With this grace, the character bless-
four times (4 times 1 point), which gives a total of 10
points. The character needs to rest for one night before es a being or object. When used on a being, that
being able to use any more powers. being gains a bonus on feat tests in their next bat-
tle. When applied to a weapon, that weapon not
The player must state which feat difficulty only earns bonuses on tests, but also serves as an
(and the power) that he or she will try to trigger be- enchanted weapon (and therefore it is possible to
fore making the test. The energy points are always hurt creatures immune to normal weapons). After
deducted in the attempt, regardless of the success the battle, it goes back to working like a normal
or failure of the feat. weapon again. In the case of ranged weapons that
Unless the description says something to the shoot projectiles, such as bows and firearms, the
contrary, the majority of power effects are not cu- ammunition itself must be blessed to wound such
mulative. For example, a character can only receive creatures. In this case, one use of Blessing per ob-
one application of the divine grace Blessing per day. ject is required. Like other powers, it is not possi-
Also, characters cannot take advantage of two dif- ble to apply more than one Blessing to the same
ferent paths at the same time. For example, a person being or object, but a blessed being or object can
under the effects of the divine grace Blessing can re- add the bonus to others it gets from other sources.
ceive another kind of divine grace, but no power of At the end of the battle, the Blessing effect
Breath or Ifá. This limitation does not apply to pow- disappears. Any Blessing that is not applied in
ers that have instantaneous effects, such as healing combat before the next dawn is lost.
wounds, only to effects with an extended duration
in time.
We will explain these three preternatural
paths in the sections that follow.

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

can then in turn take twenty loaves from a small

Example bag that contained only one. Thus, any food (for
example, an apple) can be used to serve an entire
A character equipped with a harquebus is going group. The effect of this grace is immediate.
to face a werewolf and he knows, through a feat of Defence Against Magic This ability protects
Folklore, that this creature is immune to ordinary,
against other supernatural powers. It can be used
unenchanted weapons. The character asks the
nun travelling with the group to pray for some of against the powers of shamans or priests of Ifá,
their bullets to be able to hurt the creature. The powers from magical items or used by enchanted
nun uses her power to bless three bullets with beings.* It has no effect on other divine graces.
a +1 bonus (spending three energy points in the
Level 1 - Sense Magic - The character asks for
process) and also decides to bless the weapon itself
with Blessing +3 (spending another four points of the grace to feel the effects of supernatural pow-
energy). She succeeds in the four feats of Bless- ers around them, within a radius of 50 varas (55
ing. In the next battle, all attacks made with the metres). For example, they can feel if someone in
blessed harquebus will have a +3 bonus on attack
their group is being affected by the breath power
rolls. Shots with blessed bullets will also receive a
+1 bonus (making a total of +4), and only they can Remove Strength (Death, level 1).
hurt the werewolf. Level 2 - Protection from Magic - The charac-
ter gains personal protection against magical
powers. For example, the Cause Wounds power
Level 1 - Bless +1 - Provides a +1 bonus on tests (Harm, level 1) would not cause damage to the
made by the blessed being or object. character. This power works only on the charac-
Level 2 – Bless +2 - Provides a +2 bonus on tests ter who calls upon it, and its protection cannot
made by the blessed being or object. be transferred to others. This grace can be in-
Level 3 - Bless +3 - Provides a +1 bonus on tests voked during combat and lasts until the end of
made by the blessed being or object. the battle.
Daily Bread These graces have to do with food. Level 3 - Dissipate Magic - With this power, the
Level 1 - Restore Food - In this case, the charac- character can undo a magical effect (powers of
ter asks for some spoiled food or drink to become breath, Ifá or the powers of enchanted beings).
edible again. For example, soured juice returns to For example, the character can override the
its fresh state, or burnt bread can be eaten like any Weakness power Cause Misfortune that affects
other, with no bad taste. Normally, in fact, the re- someone in their group.
stored food is superior to the original food. The ef- This power has immediate effect and affects
fect is immediate. only magics already cast or in the casting process
Level 2 - Find Food - In times of need, this grace helps (in the case of non-instantaneous spells). When
the character find food and water. On a success, the this power is used to disrupt the process of con-
character finds, within two hours, enough food and juring another power, the other person or being
drink to feed a person. Note that the search is neces- cannot use that power again within 24 hours.
sary: the character cannot simply stand still, waiting The effect works within a radius of 10 varas (11
for the food to fall from the sky. meters). It does not affect magical objects, only
Level 3 - Multiply Food - In times of need, this conjured powers.
grace allows a little food to feed a number of peo- *Note: Enchanted beings are created or sus-
ple beyond the normal, always miraculously so. tained by magic: werewolves, mermaids, and so
For example, Multiply Food used on a water bot- on. In terms of Defence Against Magic, the be-
tle can make that bottle stay full for an entire day, ing itself does not count as ‘magic’ but the use
even if it is used by several people. The character of its powers does. For example: Protection from

50
Player’s Guide

Magic does not affect Curooper’s spear attack but Level 2 - Remove Fever - This grace can eliminate dis-
does protect against its magical power of shock. eases and poisons listed as ‘common’ (such as the ven-
Sense Magic would not detect the presence of a om of the giant spider), and any illness accompanied
mermaid but if she were in the form of a fish, the by fever (smallpox, plague, flu and the like). If the feat is
character would sense it was not what it seemed. successful, the target begins to improve immediately,
Healing These miraculous cures can alleviate but on a failure, the character can never make another
various ailments. The character has to touch the test to remove that disease or poison from this person.
target in order to use these powers. Level 3 – Expel Afflictions - This is the highest level
Level 1 - Relieve Pain - This grace heals damage of healing, and can relieve serious illnesses such as
to a person’s body and alleviates pain, allowing tuberculosis, gout, diabetes and others. It is effective
them to move and act normally. The character against diseases and poisons listed as ‘uncommon’,
immediately recovers two points of damage and supernatural madness, paralysis and the breath
if they still have fewer than four points of Endur- powers Send Disease and Poison. It also works in
ance, they do not suffer the normal penalty to extraordinary situations injurious to health, for ex-
feats over the next 24 hours. ample, when someone swallows a fishing hook. On
a success, the subject begins to improve immediate-
Example ly, but on a failure, the character can never take an-
other test to cure the same condition in that person.
The character João is unconscious and has suf-
fered one point of critical damage. Father Belchior
succeeds in a Relieve Pain feat, removing the point
of critical damage and a point of normal damage,
leaving João with 1 point of Endurance. For the next
24 hours João, although below 4 Endurance, does
not suffer the usual penalty of losing one skill level
for feat tests.
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

Miraculous Events These are events that can the possibility of the other getting better, or dying
only be explained as divine intervention. in cases of a dire physical state. This grace takes
Level 1 - Prolong the Weather - This grace holds effect instantly, but the character has to be in a
rain or other natural phenomena at bay for up to moment of peace to call upon it.
four hours, allowing more time for the character Level 3 - Seek the Truth - This grace, when used
to find somewhere to take shelter. successfully, lets the character know without a
Level 2 - Prolong the Day - This grace can be in- shadow of a doubt whether another person is ly-
voked during land or sea voyages, making the hours ing or not. In cases of great success, the character
of the day seem to extend beyond normal for the may even receive a vision that shows what the
character and their group. As such, they can walk truth is. This grace has instant effect and the tar-
twice as far as they normally would during that day. get must be where the character can clearly hear
This power does not affect battles or interactions the conversation.
with other characters, only longer-distance travel Protection from Evil At each new level
between places. gained, the character gains greater ability to
Level 3 - Divine Coincidence - In times of great guard against evil.
need, the character can ask for divine aid, which Level 1 - Foresee Evil - The character makes a test
appears as an unexpected coincidence. For exam- to feel if there is any danger nearby, either by nat-
ple, a character is lost in the jungle and prays for a ural causes (fire, storm), animals or human inten-
Divine Coincidence. A few hours later, they cross tion. This does not make clear the exact form of the
paths with a group of natives who offer their as- danger, but gives an indication of the direction and
sistance. The character can not specify the de- level of it. The effect works within a radius of 50
sired form of help. They just make a request for varas (55 metres).
aid and wait for the consequences (chosen by the Level 2 - Defence Against Evil - The character asks
mediator), which if the feat is successful can take for protection against attacks on themselves or an-
up to 24 hours. other person (conveyed by touch). If successful, any
Prophecy The miracle of prophecy offers in- being (animal or human) is subject to a -2 penalty
formation to the character through visions. in any attack against that person during the time
Level 1 - Divine Vision - In order to receive a vi- of the grace. When an attack that would normally
sion, the character has to be in a moment of peace hit the protected one fails because of this penalty,
and prayer, relaxed and prepared to receive this the effect may appear miraculous, for example, an
blessing. A vision may or may not appear, may arrow striking the chest and simply falling away.
or may not be useful and may even confuse more This grace can be called upon during combat and
than it helps. The player has no control over what lasts until the end of the battle.
the character sees in this vision. Level 3 - Banish Evil - With this power, the char-
Level 2 - Sense Life - This grace alerts the char- acter can turn away an evil or dangerous being
acter to the status of a known person, even if that (which may be a human, animal or monster) with-
person is thousands of miles away. At the most in a radius of 10 varas (11 metres). If successful, the
basic level, the character will know if the other is affected being is compelled to flee from the charac-
dead or alive. In cases of great success (results of ter, not stopping for at least ten minutes. However,
four or more above the target number for the feat), should anyone strike the target during their flight,
the character may even know other details of the the effect is broken.
person’s physical condition, such as wounds or
disease. In some cases, this grace also offers in-
sight into the other person: imminent dangers or

52
Player’s Guide

POWERS OF BREATH es the target (and the player passes the feat test),
The powers of the breath are the powers of the they immediately heal two points of damage
shamans. Through ceremonies, the shaman, or Level 2 - Cure Venom - This power heals the ef-
pajé, can communicate with or even enter the fects of any poison (common or unusual). The per-
world of the spirits. But before traversing this son begins to improve almost at once, and all the
spiritual path, the character has to forswear the poison and its effects disappear from the body of
use of weapons and study the skill known as the affected within an hour.
Breath, communicating with the spirit world. Level 3 - Cure from Afar - The shaman, knowing
The shaman also has to choose which path that someone is injured (and unable to reach the
of breath he wants to follow: the path of ‘good’ place), can cast a healing from far away. The par-
or the path of ‘evil.’ Those who follow the path of ticipant must choose between healing wounds or
goodness can only acquire benevolent and neu- curing poison. There is no limit to the distance
tral powers. Whoever follows the path of evil can that may be crossed, but a penalty can be ap-
only acquire malign and neutral powers. Follow- plied to the test in cases of very large distances
ers of different ways are mortal enemies. or when there is no knowledge of the exact prob-
After having their character learn the funda- lem. This power is quite useful in battles, when
mental skill of Breath, the player may choose to the shaman can heal an ally who is In Combat,
acquire other specific powers. The tests for these with no need to enter their combat zone.
are performed in the same way as for the divine Defence The shaman can pass on supernatural
graces, each level of power requiring a greater feat. help to another person with this power. The sha-
For example, using Cure Wounds requires an easy man needs smoke and a pipe to blow it on the target.
feat, Cure Venom an intermediate feat, and Cure Level 1 - Grant Luck - On a success, the target gains
from Afar a difficult feat. a +1 on all skill tests until the next dawn. Unlike
Each use of a power is an interaction with the other powers, it is possible to accumulate more than
world of the spirits and is a tiring activity for the one luck bonus under a special condition: the target
pajé. This fact is represented by the consumption can add together up to three applications of this
of energy points. In some cases, the character needs power at the same time as long as they receive them
some special equipment or preparation. The suc- from different shamans.
cess or failure of the attempt is resolved through a Level 2 - Protection - The character gains a pro-
dice roll, as with other abilities. The shaman always tection that forces a -2 penalty to the test of any-
spends the time necessary for the ritual (explained one who tries to injure them by means of weapons,
in the description of each power), before knowing magic, disease or poison. This power can be invoked
whether the feat is a success or failure. during combat and lasts until the end of the battle.
Level 3 - Closed Body - On a success, there is no
BENEVOLENT POWERS weapon, fire or other element that can hurt the
Only characters who follow the path of good can character. They may be knocked down by a blow,
acquire these powers. tied up or detained by other means, or affected by
Cure Cures are used to improve the physical con- magical powers, but they will not suffer any damage.
dition of people. Any use of a curing power requires The effect lasts three rounds of a battle.
tobacco, fire to light the tobacco, and a pipe (cachim- Life The Life powers directly affect the target’s life
bo) to blow smoke on or towards the patient. force. The shaman needs smoke and a pipe to blow it
Level 1 - Cure Wounds- The power to heal wounds, on the target. All effects are immediate.
when used successfully, initiates an extraordinary Level 1 - Give Strength - This power recharges the
healing of the wound. When the character touch- target’s energies, taking away any signs of tired-

53
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

ness or fatigue. The target gets an increase of one shaman invoking it is physically and spiritually
point to their maximum endurance for 24 hours. A exhausted. After its use, the shaman needs to rest
circle must be filled in temporarily on the character for a day before making any major physical effort or
sheet’s gauge, until the effect ends. using another power.
Level 2 - Cure Illness - This power can cure any dis- Harm The opposite of Cure, these powers
ease (common or unusual). It also serves to remove weaken the physical condition of a person. The
madness caused by supernatural creatures. In the shaman does not need any special equipment to
case of a failure, the same shaman can never try to summon these powers, and they all work instantly
cure the disease again. (if the feat is a success).
Level 3 - Return to Life - The pajé can blow life back Level 1 - Cause Wounds - With one touch, the char-
into the recently deceased. This power works in acter deals a physical injury to another person, re-
cases such as asphyxiation (strangulation, drown- sembling a very strong blow from a weapon (dam-
ing), heart attack or blood loss, but it does not work age 3). However, it is necessary to make physical
in cases where the cause of death still persists in contact with the target. In combat situations, the
the body (e.g., decapitation or chronic disease). character must be In Combat with the target. The
mediator may apply a bonus or penalty to the test,
MALIGN POWERS depending on the situation. For example, if the tar-
Only characters who follow the path of evil can ac- get has protected their body somehow, it may be
quire these powers. more difficult to touch it.
Level 2 – Poison - With a touch, the character intro-
Death The opposite of Life, these powers steal duces a common poison into the blood of the target.
the vital energies from a person. They can be cast This poison causes a weakness, reducing all the tar-
instantly with one touch or sent from a distance, get’s attacks to 1 damage and reducing their move-
under the same conditions as those for Weakness. ment by one level (see ‘Movement Chart’ in the ap-
These powers only affect people or creatures of size pendix). If the poison is not cured within a day, the
H or less. person dies. It affects only people or creatures of size
Level 1 - Drain Strength - Under this curse, the H or smaller.
target is suddenly exhausted, and has to rest one Level 3 - Injure from Afar - This has the same effect
round (loses the next action) before doing any oth- as Cause Wounds, but the shaman can apply this
er activity. power to anyone within their line of sight, without
Level 2 - Send Disease - This power afflicts the needing to touch the target.
target with a common illness. The disease impos- Weakness The opposite of Defence, these
es a -3 penalty on all feats and lowers the target’s curses impair one’s fate by means of natural
movement by one level (see ‘Movement Chart’ in powers. The shaman can conjure these curses in
the appendix). These effects continue until the tar- two different ways. First, they can call the power
get is cured. quickly, through physical contact with the target.
Level 3 - Send Death - On a success, the target suffers Alternatively, they can do a six-hour ritual (in iso-
a heart attack and dies within three rounds. A grace lation, uninterrupted) to launch the curse from a
of Dissipate Magic or Expel Afflictions or the power distance. In this case, they do not need to see the
of Unweaving, used before the subject dies, can save target, but the target has to be a person they know.
them. The power Return to Life, if used right after the Any interruption of the ritual causes the character
person’s death, can revive them. Otherwise, there is to lose the use of the power and they cannot cast
no other way to save the person. any other Weakness for 24 hours. These powers
This power requires great strength and the only affect beings of size H or smaller.

54
Player’s Guide

Level 1 - Grant Misfortune - The target takes a making even a large tree decay. In both cases, the
penalty equal to -1 on all skill checks over the ritual takes half an hour.
next 24 hours. The shaman can use this power Level 2 - Create Food - With this power, the pajé grows
only once a day against a specific person, but up a small vegetable meal, such as a melon or some car-
to three shamans can call down this curse on the rots, enough to feed a person. The ritual takes an hour
same target, adding all the penalties together. to complete.
Level 2 - Undefended - The character becomes sus- Level 3 - Transformation - This power allows the
ceptible to attacks from weapons, magic, disease and shaman to transform into an animal. In the case of
poison, giving a bonus of +2 to anyone who attacks a good shaman, the animal may be a bird or a fish.
them. One can only be cursed by one use of Unde- In the case of a malevolent pajé, they can become
fended at a time. The effect lasts twelve hours. a jaguar or a jararaca viper (use statistics p.140, but
Level 3 - Open Body - For a duration of three with the normal endurance of the shaman). The ef-
rounds, the character becomes highly susceptible fect is instantaneous and the shaman can stay up
to harm of all kinds. For example: a paper cut can to eight hours in this animal form.
cause extensive bleeding, tripping over a stone Counter Magic These powers have instantane-
can lead to a fracture of the foot and any weapon ous effect and affect powers of breath, Ifá, and those
stroke causes triple the normal damage. conjured by supernatural creatures. In no case do
these powers recognize or affect divine graces.
It is worth noting that many of the good powers Level 1 - Locate Magic - The use of this power allows
can negate the opposing powers. For example, Cure the shaman to know all the magic items and spells
Venom can void the effects of Poison, and pairs such in effect, without identifying their properties, with-
as Give Strength and Remove Strength or Grant Luck in a radius of thirty varas (33 metres).
and Grant Misfortune can be used to nullify the ef- For example, a shaman is working with a
fects of their respective counterparts. group within an area where someone conjured a
The grace Protection from Magic protects the in- drought with Natural Phenomena. The shaman
dividual against the effects of all evil powers. has in his possession a potion of the power Cure
Wounds, and a warrior from his party is carrying
NEUTRAL POWERS a magical bow. A soldier of the group is affected
Any pajé, good or evil, may also study the neutral by the power Grant Misfortune, conjured by a ri-
powers. Some powers, however, have different ef- val pajé. In using this spell, the shaman feels that
fects depending on the path chosen by the practi- the bow and the potion are magical objects, that
tioner. the soldier is under some power and that there is
All these powers, except Counter Magic, re- some magic controlling the weather. But the sha-
quire the use of maracas and chants, to communi- man will not know the identity of the items and
cate with the spirits through ceremonies. spells until using Identify Magic on them, one by
one.
Control of Nature With these powers, the Level 2 - Identify Magic - This power, if used suc-
shaman is able to manipulate nature itself. cessfully, allows the shaman to identify the proper-
Level 1 - Control over Plants - The good can give life ties of a spell or magic item. For example, a shaman
to a new plant, going from seed to bud in a matter can use this power to know that someone is under
of half an hour. For smaller plants (flowers, herbs) the effects of Grant Misfortune. If a shaman uses
the whole plant grows. In the case of a tree, it grows this power over a potion, amulet, or other magical
up to one metre in height. An already mature tree item, they discover its effects.
gains a year of growth. The evil pajé can kill a plant, Level 3 - Unweaving - This power can be used to can-

55
cel an ongoing ritual or put an end to the effects of a
power with a certain duration.
For example, this power can be used to free
someone from the effects of the Undefended power.
When the use of this power interrupts another
shaman or priest in the middle of a ritual, the target
can not repeat the use of the cancelled power for 24
hours. For example, if a shaman uses a feat of this
power against another shaman who is performing
the Tempest ritual, the second shaman fails in the at-
tempt, and cannot repeat the use of Tempest for the
next 24 hours.
This power cannot reverse physical effects al-
ready caused by magical powers. For example, it can-
not heal an injury caused by Cause Wounds after the
use of that power
In cases of failure, the same shaman cannot make
another Unweaving attempt against the same
magic.
Spirit World These powers allow the shaman
to interact with the spiritual realm.
Level 1 - Communicate with Spirits - In this ritual,
the shaman calls upon a spirit for information. If
successful, you can conjure a spirit. In case of great
success (6 or more above the value needed for a
success), you can conjure up a specific spirit.
You can conjure up dead people you know,
searching for information they had in their lives, or
try talking to ancient spirits, who may know about
historical or supernatural things.
But it is important to remember that spirits
can lie like any other person. Spirits who wish evil
upon the shaman or their companions may try to
deceive them.
This power requires four hours of ceremony
to call the spirit.
Level 2 - Spiritual Voyage - In this ritual, the spirit
of the pajé leaves the body and travels through the
parallel world of the spirits. You can talk to any spirit
you encounter during this journey. The shaman can
also spy on physical places, but must take their spirit
to the place, floating at a speed four times as fast as
walking. For example, a shaman could use this pow-
er to spy on what is happening in a rival camp four
Player’s Guide

hours away, spending only an hour to get there. a storm (natural or magical), leaving light rain in its
Regardless of the distance travelled, the sha- place. In both cases, the ritual takes only half an
man can break the connection at any moment and hour to complete.
bring their spirit back into their body instantly.
Spirits hostile to the character can also attack them, POWERS OF IFÁ
forcing them back to their body. Very powerful spir- The cult of Ifá, the wisdom of Orunmila, comes
its may have ways of capturing the spirit of the sha- from the Yoruba culture and was the origin of some
man and not allowing them to return to their body. of the Brazilian religions of the present day. The
The ceremony takes four hours to enter the priests of Ifá are iyalawo (women) and babalawo
spiritual world, plus the time spent by the sha- (men). As part of their training, they must study
man in this dimension. It is important to note that and decorate the 256 odu, the basis of the spiritual
the physical body of the shaman becomes highly wisdom passed down by the orisha Orunmila. The
susceptible to physical attacks while the spirit is odu, taken together, form Ifá and represent every
out, leaving it without any defence. The body also possible situation, action and consequence in life.
begins to dehydrate, and will die after three days The iyaláwo and babalawo use rituals to make pe-
if the spirit does not return to it. In the event of titions to the orishas. They also learn the processes
death, the spirit of the shaman remains in the spir- of making medicines and amulets.
it world. To follow this spiritual path, a character must
Level 3 - Transportation - With this power, the forswear the use of weapons and begin to study the
character manages to bring their own body into skill that in these rules we name Ifá, which repre-
the astral plane. The shaman is able to float sents all the necessary learning to exercise the
through the astral world at their normal walk- pertaining powers. After acquiring the skill Ifá for
ing speed, and then leave, stepping into anoth- their character, the player may choose to acquire
er physical place. This ritual takes only an hour other specific powers from this path. Tests are
to complete . The shaman can spend up to three done in the same way as for the powers of breath
days on the astral plane. and divine graces, each level requiring a feat of cor-
Weather These powers allow the shaman to responding difficulty.
predict or control the weather. In some cases, the character will need some spe-
Level 1 - Foresee Weather - As the name suggests, cial equipment or preparations. The followers of Ifá
this allows the shaman to accurately predict the must respect the balance of nature, and not uses their
weather over the next twelve hours. The ritual powers for petty purposes or trivial matters.
takes an hour to complete. We list here the powers that may be obtained
Level 2 - Natural Phenomena - With this power, the after study and training:
benevolent pajé can create rain, the element that
gives life to the plants. The wicked pajé can create Detection The priest uses divination to detect
a very strong drought, taking the life of the plants. dangers and obstacles.
The ritual takes four hours to complete and the ef- Level 1 - Detect Poison - The priest is able to detect
fect lasts for a duration of one to six days (the roll the presence of poisons in food, drink or elsewhere.
of a die). Level 2 - Detect Magic - Detects the presence of
Level 3 - Tempest - With this power, the wick- magic in the immediate surroundings, be it in the
ed pajé can create a directed storm, launching it form of powers or objects. This includes the ability
against whomever they wish. This storm will have to detect active divine graces.
rain, wind and lightning far exceeding the normal. Level 3 - Detect Obstacle - The successful use of this
The benevolent shaman can use this power to calm power permits the priest to receive a premonition

57
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

about an obstacle that lies in their path. The warn- Influence These powers allow the priest to in-
ing is specific, and may refer to a person, a creature, fluence the thoughts of others, and can be applied
an object, place, situation or any other thing that to people and creatures up to size H. Physical con-
might prove an impediment to the success of the tact with the target is required.
priest in their current plans. Level 1 - Calm - Calm someone angry or over-ex-
Fortune Brings great luck to the target. The cited. It can also be used to remove confusion or
target gains the ability to reroll the dice when they madness caused by supernatural creatures, mak-
make a feat test. This power can be used in two ing the target think clearly and lucidly. The effect
ways. If used during combat, the effects last until is immediate, but the subject may become enraged
the end of the battle. If used outside of combat, again, depending on the situation.
the effects last until the moment when the char- Level 2 - Change Sentiments - Influences the feel-
acter next enters battle or until midnight, which- ings of the target regarding a specific person, mak-
ever comes sooner. In order to apply the power of ing the target have a better or worse opinion of that
Fortune it is necessary for the user of the power to person. The effect lasts six hours, unless it is over-
make physical contact with their subject. ridden by Dissipate Magic or Unweaving.
In addition, this power may be utilized to can- Level 3 - Enchant - This places a powerful spell
cel the effect of the Weakness power Grant Misfor- upon a person or creature, which makes the tar-
tune. get willing to obey any command of the priest
Level 1 - Fortune +1 - The target may choose to re- other than to injure themselves. The effect lasts
roll one die in all their feat tests. for 24 hours, unless it is counteracted by Dissi-
Level 2 - Fortune +2 - The target may choose to re- pate Magic or Unweaving, or the enchantment is
roll up to two dice in all their feat tests. broken by the same priest that cast it. The priest
Level 3 - Fortune +3 - The target may choose to re- can control only one enchanted being at a time.
roll up to three dice in all their feat tests. The target is aware of everything that is ordered
Health These powers can alleviate certain neg- by the priest, and often seeks revenge after the
ative conditions. The iyaláwo or babalawo must end of the effect. The target must understand the
have access to their herbs and other materials used priest’s commands before acting, which limits
in the different cures, and must have physical con- what the priest can do with animals and other
tact with the patient. creatures of limited intelligence. If someone at-
Level 1 - Cure Wounds - Using this power cures two tacks the target, it may protect itself as normal. If
points of damage from the subject. It cannot be the priest attacks the target or causes the target
used on the same subject more than once per day. to attack itself, the spell is broken. Anyone who
Level 2 - Cure Maladies - This power cures the ef- has Faith or Breath is immune to this power.
fects of any poison, paralysis or disease (common Negative Energy The priest may channel neg-
or uncommon). It can also remove negative ener- ative energies against their enemies.
gies from the body caused by Weaken Enemy or the Level 1 - Cause Injury - The use of this power caus-
Breath powers Undefended or Remove Strength. es two points of damage. Physical contact is nec-
Level 3 - Ward Off Death - This power preserves the essary.
body of one recently dead (less than a minute) for Level 2 - Weaken Enemy - The priest is able to curse
24 hours, such that it may be possible to undo the an enemy, inflicting a -2 penalty on all the foe’s feat
effects that caused death and so restore the person tests for 24 hours. The ritual takes four hours and
to life. If the cause of death is not annulled within the enemy need not be present.
this period, the subject’s life is irreversibly lost. Level 3 - Avert Enemy - This power allows the priest
to drive out someone with evil or hostile intentions.

58
Player’s Guide

The enemy will not seek or bother the priest in any end of the battle.
way for six hours. The enemy must be in the priest’s Level 3 - Protection Against Magic - Any malicious
sight in order for this power to work. It works against magic used against the target suffers a penalty of -3
people and creatures of size I or less. Followers of Ifá, to the necessary feat test. The effects of this power
Faith or Breath are immune to it. last for one hour.
Protection The powers of Protection are used Spiritual Manipulation These powers bridge
against specific dangers. They may be applied to the the physical and spiritual worlds to achieve their
priest’s own person or to another character, after effects.
physical contact. Level 1 - Communicate with the Ancestors - Through
Level 1 - Protection Against Enemies - The target may divination, the priest makes contact with one of
choose any person who is an ‘enemy’ (and who does their deceased ancestors. For 10 minutes, the an-
not need to be present) to receive a penalty of -1 in any cestor called upon can answer questions to which
test against the character. In addition, if the character they knew the answers in life. It takes a four-hour
wishes to evade their enemy, it becomes more difficult ritual to use this power.
(though not impossible) for that enemy to find them. Level 2 - Curtail Time - Having a willing target (who
This power works continuously until the following may be themselves), the priest puts this person on a
dawn. path that traces the middle way between the phys-
Level 2 - Protection Against Weapons - This power ical and the astral world, slowing time so that the
can be invoked during combat, applying a bonus person can walk four times faster than they normal-
of +1 to the Passive Defence of the target until the ly would. The person cannot do anything but go to
1 Endurance
2
3

History Critical damage


Notes:
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

Defence En
their chosen destination, and the effect ceases the
moment they arrive. The priest can only keep one
Level 1 Level 2 Level 3 Passive Active
person at a time under this effect. Skills Apprentice Practitioner Master
Cost 1 Cost 3 Cost 7 Money & gear
Level 3 - Create Sigidi - The Sigidi is a clay crea- Points to spend 0 Bonus +3 Bonus +6 Bonus +9

tion, animated through a ritual. The priest must Breath


first manufacture the Sigidi, blending elements
Spirit World
Prestidigitation
appropriate to its purpose, a process that takes 24 Life
hours. The Sigidi can be created to mimic the shape Swimming
of a human or other mammal, being ¼ to 1 vara in Folklore
height (28 to 110 centimetres). After being animat-
Leadership
Running
ed, the Sigidi can be ordered to do any task for the Portuguese
priest, for example: to take or look for an object, or Tupi
to attack someone. The Sigidi can not speak, but if
it has hands, it can handle objects and knives. The
Sigidi can be destroyed with physical attacks or by
Weapons
using Dissipate Magic or Unweaving. In any case,
the Sigidi does not last more than 24 hours, return-
ing to an inanimate clay figure after this period. It is important to remember that after acquir-
ing Faith, Breath or Ifá, the character must never
CREATING CHARACTERS WITH use weapons, nor martial arts, nor armour (be it
POWERS shield, helmet or body armour) and cannot spend
At initial character creation, a player may choose points on any skill related to weapons or martial
to acquire the skills necessary for divine graces or arts. It is possible for a character to acquire these
powers in the same way as for other skills. During skills before gaining powers of Faith, Breath or Ifá,
character creation, it is important to remember that but they must not use them, nor accumulate any
the basic skills of Faith, Breath and Ifá have to be de- more points in them. For example, a soldier trained
veloped before acquiring any specific divine grace or in the skill Firearms who later decides to change
power. his path in life and study the ways of Faith may
Depending on the level of Faith, Breath or Ifá never again spend learning points on Firearms and
acquired, the player must note the corresponding must avoid using the skill. The knowledge remains,
number of points of energy (5, 10 or 20) in the field but the character must not put it into practice.
‘Energy’ on their character sheet. Any use of weapons or martial arts by follow-
ers of Faith, Breath or Ifá against another living being
creates an imbalance in their spiritual state and will
Example provoke a loss of their abilities. In the case of a minor
infraction, such as using a weapon to save the life of
A player creates a Tupinambá character called Apuã. another person, the character loses their powers for
He decides to create this character as a benevolent
a week. In the case of a serious offence, such as using
pajé, and uses some of his initial skill choices for
Breath powers. He chooses Breath as his master-lev- a weapon to assassinate someone in cold blood, the
el ability, to be able to develop the other powers to character loses their powers forever.
the maximum. Then he takes Spirit World at the
practitioner level and Life at the apprentice level.
Finally, he chooses other skills on which to spend the
remaining points.

60
Example

The pajé Uaçá and warrior Ubiratã are facing a


Giant Spider in the jungle. When the creature is
CHARACTERS WITH POWERS IN
almost dead, Ubiratã falls unconscious and Uaçá COMBAT
has no more energy points to heal him. Uaçá grabs Although they cannot use weapons or martial arts
the fallen weapon of his colleague, a halberd, and in combat, empowered characters may be critical
performs a level 0 Polearms test to deal the final
to the group’s success in battle. They tend to serve
blow to the spider. The mediator decides to apply
the minimum penalty in this case: Uaçá loses the as support for the other characters, greatly increas-
use of his powers for a week. ing the potential of the group.
One method of support is through powers
that protect someone from physical or magical
Faith, Breath and Ifá are powers that require damage. For example, a shaman can use Protection
dedication to the exclusion of all others, and can nev- to lessen the chances of an enemy hitting someone
er exist in the same physical body. Anyone who starts in the group, giving the strength to temporarily in-
developing one path can never take up another, and crease one’s resistance or even the powerful Closed
there may be mistrust between followers of different Body to prevent someone from taking damage for
ways. Pajés who use malicious powers should never three rounds.
participate in the same group as those who use be- Other powers can strengthen characters dur-
nevolent powers or followers of faith. They hate each ing a battle. The power of Blessing can increase
other intensely, and can participate in the same group the chances of someone hitting the enemy or even
only in truly exceptional circumstances. make an ordinary weapon capable of injuring a

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creature that normally can only be struck by en- pate Magic or Unweaving.
chanted weapons. When the group faces creatures In the table below you will find some sugges-
with very strong armour (for example, a Giant Bee- tions for each type of power. Knowing that your
tle), a bonus on the attack can make a big difference character will face dangerous situations, it is useful
in damaging the creature or not. to acquire at least one or two of these powers during
A third method of participating is through character creation and to bear in mind what they
cures. The Recovery, Healing, Life and Health pow- can do when you find yourself in battle.
ers all deal with healing. In some cases, healing It is important to highlight other considera-
may only mean recovery from physical damage. In tions. For example, when it is necessary to make
other circumstances, a cure can reverse a paralysis physical contact to apply a power, the power user
or poison and mean the difference between life and must be in the same combat zone as the target, or
death in a battle. both must be in the Free state. Since power users
Some powers can make attacks against the can not use weapons or armour and tend to have
enemy. There are powers to weaken (like Send Dis- very low defence ratings, entering a combat zone
ease), to hurt (Cause Injury), drive off (Banish Evil) can pose a great risk. It is also important to em-
or even to control (Enchant) the enemy. phasize that the character must spend an action of
A fifth way to take part in battles is by nulli- switching from the Free state to In Combat before
fying the enemy’s supernatural powers, using Dissi- using a power. Exiting a combat zone is even worse,

SUGGESTED POWERS TO USE IN BATTLE

FUNCTION DIVINE GRACES BREATH IFÁ

Defence Against Evil Protection Against Enemies,


Protection,
(Protection from Evil) Protection Against Weapons,
Protect Closed Body (Defence)
Protection Against Magic Protection Against Magic
Give Strength (Life)
(Defence Against Magic) (Protection)

Bless +1, Bless +2, Bless +3 Grant Luck Fortune +1, Fortune +2,
Strengthen
(Blessing) (Defence) Fortune +3 (Fortune)

Alleviate Pain, Remove Cure Wounds, Cure Venom,


Cure Wounds, Cure Maladies,
Heal Fever, Expel Afflictions Cure from Afar (Cure)
Ward Off Death (Health)
(Healing) Return to Life (Life)

Cause Wounds, Poison,


Injure from Afar (Harm),
Grant Misfortune,
Weaken, hurt, Cause Injury, Avert Enemy
Banish Evil Undefended, Open Body
drive off or (Negative Energy)
(Protection from Evil) (Weakness)
control enemies Enchant (Influence)
Drain Strength, Send
Disease, Send Death
(Death)

Dissipate Magic Counterworking


Nullify powers
(Defence Against Magic) (Counter Magic)

62
Player’s Guide

because all the enemies in the zone gain a Melee tion, as is Assist Attack, distracting an enemy for
Attack action for free. It is important to plan your another character to attack more effectively.
strategy in the use of powers carefully. In general, playing characters who have super-
A user of powers also needs to manage their natural powers requires creativity and strategy, and
energy. In the jungle, where encounters are in- the effort can be very rewarding.
frequent and you may often spend a day or more
without encounters, it is usually possible to re-
cover energy between one battle and another. In
other situations, however, such as when exploring
a cave, it may be important to save your energy,
as you won’t know how many encounters might
happen on the same day.
If you do not have or do not want to spend
more energy, Defend Yourself is always an good op-

63
From the report of Matondo Masombo, transcribed by
Sister Vitória da Costa on the 6th of June, 1576

There was a great battle for control of the Kingdom of Congo and, as I have done so
many times in my life, I chose the wrong side. My enemies sold me to the Portuguese,
and they sent me to Ilhéus, where I laboured for two long years.

One day, my ‘master’ was attacked by some of the strange creatures that plague this land
- a band of the ugly, cowardly Motucus that dwell in the forest. I fought off a dozen of
them with nothing more than a rake and saved that villain’s life.

It was both fortune and damnation, because he felt obliged to free me, but left me without
a single coin in my purse. I almost starved to death in the first few months. I had no
way to return to Congo, nor to pay for a place to live here. What difference did it make?
What would you have chosen, in my situation? Go back to a kingdom that no longer
wanted you, or try to find a place in a society that never wanted you?

Faced with this impossible decision, I chose a third path: I learnt how to live in the
jungle. They were difficult years. I went hungry, I suffered from disease, but somehow
I survived. I forged a life where courage counts for more than the colour of one’s skin.

Many hire my services. I’ve served banners as a guide, in the same that I have helped
slaves escape into the jungle. I have no fear of saying this to you, nor would I reveal
their whereabouts even under torture.

Right now, I travel with you people, a group too improbable to be believed. I do not
even know why I agreed to provide my services to you. But I shall not stay for long.
There is nothing I owe you. There is only one person I trust, and so I will return one
day to my own path: that of a man alone.
Brazil in the year 1578

65
Brazil in
the year 1576

N
ow we come to a brief introduction to a Spanish At this time, many Spaniards came
huge subject: life in Brazil at the end of to Brazilian lands. Some were shipwrecked and
the 16th century. If you want to delve decided to remain (or were forced to remain).
more deeply into the subject, we rec- Others came to colonize the land ceded to Spain
ommend the various books in the Bibliography, p. in the Treaty of Tordesillas. During the union of
200 covering the culture and history of the age. the crowns of Spain and Portugal (1580-1640),
Brazil became a Spanish colony.
THE TERRITORY
French The French came to Brazil in search
In the year 1576, a number of different peoples lived of brazilwood and other riches and were virtu-
along the coast of Brazil. There were regional var- ally a constant presence on the coast during the
iations, but we will try to give a general overview. sixteenth century. They built fortresses and even
tried to establish permanent colonies in the so-
THE PEOPLES called Antarctic France (Rio de Janeiro, 1555-1567)
and Equinoctial France (São Luís, 1612-1616). They
EUROPEANS formed alliances with various peoples of the coast
In the colonial period, Europeans frequently voy- and waged war with the Portuguese in Brazilian
aged to Brazil. Some came to conquer the land, waters and lands.
others for the purposes of commerce and some In 1576, they had been expelled from Rio
visited purely through curiosity. The following are de Janeiro and Cabo Frio, but maintained their
the most common origins of these travellers and presence in Paraíba and continued to sack set-
invaders: tlements along the coast and make incursions in
search of Brazil wood.
Portuguese By far the most common European
people in Brazil at the time, the Portuguese came Dutch The Dutch originally came to Brazil to
at first to take advantage of the wealth of the new work in the production of sugar or for exploration,
land and then to colonize it. They come to Brazil as but during the period when Brazil fell under the
soldiers, merchants, adventurers, farmers, ranch- control of their enemies, the Spanish (from 1580 to
ers, administrators, missionaries, exiles, and peo- 1640), the Dutch changed their agenda to coloni-
ple of all professions and classes of the time. zation. Dutch Brazil, centred in Pernambuco, last-
ed from 1630 to 1654, and they also managed to

66
O Brasil no Ano de 1576

time). As time went by, their numbers declined


drastically. Over the centuries, most were killed,
enslaved or integrated into the colonizing society.
The Brazil of 1576 was at the beginning of this
transition. Some peoples, like the Caeté and Tamoio,
had been decimated by their wars against the Portu-
guese. Other tribes, like the Temiminó, had formed
alliances with the Portuguese.
At this time, the people of the Tupi language
group dominated much of the coast, living in vil-
lages scattered along the coast and along the riv-
ers. Just as the Tupi themselves did, the Europeans
divided the coastal nations into two large groups:
those who spoke Tupi and those who did not
speak Tupi, whom they called tapuias (a Tupi word
meaning something like ‘foreigner’ or ‘barbarian’).
Among the Tupi peoples of the coast were the Tu-
pinambá, Tupiniquim, Tabajara, Potiguara, Caeté,
Tupinaé, Tamoio and Temiminó. These peoples
shared a number of similar cultural customs, which
we describe in more detail in the section Indige-
nous Villages (Tupi peoples), p. 77.
Many other peoples lived in the interior of the
capture Filipéia (modern João Pessoa), Maranhão country, but for now we limit our description to the
and Salvador at other times. main coastal groups that had the closest contact
with the European settlers. Even with a focus on
Other Europeans Sailors, mercenaries, mer- the coastal peoples, the diversity of societies there
chants, researchers and others from all over Eu- offers many opportunities for interactions and ro-
rope visited Colonial Brazil at the time. Examples leplaying.
of famous visitors include the German mercenary
Hans Staden, the artist Albert Eckhout and the Tremembé A Tapuia people with their own lan-
naturalist George Marcgraf. English pirates (also guage, the Tremembé were a more nomadic people,
called ‘corsairs’) such as William Hawkins, Edward who lived mainly by hunting and fishing. At times
Fenton and Thomas Cavendish raided Portuguese they warred against the Potiguara, while at others
colonies on the coast. they allied with them against their common enemy:
the Tabajara. They suffered greatly in wars against
NATIVES the Portuguese and Dutch in the seventeenth century,
When the Portuguese arrived in Brazil, there were but in 1576 it was a time of peaceful relations with the
hundreds of indigenous cultures in the Brazilian Portuguese and French.
territories: over four million people, according to
modern estimates. They lived in villages, which Tabajara A Tupi people of the arid backlands
often formed parts of nations from thousands known as the sertão, the Tabajara allied with the
to hundreds of thousands of people (often called Portuguese against the Potiguara, their traditional
‘provinces’ or ‘lordships’ by the Europeans of the enemies.

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MAP OF THE COASTAL PEOPLES, CIRCA 1576

68
Brazil in the year 1578

Potiguara A Tupi people, the Potiguara were plant cassava, only a few vegetables, and they lived
known as great archers and warriors. They prac- mostly from hunting. Unlike many of their neigh-
tised agriculture in addition to hunting and fishing. bours, they did not practise cannibalism. Captured
They formed an alliance with the French against the enemies became slaves or were sold to the Por-
Portuguese and Tabajara. They also fought against tuguese. They refused to kill anyone inside their
the Caeté. homes. Their villages and customs were similar to
those of the Tupi peoples. They were enemies of
Caeté A warlike Tupi culture, the Caeté were their neighbours: the Tupinambá and Tupinaé.
enemies of almost all the people around them
(chiefly the Potiguara and Tupinambá). They were Aimoré Part of the Jê linguistic group, European
also noted for their skills in music, dancing, swim- considered the Aimoré the cruellest people of the
ming and fishing. Brazilian coast. They were known as excellent fight-
After capturing and eating Dom Pedro Fer- ers and archers. Taller and tougher than the Tupi
nandes Sardinha, Brazil’s first bishop, in retalia- peoples, they were so big that some people called
tion against the Portuguese, the Caeté were relent- them ‘giants’. Both the Europeans and the other na-
lessly persecuted during the governorship of Mem tives tried to avoid confrontations with them.
de Sá (1557-1572). The population was decimated The Aimoré used long, strong bows. They
and the survivors were either enslaved or retreated were swift runners, but they
to the hinterlands, leaving behind only a fraction could not swim, so they
of the original people. avoided crossing deep riv-
ers or entering the sea.
Tupinambá Sometimes allies, sometimes ene- They did not fight in
mies of the Portuguese, the Tupinambá were a Tupi
people who lived on the coasts and along the riv-
ers of the interior. They were traditional enemies
of the Tupiniquim. In the period during which this
game is set, thousands of Tupinambá had been cat-
echized and joined the Christian Church, and lived
in villages close to the city of Salvador. In the 17th
century, many of their tribes retreated to the sertão
backlands, reaching the coast of Maranhão and
the group of islands known as ‘Tupinambarana’ in
the middle of the Amazon rainforest.

Tupinaé A Tupi people forcibly dislodged from


the coast by the Tupinambá. Known for their music,
the Tupinaé played drums, trumpets and a kind of
large pipe. They wore their hair long behind the ears.

Maracá A Tapuia people with their own lan-


guage (possibly from the Cariri language group).
The men wore their hair in big plumes, the women
tied their long hair back. The Maracá loved mu-
sic and sang songs without words. They did not

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the open, preferring to hide in the bush and catch Puri family. They were paler-skinned than other na-
their enemies by surprise. They camouflaged tives of the coast. They wore a different hair style,
themselves in the jungle and, while hidden, com- which was long, and had only the front of the head
municated with animal sounds to avoid detection. shaved. Apart from this, they shared many customs
They left the forest only to attack the Portuguese of the Tupi peoples, like using jenipapo ink and feath-
settlements on the coast, actions that were carried ers to decorate their bodies, as well as singing and
out quickly and caught their victims by surprise. dancing.
The Aimoré were nomads who did not live They were famed as great warriors, archers
in villages, but slept on leaves on the ground. They and swimmers. They fought in the open field and
travelled in small groups of twenty or thirty warriors fled with great speed into the jungle when they
and their families. Like the Tupi, they shaved their needed to escape a disadvantageous position in
whole bodies except the head. They lived by eating battle.
wild fruits and hunting (they did not fish because of They hunted sharks by swimming and carrying
their aversion to large bodies of water). Unlike other wooden skewers, which they would thrust into the
peoples, who had rituals for their cannibalism, the quarry’s mouth. They used the sharks’ teeth as arrow-
Aimoré devoured any captured enemy without cer- heads.
emony. They had no allies among the Europeans or They lived on meat from hunting and wild
other indigenous peoples. plants, and had no agriculture. They tended to live
in places that were largely inaccessible. In the jun-
Tupiniquim A Tupi people and the first natives gle, they slept on the ground, on top of leaves. In the
to have contact with the Portuguese, the Tupiniq- swamps, they lived in small straw huts, elevated above
uim were considered one of the most domestic the waters on stilts.
people of the coast. They were great fishermen, The Goitacá were enemies of the Papaná and
hunters and river navigators. They were traditional Tupiniquim. They had times of war and times of
enemies of the Tupinambá. peace with the Portuguese, but any affront to any
Some allied themselves with the Portu- member of their people or invasion of their land
guese, while others, suspicious or betrayed, warred provoked an immediate reprisal, which only ended
against them. The Jesuits converted many Tupiniq- with the total devastation of the enemy. In times
uim, and in 1576 there were already entire Chris- of peace, they carried out commerce ‘at a distance’
tian Tupiniquim villages near São Paulo, Ilhéus and with the Europeans, leaving articles for trade in
Porto Seguro. places near the colonizers. The settlers would then
leave goods they wanted to offer in the same place.
Papaná A Tapuia group with their own lan- Returning later, the Goitacá could accept the ex-
guage, the Papaná lived in the arid lands of the change or not, taking the items left by the settlers
sertão, after being driven out of the coastal region or taking back their own.
by their enemies: the Goitacá and Tupiniquim.
They lived by hunting and fishing, and slept on the Tamoio A particular group of the Tupinambá, the
ground, on leaves. Other customs, such as remov- word tamoio means ‘grandfather’ in Tupi, a nickname
ing all hair from their bodies and decorating them- received for being the first Tupi people to conquer
selves with ink from the jenipapo fruit were similar land on the coast, centuries before Portuguese coloni-
to those of the Tupi peoples. zation.
Great warriors, archers and divers, they were
Goitacá Also called the Waitaká or Goytacazes, larger and more robust than other Tupi. They
the Goitacá had their own language, possibly of the fished with lines and with bow and arrow. They

70
Brazil in the year 1578

were known as great musicians, able to improvise


songs on the spot. They built houses and villages
much stronger than those of other nations. Un-
like other indigenous peoples of the era, who used
only bow and arrow to wage war, some Tamoio
had already adopted the use of firearms, given to
them by the French. They were enemies of their
neighbours: the Goitacá and Guaianá .
Mortal enemies of the Portuguese, the Ta-
moio allied themselves with the French. Thou-
sands of them were killed and enslaved in the
battles of Guanabara Bay (1565-1567) and Cabo
Frio (1575). The few free survivors fled into the
interior.

Temiminó A Tupi people and allies of the Por-


tuguese, the Temiminó participated in the Battle of
Guanabara, which expelled the Tamoio from Rio
de Janeiro. Their great chief Arariboia, ‘the Snake
of Storms’, founded the city of Niterói in 1573.

Guaianá A Tapuia people with their own lan-


guage, the Guaianá were nomads of the São Paulo
mountains. They lived in caves, used camp fires to
warm themselves and slept on animal skins. They
lived by hunting and fishing, without agriculture.
They did not eat human flesh, preferring to enslave AFRICANS
their captured enemies. The first African slaves arrived in Brazil in the
first half of the sixteenth century, a sad moment
Carijó A people of the Guarani language who that would enshrine slavery as a custom in Brazil,
did not eat human flesh, the Carijó lived by hunt- a practice that continued for over 300 years until
ing, fishing and farming. They lived in enclosed 1888.
houses, covered with tree bark. The only coastal Characters of African origin may have been
people to wear clothes, due to the cold weather of born in Africa or in Brazil. Although Africans of
their territory, the Carijó covered their bodies with many peoples and languages were brought to
animal skins. Brazil as slaves, sixteenth-century Africans came
mainly from two broad groups: the ‘Sudanese’ and
Few of the peoples found on the 16th-centu- the Bantu. The introduction of these peoples end-
ry Brazilian coast still maintain their ethnic iden- ed up being fundamental to the formation of the
tity today. Some exceptions include the Tremem- Brazilian people and culture of today.
bé and Tabajara in Ceará, Tupiniquim in Espírito
Santo and the Guarani of the South and Southeast Sudanese These Africans came from various
regions. At the same time, many Brazilians count states and kingdoms in the region that today includes
members of these cultures among their ancestors. Nigeria, Benin, Togo and Ghana. They were culturally

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divided as speakers of three main languages: The culture of these peoples is very rich, and
the cult of the orixás and systems of divination (Ifá in
Yoruba (speakers of which were called Yoruba, Fa in Fon and Afa in Ewe) had a great impact
Nagôs) who came from kingdoms and states on the cultural development of Brazil.
such as Oyo, Ketu, Ijesha, Editi, Ondo, Sabe, The basic element of Yoruba society was the
Egbado, and Ijebu, today the west coastal clan, with balés as village heads and the obá being
region of Nigeria and the east of Benin; monarch of each kingdom. Their artistic creations
The people who spoke Fon came principally in bronze of the era are famous to this day. While the
from the Kingdom of Dahomey, today the Ewe consolidated the Kingdom of Dahomey at the
central coast of Benin; end of the 16th century, the Fon culture favoured in-
The people called Jejés or Gegês spoke the dependence for each town. Throughout the region,
Ewe language, from what is now the coast of the yam was a staple food, and palm oil an impor-
Togo and part of eastern Ghana. tant ingredient in cooking. The kola nut, high in caf-
feine and prized at the time, was the main export.

ORIGINS OF AFRICAN PEOPLES & THE PRINCIPAL


PORTUGUESE STRONGHOLDS IN AFRICA IN 1576

72
Brazil in the year 1578

At the time, the people of this region were


not identified by the spoken language, but by their
clan, village or kingdom.

Bantu The Bantu people spread through much


of central Africa, and in the 16th century formed
huge nations like the Monomotapa Empire and the
Kingdom of Butua. At this time, the Bantu slaves
brought to Brazil came mainly from the west side
of Africa, where three languages were spoken:

Kikongo, spoken in the Kingdom of Congo,


where today we find Cabinda, the Republic of
the Congo and the north of Angola;
Kimbundu, spoken in the Kingdom of Ndon-
go, today the central region of Angola;
Umbundu, spoken in the small kingdoms
to the south of the Kingdom of Ndongo,
today the southern region of Angola.

The Portuguese explorer Diogo Cão made


contact with this region in 1482 and the king of the
Congo, Nzinga Nkuwu, sent people from his court to
study in Portugal. The Kingdom of Congo had one of
the most advanced economic systems of the time,
using the nzimbu, a kind of shell, as money. They trad-
ed in food, copper, ivory, raffia, ceramics and other MULTIRACIAL
products, and the Portuguese soon established trade Multiracial people have ancestry of multiple origins.
posts in the region. The Kingdom of Congo also had In the colonial era, many people were of mixed de-
an elective monarchy (elected by nobles) rather than scent, such as, for example, the ‘caboclos’ (children
hereditary. Mvemba a Nzinga, who became King of natives and whites), which has contributed to the
Afonso I of the Congo, converted the country to Ca- diversity of the Brazilian population that we know
tholicism during his reign from 1509 to 1543. today.
The 16th century also saw the establishment
of the Portuguese slave trade in the region. The PORTUGUESE SETTLEMENTS
Portuguese founded Luanda (in the Kingdom of Portuguese settlements were initially concentrat-
Ndongo) in 1576 and established the Kingdom of ed along the coast. Some communities emerged
Benguela (in the Umbundu territory) in 1617, to from land grants, a sesmaria ceded by the Crown
serve as permanent bases. with the intention of populating a strategic region.
The famous warrior Ngola Nzinga Mbande In other cases, a community would grow around a
was born in this region in 1583 and became queen pre-existing core, such as a fort or village.
(or, as she preferred, ‘king’) of Ndongo and Matam- A fundamental element for the formation
ba (a neighbouring kingdom). She resisted for dec- of a community was a source of fresh water, near-
ades against the Portuguese and their slavery. by which the settlers could begin to build housing.

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PRINCIPAL PORTUGUESE SETTLEMENTS IN 1576

74
Generally without much planning, houses of wat- When forming a small community, it was
tle and daub were constructed, which little by little normal to set up a church or college. For protec-
were exchanged for houses made of bricks and mor- tion, it was common to surround the settlement
tar, with roofs of clay. Houses with two floors were with a stockade (or palisade), in turn surrounded
the exception, usually reserved for the chambers by a ditch or moat. The initial construction was
and housing of the settlement’s mayor. Some habits of wood, but bigger settlements got walls made of
were copied from the indigenous peoples: kitchens wattle and daub or even stone with bastions. Plac-
outside the house, the use of hammocks to sleep in, es of strategic importance had fortresses or strong-
urban gardens in each home and thatched roofs. holds for the defence of the territory.
In some cases, in ‘planned’ cities (such as in Populations were considered to be ‘towns’
the case of Salvador), the royal regulations for ur- when they obtained administrative autonomy.
ban construction were followed, such as selecting When a place became a town, it was required to set
a place with good water resources and setting it up a pillory and build a council chamber and a jail
up as the administrative core of the settlement, (sometimes in the same building). The moment of
known as the ‘upper city’. The part of the city ascension to town status marks, historically, the
devoted to services and commerce was called date of the foundation of Brazil’s cities that we
the ‘lower city’. The land demarcated for the fu- know today. The title of ‘city’, at this time, was a
ture city was divided into lots and distributed loftier designation. In 1576, this exalted status was
amongst the settlers. given only to the two capitals of the colony: Salva-

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dor and São Sebastião do Rio de Janeiro. tresses, council houses, jails, merchant quarters
In addition to the church, pillory and council and Jesuit colleges (Salvador’s college was the
chambers, it was common for the core settlement most important in Brazil at the time). A consid-
to contain the houses of the region’s main land- erable part of the population of these two places
owners, as well as some service providers such as lived in the sugar mill plantations around them,
artisans and merchants. Near this core was the with about twenty mills near each town.
market square, for the purchase and exchange of Other settlements, like Ilhéus, Porto Seguro/
goods. With the growth of the town, other squares Santa Cruz, Vitória, Rio de Janeiro and Santos/São
might come into being. For example, in the case of a Vicente, had about 1,000 Europeans each. They all
place that was a gateway to the sertão, there might had churches, fortifications, small Jesuit colleges,
be a plaza dedicated to the exchange of indigenous and from one to eight sugar mills in the vicinity.
products. Colonies of Christian natives near Espírito Santo
If a settlement had a port, it was normal for and Rio de Janeiro were home to more than 5,000
this to become the main focal point for commerce. residents each. Outside these urban centres, there
There would be warehouses filled with products, were dozens of small villages and forts scattered
both those brought from Europe and those waiting along the coast.
to be sent overseas. The larger ports had, as a gen- The highest ruler was the Governor-General
eral custom, a royal warehouse for brazilwood, one of Brazil, residing in Salvador. From 1572 to 1578
for sugar from the mills and another for slaves. and from 1608 to 1612, there were two gover-
Travellers could rent rooms to sleep in pri- nors-general: one in Salvador and another in Rio
vate homes. The small shops called storehouses de Janeiro. Along with the Governor-General, there
or depots often served food and drink, becoming was an Ombudsman-General (chief of justice), a
the ‘drinking houses’ of the region and serving as Chief Provider (responsible for the royal farm) and
meeting places. a Chief Captain (responsible for the defence of the
The only schools in Brazil were the Jesu- colony).
it colleges, which admitted both the natives and The grantee was the chief of each captaincy,
the sons of the plantation owners. These schools but they rarely lived in Brazil. The main exception
taught grammar, music, and the catechism. The to this was Duarte Coelho and his descendants, in
brothers studied Latin, rhetoric, and other sub- the Captaincy of Pernambuco. Some captaincies
jects. had their own providers and captains to look after
Over time, the settlements became urban ag- the royal estate and defence, respectively. At the
glomerations with narrow alleys that spread out local level, the government was composed of the
from around the main roads, with open sewage municipal council. The chamber was made up of
systems. about four people, chosen from among the main
By far the two largest Portuguese urban ar- landowners of the region. The members were
eas in Brazil in 1576 were Salvador and Olinda. known as ‘good men’ in the 16th century, and
Salvador had about 8,000 Europeans, 2,000 Af- ‘councilmen’ from the 17th century. The council
ricans and 20,000 natives in and around the city. was responsible for all the public administration
Many natives, converted Christians, lived in vil- of the municipality, including the collection of
lages close to the town. Others lived within the taxes, public works and regulation of economic
city or served as slaves. Olinda and its surround- activities.
ings housed about 6,000 Europeans, 4,000 Afri- The clergy in Brazil were divided between the
cans and 4,000 natives. The two places had ports, secular and regular clergy. The first was subordi-
churches, pillars, hospitals (mercy houses), for- nate to the bishop, based in Salvador, charged with

76
the spiritual care of Brazil. The second was com- in 1539), Santos (1543), Vitória (1545), Salvador
posed mainly of the Jesuits, who reported to the (1549) and Rio de Janeiro (1567). The Order of St.
local provincial of the Society of Jesus, also based Benedict began to build monasteries in the year
in Salvador. Although both represented the Catho- 1582.
lic Church, in practice there was some separation
between the two types of clergy, often differing INDIGENOUS VILLAGES
on the approach that the Church should take. As (TUPI PEOPLES)
a rule, the Jesuits were concerned with converting Although there was considerable variation among
the natives, although their colleges also taught all the nations, the following covers some of the most
the inhabitants of their region, while the secular common characteristics of the Tupi-speaking
clergy took care of the souls who lived in the towns coastal peoples.
and cities. At the municipal level, the vicar-general The Tupi lived in villages composed of a num-
served as local chief of the church, and the rector of ber of malocas. A maloca was a large hut, up to one
the college was the local chief of the Jesuits. Apart hundred metres long and five metres tall. Each
from the Jesuits, other religious orders also came to maloca could house several families, each with
Brazil. The Brotherhood of the Santa Casa de Mis- their own space and hearth. Each person slept in
ericórdia built medical institutions. In 1576, there their own hammock. It was normal for a village to
were already ‘mercy houses’ in Olinda (founded have from three hundred to a thousand people. The

77
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

malocas were built around a terreiro: a clearing in in ceremonies of great honour. The principal ar-
the middle of the village for assemblies, parties and mament of the Tupi for war and for the hunt was
other events. The inhabitants would often encircle the bow and arrows, weaponry that they wielded
their village with a wall of wattle and daub (with with exceptional ability. They also used wicker
loopholes to see and shoot from) and/or a wooden shields and ‘swords’ made of wood (bordunas).
palisade. The tupi were great lovers of music; they
Each maloca had it own chief. The chiefs could sang songs to the sound of drums and maracas
meet in the terreiro to discuss issues concerning while they danced.
the whole village. In times of war, the village could
choose a principal — normally a great warrior — to THE JUNGLE
make decisions for everyone. The spiritual leaders In the year 1576, the jungles and backlands of Bra-
of the Tupi were the pajés. They practised different zil’s interior still remained largely unexplored by Eu-
forms of medicine and divination and communi- ropeans. In 1554, Francisco Bruza de Espinosa and
cated with the spirits to perform prophecy, prayer Aspilcueta Navarro made a journey into the interior
and the exorcism of evil spirits. of what would eventually become the state of Minas
The Tupi did not wear clothing. They adorned Gerais. In 1570, the criteria for the organization of
their bodies with red and yellow feathers and ‘banners’ (bandeiras), troops with permission to ex-
pierced their lips and cheeks with coloured stones. plore the jungle, were established. Under the new
Some wore shell earrings and necklaces. The men law, the first official banners were those of Sebastião
shaved the hair on top of their heads, leaving a Fernandes Tourinho in 1573 and Antônio Dias Ador-
‘crown’ of hair somewhat like the tonsure of Euro- no in 1574. These early journeys barely began the
pean monks. Women left their hair long. exploration of the interior that would continue for
Women worked in planting and harvesting another 150 years.
food, making flour, raising children and produc-
ing goods such as baskets and cloth. Men hunted THE SEA
and fished, cleared the forest for planting, fetched By the end of the 16th century, sea travel had be-
firewood, made canoes, and participated in raids come so commonplace that it was almost routine.
and warfare. But that does not mean that it was safe. Quite the
The Tupi economy was one of subsistence, opposite, in fact. The maritime traveller had to deal
collecting and hunting only according to their with enemy ships, pirates, and the cruellest enemy
needs. Each family had their own plantation for of all: the weather. Storms were a frequent cause of
cassava, that the natives ate with fish and game shipwrecks.
meat. Other common agricultural produce includ- Portuguese galleons visited the coast of Bra-
ed corn, fruits, pumpkin, beans, tobacco and cot- zil regularly, and the French, coveting the brazil-
ton. After the Europeans arrived, barter became wood found there, made frequent incursions into
common, exchanging food or services for bait, the colony. English corsairs came from time to time
knives and other goods. to plunder villages and towns on the coast.
The Tupi nations frequently warred amongst For the voyager across the Atlantic Ocean at
themselves. In some cases, thousands of warriors this time, the shipboard bill of fare included hard
from various villages joined together to travel biscuits, salted meat and onions, with wine or water
weeks or even months to attack their enemies. to wash it down.
Such invaders used canoes to travel by river and
carried dry cassava flour as travel rations. Cap-
tured enemies were killed, cooked and consumed

78
ANIMALS electric eel, flamingo, frog, giant otter, great egret,
Here are some of the most common animals found green anaconda, jabiru, manatee, neotropical otter,
in the Brazilian territories: piranha, pirarucu, pit viper, pond turtle, ray, river
Forest: brocket deer, coati, coral snake, cotinga, dolphin, scarlet ibis, swan, tapir, toad, wattled
crab-eating fox, harpy eagle, hedgehog, howler mon- jacana, wood rail.
key, jacu, jaguarundi, kinkajou, mitu, parrot, peccary, All regions: agouti, bat, bee, beetle, boa constric-
pit viper, red-tailed macaw, red macaw, sloth, spider tor, butterfly, carpenter ant, caterpillar, cicada,
monkey, spoonbill, squirrel monkey, tayra, tinamou, cockroach, collared anteater, firefly, flea, giant ant-
white-tufted pigeon. eater, horse-fly, hummingbird, jaguar, mosquito,
Savannah: armadillo, black-tufted marmoset, bur- moth, ocelot, opossum, paca, puma, rabbit, rat, re-
rowing owl, caracara, chameleon, cricket, crim- cluse spider, red-footed tortoise, toucan, tarantula,
son-crested woodpecker, deer, grasshopper, great termite, vulture, wasp.
horned owl, maned wolf, pampas fox, pit viper, rattle-
snake, rhea, roadside hawk, scorpion, seriema, skunk, WEIGHTS & MEASURES
suiriri flycatcher, tegu, white-eared puffbird.
Coast, sea and mangroves: blue crab, dolphin, The systems of measurement used in the 16th cen-
green turtle, gull, hydromedusa, leatherback sea tury were very different from those of today. Here
turtle, octopus, pelican, sawfish, shark, southern we present the most important ones.
right whale, sperm whale, squid, swamp ghost
crab, swimming crab, swordfish. DISTANCE
Rivers, lakes and swamps: black caiman, Units of distance of the period included the vara,
broad-snouted caiman, bush dog, capybara, coypu, the fathom and the league.

79
A BANDEIRA DO ELEFANTE E DA ARARA | LIVRO DE INTERPRETAÇÃO DE PAPÉIS

The vara is not difficult to visualize, since it VOLUME


measures 1,1 metres, very close to the modern unit When it comes to measuring volume, there are two
of the metre. The fathom is equal to two varas or different systems. For liquids, there is the system of
2.2 metres. pints, canadas, almudes, barrels and casks. The cask
The league, however, is a more confusing unit of was a measure based on the large barrels used to
measurement, since there was no standardization for store wine, olive oil and other liquids.
it at the time. On land a league represented more or
less the distance that a ‘standard’ human being could
walk in one hour. The maritime league was based on PERIOD PERIOD MODERN
degrees of latitude and longitude, in order to be able to UNIT EQUIVALENT EQUIVALENT
reckon distances travelled with nautical calculations. Pint - 0.35 l
The Portuguese league at this time varied between 5.5
Canada 4 pints 1.4 l
km and 6.6 km, depending on the calculation method.
12 canadas ou
For this book, we will use two common calcu- Almude 16.8 l
48 pints
lations of the time, one for leagues on land and one
Barrel 25 almudes 420 l
for leagues at sea:
Cask 2 barrels 840 l
On land, we reckon the league to be 2,500
fathoms, giving 5.5 km/league or 5,000 To measure the volume of solids, such as grain
varas/league. or sand, the alqueire was the most common unit:
At sea, consider the league as follows: 17.5
degrees/league, equivalent to 6.35 km/league
or 5,700 varas/league. MODERN
PERIOD UNIT
EQUIVALENT

One advantage of leagues is that they give Alqueire 13.1 l


you an idea of how long it takes to walk between
different places. CURRENCY
More than a century before the Brazilian Gold
WEIGHT Rush, commerce in Brazil in 1576 revolved around
For units of weight, we have the ounce, the pound, the export of brazilwood and sugar. The colony
the arroba (similar to the bushel) and the hundred- could not yet mint its own currency, and depend-
weight. The pound is relatively easy to grasp, as ed on money that arrived from other places. People
there are a little over two pounds to a kilo. The com- ended up using coins from Portugal, Spain and oth-
plete system is as follows: er countries, or simply bartering for the exchange
of goods. There was so little money in circulation

PERIOD PERIOD MODERN that in 1614 a governor’s order decreed sugar to be


UNIT EQUIVALENT EQUIVALENT the country’s legal currency, forcing merchants to
Ounce - 28.7 g accept sugar as compensation for purchases.
To keep transactions simple, this book uses the
Pound 16 ounces 0.459 kg
monetary system of Portugal – measured in réis (sin-
32 pounds or 512
Arroba 14.7 kg gular real) – one of the main currencies in circulation
ounces
in Brazil at the time. The Portuguese coins most com-
4 arrobas,
Hundred- monly encountered in Brazil in 1576 included:
128 pounds or 58.8 kg
weight
2048 ounces

80
8 grammes of silver. Unskilled workers (dockworker,
Copper coins farm labourer) would be paid about 70 réis (plus food)
Ceitil (1/6 real) per day.
Real (1 real) In terms of monthly salaries, soldiers, sur-
III Reais (3 réis) geons, scriveners, clerks, carpenters, lawyers and
V Reais (5 réis) many other professions earnt in the range of 1,500
Patacão (10 réis) to 2,500 réis per month. Clerks in important posi-
tions under the governor-general of the colony and
Silver coins the chief governors of the larger cities earnt from
Meio Vintém (10 réis) 2,500 to 5,000 réis per month. The chief physician
Vintém (20 réis) of Salvador made 5,000 a month. Salvador’s chief of
Meio Tostão (50 réis) public works received 6,000 réis per month. Many
Tostão (100 réis) professionals also received a salary supplement
in food and/or housing. At the very top end, the
Gold coins Ombudsman-General, Chief Provider and Chief
Engenhoso (500 réis) Captain of Brazil received 16,700 réis per month,
São Vicente (1,000 réis) the Governor-General 50,000 réis per month, and
owners of sugar mills made between 50,000 and
To put these values into context, a skilled work- 500,000 réis per month.
er (carpenter, mason), could expect to earn about 100 At this time, people worked every day except
réis (plus food) per day, equivalent to approximately Sundays and religious holidays.

81
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

had a keel length of about 9 metres and could carry


JOURNEYS
a small artillery piece in the bow. The larger ones,
about 15 metres long, could carry up to four small
Explorers in 16th-century Brazil had to cross
guns.
great distances on their expeditions, by land, riv-
Rowing boat Small, simple craft, able to trans-
er or sea. In this section, we explore some of the
port two to six people and their equipment.
transportation options available.
Jangada Small, shallow boat, propelled with
oars or a small sail. Up to six people could fit on the
LAND
largest such boats.
By far the most common way to the forests and
Chalupa (archaic) French boat for up to ten
backlands of Brazil was on foot. Horses were rare
oarsmen, which could be lowered from larger ships
and expensive in colonial Brazil, and difficult to
to explore shallow waters.
ride in the dense woodland of the Mata Atlântica
Canoe A very important invention of the na-
(Atlantic Forest). However, in already deforested
tives, canoes could navigate the rivers of the dens-
areas or in the hinterlands, horses could be useful
est jungles and carry up to thirty people and their
for faster travel. Horse riders usually rode mares
equipment. Brazil’s natives could produce hun-
rather than stallions, as they were easier to handle.
dreds at a time to bring their armies to war. Rowers
controlled the movement of the boat while arch-
RIVER
ers could shoot from within. The canoe was soon
Many explorers in Brazil took advantage of the
adopted by the bandeirantes and other adventur-
many inland waterways to travel by boat.
ers for exploration and transport.
Being able to navigate a river depends on its
depth, the displacement and draught of the boat,
SEA
and the presence of impassable obstacles such as
In the major Brazilian ports in 1576 (Salvador, Olin-
waterfalls and rapids. The displacement of a boat
da, Rio de Janeiro), it was common to find various
is the amount of water displaced to make that boat
galleons or ships and hundreds of smaller vessels,
float, usually expressed in tons, or, in the 16th cen-
such as rowed barges and caravels.
tury, casks. Displacement takes into account not
The names and functions of different vessels
only the structure of the boat, but also its cargo. A
varied over time. The shape and size of caravels,
boat that goes upriver empty and then is filled with
ships, frigates, sloops and other vessels changed
cargo may get stuck when it comes back down.
dramatically over the course of the centuries. The
Apart from the larger rivers, such as those
names as such are general categorizations. The
found in the Amazon, where a boat of any size can
truth is than within each type of vessel there were
navigate, a boat of 100 casks or less was required to
countless variations, with every shipbuilder trying
enter and navigate most rivers beyond their estu-
to innovate on the designs that had gone before.
aries. Here are some of the options for river travel.
The following were the main of seagoing

vessels found in this era. The larger the vessel, the
Caravelão A kind of small, simple caravel with
greater its capacity to carry armaments and cargo.
two masts and displacing 40 or 50 casks. Able to
carry a crew of twenty-five people and some light
Caravel A vessel with two or three lateen-rigged
armament (up to six guns). It could sail on large riv-
masts, displacing 50 to 70 tonnes with a crew of
ers and the sea.
around 25. By the end of the 16th century, few car-
Barge Large rowing vessels were used by mill
avels were being built, merchants preferring bigger
owners to transport sugar. The most common sort
vessels. However, there were still some in use.

82
Square-Rigged Caravel A vessel with four carried about 30 guns, but carracks built for war
masts and a combination of lateen sails (triangu- could have up to 150. Agile and powerful vessels for
lar) and square sails. With a displacement of 50 to their time, carracks were used by the Portuguese,
200 tonnes, it could carry up to 30 guns and a crew Spanish, French and English.
of 25 to 200. Galleon By the second half of the 16th century,
Frigate The frigate of the 16th century did not the galleon had become the most important ship of
have much in common with the famous frigates of almost all the great fleets of Europe. Common exam-
the 18th century. Primarily used by the French and ples ranged from 300 to 1,000 tonnes, but some ex-
Dutch, it was built for agility, with a combination ceeded 2,000 tonnes. The crew required (including
of oars, sails and light armament. gunners, sailors and soldiers) could vary from 200
Galley The galley, a vessel that had both oars and to 800 people (up to 1,000 in exceptional cases). Due
sails, was rarely used in this era, but the French and to its size, the galleon was a formidable vessel in its
Spanish built some as warships. A typical galley could utility for both trade and war. The English favoured
have a displacement of 300 tonnes, carrying a crew of smaller, more agile galleons (300 to 500 tonnes),
200 along with 40 guns. whereas the Spanish and Portuguese preferred larger
Carrack Precursor to the galleon, a carrack ones (700 to 1,000 tones). War galleons like the Por-
could displace anywhere from 80 to 500 tonnes, tuguese Botafogo (1,000 tonnes), could carry more
and some even reached 1,000 tonnes. The crew than 300 guns, but it was more common to carry only
(including sailors, soldiers and gunners) varied be- 30 to 50 guns so as not to hamper cargo capacity.
tween 50 to 500 people, but could be even larger
in exceptional circumstances. A carrack normally

83
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

GOODS carrot; cassava; chard; chicory; chive; corn; cour-


gette; cress; cucumber; heart of palm; lettuce; on-
Although still in its infancy, the Brazil of 1576 pro- ion; peanut; peppers (various types); pine nut;
duced a great quantity of food and other goods, popcorn; potato; pumpkin; purple taro; radish;
while importing a great many products. spinach; sweet potato; turnip; yam.
Meat: [domesticated animals] beef; chicken; duck;
FOOD goat; goose; mutton/lamb; pork; snake; turkey;
Upon arriving in the Brazilian lands, the Portu- [game] agouti; alligator; armadillo; birds (jacu, rhea,
guese discovered a wealth of previously unknown gull, ibis, tinamou, curassow); capybara; deer; liz-
foods, such as pineapples and cashews. Soon, they ard; manatee; monkey; paca; peccary; rabbit; tapir;
began to introduce plants from Portugal, Cape turtle .
Verde, the Azores and the island of Madeira. By the Fish & seafood: crab; crawfish; freshwater fish (an-
year 1576, they had already introduced lettuce, gin- gelfish, catfish, pacu, piaba, piranha, trahíra, others);
ger, quince and wheat to Brazil, among others. mussel; octopus; oyster; saltwater fish (albacore,
Agriculture drove the establishment of the anchovy, black jack, bonito, bonefish, cobia, corvina,
colony. The first big business in Brazil was the grouper, mackerel, mullet, painted moray, sardine,
export of brazilwood, which was soon surpassed shark, swordfish, tarpon, tuna, vermilion snapper,
by the production of sugar. In the year 1576, sug- others); sea snail; shrimp; squid.
ar mills in Brazil produced and exported a for- Dairy: [cow & goat] butter; cheese; milk.
tune in sugar every year. Spices & condiments: basil; coriander; dill; fennel;
Within the colony, people ate many kinds of garlic; ginger; honey; horseradish mint; mustard;
food. In the Portuguese communities, it was com- pennyroyal; parsley; salt; savory; sugar.
mon to plant basic carbohydrates such as cassa- Drinks: water; brandy; beer; juice (from all kinds of
va, wheat and rice. People planted orchards and fruit); wine (from grape, cashew, sugar).
vegetable gardens of all kinds. They raised chick- Sweets: banana roasted with cinnamon; cassava
ens, pigs and sheep for meat, and the first large cake; corn cake; pineapple compote; cashew pre-
cattle ranches had already appeared in Bahia. serve; yam blancmange; marmalade; peanut paçoca.
The following are some of the most common
foods of the era: PRODUCTION OF GOODS –
COASTAL PEOPLES
Cereals: rice; barley; cornflour; dried fish meal; Here is a list of common goods, divided into local
wheat flour; fresh or dried manioc flour; manioc or production and imported products.
wheat porridge; manioc (cassava) starch.
Bread: cassava tapioca; cassava cake; corn bread; LOCAL PRODUCTION
wheat bread. General stores usually sold various medicinal
Fruit: avocado; banana; cashew; cambucá; cheri- herbs, unguents, balms, ointments, plasters and
moya; citron; coconut; cupuaçu; date; fig; raspber- other products to treat common health complaints
ry; gabiroba; genipap; grape; guava; hog plum; inga; like toothache, stomach pain, bruises, cuts, burns
jackfruit jaracatia; lime; lemon; melon; nance; or- and sores. They also sold products such as oils and
ange; papaya; mangaba; passion fruit; quince; pe- dyes.
qui; pineapple; pitanga; pomegranate; sapodilla; Other products could be found or ordered
strawberry guava; watermelon; umbu. from specific places. For example, people got
Vegetables & legumes: aubergine; beans (vari- clothes from tailors, jewellery from jewellers, bar-
ous types); beet; Brazil nut; cabbage; cashew nut; rels from coopers, and tools or weapons from

84
Brazil in the year 1578

smiths. vegetables (pumpkin, peanut, beans, pepper and


Stores: balms; dyes; medicinal herbs; aftershave; others).
oils; perfume; soap; paint; ointments. Weapons & protection: bow and arrow (includ-
Specialist shops: building materials (lime, wood, ing incendiary arrows); borduna; shield (made from
bricks etc.); leather; musical instruments; jewellery; tree bark or liana); spear; club, blowgun.
clothing; fabric (cotton and others); furniture; rope; Transport: canoe.
tools (hammers, brooms etc.); weapons; wood. Musical instruments: drum; flute; pan-pipes;
Domesticated animals: cattle; donkeys; horses; maraca.
pigs; poultry; sheep. Other: blade (made from shell or animal fang); ce-
Transport: carriage; wagon; raft; ship. ramics; feather art; fish-bone needle; fishing net;
gourd bowl; hammock; medicinal plants (to pro-
IMPORTS duce balsams, milks and other medicines); paint;
For those who could pay the price (about ten times rope; stone axe; straw basket; vine basket; wax.
the original price), imported objects came from all
over the world. Here are some examples:

Portugal, Madeira and Canary Islands (prod-


ucts ‘of the kingdom’): cheese; cloth; candied
fruit; hats; horse tack; linen; ham; medicine; uten-
sils; vinegar; wheat flour; wine.
Europe in general: clothing; hats; locks; olive oil;
perfume; tools; various fabrics; wine.
Middle East: fine fabrics; perfume; rugs.
India, Asia & the Moluccas: gold; pearls; porce-
lain; medicines and other substances (ambergris,
camphor, rhubarb); silk; spices (cinnamon, cloves,
ginger, nutmeg, pepper).
Africa: chilli pepper; cotton; gold; ivory.

PRODUCTION OF GOODS –
INDIGENOUS VILLAGES
The natives produced a variety
of food and goods. As they came in
contact with the Portuguese, they
abandoned stone axes and the like
in favour of metal tools. However,
their production of many other
items continued.
Here are some of the most
common indigenous creations:

Agriculture:: assorted fruits; corn


(abati); cotton; tapioca; cassava flour;
cauim (cassava drink); manioc; tobacco;

85
From the account of Lucia Beretário, known as ‘ Dayo’, transcribed
by Sister Vitória da Costa on the 20th of June, 1576

I am the illegitimate daughter of a Portuguese fazendeiro and a Yoruban woman.


My father was in love with my mother, but marriage was out of the question.

Despite being illegitimate, I am an only child, so my father always spoiled me. Our
family was never short of money. From an early age I learned to ride a horse. I even
took lessons in fencing and the violin. I guarantee that I can beat almost any man in a
duel with the blade. I could go freely about my father’s land, swimming, running, while
my mother took care of the house.

But, under pressure from society, my father took a wife, the daughter of another wealthy
landowner. She did not feel at all comfortable with me around and, for my own good, my
father offered me some money and bought me a house in the city to live my own life, away
from the eyes of my stepmother.

However, when the opportunity for a life of adventure arose, I left everything behind.
I always liked the outdoors more than the house. I don’t know what I will do in the
future but for now this life suits me very well.
Mediator’s Guide

87
Mediator’s
Guide

S
o you’re going to be the mediator. Tak- group desires. Some groups play a campaign with
ing on this role means you will need to the same characters for months or years, while
do a lot more preparation before each others create new characters for each adventure
session than the players. In this chap- they play.
ter, we explain the additional rules that the media-
tor needs to know and how to prepare and mediate THE ROLE OF THE MEDIATOR
sessions for your group.
To have a roleplaying session, one person needs
CAMPAIGNS & ADVENTURES to take on the role of the mediator. The mediator
serves as the ‘narrator’ of the adventure, and is in
There are three common terms used to describe charge of the fictional world. Being the mediator
discrete ‘blocks’ of play in a roleplaying game: encompasses a number of different responsibilities.
campaign, adventure, and session.
A campaign follows the characters’ entire PREPARING ADVENTURES
story within the fictional world, which may cov- Before a game session, it is helpful to prepare a sce-
er years or even decades of the characters’ lives. A nario or adventure for your participants. It can be
campaign may be a free exploration of the world, an existing adventure or scenario, or an adventure
letting the players take their characters where they or scenario you create for the group yourself.
will, or the mediator may divide the campaign into When we talk about preparing an adventure,
adventures, each of which has a definite end. we mean creating a plot for the characters to fol-
An adventure is a complete story with a be- low. Well-defined goals such as searches or rescues
ginning, middle and end. An adventure might be a can guide participants along a path. Alternatively,
search, a rescue, a mystery to solve or anything else the mediator can simply create ‘planned encoun-
you can imagine. A campaign is like a series that ters’, which happen at certain points along the
contains all the characters’ adventures, while the journey. However, the mediator must be ready for
adventure is like a single episode of that series. An unexpected decisions from the group. Participants
adventure may take up one or more sessions. should have freedom to explore the fictional world
A session defines the period of time your as they wish, and may sidestep much of any script
group sits down to play the game. A typical session imagined in advance by the mediator.
lasts for a few hours. The group might complete an ‘Adventure’ in this context does not always
adventure within one session, or it might take a few. mean action and peril. You may play out adven-
A campaign lasts for as many sessions as the tures of intrigue, politics, commerce or other situ-

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Mediator’s Guide

ations that pose no danger at all. For example, an


adventure might be a group trying to improve and
govern a small village. Another might be a spying
mission. The possibilities are unlimited.
If the group and mediator prefer more flexi-
bility in their adventures, the mediator can pre-
pare an environment. In this case, the mediator
invents a region and its inhabitants: for example,
a city and its citizens, or a dangerous jungle. Typi-
cally, the mediator details a map of the region and
writes in-depth descriptions of the inhabitants.
The characters can explore the region freely, where
you spontaneously play out any encounters, creat-
ing an improvised story.
You can use the game rules to create adven-
ture settings outside of the one described in this
book (that is, historical Brazil between 1500 and
1650). Examples of other settings include some-
thing as simple as another time (before the arrival
of the Portuguese, for example), or an even more
fantastic world (an alternative history where
the Chinese came earlier to South America).
Again, the possibilities are unlimited.
There are ready-made materials for me-
diators who do not want to spend too much
time preparing for a session. For example, there
are pre-written adventures, setting books, and
other supplements with adventures and scenari-
os ready to go. The mediator should read the ad-
venture before the session but will not have to do from other game systems.
much further preparation. For those who like to create, inventing new
Supplements are official extensions to this adventures and scenarios can be very rewarding.
book, which the mediator can use in their games. To help with research for your own adventures, we
A supplement can add new rules (for example, new have prepared a Bibliography for Mediators, p.
items, creatures or powers), define an environment 200 for reference and inspiration.
in more detail (for example, delving into one of the In the introductory adventure The Fires of
royal captaincies), introduce a new region (such as Bertioga, p. 152 we present a short, ready-to-use
the Andes or the Congo) or explore another part of scenario that can both serve as your first session’s
the world presented in this book. adventure and give you an idea of the work in-
Supplements and settings often offer devel- volved in preparing your own adventures.
oped environments to help the mediator create Other adventures can be found online at
new adventures or areas to explore freely. You can porcupinegames.com/EAMB
use adventures and scenarios written specifically
for The Elephant & Macaw Banner, or adapt ones

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

DURING THE SESSION RUNNING ADVENTURES


The mediator interprets the rules. The rules of The
Elephant & Macaw Banner Roleplaying Game are In this part, we describe several rules that can help
open and flexible. If there is doubt about how to with the task of mediating your game.
apply the rules, or the rules are silent on an issue,
the mediator decides how to proceed. If the medi- USING MEASURES
ator does not agree with a particular rule, they can This book offers measurements in two formats: the
change it to better suit their group. Players may metric system and the historical measures of the
question the rules, but it is the mediator who has time (in the section Measures, p. 79). Nothing pre-
the final say. vents you from using modern values during your ses-
If you are the mediator, don’t let the rules be sions. The metric system was only introduced at the
the focus of your sessions - the focus should always end of the 18th century, but it is a system that all or
be on the characters and the group’s fun. We pro- most participants will understand.
vide more detailed help on this in the next section, For those who prefer a more immersive ex-
Running Adventures. perience, however, consider narrating your adven-
tures with the historically correct measures. In any
PLAYING THE SUPPORTING CAST case, the mediator decides which system to use in
The mediator, like the players, has to portray char- your game.
acters. However, the mediator does not control a
single character but rather all the other characters EXPLORATION AND TRANSPORT
that appear throughout the group’s travels. We call When the group needs to complete a task within
these secondary characters. a certain time frame, it is necessary to calculate the
The mediator should portray secondary char- time it takes to travel between places. We offer some
acters with thought and care, as these characters guidance here to help you quickly work out the an-
give a richness to the fictional world. The mediator swers to your questions.
should be ready to portray dozens of minor charac-
ters in each adventure: every shop owner, stranger JOURNEYS ON LAND
and monster on the way. These secondary charac- The calculations here represent travel across great
ters can interact in different ways with the group: distances, where the group must moderate the dis-
giving information, doing business, fighting them tance travelled per day to reduce the risk of physical
or even joining them. When these secondary char- injury or fatigue. These calculations also take into
acters accompany the player characters for a long account the average weight of your equipment and
time, the mediator must be prepared to play them supplies, which affects travel speed.
with seriousness and depth.
It is the mediator’s responsibility to play sec-
ondary characters honestly according to the char- TERRAIN ON FOOT BY HORSE
acter’s personality. This enriches the game experi-
Trails and 6 leagues/day 12 leagues/day
ence and makes it more interesting for the whole
plains (32 km/day) (64 km/day)
group. 3 leagues/day 6 leagues/day
Mountains
(16 km/day) (32 km/day)
Dense 2 leagues/day 1 league/day
forest (10 km/day) (5 km/day)

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Mediator’s Guide

These values may vary depending on the


physical condition of the characters (or horses), TRAVEL TIME
weather conditions and other factors. A wounded BETWEEN PORTS
character or torrential rain can reduce the distance
travelled to a fraction of these values. Carrying too
much weight also decreases the distance travelled
per day.
For canoeing or rowing, we assume a care-
ful but steady pace for 10 hours a day. Again, this
value takes into account a group of people and the
equipment carried on their vessels.

TERRAIN CANOE OR ROWING BOAT

River 3 leagues/day (16 km/day)

Currents (for or against), adverse weather


and other factors will also affect travel speeds.
In emergencies, a group can undertake a ‘forced
march’, stopping less to rest and pushing their en-
durance to the limit. In these circumstances, a group
can travel at twice their normal speed for up to three
days. However, at the end of the march, the group FOOD AND REST
must rest a number of days equal to the journey time At the end of each day of travel, the group should
before travelling again or doing any strenuous phys- eat and rest. A meal can be acquired through pur-
ical activity. This rule applies to journeys on foot, on chase of food or feats of Foraging, or the Find Food
horseback or by boat. or Create Food powers. If a character has at least
one of these abilities, they can use that power to
MARITIME VOYAGES try and get food for that day.
During their adventures, characters can take ad- Each day without eating imposes a -1 penalty
vantage of seagoing transport to travel between on all tests the next day. The effect is cumulative and
cities. The following illustration indicates the min- lasts until the character next eats a meal. For exam-
imum time required to make common journeys on ple, if a group does not eat for two consecutive days,
a large ship. Weather conditions, currents, cargo its members will be subject to a -2 penalty on all tests
and the number of vessels involved, however, can the following day.
cause large variations in travel time. A flotilla of To keep the game simple, you can ignore the
cargo ships, for example, would likely take about different types of food, instead using the conceit of
three months to reach Lisbon – twice as long as ‘daily supplies’.
would be required for a single ship to complete the However, describing the food of the time and
same voyage under ideal conditions. talking about what the characters can buy or find
in a given place is a way of bringing more life to the
world. You will find some commonplace foods of
the era in the section Food, p. 83.

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

The group must also sleep every night, wheth- feats and reduces the victim’s movement by one
er in a settlement or in the jungle. For each night level (see the ‘Movement Table’ in the appendix).
the group does not sleep, or in which they sleep These effects persist until the victim is cured. Un-
poorly, they must apply a -1 penalty (cumulative) common diseases have the same effects, with
on tests the next day. If they neither eat nor sleep, the additional condition that the disease must be
both penalties apply. cured within three days; if not, the character dies.
Only the skills Healing, Life, Health, Medicine and
DISEASES & POISON Herbalism can cure diseases.
The jungle is a dangerous place, full of disease and Poisonous plants and animals represent a
poison. Eating the wrong plant or touching a poi- constant danger for the unwary. Poison can only be
son frog can be lethal, quite apart from the threats removed from the body with the use of Expel Afflic-
posed by fantastical creatures and evil sorcerers. tions, Cure Venom/Cure from Afar or Cure Maladies,
This book divides diseases and poisons into two or an intermediate (for poisons listed as ‘common’)
levels: common and uncommon. or difficult feat (for those listed as ‘uncommon’)
Tropical diseases include malaria, yellow fe- of Medicine or Herbalism. These feat tests may
ver and others. The mediator may treat these as be subject to bonuses or penalties, depending on
common or uncommon. Many creatures can also the conditions (e.g. availability of ingredients, the
pass on common or uncommon diseases through quantity of poison in the victim’s body).
their attacks (see the ‘Bestiary’ in this chapter). Unless the description of the poison says oth-
Common diseases function like the power Send erwise, a poisoned character is weakened, meaning
Disease: the disease imposes a penalty of -3 on all their movement is reduced by two levels and all
Mediator’s Guide

their attacks cause only one point of damage. If the ENCOUNTERS


poison is not cured within 24 hours, the character Throughout their adventures, the player charac-
dies. ters will often meet supporting characters. These
might be people, animals or magical beings.
PERCEPTION To make the most of these meetings, the me-
Unlike many other roleplaying games, The Elephant diator must think carefully about the characters or
& Macaw Banner RPG does not include perception creatures and their personalities before the players
as a skill. What a character perceives depends on meet them. Sometimes it may be helpful to base
the skills they have acquired. For example, if the secondary characters on real or fictional people you
group finds a harquebus that has been modified in know. That way, you will have an idea of how they
some way, a master of Firearms will notice at once would react in a given situation.
that something is different, whereas someone lack-
ing skills in this area will not notice anything out of SKILLS & TESTS FOR
the ordinary. In the same way, only someone who SUPPORTING CHARACTERS
knows Accounting would spot something amiss in When preparing an adventure, the mediator must
an accounting ledger. Anyone looking for signs of decide the skills and characteristics of the impor-
human or animal activity should use their Tracking tant secondary characters, in much the same way
skill. The mediator must choose when and how to we create the player characters. More experienced
apply these tests (openly or in secret). human characters ought to have greater skills. The
following table offers some general guidelines:
Example

The characters search a room containing a chest with CHARACTER’S LEARNING POINTS TO
a secret compartment. The mediator knows that one AGE IN YEARS DISTRIBUTE
of the characters has Joinery. He decides to request
13-17 15
an intermediate test, without saying why, to see if the
character notices this detail. 18-22 20

23-27 25

Traps are a special case. When characters en- 28-32 30


counter a trap, the mediator rolls a Traps test on
33-37 35
behalf of those with the skill. Make the test at the
38+ 40
same difficulty as that achieved by the person who
set up the trap (as determined by the mediator). For less important characters, the media-
tor can choose skills and characteristics in a less
Example structured way, inventing new characters on the
A group enters a room containing a trap activated fly when they are needed.
by a tripwire, set up by someone who succeeded in a
difficult feat of the Traps skill. The mediator decides Example
that the first two characters who enter the room
have a chance to spot the trap before setting it off. A group of characters walking through the city of Sal-
Only one of them is skilled in Traps, at level 2. They vador decides to find a blacksmith. One player declares
need an 18 to pass the ‘difficult’ test. The mediator that his character will ask for directions from the next
rolls the dice in secret and gets a 10. Even with a person on the street. The mediator invents a passing
bonus of +6 in Traps, the character fails the test and Portuguese merchant and portrays that person in an
triggers the trap. improvisational fashion.

93
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

For the most part, feat tests work the same


Example way for both secondary characters and player char-
acters. For example, any character with Bargaining
A mediator wants to put a 50-year-old pajé into an adven-
ture. According to the preceding table, the shaman should 2 gets a bonus of +6 on feats of this skill.
have 40 learning points. The mediator decides that the However, there are two differences when it
pajé is a Cure specialist, with level 3 (7 points) in that skill. comes to secondary characters’ feat tests. First of
To reach this level, the shaman must also have level 3 in
all, these characters may have skills that are not
Breath (7 points).
available to the player characters. For example, a
The mediator gives the pajé level 3 in Life (7 points), 2 in jaguar can attempt a Claw attack.
Spirit World (3 points) and 1 in Counter Magic (1 point). The Many magical beings have special powers,
pajé, a Tupi, necessarily speaks Tupi 1 (1 points). He also
which may or may not require a test to use.
knows level 1 Portuguese (1 point). The mediator com-
plements his magic with the skills Herbalism 2 (3 points), For example, a venomous snake must make a
Swimming 1 (1 point), Canoeing 1 (1 point), Wind Instru- test after a successful attack to see if it poisoned its
ments 1 (1 point) and Folklore 3 (7 points), for a total of 40. victim. At the same time, a creature with an innate
So it’s easier to portray the character when the time comes,
ability of transformation does not have to perform
the mediator chooses three characteristics: constant, ego-
centric and nostalgic. a feat to change its shape. The Bestiary, p. 105, ex-
plains how magical beings use skills and abilities.
Second, the mediator chooses which skills
each secondary character will use, and rolls the
dice to see the success or failure of each feat. You
can choose to make these rolls openly or in secret.
The advantage of doing the tests openly is that
players will not think the mediator is ‘cheating’.
Doing them in secret preserves the possibility of
hiding from the players things that their characters
would not know: for example, when a secondary
character ambushes the player characters unde-
tected from a hiding place.

94
Mediator’s Guide

SPECIAL RULES FOR BATTLES For example, firing a pistol at a target some 25
The section on Battle Resolution, p. 40 provides varas away is a difficult feat, due to the fact that the
the basic rules for resolving fights, but there are target is at ‘long’ range.
also a number of other rules that help the mediator The range values do not reflect the maximum
resolve such situations. distance reached by a shot but rather the expec-
tations of hitting a specific target. A musket fired
APPLYING MODIFIERS from 150m away in the direction of a dense group
The mediator must always take stock of each at- of people would have a decent chance of hitting a
tempted feat to apply a bonus or penalty when random person within the group, but almost zero
necessary. Here, we will offer some recommenda- per cent chance of hitting a specific target, regard-
tions for specific situations. less of the shooter’s skill. This happens because of
When the group fights an enemy up close in the low accuracy of the bullet itself.
a normal battle, they do not have to worry about
their weapon range. However, when a weapon is
fired or thrown towards an enemy at a distance,
it is best to demand greater feats for a successful
Ranged Attack, as outlined in the table below.

NORMAL EXTENDED LONG MAXIMUM


WEAPON RANGE RANGE RANGE RANGE
(EASY) (INTERMEDIATE) (DIFFICULT) (LEGENDARY)
3 – 9 varas 9 – 18 varas 18 – 23 varas 23 – 27 varas
Spear
(3 – 10 m) (10 – 20 m) (20 – 25 m) (25 – 30 m)

Throwing 3 – 5 varas 5 – 9 varas 9 – 12 varas 12 – 14 varas


knife (3 – 6 m) (6 – 10 m) (10 – 13 m) (13 – 15 m)

Throwing 3 – 5 varas 5 – 9 varas 9 – 12 varas 12 – 14 varas


axe (3 – 6 m) (6 – 10 m) (10 – 13 m) (13 – 15 m)

3 – 27 varas 27 – 50 varas 50 – 73 varas 73 – 95 varas


Harquebus
(3 – 30 m) (30 – 55 m) (55 – 80 m) (80 – 105 m)

3 – 40 varas 40 – 64 varas 65 – 86 varas 86 – 109 varas


Musket
(3 – 45 m) (45 – 70 m) (70 – 95 m) (95 – 120 m)

3 – 9 varas 9 – 18 varas 18 – 27 varas 27 – 36 varas


Pistol
(3 – 10 m) (10 – 20 m) (20 – 30 m) (30 – 40 m)

3 – 9 varas 9 – 18 varas 18 – 23 varas 23 – 27 varas


Zarabatana
(3 – 10 m) (10 – 20 m) (20 – 25 m) (25 – 30 m)

3 – 27 varas 27 – 45 varas 45 – 64 varas 64 – 82 varas


Crossbow
(3 – 30 m) (30 – 50 m) (50 – 70 m) (70 – 90 m)

Bow & 3 – 32 varas 32 – 55 varas 55 – 77 varas 77 – 100 varas


arrow (3 – 35 m) (35 – 60 m) (60 – 85 m) (85 – 110 m)

95
The quality and condition of weapons can To represent characters, you can use profession-
also affect the test. For example: ally made miniatures but also plastic soldiers, toys,
paper figures, or any other suitably distinct tokens.
You can download paper miniatures for printing from
WEAPON BONUS OR porcupinegames.com/EAMB.
CONDITION PENALTY

Weapon is damaged -3 USING ARTILLERY


Weapon is rusty,
Artillery should appear very infrequently in games
badly made, poorly -1 or -2 about travelling parties of adventurers, as it is not
maintained or worn out a very accessible weapon. To transport a single cul-
Normal weapon, well-kept 0 verin (just over 2,000 kg), it was necessary to use
nine horses!
High quality weapon or
+1 or +2 When a character does use artillery, howev-
enchanted weapon
er, they should make a skill test for hitting a large
Legendary weapon +3
area (hitting a wall or hull of a ship, targeting a bat-
talion of soldiers and hitting someone at random)
Adverse conditions can affect tests. Rain, for and never precise targets. Artillery is used mainly
example, always imposes a penalty on any ranged at- in three cases: from or against fixed fortifications, in
tack. For some weapons, such as matchlock firearms, naval battles or between armies. All of these situa-
heavy rain makes using them completely impossible. tions are largely outside the scope of this book, but
if there is a situation where the characters decide to
MAPS & MINIATURES use artillery, refer to the brief table on the following
People who like to concretely visualise battles may page for information.
use maps and miniatures to represent the scene of
combat. Maps can be drawn on paper, printed from
other sources or created dynamically on a white-
board.

96
Mediator’s Guide

ARTILLERY

AMMUNITION EFFECTIVE MAXIMUM


TYPE WEIGHT DAMAGE
WEIGHT RANGE RANGE

300 arratels 1.5 arratels 450 varas 1,500 varas


Small 8
(140 kg) (0.7 kg) (495 m) (1,650 m)

1,000 arratels 4 arratels 500 varas 1,700 varas


Medium 20
(460 kg) (1.8 kg) (550 m) (1,650 m)

3,400 arratels 12 arratels 750 varas 2,500 varas


Large 45
1,560 kg) (5.5 kg) (825 m) (2,750 m)

4,500 arratels 18 arratels 750 varas 2,500 varas


Very large 90
(2,065 kg) (8.3 kg) (825 m) (2,750 m)

ACQUIRING & USING The group may purchase a donkey or a cart


EQUIPMENT pulled by oxen to carry heavy objects.
Characters can acquire goods and money through
combat, services rendered and other situations. WEAR & TEAR
The lairs of dangerous jungle creatures can hide There are no specific rules for item wear in this
lost treasures, and after winning a battle against book, but you can include the effects of wear and
them, the group will likely scour the immediate attrition in your campaigns. Clothes, wooden
area in the hope of finding some reward. This re- shields, food, and other organic-based materials
ward might take the form of money (see the sec- tend to spoil in the jungle. It may be necessary to
tion Monetary units, p. 80), goods (Goods, p. change an armoured doublet — made of padded
84) or, more rarely, precious stones and special leather — after each adventure, or after suffering
items (Special items, p. 142). enough damage to be knocked out. Meanwhile,
In this section, we offer some basic guidelines a metal breastplate would last for a much longer
regarding equipment. We describe the purchase, period of time.
sale and exchange of equipment in detail in the
section Commerce, p. 100. ADJUSTING DIFFICULTY & REWARD
It is a good idea to adjust the difficulty level and
WEIGHT LIMITS subsequent in-game rewards of an adventure to
To keep the game simple, there are no specific rules match your group’s numbers and strength.
about how much weight a character can carry. For example, a group of 10 starting characters
At the same time, make sure you apply common is much stronger than a group of five. More experi-
sense. A character should not walk easily through enced charatcers are also more powerful, because
the forest with an anvil in their backpack, or with they have acquired more skills than a group of be-
dozens of weapons or other objects. You can (and ginners.
should) set limits on the amount of weapons and To give an estimate of your group’s capacity
items being carried. to take on a challenge, we use something called
‘mastery level’, or ‘ML’. The calculation is simple:

97
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

add up all the level 3 skills that the characters in character. Remember that you must spend 1 learn-
the group have between them. ing point to acquire level 1, another 2 points for lev-
el 2 and another 4 points for level 3. Learning points
Example awarded from adventures represent not only what
the characters learn during their travels but also
A starting group of five characters each have only what they study between expeditions. Therefore,
one master skill, so the mastery level is 5. In a group
characters may acquire and improve skills that did
of three experienced characters, the first member
has three master-level skills, and the second and not come up during the adventure with these points.
third each have four, so the ML is 3 + 4 + 4 = 11. These awards help the characters progress
through the campaign by improving their abilities
Using this method takes into account both the and the increasing possibilities of what they can
skill levels of each character and the size of the group. do, leaving the mediator free to put increasingly
The section Introductory Adventure: The difficult challenges before them.
Fires of Bertioga, p. 152 offers an example of how
you can adjust an adventure based on the group’s BETWEEN ADVENTURES
ML in practice. If you spend at least one month of in-game time be-
tween adventures, your characters recover all their
DISTRIBUTION OF LEARNING damage points and return to normal physical condi-
POINTS tion. If there is less rest time available, the characters
The mediator rewards the participants at the end recover 2 points per week.
of each session. This reward consists of giving the Also, characters with some professional skill
player characters learning points. (such as the various forms of craftsmanship) can
After a session, each character automatically practice their profession between adventures, cre-
gains 2 learning points, which the player can spend ating equipment or earning some money for the
immediately or save for future use. At the end of next journey. These ‘breaks’ can also become whole
an entire adventure, the mediator should offer up sessions or campaigns, where the characters inter-
to 4 bonus learning points to characters who par- act with others in their communities: developing
ticipated in the whole adventure. The amount of relationships, careers and perhaps intrigues.
points may depend on whether or not the group
achieved certain goals. EPIC SUCCESS & FAILURE
(OPTIONAL)
Example As mentioned at the end of the section on Feats,
p. 17, a roll of 1 on all three dice represents an epic
A group completes an adventure in three sessions of failure and a roll of 6 on all three is an epic success.
play. At the end of the first two sessions, each char- In these cases, the mediator should add a descrip-
acter gains 2 learning points. At the end of the third
tion of the unusual failure or success and possibly
session, the mediator gives 2 learning points for the
session, plus 2 points for achieving two important an additional consequence. For example, on a roll
adventure goals, totalling 4 points for each char- of 18 in a Firearms feat, the mediator might an-
acter. Overall, the characters each gain 2 + 2 + 4 = 8 nounce that the shot hit the target’s neck, inflicting
learning points over the course of three sessions.
terrible harm (and twice the damage). In the case of
an epic failure with the same shot, you might an-
The learning points received may be spent to nounce that the shot backfired and injured the at-
increase the level of a skill the character already has tacking character themselves.
or to acquire new skills, up to a limit of 20 skills per

98
Mediator’s Guide

ALTERNATIVE CALCULATION RESOLVING FEATS


FOR TESTS (OPTIONAL) WITHOUT DICE (OPTIONAL)
For those who prefer to know exactly what number For those who do not have dice or prefer not to use
they need to roll on the dice to succeed in a feat be- them, we offer a simplified feats system.
fore they roll, there is a simple way to calculate the Under this method, a character with skill
target number. Start with the number needed to level 1 or higher always passes tests for easy feats
succeed at the feat (12, 15, 18 or 21), and instead of using that skill, those with level 2 or more always
adding the bonuses and subtracting the penalties succeed at intermediate feats, and those who have
from the roll, do the opposite to the target number: level 3 always succeed at difficult feats. Tests with
subtract the bonuses and add the penalties. level 0 in a skill are not permitted.

Example
Example
A player with a character who has level 2 in the
A character with level 2 in Climbing wants to climb
skill Bargaining wants to try and get a lower price
a surface that the mediator judges a difficult feat.
forTests
an itemdifficult. Testes
at the market. Thelevel 0 notdecides
mediator são permiti-
To calculate what they need to succeed, the player
that
dos. the merchant selling it is neither very easy nor
can subtract their bonus (6) from the target number
particularly difficult to bargain with, so it will be an
for success (18), giving 18-6=12. We can see that the
intermediate feat. Therefore, the character succeeds.
player needs to roll 12 or more for a successful feat.
If the player were to roll a 12, calculated in the
standard way, it would give 12+6=18, exactly the
amount needed to pass the test. It is possible to apply bonuses or penalties in
these cases too. For example, a character with lev-
el 2 in Physical Strength tries to move an immense
slab of marble. The mediator decides that such a feat
Example must be difficult, and so the character automatical-
ly fails. However, the character finds a crowbar soon
A character with level 2 in Cutting Weapons and a
afterwards. With the aid of this tool, the mediator
knife uses a Melee Attack action against a raccoon
with Active Defence 2. decides that the character is able to move the slab.
To work out the number needed to succeed at These feat resolutions can also apply during
this easy feat (target 12), the player can subtract combat.
the relevant bonus (6) and add the penalty (2),
Although it is possible to play without dice, we
giving 12-6+2=8. In this case, we can see that the
player needs to roll 8 or more to succeed at the recommend that you use them whenever possible.
feat. The uncertainty of the dice greatly increases the
A dice roll of 8, calculated in the standard tension and the fun of your game.
manner, would give 8+6-2=12, exactly the value
required to pass the test.

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

separately and play the role of the native negotia-


COMMERCE
tors while conducting a fair bargaining session.

For a generally easier experience, it is not necessary


SERVICES
to deal with the buying and selling of goods. Yet at
The player characters may hire people to perform
the same time, handling money and goods in your
certain services during their travels. We offer some
campaigns enriches the story, generating many pos-
prices below as a reference.
sibilities for roleplaying and interaction.

BUYING, SELLING AND


PRICE
EXCHANGING GOODS WORKER
PER
WAGE
During any encounter with supporting characters,
especially in larger communities, the characters Porter, oarsman,
70 réis
weaver or other Day
may inquire about goods for sale or exchange. In + food
ordinary worker
cities, characters can find stores or people that sell
or produce common products. In addition to basic Carpenter,
100 réis
equipment and food, characters may purchase do- mason, tailor or Day
+ food
other specialist
mestic animals, means of transportation and real
estate.
Weapons 120 réis
In such trade situations, the mediator must de- Day
instructor + food
cide the availability and price of goods for sale. Every
place you visit should offer different things to buy
Blacksmith Day 250 réis
and different prices. Player characters may also offer
goods they own for sale. Negotiations between buy-
280 réis
er and seller are also part of roleplaying. Again, it is Master builder Day
+ food
the mediator’s job to portray the buyer during such
negotiations. Exchanges of goods or services are also Common soldier
160 réis
(pikeman or Day
possible, and can often yield better outcomes than + food
arquebusier)
just using money. In the section Price Lists, p. 101,
Cavalry soldier
we provide various examples of prices as a reference 400 réis
(with pistol and Day
+ food
guide to judge the relative cost of different goods in sword)
this setting.
In encounters with the natives of the land, it
Characters may also temporarily rent a house
is possible for player characters to barter goods. The
or another kind of property, for example:
indigenous people do not use money, but they gladly
accept items (particularly metal) of European origin.
When a friendship has been struck up, natives may PROPERTY PRICE PER COST
also offer items as gifts.
Simple house,
In the section entitled Production of Goods Month 400 réis
made of brick
– Indigenous Villages, p. 85 we describe the Larger house,
Month 1,600 réis
kinds of commodities that may be found most fre- of stone & lime
quently in the communities of the native peoples.
Grand house Month 4,000 réis
These goods do not have a table of prices, however,
because the mediator must consider each situation

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Mediator’s Guide

Buying passage on a ship is also possible but


expensive. Common voyages include:
PRICE PRICE
ITEM (IN RÉIS) / OLD (IN RÉIS) /
MEASURE MODERN
MEASURE
JOURNEY COST FOODSTUFFS

Passage between Europe Rice 25 / arrátel 54 / kg


20,000 réis
and Olinda (six weeks) Barley 60 / alqueire 5 / litre
Passage between Cornflour 60 / alqueire 5 / litre
1,600 réis
Olinda and Salvador Cassava flour 50 / alqueire 4 / litre
Passage between Wheat flour 90 / alqueire 7 / litre
3,200 réis
Salvador and Rio de Janeiro
Cassava beans 15 / dozen
Bread (arrátel / 6 / unit
half kg)

PRICE LISTS Pineapple 10 / unit

The reference lists of prices that follow do not Banana 5 / arrátel 11 / kg

cover everything mentioned in the section Goods, Figs 9 / arrátel 20 / kg

p. 83. Some foods, such as game meat, will only Orange 8 / dozen

be found in nature. Other items can be acquired Lime 8 / dozen

by means of barter. However, we offer this list as Papaya 60 / dozen

a reference of common items that someone could Quince 40 / dozen

find on the Street of Merchants and other places of Watermelon 12 / unit

business in Salvador in the year 1576. Melon 12 / unit

As the mediator, you have to estimate the val- Pomegranate 45 / dozen

ue of items on a case-by-case basis, depending on Grapes 3 / arrátel 7 / kg


the seller and where the item was found. Just as in Pumpkin 6 / unit
the real world, prices vary from one place to anoth- Lettuce 4 / unit
er, based on production and availability. In more Sweet potato 5 / arrátel 11 / kg
remote places, goods are often rarer and are there- Chestnut 100 / alqueire 8 / litre
fore much more expensive. The quality of goods Onion 4 / arrátel 9 / kg
also affects the price. When an item is not on this Beans 200 / alqueire 15 / litre
list, choose a price that you think is reasonable. Lentils 100 / alqueire 8 / litre
When the item is sold by weight or volume, we Radish 3 / arrátel 7 / kg
give the price in modern and historical units, so that Bacon 18 / arrátel 39 / kg
you can choose which to use in your campaign. Beef 8 / arrátel 17 / kg
Mutton 10 / arrátel 22 / kg

Pork 14 / arrátel 31 / kg
Steak 25 / arrátel 54 / kg
Fresh fish 8 / arrátel 17 / kg
(common)
Milk 12 / canada 9 / litre
Butter 50 / arrátel 109 / kg
Cheese 20 / arrátel 44 / kg
Eggs 24 / dozen
Sugar 25 / arrátel 54 / kg

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PRICE PRICE PRICE


PRICE (IN RÉIS) (IN RÉIS) /
ITEM (IN RÉIS) / OLD (IN RÉIS) / ITEM
MODERN / OLD MODERN
MEASURE MEASURE MEASURE
MEASURE
Brown sugar 40 / arrátel 87 / kg MELEE WEAPONS*

Honey 20 / quartilho 57 / litre Dagger 200 /unit


Halberd 280 / unit
Mustard 25 / quartilho 71 / litre
Cutlass 500 / unit
Salt 15 / alqueire 1 / litre
Bow 20 / unit
Beer (common) 5 / canada 4 / litre
Arrows 280 / hundred
Beer (fancy) 40 / canada 29 / litre
Crossbow 600 / unit
Wine (common) 8 / canada 6 / litre
Bolts (crossbow) 100 / dozen
Sugar sweets 60 / arrátel 131 / kg
Broadsword 800 / unit
Cassava cake 6 / unit
Knife 120 / unit
Jam 50 / arrátel 131 / kg
Throwing knife 150 / unit
Marmalade 60 / arrátel 130 / kg
Spear 180 / unit
Raisins 10 / arrátel 22 / kg
Throwing axe 200 / unit
IMPORTS (“from the Kingdom”)
Battleaxe 1,000 / unit
Cheese 240 / arrátel 520 / kg
Warhammer 1,000 / unit
Wheat flour 780 / alqueire 60 / litre
Pike 120 / unit
Saffron 9,000 / arrátel 19,600 / kg
Club 20 / unit
Olive oil 670 / canada 475 / litre
Rapier 1,200 / unit
Stockfish 5,000 / arroba 340/ kg
FIREARMS AND ARTILLERY*
Cinnamon 1,500 / arrátel 3,270 / kg
Harquebus, matchlock 1,650 / unit
Crystallized 1,000 / arrátel 2,175 / kg
fruit Harquebus, snaphaunce 3,500 / unit

Dried peach 40 / dozen Harquebus, wheellock 4,800 / unit

Black pepper 1,000 / arrátel 2,175 / kg Harquebus, wheellock, 10,000 / unit


rifled barrel
Smoked ham 220 / arrátel 490 / kg
Musket, matchlock 2,900 / unit
Wine (common) 650 / almude 40 / litre
Pistol, snaphaunce 3,300 / unit
Wine (fine) 1,950 / almude 120 / litre
Pistol, wheellock 4,500 / unit
Vinegar 325 / canada 20 / litre
Pistol with two barrels, 15,000 / unit
SPECIAL SUPPLIES wheellock
Paper 500 / five hundred sheets Accessories for
firearms - powder horn, 500 / unit
Writing quill 40 / dozen calibrated flasks, etc.
Writing ink 24 / quartilho 69 / litre Support (fork) for 20 / unit
musket
Soap 18 / arrátel 39 / kg
Bullets for harquebus / 10 / dozen
Incense 188 / arrátel 408 / kg pistol
Tallow candle 45 / arrátel 98 / kg Gunpowder 150 / arrátel 327 / kg
Artillery, light 11,250 / piece
(“falconet”), iron
*These are basic prices for instruments of war. Ornamen-
tation and higher quality of construction may increase
the price as much as 50 times, depending on the level of
improvement. For example, adding gold embellishments
to a pistol may increase its price fivefold. Changing all the
iron for gold might multiply the value by twenty. Weapons
of exceptional quality (+1 on tests), when available, cost at
least 3 to 5 times the normal price.

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Mediator’s Guide

PRICE PRICE PRICE PRICE


ITEM (IN RÉIS) (IN RÉIS) / ITEM (IN RÉIS) (IN RÉIS) /
/ OLD MODERN / OLD MODERN
MEASURE MEASURE MEASURE MEASURE
Artillery, light 20,000 / piece Vice 3,200 / unit
(“falconet”), bronze
Chisel 80 / unit
Artillery, medium, 65,000 / piece
bronze Blacksmith’s hammer 320 / unit

Artillery, heavy, FABRICS & CLOTHING


200,000 / piece
bronze Cotton 50 / vara 45 / metre
Artillery, extra heavy 250,000 / piece Buckram cloth 1,200 /
(“colubrina”), bronze 800 / cubit
(imported) metro
Cannonball, light 20 / unit Burel wool (imported) 600 / vara 550 / metre
Cannonball, medium 50 / unit Coxinilho wool 8,000 / 12,000 /
Cannonball, heavy 120 / unit (imported) cubit metre

Cannonball, extra heavy Damask (imported) 6,000 / 9,000 /


225 / unit cubit metre

PERSONAL PROTECTION* Linen (imported) 800 / vara 725 / metre

Gambeson (padded) 1,400 / unit Holland cloth (imported) 2,000 / 3,000 /


cubit metre
Steel cuirass 4,800 / unit
Burlap (imported) 500 / vara 450 / metre
Morion helmt 800 / unit
Taffeta (imported) 2,400 / 3,650 /
Burgonet helmet 960 / unit cubit metre
Roundel (circular shield) 1,600 / unit Zaragoza cloth 2,300 / 3,500 /
IRONWORK (imported) cubit metre

Anvil 4,800 / unit Hammock 150 / unit


Blacksmith’s bellows 7,200 / unit Suit of clothing** 280 / outfit
(simple)
Suit of clothing** (fine) 1,800 / outfit

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PRICE PRICE PRICE PRICE


ITEM (IN RÉIS) (IN RÉIS) / ITEM (IN RÉIS) (IN RÉIS) /
/ OLD MODERN / OLD MODERN
MEASURE MEASURE MEASURE MEASURE
Suit of clothing** (noble) 100,000 / outfit SImple house, brick 36,000 / unit
Gold necklace 16,000 / unit Large house, stone & 180,000 / unit
lime
VARIOUS OBJECTS
Mansion 430,000 / unit
Knapsack 65 / unit
Sugar mill 1,600,000 / unit
Coal 330 / sack 8 / kg
(40 kg) Ornate church 4,800,000 / unit
Firewood 14 / arroba 1 / kg ANIMALS
Wax 150 / arrátel 327 / kg Rabbit 55 / unit
Wooden box 60 / unit Partridge 45 / unit
Bucket 120 / unit Chicken 90 / unit
Machete 100 / unit Capon 90 / unit
Shovel 120 / unit Lamb 120 / unit
Axe 200 / unit Duck 120 / unit
Pipe 180 / unit Piglet 225 / unit
Table 240 / unit Sheep 450 / unit
Chair 120 / unit PIg 1,800 / unit
Mattress 80 / unit Donkey 2,500 / unit
Pillow 40 / unit Cow 9,000 / unit
Bed sheet 160 / unit Ox 12,500 / unit
Wooden chest 240 / unit Mare 20,000 / unit
MUSICAL INSTRUMENTS Cavalry horse 96,000 / unit
Lute / Cittern 1,600 / unit TRANSPORT
Charamela / bassoon / 3,000 / unit Wagon*** 4,000 / unit
contrabassoon
Carriage*** 100,000 / unit
Cornett / Trumpet 800 / unit
Canoe 3,000 / unit
Flute 120 / unit
Rowing boat 12,000 / unit
Recorder 30 / unit
Oared barge 150,000 / unit
Pandeiro / Tambourine 120 / unit
Galleon 9,000,000 / unit
Tambour (simple) 30 / unit
Tambour (quality) 400 / unit
**A suit of simple clothing = shirt/trousers or shirt/cotton
Viola 1,900 / unit skirt, plus underwear and simple leather shoes.
Viol (viola da gamba) 3,200 / unit A suit of fine clothing (masculine) = jerkin, ruff, shirt,
breeches, cape, hose and underwear of fine cloth (linen or
CONSTRUCTION SUPPLIES similar), belt, boots, hat.
A suit of fine clothing (feminine) = dress, ruff, petticoat,
Brick (common) 125 / hundred stockings and underwear of fine cloth (linen or similar),
Brick (large) 400 / hundred corset, fine shoes. A suit of noble clothing = suit of fine
clothing but made of noble cloth (damask, coxinilho, etc.),
Lime 8 / alqueire 1 / litre ornamented with gold and jewels.
*** To go by wagon, you need to have at least one horse,
Iron 36 / arrátel 78 / kg mule or ox. Travel by carriage requires at least four horses.
Hammer 160 / unit
Nails 300 / five hundred
Tiles 200 / hundred
Simple house, rammed 3,600 /unit
earth

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Mediator’s Guide

BESTIARY Woodsfather Q

In this section, we present some of the fantastical


creatures from the world of The Elephant & Macaw
Banner. The creatures detailed here are just a start-
ing point: you can invent your own strange and
terrifying beings to give your campaigns even more
variety.
For each creature, we provide a description and
some characteristics but, much as with human be-
ings, magical creatures can vary greatly, and you can
assign different characteristics from one individual to
the next. For example, an older mermaid would have
greater powers than a younger one. An older caiman
may be much, much larger than a juvenile.

CREATURES’ CHARACTERISTICS
We define several basic characteristics for each
creature: size, movement, number, habitat, abili-
ties, physical attacks, endurance, and special char-
acteristics.

SIZE
We use letters to represent the relative size of
the creatures included in this book. The table
on the following page shows how this scale
is organized and uses commonly-known an-
imals as examples.
Many of the animals listed here are for
reference only.

Tongue-Snatcher N

Magwhar
Human J
H

Peccary F Bicho-papão L

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There were no rhinoceroses or elephants in basic comparison between different animals. Actu-
Brazil in the 16th century. However, the world of The al weights may vary greatly, depending on gender,
Elephant & Macaw Banner contains magical creatures age, diet and other factors.
that range from the little Guajar (size F) to the gar- On the table, every letter before ‘H’ in the al-
gantuan Great Worm (size Q+). This table should give phabet represents an animal smaller than a human
an idea of the relative size of these beings. being, and any letter after it a larger creature. Note
The weight refers to the average adult of a also that the scale is exponential, as each group is
species and therefore is only intended to offer a much heavier than the group preceding it (in gen-
eral, double the weight). The higher the letter, the
much greater the weight.
SIZE WEIGHT EXAMPLES
Less than MOVEMENT
A 100 g mouse, bat
The speed of each creature is described by one of
dove, rat, squirrel
B less than 1 kg monkey, fiddler eleven categories, which we refer to as its move-
crab ment rating. The categories are numbered from 0
C 2.5 kg rabbit, capuchin to 10, as shown on the table on the following page.
monkey
You can use these categories to understand
D 5 kg coati, cat, tayra,
sloth which creatures can catch up to others, and with
what speed. For instance, a creature with a move-
E 10 kg spider monkey
ment rating of 6 runs approximately 30km/h
faster than a creature (or person) with movement
F 20 kg peccary, emu
3. To understand the difference, imagine a car
giant anteater, moving at 30km/h towards an immovable object
G 40 kg broad-snouted
caiman (such as a building). This is the speed with which
HUMAN, jaguar, the creature with movement 6 closes in on a crea-
H 80 kg
pirarucu ture with movement 3, when the two are running
I 150 kg pig, gorilla, giant in the same direction.
squid
When a person or creature suffers damage
J 300 kg black caiman, greater than or equal to 50% of their initial Endur-
bluefin tuna
ance, they lose a level of movement.
horse, cow, polar
K 600 kg bear, leatherback
sea turtle
Example
L 1,200 kg walrus, giraffe
A human who begins with 10 points of Endurance
M 2,500 kg rhinoceros takes 5 points of damage. Their movement drops
from 3 to 2.
African elephant,
N 6,000 kg orca, oxalaia
(dinosaur)
Uberabatitan NUMBER
O 16,000 kg (largest Brazilian
dinosaur) Some creatures live in groups. The number given
P 50,000 kg sperm whale for each creature tells you the minimum and max-
imum number that will appear at one time (not
Q 150,000 kg blue whale counting exceptional circumstances).

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Mediator’s Guide

MOVEMENT SPEED (IN KM/H) EXAMPLES

10 100+ hawk, cheetah

9 90-100 hummingbird

8 80-90 duck

7 70-80 horse

6 60-70 puma, emu, jaguar

5 50-60 fox, deer, rabbit, macaw, flamingo, buzzard

4 40-50 elephant, bat (small)

3 30-40 HUMAN, peccary, tapir

2 20-30 bat (large)

1 10-20 pig, chicken, mouse

0 Under 10 rattlesnake, sloth, turtle, mosquito, snail

HABITAT interior, such as the Pantanal;


A habitat is the natural environment where a River – any freshwater river and its sur-
creature typically lives. We categorize habitats as roundings;
one the following biogeographic regions: Lake – areas near lakes;
Whole territory – the creatures listed in
Forest – the great tropical forests: the Ama- this category can be found in any environ-
zon and the Atlantic. In 16th-century Brazil, ment within Brazil.
the Atlantic Forest was a gigantic jungle that
stretched across the coast from Rio Grande do
Norte to Argentina; SKILLS
Cerrado – the Brazilian savanna, character- Like characters, creatures can also have skills. You,
ized by vegetation adapted to the arid sur- as mediator, must portray these creatures, make
roundings. This habitat includes the cerrado decisions and perform feat tests for them, just as
of the Central Plateau and the caatinga of the the players do for their characters.
north-east; Creatures with human form may have human
Coast – the beaches, dunes and rock forma- abilities. For other creatures, the mediator must in-
tions that make up a great deal of the Brazilian fer some physical abilities from the descriptions.
coastline; For example, the Bicho-papão does not specifically
Sea – specifically, the sea that washes up have Physical Strength as a skill, because its strength
against the Brazilian coast; greatly exceeds the limits of a human being and
Mangrove – flooded areas formed where therefore the mediator should not test it based on
fresh water from rivers meets salt water from the same ability. Similarly, many creatures are born
the sea, creating a distinct ecosystem; swimmers, rock-climbers or leapers far beyond the
Swamp – includes the wetland areas of the limits of the human body. Use common sense in in-

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

terpreting a creature’s abilities. level 3) or Dissipate Magic (Defence Against Magic,


You will find various specific skills in the level 3). If the Enchant feat test fails against some-
creature descriptions, all of which use the same one (or the effect is broken), the creature cannot use
feat system as the skills of human characters. Un- the skill again to try and enchant the same being. As
less the description says something to the contra- Enchant acts as a magical power, it can be blocked
ry, these abilities function as natural abilities and with Protection from Magic (Faith) or Protection
not as supernatural powers, and as such are not Against Magic (Ifá).
blocked by powers of protection against magic.
Madden This power can function in various
Cause Sickness After a successful attack that ways, depending on the creature. After a success-
may cause sickness, the creature must also make ful intermediate feat, the affected person is driv-
an intermediate feat test of Cause Sickness. If this en insane. Only Expel Afflictions (Healing, level 3),
is successful, the affected character contracts a Cure Illness (Life, level 2), Calm (Influence, level 1)
simple (common) or serious (uncommon) illness, or a month of recuperation can restore sanity to
which must be noted down in the ‘Physical Condi- the person. Should an attempt to Madden fail, the
tion’ area of the character sheet. creature cannot use the ability against the same
person again.
Example
Paralyse Some creatures can paralyse their en-
A Flayed Hand of the evil persuasion may pass on
emies with a touch. Doing so requires an interme-
a common illness with every bite. In one battle, the
Flayed Hand uses Bite 2 as a Melee Attack against diate feat test of this ability. If successful, unless the
the player character Gaspar (Active Defence 2). description says otherwise, the target is immobi-
With a result of 11 on the dice and a bonus of +6 for lized for an hour or until the effect is removed. Any
having skill level 2, the test comes to 11+6-2=15. The
attack against the immobilized character gains a
creature hits. As well as causing 3 points of damage,
the mediator rolls for an intermediate test of Cause bonus of +2 and ignores any Active Defence bonus.
Sickness 2. The mediator gets 13 on the dice. The
creature’s +6 bonus makes the result 19, more than
Example
the total of 15 needed for an intermedite test. The
unfortunate Gaspar contracts a common illness.
The character Rafael is paralysed by an Apparition.
In the next round, the Apparation makes a Melee
Attack using its Strike skill. It gains a +2 bonus to
The effects of common and uncommon dis- its test and, instead of subtracting Rafael’s Active
eases are explained in the section Diseases & Poi- Defence from its result as normal, it subtracts only
son, p. 92. his Passive Defence.

Enchant Use of this skill, if successful, gives Expel Afflictions or Cure Maladies can remove
full control over the actions of another creature. It the effect.
requires a successful intermediate feat test. How-
ever, people with skill level 1 or more in Breath, Ifá Poison When a poisonous creature strikes an
or Faith are better able to resist enchantment, and opponent, the creature must pass an intermediate
thus require a difficult feat instead. Enchantment feat test using the Poison ability to see if its ven-
is permanent, and can only be broken under three om affects the victim. Cases of poisoning should
conditions: 1) the enchanter decides to break the be noted under ‘Physical Condition’ on the char-
enchantment, 2) the enchanter is dead or 3) some- acter sheet. The effects of diseases are explained in
one performs the feat Unweaving (Counter Magic, the section Diseases & Poison, p. 92.

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Mediator’s Guide

Stun Use of Stun normally takes the form of a the creature must succeed in a difficult feat test. If
cry or howl that makes those in earshot dizzy. The a test of Terrify fails against anyone, the creature
dizziness lasts two rounds for characters who are cannot use the skill again against that being. Calm
In Combat with the creature, and one round for can remove the fear caused by Terrify.
all others fighting in the same battle. During this
period of dizziness, a character cannot succeed at Example
any action. The skill test for Stun requires an inter-
mediate feat, and the feat’s success or failure must The Tongue-Snatcher can utter a horrifying cry
using Terrify 1, which affects all of its enemies
be tested one by one for each being present in the
present in a battle. During a battle against three
battle. This scream does not affect deaf creatures characters — Franz (with the skill Soldiery 2), Uira
or creatures that also have the Stun skill. This skill and Gaspar — a Tongue-Snatcher uses this ability
can be used multiple times in the same battle. as its action for one round. Instilling terror in Franz
is a difficult feat (18) but for the other two, only an
intermediate feat (15). Turning to the dice to see if
Terrify Some creatures have the power to cause the howl affects Franz, the mediator rolls a 14. With
uncontrollable fear in others. To use this skill, the a bonus of 3 for having level 1 in Terrify, the crea-
creature must pass an intermediate feat test. After ture’s result is 14+3=17. Against Uira, he rolls a 16,
which gives a total of 19, and for Gaspar he rolls an
a successful roll, the victim is gripped by a fear so
8, giving a total of 11. So, Franz and Gaspar are not
immense that they must flee for five rounds. It is affected, but Uira is plunged into helpless terror.
difficult for them to return to the scene of the ter-
ror afterwards. Warriors and soldiers trained in the
skill Soldiery are harder to affect. In order to use the
Terrify skill on someone who has the Soldiery skill,

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

Each creature uses these abilities in a dif- Headbutt – a strike made with head or horns.
ferent way. For example, one creature might use Donkey Kick – a kick with the back legs.
Terrify when it looks into the eyes of its victims. Whip – using a whip as a weapon.
Another might use the same ability with a fright- Gore – an attempt to impale with horns.
ening roar, affecting everyone nearby. To see how Strike – hit with arms or other body part.
each creature uses these powers, consult their in- Bite – an attack with teeth or fangs.
dividual descriptions.
As with any other skill test, the mediator Physical attacks affect creatures of all sizes.
may apply bonuses or penalties to a creature’s
feat test. For example, the mediator may impose ENDURANCE & DEFENCE
a -2 on a Tongue-Snatcher’s Terrify test because Endurance and Defence largely work the same
the group fought and easily defeated one in the way for both human characters and creatures. One
past. However, the mediator may apply a bonus difference, however, is that creatures may have
if a character previously experienced a disastrous ratings much greater than those of human beings.
encounter with this species. Passive and Active Defence may also function dif-
Like other characteristics, special abilities ferently, depending on the creature’s size, speed
can vary greatly between individuals of the same and characteristics.
species, and you can vary levels of learning de- Just like human characters, creatures become
pending on the age and experience of each one. unconscious when their Endurance falls to zero.
When a creature is size H or smaller, its abili- Creatures die when they take damage beyond zero
ties can affect any human or creature up to size H. Endurance equal to 50% of their starting total.
The abilities of creatures larger than H size affect Thus, the group may spare unconscious creatures in
any creature of the same size or smaller. certain situations. However, creatures are generally
presumed dead, unless the group says otherwise,
when the creature’s Endurance reaches zero. Crea-
Example
tures, in general, do the same to player characters.
The Poison ability of a Giant Wasp (size C), may
affect any being of size H or smaller. The Paralyse SPECIAL
effect of a Giant Electric Eel (size J) affects any
Some creatures have special characteristics that
creature of size J or smaller.
do not require a feat test to use, such as immunity
to certain weapons or abilities. In such cases, the
PHYSICAL ATTACKS characteristics are listed under the special head-
Many creatures utilize physical attacks that are ing, and explained in the creature’s description.
specific to their type. In combat, physical attacks For example, immunity to normal weapons
are used in a similar fashion to the weapon skills is a frequently listed special characteristic. This
possessed by the player characters, almost always means only enchanted weapons can injure the
with a Melee Attack action. Commonly encoun- creature in question. ‘Enchanted weapons’ include
tered physical attacks include the following: magical weapons (see the section Special Items,
p.142) and weapons that having been blessed, us-
Grab & Bite – a double attack, using claws ing the grace of Blessing.
and fangs at the same time to cause more For ranged weapons, it is the ammunition that
damage. needs to be enchanted in order to wound these
Claw – an attack with claws. creatures. For example, a shot from an enchant-
Kick – attack with the front legs. ed harquebus might give a bonus to hit, but it still

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Mediator’s Guide

does no harm whatsoever to a creature that is im- ENCHANTED BEINGS


mune to normal weapons, unless the bullet has This section describes various creatures inspired
been enchanted. by the legends of Brazilian folklore that you can
use in your campaigns. Many of these legends have
ENCOUNTERS WITH CREATURES existed for hundreds of years, sometimes with doz-
The mediator needs to portray creatures and make ens of regional variations. What we offer here is not
in-character decisions for them during the player an anthropological reference guide to the folklore
characters’ encounters with them. These encoun- of Brazil, but rather our interpretations of these
ters may be friendly or belligerent, depending on legends within the context of The Elephant & Ma-
the creatures involved. caw Banner setting and the game system presented
In preparation for battles, be sure to read the in this book. Feel free to interpret these creatures in
creatures’ descriptions in advance so you can use other ways by changing characteristics according
their abilities and attacks strategically. The crea- to regional variations or your personal preferences.
tures will seem more ‘alive’ in the minds of the
players if you do. ALAMOA
The mediator can modify creatures if they Size: H
need to make them more or less powerful depend- Movement: 3
ing on the situation. When some skill is not made Habitat: coastal areas of islands
explicit, you can treat it any way you want. Always Number: 1 to 4
use common sense when interpreting the rules and Skills: Enchant 2, Dance 3, Sing 2, Persuasion 3,
the fictional world around the characters. Tupi 1
Some creatures fight to the death. However, Physical attacks: Blade Weapons 1 (knife)
many will flee under certain circumstances, mean- Endurance: 10
ing it is possible to win a battle against them with- Passive Defence: 0
out killing them. Active Defence: 1
Many enchanted beings are difficult to over-
come in a direct confrontation, for they are much The Alamoa is a tall, white, blonde witch who in-
stronger and tougher than humans. Several of habits the beaches of rocky islands. She lives hid-
them are capable of killing a human character den inside hollow rocks, which she can open and
with a single blow. Prompt the players to think be- close with songs of command. These beings may
fore they act in these situations. Traps, magic, and live alone or in small groups of sisters.
strategy can do more to immobilize an opponent She comes out only at night, and when she
than brute force. meets a solitary man, she uses her Enchant skill
by means of a dance. If successful, the man has no
choice but to follow the Alamoa to her home. When
they get there, she transforms into a skeleton and
the man goes mad instantly (effect as Madden).
Alamoas prefer to avoid physical combat, and
will try to escape to their home when any danger-
ous situation arises. Women are immune to their
Enchant skill.

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Mediator’s Guide

Number: 1 to 20
ANHANGA Physical attacks: Claw 2 (damage 2) Grab & Bite 1
Size: K (damage 3)
Movement: 8 Endurance: 12
Habitat: forest Passive Defence: 2
Number: 1 Active Defence: 3
Skills: Madden 2
Physical attacks: Gore 3 (damage 5) From a distance, this hairy creature looks like a
or Donkey Kick 2 (damage 3) huge, filthy sheep, and sometimes hides with a
Endurance: 35 flock of real sheep, waiting for an unwary shepherd.
Passive Defence: 3 But anyone who looks closely at its huge fangs and
Active Defence: 6 claws knows that it is not a docile animal.
Special: immune to all firearms (even The Ao Ao likes human flesh and attacks any-
enchanted and legendary ones) and to any one who enters its territory. After picking up a trail,
other non-enchanted weapon it rarely gives up the hunt. It runs behind its prey,
leaping at the right moment to tear at the victim or
The Anhanga is a white, muscular stag of extraor- grab hold and bite with its strong jaws. It is a born
dinary size. It has velvety horns and blazing, fiery swimmer and can jump great distances.
eyes that can drive anyone who dares face it to in- The only way to escape the Ao Ao is to climb a
sanity. It may use its power to Madden once per turn, palm tree. The palm tree’s scent makes the creature
simply locking eyes with any one enemy that is par- dizzy and causes it to give up on its prey. But if a
ticipating in the battle and is within its field of vision. person escapes to any other kind of tree, the Ao Ao
It also relies upon its Gore attack when in battle, ex- will dig up the tree’s roots until it falls.
cept when there is an enemy approaching it from be- Ao Aos travel in packs of up to twenty. Their
hind, in which case it resorts to the powerful Donkey name comes from how they communicate, yelping
Kick with its hind legs. out a distinctive cry of ‘ao! ao!’
The Anhanga protects the animals of the
forest. Hunters who show respect for nature have APPARITION
nothing to fear from it. But the Anhanga will show Size: H, but without physical mass
no mercy to those who treat animals with cruelty Movement: 2
or attack their young. Habitat: whole territory
It is a powerful and almost immortal being. Number: 1 to 10
No bullet, not even an enchanted bullet, will ever Skills: Terrify 1
cause it harm, and blades must be enchanted if Physical attacks: Strike 1 (damage 2) + Paralyse
they are to have any hope of wounding it. Should 1
the Anhanga ever be killed, a new fawn will be Endurance: 10
born at the next full moon to take its place. When Passive Defence: 0
it reaches adulthood, this creature will seek out its Active Defence: 1
predecessor’s assassins to exact revenge. Special: immune to normal weapons

AO AO The Apparition is a phantasm, a vaguely human


Size: H but incorporeal form. Its Terrify test must be ap-
Movement: 6 plied to everyone who encounters it (for a group
Habitat: forest of three or more Apparitions, make only one test

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per person but at level 2 instead of level 1).


Each successful Strike from an Apparition APPARITION-WITCH
creates a freezing sensation in the affected area, Size: H, but without physical mass
causing two points of damage and a Paralyse feat Movement: 3
test. The paralysis lasts three rounds, or until end- Habitat: whole territory
ed by Banish Evil. Number: 1 (see below)
After suffering 10 points of dam- Skills: Terrify 2, Breath 3, Harm 3, Weakness 3,
age, from enchanted weapons or super- Death 3
natural powers, the Apparition perma- Physical attacks: Strike 2 (damage 3) + Paralyse
nently dissolves away into nothingness. 2
Endurance: 15
Passive Defence: 2
Active Defence: 3
Special: immune to normal
weapons

An Apparition-Witch is the ghost


of a powerful sorcerer.
It is possible to encounter
one alone or accompanied by nor-
mal Apparitions. If accompanied,
the Apparition-Witch sends the
other Apparitions into close
combat while casting its pow-
erful spells from a distance.
There is no limit to how much
it may use its powers of Breath.

BESTIAL BEAST
Size: I
Movement: 6
Habitat: see below
Number: 1
Skills: Madden 2
Physical attacks: Whip 3
(damage 3)
Endurance: 15
Passive Defence: 1
Active Defence: 4
Special: may be harmed only by
magic, enchanted weapons, or
silver weapons

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Mediator’s Guide

The Bestial Beast is a demon that lives beneath The Biatat is a witch who lives in the sea most of
the earth and comes out at night to spread cha- the time. But on some nights, she visits beaches, in
os. The upper half of its body is like a werewolf, search of unwary, unlucky people to murder.
with a terrifying head and human hands that end She begins any battle with a form of ordinary
in claws. It has two powerful horse-like legs, with human size, but her body grows with each succes-
hooves that make a fearful sound when it runs. sive round until she reaches her maximum size and
In one hand, it carries a magical whip that strength, as shown in the following table:
it alone can wield. When the Bestial Beast ap-
proaches a human settlement, every dog comes
ROUND SIZE STRIKE ENDURANCE
out and runs behind it, barking madly. However, DAMAGE
no dog risks attacking the beast: at most one or 1 H 1 10
two of them get a little too close and receive a lash 2 I 2 15
to the head for their trouble. The Bestial Beast
3 J 4 24
sets loose any animal that it finds, be it chained,
4 K 5 35
caged or trapped. Between the sound of dogs and
5 L 7 50
its own whinnies and hoof-beats, it makes a hell-
ish racket that can be heard from far away, which
most people understand as a warning to hide and She tends to use her magical powers until she
pray for the Bestial Beast to pass them by. reaches size J. From that point onwards, the Biatat
It does not usually attack humans, prefer- enters a state of fury and switches to exclusively
ring to terrorize them with widespread chaos. using her Strike skill. If she suffers damage of more
But when stopped or hindered, it attacks with its than half her Endurance before the third round of
deadly whip. It can Madden or Whip in a single the battle, she flees to the bottom of the sea.
round. To use Madden, it simply needs to look at
any enemy in the current battle. BICHO-PAPÃO (BOGEYMAN)
When confronted with enchanted or silver Size: L
weapons, the Bestial Beast flees. When it reaches Movement: 2
a cemetery or grave, it opens a crack in the ground Habitat: whole territory
with its whip and enters the depths of the earth, Number: 1 to 2
where no human being can follow. Skills: Terrify 2
Physical attacks: Strike 1 (damage 8)
BIATAT Endurance: 60
Size: H to L (see below) Passive Defence: 3
Movement: 3 Active Defence: 4
Habitat: sea, near the coast
Number: 1 The Bicho-Papão is an enormous creature, three
Skills: Breath 3, Harm 3, Weather 3, Counter varas in height and possessed of exceptional
Magic 3 strength. Its silhouette is like that of an ogre, with
Physical attacks: Strike 1 (damage varies) (see huge muscular limbs. However, anyone who looks
below) at it closely discovers that its body has no definite
Endurance: (see below) shape, appearing more like a creature of clay than
Passive Defence: 0 one of flesh and blood.
Active Defence: 1 It is a master of fear. It can look at any per-
son or creature during a battle and immediately

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assume the form of their worst fear, which is the that blaze with fire. It spends most of its time in
equivalent of using the skill Terrify 2. If this feat the water. But when it comes out, its body emits
test fails, it becomes enraged and attacks the tar- a bluish fire. This fire burns no plants, only flesh.
get in the next round with mighty blows. It is also Anyone In Combat with the Botat automatically
a stubborn fighter and will only flee if gravely suffers one point of damage every round.
wounded (below 15 points of Endurance). In battle, it can Bite its enemy or use its power
It comes out only at night, and attacks any- to Madden up to two enemies at the same time.
one it meets. The creature does not have any weak points,
so only brute force can lower its Endurance to zero.
BLACK PIG However, it flees for safety into the water whenev-
Size: J er its Endurance is reduced to half, and recovers all
Movement: 2 of its Endurance points within three days after any
Habitat: near human settlements battle.
Number: 1
Skills: none CAVORTING GOAT
Physical attacks: Bite 2 (damage 4) Size: H
Endurance: 20 Movement: 3
Passive Defence: 3 Habitat: fields and cerrado close to human
Active Defence: 5 habitation
Special: immune to normal weapons Number: 1 to 4
Skills: Tupi 1
The Black Pig is a huge, dark-coloured pig. It lives Physical attacks: Bite 1 (damage 4) or Donkey
near towns and villages, waiting to ambush people Kick 2 (damage 2) or Headbutt 2 (damage 2)
and animals. It attacks groups of any size, confident in Endurance: 12
its invulnerability to normal weapons. However, when Passive Defence: 0
confronted by a group that can do it harm, it flees. Active Defence: 2

BOTAT From afar, the Cavorting Goat looks like a muscu-


Size: from J to N lar goat with a strangely-shaped muzzle. Close up,
Movement: 4 (in water), 2 (on land) however, this creature is something quite different.
Habitat: rivers and lakes It has a muzzle that looks more like that of a man-
Number: 1 to 2 drill. It can open its mouth to the size of a human
Skills: Madden 2 head and then bite with its huge fangs.
Size J: Physical attacks: Bite 2 (damage 4) A terrifying creature, the Cavorting Goat
Endurance: 25 shoots fire from its eyes, nostrils and mouth when
Size L: Physical attacks: Bite 2 (damage 7) enraged. In combat, it can Headbutt enemies in
Endurance: 50 front of it or Donkey Kick those behind. But when
Size N: Physical attacks: Bite 2 (damage 15) possible it prefers to Bite with its fangs and fire.
Endurance: 150 Cavorting Goats are carnivores and live by
Passive Defence: 3 hunting. When alone they will attack any creature of
Active Defence: 4 up to size J, and in groups they will attack anything
Special: see description up to size L.
Incredibly, the Cavorting Goat is capable of
The Botat is a serpent of enormous size, with eyes speech and rational thought, but it rarely has any

116
Mediator’s Guide

interest in negotiating with other beings. Instead, it The Cotaluna is a wild mermaid, half woman and
uses its voice to imitate human beings and thus at- half fish, that feeds on human flesh. It has long black
tract unwary victims. hair and long fingernails. It attacks people who pass
through its waters, mainly those who are alone. It
CHIBAMBA prefers to drown it victims using its power to En-
Size: H chant, or it will try to Claw them under using its
Movement: 3 long nails and extraordinary strength.
Habitat: fields and cerrado close to human It can also transform into the semblance of a
settlements normal human woman. In this form, it lures men
Number: 1 back to the river where it drowns them. Although
Skills: Terrify 1, Physical Strength 3, Kikongo 1, the creature cannot speak, its eyes have a tremen-
Kimbundo 1, Capoeira 3, Dance 2 dous power of enchantment.
Physical attacks: (attacks with Capoeira)
Endurance: 12 CRAMONDONG
Passive Defence: 1 The Cramondong is a mysterious, driverless ox-
Active Defence: 4 cart that barrels along the road at full speed with
no ox in front to pull it. It is an astonishing sight,
Chibamba is a magical being that comes from Afri- and the mediator must make a feat test of Terrify 2
ca. He looks like a tall, muscular Bantu man, with a against all those who encounter the Cramondong.
body entirely covered with banana leaves. When he The cart is immune to fire and all weapons. To
walks, he looks as though he is dancing. He grunts this day, no one has found a way to arrest its jour-
like a pig and often laughs for no apparent reason. ney. It does not chase people, but anyone unlucky
He is very friendly to people who speak the enough to be in its way when it passes suffers eight
Kikongo or Kimbundo languages, but always at- points of damage from being struck.
tacks plantation owners and anyone else he finds
with chained-up slaves. He can use his power to COMACANG
Terrify one person per round, simply by turning his Size: G
gaze upon them. In battle, he first tries to fend off Movement: 4 (skull form)
as many enemies as he can with Terrify, before at- Habitat: whole territory
tacking physically with his skill in Capoeira. Number: 1
Skills: (see below)
COTALUNA Physical attacks: Bite 2 (damage 5)
Size: H Endurance: 14
Movement: 4 (in water) Passive Defence: 4
Habitat: river Active Defence: 5
Number: 1 to 3 Special: resistance (takes only half damage
Skills: Enchant 1 from all attacks)
Physical attacks: Grab 1 (see below) or Claw 2
(damage 2) A Comacang is a wicked person with the power
Endurance: 12 to separate their head from their body during the
Passive Defence: 0 night, transforming it into a huge flaming skull one
Active Defence: 1 vara tall (1.1 metres). This skull can float over land
Special: transformation (see below) or water, up to two varas up, and it moves through
the air at high speed. Thanks to its magical powers,

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Skills: none
the skull is capable of speaking normally.
Physical attacks: Grab 1 (see below)
It attacks with a vicious Bite, which burns and
Endurance: 6
cuts the victim at the same time. In its skull form, it
Passive Defence: 2
takes only half damage (rounded down, minimum
Active Defence: 2
one) from any attack, whether magical or physical.
Special: immune to normal weapons

Example
The Dry-Body is a malignant being found in forests
A character strikes a Comacang and deals 3 damage. and mangroves, lying in wait for travellers to am-
The damage is halved (to 1.5) and rounded down,
bush. It is one of the living dead, sucking the very
causing only a single point of damage to the Coma-
cang in the end. life from its victims to sustain itself.
It only moves at night; during the day it ap-
pears nothing more than a rotten piece of wood.
During the day, the Comacang is a normal
This way it can hide in broad daylight, in trees, or
human being, who interacts normally with soci-
on the ground. At night, it assumes the appearance
ety (and has typical human skills and abilities). In
of a person made of twigs. Its arms end in twig-like
many cases, this person uses their nocturnal skull
claws, which it uses to Grab its victims. When its
form to sneakily seek out and harm those they con-
attack hits, the Dry-Body attaches to its victim, in-
sider their enemies during their daytime lives. Co-
flicting three points of damage in that round and
macangs usually flee from battle once they have lost
all subsequent rounds until the victim dies (having
more than half their Endurance.
filled in all critical damage boxes).
Once fixed to the body of a living being, the
DRY-BODY
Dry-Body can only be removed with a sharp blow
Size: G
from an enchanted weapon, or by use of some
Movement: 1
powerful magic, such as Banish Evil, Return to Life
Habitat: forest, mangrove
or Ward Off Death (these spells drive away the evil
Number: 1 to 100
spirit, leaving only a real piece of rotten wood).

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Mediator’s Guide

The great danger of Dry-Bodies is their num- Number: 1


bers. They tend to congregate in large groups and Skills: (see below)
surprise victims when they are already encircled. Physical attacks: (none)
Endurance: 10
FLAYED HAND Passive Defence: 2
Size: I Active Defence: 2
Movement: 5 Special: immune to normal weapons
Habitat: whole territory
Number: 1 to 2 A Gold-Mother looks like a young indigenous
Skills: Terrify 1 woman with long hair. Every Gold-Mother guards
Physical attacks: Bite 2 (damage 3) + Cause a quantity of gold nuggets (worth between 20,000
Disease 2 (common disease) and 200,000 réis).
Endurance: 14 She never fights, and can only be attacked by
Passive Defence: 1 surprise. Upon sensing any threat, she turns into a
Active Defence: 3 ball of flame and flies off with her gold, leaving a trail
Special: (see below) of fire behind. A feat of Madden 2 must be applied to
all who witness this transformation. On a success,
The Flayed Hand is a large, muscular maned wolf the victim cannot think or speak of anything but
with hairless paws. Its eyes give off a bluish glow. gold until they are healed.
There are two kinds of Flayed Hand: evil and good. A Gold-Mother can only be harmed by en-
When a good Flayed Hand sucks someone’s blood, chanted weapons.
it may use a level 3 Herbalism feat to cure any dis-
eases they have. The bite of an evil Flayed Hand, GREAT WORM
however, must be followed by a test of Cause Dis- Size: Q+
ease. Movement: 2 (underground)
In the first round of a battle, a Flayed Hand Habitat: subterranean
howls as its action, imposing a Terrify test on all Number: 1 (unique creature)
its enemies. Skills: none
It is impossible to differentiate the evil from Physical attacks: (see below)
the good by simply looking at them. One must Endurance: 10,000
interact with the creatures to find out which is Passive Defence: 4
which. The evil ones generally attack any small Active Defence: 4
group of humans. When a good Flayed Hand
comes to understand that someone is ill, it applies In the mythology of The Elephant & Macaw Banner, the
its ‘treatment’ to the afflicted person. However, if Great Worm is one of the three Ibimonguiras, millen-
the good type is attacked, it fights back with its nia-old monsters of incredible size also known as the
skills of Terrify and Bite. ‘Earthshakers’. They are three of the largest creatures
Mated pairs are always of matching type (two on the face of the earth. The other two are Woodsfa-
evil or two good). ther and the Gorjala (the latter does not appear in this
book).
GOLD-MOTHER The Ibimonguiras fear nothing but each oth-
Size: H er, and often wage battles amongst themselves
Movement: 3 (human form) 9 (fire form) that cause earthquakes, hence their name: ‘those
Habitat: cerrado that shake the earth.’

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Of the three, the Great Worm is the biggest and him out and warn their human owners of his invisi-
most terrible. It is about 100 varas wide and thou- ble presence. He avoids direct combat with humans
sands long. When passing near the earth’s surface, it at all costs.
causes tremendous shaking. It rarely concerns itself
with any being smaller than size O. But if a creature HEADLESS MULE
vexes it, the Great Worm can easily burrow away into Size: J
the earth or swallow the being (up to size N) with its Movement: 6
gigantic mouth, from which there is no salvation. Habitat: whole territory
Number: 1
GUAJAR Skills: none
Size: F Physical attacks: Flame 3 (damage 4) or Kick 2
Movement: 3 (damage 3) or Donkey Kick 3 (damage 5)
Habitat: mangrove Endurance: 25
Number: 1 Passive Defence: 1
Skills: none Active Defence: 4
Physical attacks: Whip 2 (damage 2)
Endurance: 5 The Headless Mule is a person cursed with the
Passive Defence: 0 body of a headless mule that spits fire from its
Active Defence: 2 neck. By day, the mule disappears. At night, it gal-
Special: invisibility and transformation lops between cities or churches, always along the
same route. It attacks anyone in its path.
Guajar is an invisible goblin that takes pleasure in It prefers to use its Flame attack (against ene-
terrorizing humans who come close to his territory. mies in front) or Donkey Kick (at enemies behind)
He can mimic almost any sound, and likes to create but must wait one round between its uses of Flame.
confusion by imitating the sounds of gunfire, animals Sometimes it has a golden bridle where its head
and more. He can also take the form of small animals should be. One can ride the Mule if they hold the bri-
like ducks and cats when it suits him. It gives him sa- dle, but it will try to kill them afterwards. To break
distic pleasure to Whip dogs, because they can sniff the enchantment that creates a Headless Mule, put

120
a rosary around its neck (a difficult feat of Acrobat- The Jaragua is a creature 1.8 varas in height (2 me-
ics), draw blood with an enchanted weapon, or use tres). Its elongated body is always cloaked in dark-
Dissipate Magic or Counter Magic. ness except the head, which is shaped like a horse’s
skull. It attacks any human that strays too close
IPOPIER with its huge mouth. Whenever a character en-
Size: J to K counters one or more Jaraguas, immediately make
Movement: 3 (in water) a Terrify feat test against everyone present. These
Habitat: river, lake terrible creatures always fight to the death.
Number: 1
Skills: none
Size J:
Physical attacks: Grab & Bite 2 (damage 4)
Endurance: 25
Size K:
Physical attacks: Grab & Bite 2 (damage 6)
Endurance: 40
Passive Defence: 4
Active Defence: 5

The Ipopier is a monster that lives in lakes


and rivers, and is always on the lookout for
swimmers and fishermen to attack. It has two
arms with huge claws and a long fish tail, com-
ing to a total length of three varas (3.3 metres). Its
head has a muzzle-like snout and a moustache like
that of a catfish.
It attacks only by surprise, and normal-
ly gains a round to attack with its powerful Grab
& Bite before the victim can react. With its
prey incapacitated, it drags them beneath
the water to feast.

JARAGUA
Size: I
Movement: 2
Habitat: mangrove, swamp
Number: 1 to 5
Skills: none
Physical attacks: Bite 2 (damage 3)
Endurance: 16
Passive Defence: 3
Active Defence: 5
Special: Terrify 1 upon being seen

121
JASY JATERE
Size: G
Movement: 3
Habitat: whole territory
Number: 1
Skills: none
Physical attacks: Impact Weapons 2 (staff,
damage 2)
Endurance: 7
Passive Defence: 0
Active Defence: 2

Jasy Jatere is a goblin that kidnaps children. He


is blond and bearded, with a hairy body. He goes
around naked except for a straw hat. He possesses
a golden staff that allows him to float in the air or
turn invisible, and can also be used as a club. He has
a magic whistle to lure children to him. He is addict-
ed to alcoholic drinks, such as cachaça and cauim,
which can be used to attract him.

KAIPOR
Size: I
Movement: 3 (mounted: 4)
Habitat: forest
Number: 1 to 4
Skills: Tracking 2, Tupi 1
Physical attacks: Polearms 2, Throwing
Weapons 2 (heavy spear - damage 4)
Endurance: 18
Passive Defence: 1
Active Defence: 3

A Kaipor looks like a very large man, completely


covered in dark hair. They are the protectors of the
forest, and attack anyone who senselessly destroys
nature (out of its normal balance). A Kaipor almost
always has a Giant Peccary, size J (see Giant Ani-
mals, p. 135), that it uses as a steed.
Kaipors are aggressive towards indigenous
people (who use fire to drive them away) and very
aggressive towards Europeans (who must offer gifts
to appease them). They act with great curiosity when

122
Mediator’s Guide

presented with people of African ancestry. The fe- ing humans) in just two rounds or even revive the
males of this species are as aggressive as the males. recently dead in two minutes, similar to the power
They are excellent swimmers and possess Return to Life.
physical strength beyond human limits. The spear If Curooper dies, he is reborn at the next new
of a Kaipor is too heavy for any human to wield. moon and seeks out his killer for revenge.

LEGENDARY KAIPOR: CUROOPER KALOBO


Size: H Size: I
Movement: 3 Movement: 3
Habitat: forest Habitat: forest
Number: 1 (unique creature) Number: 1 to 2
Skills: Acrobatics 3, Running 3, Skills: Stun 2
Climbing 3, Physical Strength 3, Swimming 3, Physical attacks: Claw 2 (damage 3) or
Prestidigitation 2, Endurance 2, Traps 2, Kick 1 (damage 4)
Canoeing 3, Foraging 3, Folklore 3, Herbalism 3, Endurance: (see below)
Land Navigation 3, Passive Defence: (see below)
Tracking 3, Throwing Weapons 3, Active Defence: (see below)
Polearms 3, Archery 2, Wrestling 3, Special: immune to all weapons, including
Tupi 1, Portuguese 1 enchanted weapons (see below)
Physical attacks: enchanted spear (feats +3,
damage 3) or special (see below) The Kalobo is an enormous biped, some two varas
Endurance: 15 in height. It has a peculiar head, with small black
Passive Defence: 0 eyes and a muzzle like that of an anteater. Great
Active Defence: 3 tufts of fur cover its body and each hand ends in
Special: command over animals, healing, word of three long claws. The first attack of the Kalobo is
strength, immortality (see description) always its powerful howl, which causes a Stun feat
test against everyone in the vicinity. The creature
Curooper is a Kaipor who is smaller than most, but may use its Stun ability every two rounds, trigger-
more powerful than normal. He looks like a mus- ing a test against all of its enemies. In the rounds
cular adolescent with thick red hair and feet that where it does not use its Stun skill, it attacks its
point backwards. Despite his young appearance, enemies with a Claw from its wicked talons or a
he is one of the most ancient beings on Earth. He is Kick with its bull-like hooves.
the defender of the forests, and always acts in the It is greatly feared because its skin is immune
interests of the animals. He travels mounted on a to all weapons, even enchanted ones. Its only weak
Giant Peccary, size I (see Giant Animals, p. 135) point is its belly button, which it takes a legendary
and is often accompanied by a pair of jaguars or feat to strike with a piercing weapon or some kind
Ox-Footed Jaguars. of projectile (but which, if successful, causes instant
In battle, he uses a magical spear of bone (+3 death to the creature).
on attack tests, damage 3). Every two rounds, he After immobilizing its enemies, the Kalobo uses
may use his ‘word of strength’ to knock down any its supernatural strength to break their skulls. Then
enemy (size K or less), causing 2 points of damage it uses its elongated muzzle to suck out its favourite
and making them lose their action for the round. meal: brains.
He often calls forest creatures to his defence.
He can completely cure any animal (includ-

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KIMBUNGU crease their speed and attack potency (Movement


Size: J 5, attack with Bite 2, damage 6), but cannot use
Movement: 3 weapons or magical powers.
Habitat: whole territory A Kimbungu may possess any weapon skills
Number: 1 to 2 or powers of Ifá. Their weapons are of immense
Skills: (may vary) Ifá 3, Health 2, Influence 3, size, and it is impossible for humans to wield them.
Negative Energy 3, Tupi 1, Kikongo 1, Impact
Weapons 2 LABATEAU
Physical attacks: Huge axe or hammer (damage Size: H
5) Movement: 4
Endurance: 20 Habitat: near settlements
Passive Defence: 0 Number: 1
Active Defence: 2 Skills: none
Special: transformation (see text) Physical attacks: Grab & Bite 2 (damage 3) or
Strike 2 (damage 2) + Poison 2 (uncommon
A Kimbungu is a giant, muscular sorcerer or witch venom)
(height: 2.5 varas or 2.75 metres) of African origin. Endurance: 15
Unlike priests, they may have skills both in weapons Passive Defence: 2
and powers of Ifá. Kimbungus have all kinds of per- Active Defence: 4
sonalities. There are some who communicate with
humans while others attack them on sight. The Labateau is a monster that arises when a
As well as their powers, a Kimbungu can turn person is so horrible that they lose their human-
into a giant wolf at any time. In this form, they in- ity and become a beast. It has but a single eye,

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which is the size of a lemon. Huge fangs jut out Legend has it that the Magical Ram only ap-
on either side of its muzzle. It is muscular and pears when there is some kind of treasure nearby.
has hard spines sticking out of its back, arms like
a hedgehog, and claws on its feet and hands. MAGWHAR
Each time its Strike attack hits its target, the Size: J
victim must undergo a Poison test as well. Movement: 4
Habitat: forest, mangrove
LOBISOMEM (WEREWOLF ) Number: 1 or 2
Size: H Skills: none
Movement: 4 Physical attacks: Bite 2 (damage 6) or
Habitat: whole territory Strike 2 (damage 5)
Number: 1 to 4 Endurance: 25 (mouth)
Skills: none Passive Defence: 3 (mouth)
Physical attacks: Bite 2 (damage 3) or Claw 2 Active Defence: 5 (mouth)
(damage 3) Special: invulnerable skin
Endurance: 14
Passive Defence: 1 The Magwhar is a hairy creature some two varas
Active Defence: 3 in height and almost the same in width, with long
Special: immune to non-enchanted weapons muscular arms that end in wicked claws. But its
most peculiar attribute is its huge, tooth-filled
A Werewolf is a monstrous biped, a person trans- mouth in the middle of its chest. It has a large nose
formed into a mixture of human and a grey wolf or just above its mouth, and its eyes are small protu-
maned wolf. They attack both animals and people berances at the top of its torso.
with their deadly bite. It subsists on the meat of animals, including
One need only cause a wound that draws human beings. Few victims survive its powerful
blood to remove the enchantment that created bite. Its skin is invulnerable, so one must attack
the Werewolf, but only enchanted weapons are ca- the creature’s mouth to cause it harm (only attacks
pable of hurting it. An enchanted bullet or an en- from the front can strike it). Beating a Magwhar in
chanted piercing or bladed weapon can eliminate battle is a challenge even for entire troops of sol-
the curse, but enchanted blunt weapons (e.g. ham- diers. However, after suffering significant damage
mers or clubs) deal normal damage. (more than 10 points), the Magwhar would rather
Anyone who suffers a werewolf ’s Bite or gets flee than risk its life.
splashed with its blood (which almost always hap-
pens when cutting it with any weapon shorter MASSONE
than a spear) will themselves become a werewolf Size: G
within a week. Movement: 5
Habitat: whole territory
MAGICAL RAM Number: 1 to 10
The Magical Ram is not a physical being but rather Skills: none
a kind of apparition, only ever seen from far away. Physical attacks: Bite 2 (damage 2)
It is a golden ram with a star of diamonds upon Endurance: 8
its head. When it appears, it remains still, its gaze Passive Defence: 6
fixed upon the group. If someone shoots at it or Active Defence: 8
tries to approach, it disappears.

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A Massone is a wolf covered with plates of bronze, type of bird (whether owl, raven, hawk, cuckoo,
giving the creature robust armour. Its legs bend or another bird). The Matin Pere’s appearance is a
in strange directions and its eyes glow with blue bad omen, and they often sing a sad song in either
flames. Massones may live alone or in packs, and of their two forms: singing as a bird, and humming
attack human children or even adults when they or playing a flute as a human being. Their melo-
have the advantage in numbers. dies count as using the powers of Breath (Harm,
Weakness, Death), allowing the Matin Pere to use
MATIN PERE these powers without any Energy limit.
Size: H (human form) Favours can be purchased from these crea-
Movement: 3 (human form) tures through costly gifts (enchanted items or
6 to 10 (bird form) jewellery and gold valued over 20,000 réis).
Habitat: whole territory
Number: 1 MERMAID
Skills: Harm 3, Weakness 3, Death 3 Size: H
Physical attacks: none Movement: 4 (swimming), 3 (human form)
Endurance: 10 Habitat: river, lake
Passive Defence: 0 Number: 1 to 3
Active Defence: 3 Skills: Enchant 2, Singing 3, Portuguese 1, Tupi
Special: transformation, unlimited use of the 1 (may vary)
powers of Breath (see below) Physical attacks: none
Endurance: 11
The Matin Pere lives in two forms: one of a bird, the Passive Defence: 0
other of an elderly human being (male or female). Active Defence: 2
An individual’s avian form is always the same

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Mermaids came to Brazil from other waters. They Yara is a mermaid sorceress, ancient and powerful.
look like beautiful women with long hair. Their She is white, with European features and red hair.
lower half is like the tail of a fish, but they can It is said those who see her face can never forget it.
transform themselves into humans. They are vain, She was the first Mermaid to come to Brazil.
and enjoy taking care of their appearance and Her home is in a place of subterranean waters, and
looking at themselves in reflections. she often Enchants other beings to serve as her
A Mermaid uses Enchant (through her voice) guards. When she needs to fight, she uses her mag-
to lure men into the water, where they drown. This ical powers (which she may use at will, without
power to Enchant may also work on women, but consuming Energy) or uses her ability to transform
the feat test is subject to a penalty of -3. On rare into a large aquatic monster similar to an Ipopier
occasions, the Mermaid falls in love with the one (Grab & Bite 3 - damage 5). She can also turn into
she has enchanted. a fish or other small animal to flee from battle. To
Mermaids hate Cotalunas, whom they consid- avoid losing her escape route, she never leaves the
er savages, and Ipopiers, their rivals for control of water. Like other Mermaids, she Enchants men,
the rivers and lakes. They try use trickery to elim- who soon end up dead when she tires of them.
inate Ipopiers without risk. They tend to appear
most often at night. MIDNIGHT WOMAN
Size: H
LEGENDARY MERMAID: YARA Movement: 2
Skills: Enchant 3, Singing 3, Harm 3 Weakness 3 Habitat: near human habitation
Death 3, Control of Nature 3, Counter Magic 3, Number: 1
Portuguese 1, Spanish 1, Latin 1, Tupi 1 Skills: Enchant 3, Madden 2
Endurance: 16 Physical attacks: none
Passive Defence: 1 Endurance: (see below)
Active Defence: 3 Passive Defence: 0
Special: unlimited use of Breath powers Active Defence: 0

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A Midnight Woman is the ghost of a murdered


woman who remains near the place of her death. MOTUCO
She looks like a living woman dressed in white or Size: G
red. At night, she seeks out lone men and uses her Movement: 3
power to Enchant. If she succeeds, she brings them Habitat: forest
to where her body is buried. Arriving there, the man Number: 1 to 200
realizes that he is with a dead person and must Skills: none
withstand a feat of her Madden ability. Then, the Physical attacks: Spear 1 (damage 1) or
Midnight Woman vanishes. Blowgun 1 (zarabatana - damage 1) + Poison 1
The Midnight Woman always disappears at Endurance: 6
midnight or upon receiving any physical blow. Passive Defence: 0
Active Defence: 1
MINGUSOTO
Size: I (variable) The Motuco is a small bipedal creature with back-
Movement: 2 wards-facing feet. Thin and usually naked, its fea-
Habitat: whole territory tures are vaguely human, but exaggerated and ugly.
Number: 1 Considered an evil spirit by indigenous peo-
Skills: Terrify 1 ple, they are treacherous and murderous by na-
Physical attacks: Strike 2 (damage 3) ture. They are cowardly and always attack people
Endurance: (corporeal form) 15 when they have numerical advantage (at least two
Passive Defence: 1 (water), 3 (mud), 5 (stone), to one). When the advantage is gone, they try and
7 (metal) escape or beg for mercy. They like to put poison on
Active Defence: 3 (water), 5 (mud), 7 (stone), the darts of their blowguns, triggering a Poison 1
9 (metal) test if they strike the target. This poison counts as
Special: immune to normal weapons, immortal ‘common’ for healing purposes.
They live in communities of up to 200 indi-
The Mingusoto is a powerful phantasm without a viduals. They have a language of their own, and
fixed shape. When it takes corporeal form, normal- usually know some basic vocabulary in Tupi or
ly for the purpose of causing chaos, it can enter and other indigenous languages when they live near
control the elements of earth, water, and metal. It settlements of these peoples.
can therefore enter a statue of metal or stone, for
example, or make itself a body from mud or water. OLD SORCERER
Generally, it makes a size I body, but by entering an Size: H
existing statue, it may inhabit a larger or smaller Movement: 3
body. Habitat: cave or house
In its corporeal form, the creature may use Number: 1 to 3
its ability to Terrify once per battle against all of Skills: (various human skills, always including
its enemies at the same time. After that, it attacks Breath and magical powers)
with Strike. Physical attacks: none
The Mingusoto is immortal. When one of its Endurance: 10
temporary bodies is destroyed, it returns to its in- Passive Defence: 0
corporeal form and must wait at least one month Active Defence: 0
before assuming corporeal form again.
The ‘Old Sorcerers’ are semi-human creatures with

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magical powers. These malign beings always live in Claw 3 (damage 3)


very remote locations. They are always hooded and Endurance: 26
cloaked when in public, to hide the fact that some Passive Defence: 2
part of their body is animalistic (e.g. insect legs or Active Defence: 4
a lizard head).
Despite their powers, they prefer to avoid The Ox-Footed Jaguar is a jaguar of unusual size, with
combat as much as possible, employing traps, hooves like those of an ox. They always travel in pairs
magic or animals to protect their lairs. When con- and they love to hunt human beings. They prefer to
fronted by a dangerous enemy they immediately avoid encounters with large groups (more than three
flee, using powers of Transformation or Transpor- people), but finding the trail of a smaller group, they
tation if they have them. will never give up the hunt. If the female is killed, the
They dedicate their lives to the study of mag- male runs away. If the male is killed, the female at-
ic. They often hoard potions or enchanted items. tacks even more brutally.
When given a chance, they steal babies or small
children and devour them as a source of power or PESTLE OF FIRE
use them in their experiments. Size: J
Movement: 3
LEGENDARY OLD SORCERER: KOOKA Habitat: roads and trails
Size: H Number: 1
Movement: 3 Skills: none
Habitat: cave, house Physical attacks: Smash 2 (damage 6)
Number: 1 (unique) Endurance: 25
Skills: Breath 3, Harm 3, Weakness 3, Death 3, Passive Defence: 5
Spirit World 3, Control of Nature 3, Counter Active Defence: 5
Magic 3, Tupi 1, Portuguese 2, Latin 2 Special: immune to normal weapons
Physical attacks: none
Endurance: 12 The Pestle of Fire is, as the name suggests, a large
Passive Defence: 0 magical pestle wreathed in flame. It travels along
Active Defence: 0 roads without any apparent aim. When it encoun-
ters a group of travellers, there is a 50% chance (1 to
Kooka is a legendary figure amongst the Sorcerers, 3 on a die roll) that it attacks them. When in battle,
as one of the most powerful and terrible of their the Pestle attacks one person at random each round
number. She looks like an old woman, but wears a with its Smash skill.
long cloak to hide her wrinkled face and the reason At the end of each round of combat, there is
for her strange gait: insect legs. Her cave is full of one chance in six (a 1 on the die) that the Pestle of
magical traps and is guarded by a Massone (q.v.). Fire ‘loses interest’ in the battle and returns to its
previous course.
OX-FOOTED JAGUAR Banish Evil is particularly effective against the
Size: J Pestle of Fire, gaining a bonus of +4 on the neces-
Movement: 6 sary feat test (but it still requires a test at level 3).
Habitat: forest, cerrado
Number: 2
Skills: none
Physical attacks: Bite 2 (damage 4) or

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SACY SIGIDI
Size: G Size: F to G
Movement: 3 Movement: 2
Habitat: whole territory Habitat: (see below)
Number: 1 Number: 1
Skills: (variable) Skills: none
Physical attacks: none Physical attacks: Blade Weapons 1 (knife,
Endurance: 7 damage 1)
Passive Defence: 0 Size F:
Active Defence: 2 Endurance: 4
Size G:
The Sacy is a creature of magic. Each Sacy is Endurance: 6
unique, but they do have some characteristics Passive Defence: 5
in common. For example, a Sacy is a master of Active Defence: 6
camouflage, and can hide almost anywhere. It is
almost impossible to detect a Sacy until it pre- The Sigidi is an agile creature of clay, animated
sents itself, unless magical means of detection by the power Create Sigidi (Spiritual Manipula-
are used. Foresee Evil, for example, can detect a tion, p. 60). When a priest orders the Sigidi to
Sacy when it has some kind of ill will towards the attack someone, it fights to the death. It almost
group. Once seen, the Sacy stays visible until it always attacks at night while its target sleeps.
moves away from the person or group.
All Sacy have one or more magical powers. STRUTTING ANGEL
Many have the power to transform into a bird or Size: H
dust devil. They can normally speak Tupi 1 and Movement: 3
Portuguese 1, but may also speak other languages. Habitat: inhabited coastal areas
No Sacy can cross running water. Number: 1
Skills: Terrify 1, Running 2, Prestidigitation 2,
LEGENDARY SACY: LITTLE ROMAN Climbing 2, Land Navigation 3, Breath 3, Time
Little Roman looks like a normal African child, but 3, Defence 3
has an air of maturity. He is a malicious Sacy, with Physical attacks: Impact Weapons 2
no limit to his wickedness. He steals valuables, (club - damage 2)
mistreats animals and sets traps. He can turn into Endurance: 12
a blue flame and uses this power to escape danger. Passive Defence: 0
Active Defence: 2
LEGENDARY SACY: SACY-PEREY
Sacy-Perey appears as an African boy with only one The Strutting Angel takes the form of an old in-
leg. He wears a floppy red cap, which is the source digenous man, always in search of his lost tribe.
of his powers. He is addicted to tobacco, which can He walks through the farms and plantations of
be used to attract him. He can teleport over short the coast, knocking on their gates with his staff.
distances (up to 30 varas) at will, and uses this His Terrify power affects anyone who hears this
ability whenever he feels threatened. He is playful knocking. If the feat is a success, the affected per-
and mischievous and loves to bother travellers, but son runs and hides until the Strutting Angel leaves.
rarely does serious harm. He walks quickly from one house to another,

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stopping only to knock at doors and gates. If some- ing a unique trail when it gallops along the ground.
one approaches him, he uses Closed Body and bides It is nocturnal and attacks travellers far from hu-
his time to see who they are. When he sees that the man settlements. It flees if it loses more than half
person is not from his tribe, he leaves and continues its Endurance. Legends say some of these creatures
on his way. He tries to avoid fights, but if someone have been tamed by wizards.
attacks him, he uses his staff as a club.
TONGUE-SNATCHER
STUMBLING JAGUAR Size: N
Size: J Movement: 5
Movement: 7 Habitat: forest, cerrado
Habitat: whole territory Number: 1 to 6
Number: 1 Skills: Terrify 1
Skills: none Physical attacks: Claw 2 (damage 12) or
Physical attacks: Bite 2 (damage 5) or Claw 3 Grab & Bite 1 (damage 18)
(damage 4) Endurance: 140
Endurance: 30 Passive Defence: 1
Passive Defence: 3 Active Defence: 3
Active Defence: 5
One of the most feared creatures in the jungle, the
When the forest’s supernatural protectors encoun- Tongue-Snatcher looks like a gigantic black lion
ter animals severely injured by hunters or other tamarin, muscular and fanged, and a full seven varas
humans, they sometimes use magic to compensate (7.7m) in height. As the name suggests, their favourite
for this loss with extraordinary strength and speed. food is tongue. After killing a victim, it removes the
The Stumbling Jaguar is one such crea- tongue with a single, rapid movement. Any tongue
ture, having lost one paw to a hunter. After his will serve for food, but bigger is better as far as the
recovery, he devoted himself to revenge, brutal- Tongue-Snatcher is concerned. The creature likes to
ly attacking any human being he finds. He never lurk near cattle herds, preying on them in nocturnal
gives up any battle, always fighting to the death. attacks so it can take their tongues away to devour
in the forest.
THREE-LEGGED HORSE Because of its dark fur, it is difficult to see the
Size: K Tongue-Snatcher at night. It uses its dreadful howl
Movement: 5 (running) 4 (flying) to Terrify its victims before attacking. To do so,
Habitat: whole territory it makes a test against all enemies present in the
Number: 1 to 4 battle, one by one. The Tongue-Snatcher typically
Skills: none flees if it loses more than half its Endurance. Dur-
Physical attacks: Donkey Kick 2 (damage 5) or ing the day, it hides in the tops of tall, sturdy trees,
Kick 1 (damage 4) out of sight from human eyes.
Endurance: 35
Passive Defence: 0
Active Defence: 1
Special: flight

The Three-Legged Horse is a headless flying horse.


It has long, bat-like wings and only three legs, leav-

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four points of damage at the end of every combat


TWIN SNAKES round.
Size: H (human form), J (snake form) The twins hate each other and are deadly en-
Movement: 2 (snake form, on land), 4 (snake emies. It is rare to find both in the same region.
form, in water) 4 (human form)
Habitat: river WAKTI
Number: 1 (unique creatures) Size: H
Skills (human form): Swimming 3, Movement: 3
Prestidigitation 1, Traps 2, Herbalism 3, Habitat: whole territory
Tracking 2, Breath 3, Control Nature 3, Counter Number: 1
Magic 3, Tupi 1, Amazon languages (Arawak 1, Skills: Enchant 2
Carib 1) Physical attacks: Impact Weapons 2 - club
(only Norato) Cure 3 (damage 2)
(only Maria Caninana) Harm 3 Endurance: 12
Physical attacks: (snake form) Bite 3 (damage 5) Passive Defence: 4
Physical attacks: (human form) Impact Active Defence: 6
Weapons 3 (club), Archery 3 (bow & arrow)
Endurance: 25
Passive Defence: 1
Active Defence: 4
Special: regeneration (see description)

Snake Norato and Maria Caninana are two enor-


mous serpents born of a native woman
and a snake. Snake Norato is kind,
while Maria Caninana is malevo-
lent. The two use their powers of
Transformation to become attrac-
tive humans when they require
interaction with people.
In snake form, Maria
Caninana likes to over-
turn passing canoes and
boats on the river. She attacks
innocent swimmers and bath-
ers by surprise. In human form,
she avoids fights, confusing ene-
mies with magic so she can escape.
Snake Norato, when in human
form, fights with his powers and
a cudgel. He often helps those in
distress. Both twins possess the
power of regeneration, recovering

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The Wakti takes the form of an indigenous man


whose body is like wood full of holes. When the
wind blows through the holes, it makes bewitch-
ing music that women find almost irresistible. The
music triggers an Enchant feat on any woman who
hears it.
Once enchanted, the woman follows the
Wakti until the spell is broken or the creature dies.
The Wakti tries to avoid combat at any cost,
using its club to defend itself only when it has no
way to escape.

WOODSFATHER
Size: Q
Movement: 9
Habitat: forest
Number: 1 (unique creature)
Skills: none
Physical attacks: Stomp 2 (damage 75) or
Claw 2 (damage 25) or Beat 2 (damage 50) (see
below)
Endurance: 1,000
Passive Defence: 4
Active Defence: 4
Special: immune to normal weapons (see
below)

Woodsfather is another Ibimonguira, or ‘Earthshak-


er’, a creature an incredible 50 varas (55 metres) in
height and claws 5.5 varas in length. He is so tall that
when he walks, his head rises above the forest tree-
tops. He has a roughly human form, covered in tree
bark and moss. He looks like a human turned into a
tree, or vice versa. Around the tree knot that forms
his belly button is a circle of lighter skin, resembling
a target.
Woodsfather normally ignores any creature
small than size N, except when he is attacked. In
battle, his disproportionate size causes devastat-
ing effects. He uses Stomp against any creature of
size M or less, and his other attacks against larger
creatures.
In addition to dealing massive damage, his
attacks strike all other creatures within three varas

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(3.3 metres) of the target (that is, anyone within


the same zone of combat).
He is immune to normal weapons, and can
only be harmed with enchanted weapons. His na-
vel is his weak point. An attack that penetrates this
point deals 50 times more damage than normal.
However, the navel is very difficult to strike, being
almost 30 varas above the ground and only one vara
across.

OTHER BEINGS
The creatures listed above are just a sample of Bra-
zil’s rich folklore. When creating new adventures,
the mediator may want to adapt other legends to
this rule system, beyond Brazilian folklore. The ta-
ble below offers some suggestions for legends of
other indigenous American peoples as a starting
point for your own research.

HALF-HUMANS
There is the possibility of half-humans, the children of
humans and fantastic creatures. For example, you may
meet a half-boto, half-Kaipor or half-mermaid within
a community. A player character might even be such a
being. We leave these possibilities to the imagination
of the mediator and the players.

LEGENDS OF OTHER INDIGENOUS PEOPLES OF THE AMERICAS

CHILOTE MAYA MEXICA E AZTEC OTHER

Abchanchu
Basilisk Dtundtuncan Ahuízotl
Alicanto
Caleuche Ek Chapat Chaneque
Muki
Camahueto Ekuneil Cipactli
Nahual
Fiura Kakasbal Quinametzin
Pombero
Imbunche Moo-Toncaz Xicalcóatl
Tunda
Trauco Xhumpedzkin Xochitónal
Vieja Chichima

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GIANT ANIMALS Endurance: 15


By magic or through lack of contact with people, Size I:
some creatures in the world of The Elephant & Ma- Physical attacks: Bite 2 (damage 6)
caw Banner have grown far beyond the normal size Endurance: 20
of their species and can pose a huge threat. Here Passive Defence: 6
are some examples that you could use in your cam- Active Defence: 7
paign.

BAT, SPECTRAL
Giant size: G (normal size: A)
Movement: 1
Habitat: forest
Number: 1 to 10
Skills: none
Physical attacks: Grab & Bite 1 (dam-
age 1)
Endurance: 7
Passive Defence: 2
Active Defence: 3
Special: sneak attack

The Giant Spectral Bat is a car-


nivorous animal with a wingspan
of over a vara. It hunts only at night
and flies silently. It almost always
catches its prey by surprise, which
entitles it to a free round of attack at the
start of battle.
It usually hunts prey of its own
size or smaller, but can attack humans
when in greater numbers.

BEETLE, TITAN
Giant size: G to I (normal size: B)
Movement: 1
Habitat: forest
Number: 1 to 2
Skills: none
Size G:
Physical attacks: Bite 2 (damage 3)
Endurance: 10
Size H:
Physical attacks: Bite 2 (damage 4)

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The Giant Titan Beetle, which may reach up to four tres) and possessing a bite that yields tons of pres-
varas in length, is not aggressive by nature. When it sure, is a creature that few may face without fear.
sees humans, it usually hisses as a warning. How-
ever, if someone comes close, less then ten varas (11 EEL, ELECTRIC
metres) away, it attacks with its mighty mandibles. Giant size: I (normal size: F)
The largest of the species can cut through small trees Movement: 1
with a single bite. The Giant Titan Beetle’s carapace Habitat: river
gives it significant protection from harm. Number: 1
Skills: one
CAIMAN Physical attacks: Strike 2 (damage 0)
Giant size: L to M (normal size: J) + Paralyse 1
Movement: 3 (water) 5 (land – short distances) Endurance: 15
Habitat: river, lake, mangrove, swamp Passive Defence: 1
Number: 1 to 10 Active Defence: 3
Skills: none
Size L: This large fish, five varas (5.5 metres) in length, is
Physical attacks: Bite 1 (damage 9) able to Paralyse its prey with electric shocks. Its
Endurance: 50 Strike skill consists of making sufficient contact
Size M: with the target to deliver a discharge of electricity.
Physical attacks: Bite 1 (damage 14) If successful, the creature attempts a Paralyse feat
Endurance: 80 test. A successful feat leaves the target paralysed in
Passive Defence: 6 the water. If they have no one to rescue them, they
Active Defence: 7 drown after three rounds. If rescued before this,
they recover after one round out of the water.
This slightly smaller relative of the prehistoric
Purussaurus, some nine varas in length (9.9 me-

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otherwise the victim dies within 24 hours.


FROG, POISON (CAATINGA) When combat begins, this Poison Frog tries
Giant size: H a I (normal size: A) to quickly Paralyse its enemies to end the battle.
Movement: 2
Habitat: cerrado JELLYFISH
Number: 1 to 6 Giant size: H (normal size: D)
Skills: none Movement: 1
Size H: Habitat: sea
Physical attacks: Headbutt 1 (damage 1) + Number: 1 to 50
Poison 1 (common poison) Skills: none
Endurance: 10 Physical attacks: Sting 2 (damage 1) + Poison 1
Size I: (common poison)
Physical attacks: Headbutt 1 (damage 2) + Endurance: 7
Poison 2 (common poison) Passive Defence: 0
Endurance: 15 Active Defence: 1
Passive Defence: 2
Active Defence: 3 The Giant Jellyfish is not aggressive, but can pose
a great danger on the high seas if a character is un-
The Poison Frog of the Caatinga seeks to weaken lucky enough to get in amongst a colony of these
its prey through its ability to Poison them. The creatures. When threatened, the Giant Jellyfish
bony spines in its head transmit the venom, which uses its tentacles to sting its victim, possibly poi-
it injects via Headbutt. soning them in the process.
They are about two varas in diameter (2.2 me-
FROG, POISON (JUNGLE) tres) and their tentacles are about 20 varas long (22
Giant size: G to H (normal size: A) metres).
Movement: 2
Habitat: forest, mangrove MOSQUITO
Number: 1 to 2 Giant size: B (normal size: A)
Size G: Movement: 1
Physical attacks: Headbutt 1 (damage 1) + Habitat: forest, mangrove, swamp
Paralyse 1 (uncommon poison) Number: 1 to 30
Endurance: 7 Skills: None
Size H: Physical attacks: Sting 1 (damage 0) + Cause
Physical attacks: Headbutt 1 (damage 2) + Disease 1 (common)
Paralyse 2 (uncommon poison) Endurance: 1
Endurance: 10 Passive Defence: 3
Passive Defence: 2 Active Defence: 4
Active Defence: 3
A Giant Mosquito can weigh up to one arrátel
Although smaller than the Poison Frog of the Caatin- (around half a kilo). Despite casuing no damage
ga, the Poison Frog of the Jungle is considered more with its Sting attack and being relatively easy to
dangerous, because it carries a poison that can easi- take down, large swarms are dangerous due to
ly Paralyse its opponent. This paralysis can only be the risk of disease.
undone by removing the poison (uncommon type), They always attack groups of humans. But af-

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ter hitting once with its Sting attack, each mosqui-


to flees the battle. RATTLESNAKE
Giant size: J (normal size: C)
PECCARY Movement: 1
Giant size: I to J (normal size: F) Habitat: cerrado
Movement: 3 Number: 1
Habitat: whole territory Skills: none
Number: 1 to 50 Physical attacks: Bite 2 (damage 4) + Paralyse 1
Skills: none (common poison)
Size I: Endurance: 25
Physical attacks: Strike 2 with tusks (damage 2) Passive Defence: 2
or Bite 1 (damage 3) Active Defence: 4
Endurance: 14
Size J: This enormous rattlesnake, ten varas (11 metres) in
Physical attacks: Strike 2 with tusks (damage 3) length, has very deadly venom. The poisoned tar-
or Bite 1 (damage 4) get is paralysed until they are healed or they die.
Endurance: 20 Any common poison cure removes the paralysis.
Passive Defence: 1 Without a cure, the poisoned victim dies after 24
Active Defence: 3 hours.

The Giant Peccary is a very aggressive creature. SHARK, BULL


It prefers to attack with its tusks (Strike), as it has Giant size: N (normal size: J)
a better chance of landing a blow on its enemies. Movement: 1
When encountered in a large herd, Giant Peccaries Habitat: coastal waters, sea
usually attack their enemies in groups of three to Number: 1
five at a time, leaving the other adults behind to Skills: None
care for the young. Physical attacks: Bite 1 (damage 20)
Endurance: 120
PIRANHA Passive Defence: 1
Giant size: F (normal size: D) Active Defence: 2
Movement: 1
Habitat: river, lake The Giant Bull Shark is a truly enormous animal,
Number: 1 to 20 eight varas in length. Its powerful bite can easily
Skills: none kill a human being.
Physical attacks: Bite 2 (damage 1)
Endurance: 3 SPIDER
Passive Defence: 2 Giant size: G to I (normal size: A)
Active Defence: 3 Movement: 3
Habitat: forest, cerrado
The Giant Piranha is feared because it almost al- Number: 1 to 20
ways travels in groups, and the bites from a swarm Skills: none
can quickly kill a person. Once battle commences, Size G:
these creatures do not give up until dead. Physical attacks: Pierce 2 (x2 - damage 1) with
Poison 1 (common poison)

138
Endurance: 8
WASP
Size H:
Giant size: C (normal size: A)
Physical attacks: Pierce 2 (x2 - damage 2) with
Movement: 3
Poison 2 (common poison)
Habitat: whole territory
Endurance: 10
Number: 1 to 20
Size I:
Skills: none
Physical attacks: Pierce 2 (x2 - damage 3) with
Physical attacks: Sting 1 (damage 1) +
Poison 3 (common poison)
Poison 1
Endurance: 14
Endurance: 1
Passive Defence: 0
Passive Defence: 2
Active Defence: 2
Active Defence: 3

The Giant Spider is a terrifying creature, from two


The Giant Wasp (which may be up to half a vara
to four varas in length (2.2 to 4.4 metres). It is very
long) is dangerous because it tends to appear in
quick, able to make two attacks per round, always
groups. They attack anyone who approaches their
triggering a Poison test against its victim.
nest. Unlike bees, Giant Wasps can Sting multiple
It hides in the trees during the day and hunts
times, and each successful attack causes a Poison
at night. It attacks humans only in situations
test against the victim.
where it has the advantage.

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ORDINARY ANIMALS KING AND QUEEN BEASTS


Supernatural creatures and giant animals, even in King and queen beasts look like large (but not
the fantastical world of The Elephant & Macaw Ban- huge) versions of normal animals. However, they
ner, are exceptions to the rule. They exist to create are far from mere animals, for they have magical
challenges for your player characters. But to show powers and the gift of speech.
a rich and realistic world, fill your adventures with They always live with several others of their
a variety of normal animals (which are listed under kind, their ‘subjects’, and can give orders to any of
Animals, p. 78). them. They can pass requests to kings and queens
If you allow it, the player characters can ac- of other species by finding any member of that spe-
quire pets during their adventures. If this happens, cies, who will in turn seek out their king or queen
the mediator must decide how the creature acts, to deliver the message. Many kings and queens of
just like every other character that is not controlled different species know each other and have friend-
by the players. ship or enmity between them. They tend to avoid
In general, normal animals should avoid com- humans, and rarely attack without provocation.
bat with humans, but there may be cases where They are larger and faster than typical ani-
combat becomes unavoidable, such as if a creature mals of their species. Due to their magical nature,
is controlled by magic. We include here statistics they are immune to normal weapons. Even en-
for some animals in their normal size, should any chanted weapons and spells are subject to a -2 penalty
such combative encounter occur. against them. In some cases they also have com-
plete immunity to spells.
There is only one king and queen for each
species. When one of them dies, another receives
the same powers and takes its place.
Every kind of animal has its kings and queens.
Here are some examples:

ANIMAL PECCARY CAIMAN PIT VIPER JAGUAR BULL SHARK

Size F J D I J
3 (water)
Movement 3 5 (land – short 1 7 1
distances)
river, lake,
whole forest
Habitat mangrove, cerrado coastal waters, sea
territory
swamp
Number 5 to 50 1 to 10 1 1 1

Bite 2 Bite 2
Strike 2
(damage 1) (damage
Physical (damage 1) Bite 1
+ Poison 3) or Bite 1 (damage 5)
attacks ou Bite 1 (damage 4)
(uncommon Claw 3
(damage 2) poison) (damage 2)
Endurance 6 24 2 15 25

Passive
1 6 2 2 1
Defence
Active 3 7 4 4 2
Defence

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Mediator’s Guide

GUANAMBE-GWASSU, JABUTI-GWASSU, KING OF TORTOISES


QUEEN OF HUMMINGBIRDS Size: H
Size: A Movement: 2
Movement: 10+ Habitat: forest
Habitat: whole territory Skills: Tupi 1
Skills: Tupi 1 Physical attacks: Bite 3 (damage 4)
Physical attacks: none Endurance: 20
Endurance: 5 Passive Defence: 7
Passive Defence: 10 Active Defence: 8
Active Defence: 10 Special: immune to normal weapons, immune
Special: blinding speed, spirit journey, immune to divine graces and powers of Breath
to normal weapons, immune to supernatural
powers King Jabuti-gwassu is a centuries-old creature,
more than a vara in length. He is intelligent and pa-
The miniature Queen Guanambe-gwassu is the tient. He is considered the wisest animal monarch
fastest creature in the world. In addition to travel- of all. Other animals seek him out for information
ling with incredible speed (over 250 km/h), she can and counsel.
enter and leave the spirit world at will. As such, she He never goes far from the lake where he lives.
is much in demand as a messenger for other beings He is much faster and more agile than ordinary tor-
of the jungle. toises, and when threatened he flees underwater.
Due to her speed, it is very difficult to physi-
cally strike her. If an attack fails, the attacker has MARITACA-GWASSU AND
a 50% chance (1 to 3 on a six-sided die) of hitting JARITACA-GWASSU, QUEEN AND KING OF
an ally or themselves. No spell or divine grace has SKUNKS
an effect on Guanambe-gwassu. Size: E
Movement: 3
JAGIRUSSU, QUEEN OF FOREST FOXES Habitat: forest, cerrado
Size: E Skills: Tupi 1
Movement: 6 Physical attacks: Bite 2 (damage 3)
Habitat: cerrado, forest Endurance: 8
Skills: Tupi 1 Passive Defence: 3
Physical attacks: Bite 3 (damage 3) Active Defence: 6
Endurance: 10 Special: defensive stench, immune to normal
Passive Defence: 3 weapons
Active Defence: 6
Special: immune to normal weapons Queen Maritaca-gwassu and King Jaritaca-gwas-
su are inseparable. Sensing any threat, they can
Queen Jagirussu is a clever animal. She likes to play release a stench so great that any creature with
pranks on the other forest creatures. She usually a sense of smell, within a radius of 30 varas, falls
comes out ahead in these encounters, but she some- immediately prostrate with pain. This stench af-
times finds herself in a bad situation. fects the eyes and stomach, inflicting two points
She takes her subjects’ problems seriously, of damage and leaving the victim unable to per-
and always tries to help them the best she can. form any action for six rounds. During this period,

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the couple retreat, using their Bite attack only as a


last resort. Almost all creatures try to avoid them URUWASSU, KING OF VULTURES
because of this powerful defence. Size: F
Movement: 9
TAIASSU, QUEEN OF PECCARIES Habitat: whole territory
Size: H Skills: Tupi 1
Movement: 4 Physical attacks: Claw 3 (damage 4)
Habitat: whole territory Endurance: 15
Skills: Tupi 1 Passive Defence: 3
Physical attacks: Bite 2 (damage 3) Active Defence: 6
Endurance: 14 Special: immune to normal weapons, immune
Passive Defence: 4 to divine graces and powers of Breath
Active Defence: 6
Special: immune to normal weapons King Uruwassu is an impressive bird with a wing-
span of almost five varas. He always thinks of him-
Queen Taiassu is angry and easily offended. She al- self, and takes advantage of others whenever pos-
ways travels with at least twenty normal peccaries sible.
(Size G, Movement 3, Endurance 6, Physical attack:
Bite 1, damage 2) When she goes into a rage she
takes her whole herd into battle. SPECIAL ITEMS

TATU-GWASSU, KING OF ARMADILLOS Special items can bring a lot of fun into your cam-
Size: H paign. Special items offer more advantages than
Movement: 2 ordinary items, and can help the player characters
Habitat: underground face greater dangers during their adventures.
Skills: Tupi 1 For example, participants may find a master
Physical attacks: Bite 2 (damage 3) blacksmith and order (for several times the normal
Endurance: 15 price) a rapier worth a +1 bonus on Fencing skill
Passive Defence: 7 tests. After doing a favour for a wealthy farmer, he
Active Defence: 9 may offer a lute bought from the best luthier in Por-
Special: immune to normal weapons tugal, which gives a bonus of +2 to the skill String
Instruments when played.
King Tatu-gwassu looks like an armadillo just Enchanted items, imbued with magical pow-
under one vara in length. He is a generous being ers, are even more powerful (and rare). We split
who helps others when he can, but always puts enchanted items into two kinds: basic enchanted
the good of his subjects first. His kingdom is un- items, which are rare but can be found in many
derground, and his subjects always have a way of places, and legendary items, unique objects of ex-
calling him when in great danger. He can dig holes traordinary power.
with incredible speed, which gives him an easy es-
cape from dangerous encounters. ENCHANTED ITEMS
A class of items created by powerful shamans or
priests. These items are rare and should appear
infrequently, but the group may find or buy them
during their adventures.

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Mediator’s Guide

Those with Faith may not use amulets or po- Luck function for 24 hours, the same as for the
tions imbued with powers of Breath or Ifá, nor any Breath power. Potion effects are not cumulative: a
other enchanted object. Knowing use of one of character may be under the effect of only one po-
these items causes the character to lose their pow- tion at a time. Any other potion taken during the
ers of Faith for a month. Using such things unknow- effects of the first will do nothing.
ingly has no effect: the potion or amulet’s effects are Unlike powers, potions do not require a feat
nullified. test when used; the effects are guaranteed. A po-
A character may benefit from more than one tion used during combat takes one round to con-
enchanted item at the same time, within certain sume. Shamans of any path (benevolent or malev-
limits. A person may, at any one time, never use olent) can take any kind of potion, since the act of
more than: taking the potion itself is neither good nor bad.
Potions of malign powers affect the person
One weapon who drinks them. For example, if a person swallows
One item of headgear (e.g. helmet, hat, head- a Cause Wounds potion, they suffer three points
dress) of damage. One who drinks a Weaken potion gets
One body garment (e.g. waistcoat, trousers) a penalty of -2 on all their feat tests for 24 hours.
One necklace or ‘imbued’ item (including cer-
tain amulets, muiraquitã charms, and ondè)
One set of footwear
One potion effect

If you try to use more than one enchanted


item in the same category, the two nullify each
other.

Example

The character Peter gains benefits from a Protection


amulet and a magic helmet. He also wears a magic
headdress, but as this item is the same class as the
helmet, the two cancel each other out (until
he removes one or the other). The amulet
continues to function normally.

POTIONS
Potions replicate effects
from the powers of
Breath or Ifá. The
effect is instanta-
neous, with the
same duration as
the equivalent pow-
er. For example, the
effects of the potion Grant
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

This effect applies to all the Breath potions of ma- otherwise carried. The amulets made by priests of
lign powers, as well as Inflict Harm and Weaken. Ifá, called ‘ondè’, have small blessed components
We use ‘potion’ as the generic name for this sewn into a small leather pouch. An ondè must
item category, but they can take other forms as always be worn on the body, often on the neck,
well. For example, potions themselves are ingested, wrist, ankle or under the arm (in the armpit).
but an ointment applied to the body may transmit Amulets work the same as the equivalent
the same power. The various types of potions in- powers, but the effect does not end after a given
clude: time. Amulet effects continue as long as the char-
acter uses the object. Each character can only
Potions of Breath – benevolent powers wear one charm at a time. If a person carries two
Cure Wounds amulets on their body, the effects of both are nul-
Cure Venom lified. However, any amulet bonus is cumulative
Grant Luck with those from potions or the powers of Breath.
Protection Malign amulets (Grant Misfortune, Undefend-
Give Strength ed and Weaken Enemy) have a special effect. Identify
Cure Illness Magic shows these amulets as having the opposite
power (Grant Luck, Protection or Protection Against
Potions of Breath – malign powers Weapons). Any character who wears one of these
Cause Wounds amulets also believes that the amulet has the
Poison opposite power. Even seeing the negative effects
Grant Misfortune with their own eyes, they refuse any attempt to
Undefended remove it. Only a feat of Counter Magic or Dissi-
Drain Strength pate Magic can remove the curse and make them
Send Disease willing to remove the object (however, the object
retains its curse).
Potions of Ifá
Cure Wounds The types of amulet are as follows:
Cure Maladies
Protection Against Enemies Amulets of Breath – benevolent powers
Protection Against Weapons Grant Luck
Fortune +1 Protection
Fortune +2
Cause Injury Amulets of Breath – malign powers
Weaken Enemy Grant Misfortune
Undefended
To know what a potion is, a character must
ask the creator (who might lie, depending on the cir- Amulets of Ifá
cumstances), use the Identify Magic power, or ingest Protection Against Weapons
it and find out! Fortune +1
Weaken Enemy
AMULETS
Shamanic amulets usually take the form of carved
and polished stones, hung around the neck or

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Mediator’s Guide

ENCHANTED WEAPONS The character can work on creating only one


It is good for the group to acquire some enchanted item at a time. After spending the time to enchant the
weapons before facing the greatest dangers of the item, a feat test must be performed. The test of Im-
jungle, because many monsters can only be wound- bue Powers is always based on the level of the power
ed with weapons of this type. There are enchanted being imbued (an easy feat for Cure Wounds, Grant
weapons that give bonuses to attack feats (usually Luck, etc., intermediate for Cure Poison, and so on).
+1, but sometimes +2 or even +3). Other weapons For weapons, the feat difficulty is one level above the
are cursed, imposing a penalty on attack feats of -1, desired bonus (intermediate for +1, difficult for +2). If
-2, or -3. These modifiers apply only to tests, never the test fails, the object is completely unusable. For
to damage. example, when a priest or shaman fails to enchant a
sword, that sword completely disintegrates. Potions
and other consumables spoil. You cannot apply more
Example
than one enchantment to an object.
A character has an enchanted rapier with a bonus Whether a character succeeds or fails, they
of +1. The character makes a Melee Attack with their still spend the full time required on their attempt. A
Fencing 2 skill, receiving their normal bonus of +6 shaman can only create potions and amulets within
plus a bonus of +1 from the weapon, for a total bo-
their path (benevolent or malign).
nus of +7 to the test. If successful, the attack causes 2
points of damage, the same as a normal rapier. Level 1 Create Potions – To create potions, the sha-
man or priest must have level 2 in that type of power
to create level 1 potions and level 3 to create level 2
Those with a cursed weapon refuse to use any potions. For example, to create a Cure Wounds potion,
other weapon until someone can perform a feat of the character needs to have Cure level 2. Creating the
Counter Magic or Dissipate Magic. A success on this potion takes one month for each level of the Breath
test only allows the character to get rid of the weap- or Ifá power it will contain, this being the necessary
on. The curse remains, and these weapons are virtu- time to gather the ingredients and prepare the mix-
ally impossible to destroy. ture.
After identifying an enchanted weapon, it must Level 2 Create Amulets – To create any amulet, the
be explicitly noted on the character sheet. For exam- character must have level 3 in that power’s category.
ple, a +1 (but not enchanted) dagger may be listed as For example, to create an amulet of Protection Against
‘+1 dagger’, but an enchanted weapon of the same bo- Weapons, a priest needs to have attained level 3 in
nus should be written down as ‘+1 enchanted dagger’. Protection. Amulets take three months per desired
power level to sculpt and enchant.
CREATING ENCHANTED ITEMS Level 3 Enchant Weapons – For a shaman to en-
As an optional rule, the mediator may let player char- chant weapons, the character must have level 3 in
acters create their own enchanted items like those Counter Magic and 3 in Defence or Weakness. For
described above. To do so, the shaman or priest must a priest, they must have level 3 in Fortune and Neg-
develop the skill Imbue Powers, linked to their ability ative Energy or Protection. Malign shamans may
in Breath or Ifá. choose to enchant weapons normally or to curse
them, but benevolent shamans can never curse
Imbue Powers With this skill, the character can weapons. Enchanting a weapon takes a year (for +1
create or enchant special items. The character needs weapons) or two years (for +2 weapons), before the
to be at their place of residence with all their equip- feat test to see if it is successful.
ment on hand to create these items. Special items
can never be created during a journey.

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CREATING ENCHANTED ITEMS

POWERS REQUIRED PREPARATION


FEAT LEVEL
(MINIMUM) TIME

POTIONS & UNGUENTS – SHAMAN

Cure Wounds Imbue Powers 1 & Cure 2 1 month Easy

Cure Poison Imbue Powers 1 & Cure 3 2 months Intermediate

Grant Luck Imbue Powers 1 & Defence 2 1 month Easy

Protection Imbue Powers 1 & Defence 3 2 months Intermediate

Give Strength Imbue Powers 1 & Life 2 1 month Easy

Cure Illness Imbue Powers 1 & Life 3 2 months Intermediate

Cause Injury Imbue Powers 1 & Harm 2 1 month Easy

Poison Imbue Powers 1 & Harm 3 2 months Intermediate

Grant Misfortune Imbue Powers 1 & Weakness 2 1 month Easy

Undefended Imbue Powers 1 & Weakness 3 2 months Intermediate

Drain Srength Imbue Powers 1 & Death 2 1 month Easy

Send Disease Imbue Powers 1 & Death 3 2 months Intermediate

POTIONS & UNGUENTS – PRIEST

Cure Wounds Imbue Powers 1 & Health 2 1 month Easy

Cure Maladies Imbue Powers 1 & Health 3 2 months Intermediate

Protection Against Enemies Imbue Powers 1 & Protection 2 1 month Easy

Protection Against Weapons Imbue Powers 1 & Protection 3 2 months Intermediate

Fortune +1 Imbue Powers 1 & Fortune 2 1 month Easy

Fortune +2 Imbue Powers 1 & Fortune 3 2 months Intermediate


Imbue Powers 1 &
Cause Injury 1 month Easy
Negative Energy 2
Imbue Powers 1 &
Weaken Enemy 2 months Intermediate
Negative Energy 3
AMULETS – SHAMAN

Grant Luck Imbue Powers 2 & Defence 3 3 months Easy

Protection Imbue Powers 2 & Defence 3 6 months Intermediate

Grant Misfortune Imbue Powers 2 & Weakness 3 3 months Easy

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Mediator’s Guide

Undefended Imbue Powers 2 & Weakness 3 6 months Intermediate

AMULETS (ONDÈS) – PRIEST

Protection Against Weapons Imbue Powers 2 & Protection 3 6 months Intermediate

Fortune +1 Imbue Powers 2 & Fortune 3 3 months Easy


Imbue Powers 2 &
Weaken Enmy 6 months Intermediate
Negative Energy 3
WEAPONS – SHAMAN
Imbue Powers 3 & Counter
Enchantment +1 or -1 Magic 3 & 12 months Intermediate
Defence or Weakness 3
Imbue Powers 3 & Counter
Enchantment +2 or -2 Magic 3 & 24 months Difficult
Defence or Weakness 3
WEAPONS – PRIEST
Imbue Powers 3 & Fortune 3 &
Enchantment +1 or -1 Protection 3 or 12 months Intermediate
Negative Energy 3
Imbue Powers 3 & Fortune 3
Enchantment +2 or -2 & Protection 3 or 24 months Difficult
Negative Energy 3

LEGENDARY ITEMS owner (never other beings) and what the owner
Some items are unique and powerful. These are leg- is carrying on their person. They can only be used
endary items, which should be very rare in any cam- once per day.
paign. Only an arduous search or the conquest of a
powerful enemy can yield such an object. We list some Bow of Curooper – The Bow of Curooper is the
examples here, but the mediator has complete free- legendary Kaipor’s famous lost weapon. This bow
dom to invent others. (damage 1) never misses the target when fired at
any living being within the shooter’s field of vision.
Animal Basket – There are various kinds of these However, if the shot is an act of betrayal against the
baskets with different animal designs on the side. target, everyone nearby becomes angry with the
When someone removes the cover, the basket be- shooter and attacks them until they die.
comes the animal depicted. The character can con-
trol the animal with commands. After 24 hours, Cape of the Rhea – The owner of this cape can
the animal turns into a pile of straw. run at a movement rate of 6.

Boots of Conveyance – The user can command Carib Charm – This stone carved into the shape of
this pair of boots to take them anywhere, even a frog grants the wearer +1 to all combat rolls, and
places they do not know. The boots will run at high -2 to all spell rolls against the character (Poison, for
speed, over land or water, until they reach their example).
destination. They pass in minutes what it would
take weeks to walk on foot. They carry only the Flying Cudgel – When the owner commands it (using
their action for one round), this club attacks a selected

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enemy for five rounds. It attacks with the skill Impact Powder of Transformation – Each powder of
Weapons 1, doing two points of damage with each transformation is associated with a different animal
success. The first attack is immediate, the same round (dove, maned wolf, tortoise, etc.), and transforms
the weapon is activated. Attacking the cudgel does not a person into that creature. A person may use this
affect it at all, but the victim may use the action Defend powder voluntarily, or it may be thrown at someone
Yourself. against their will. The effect ends after 24 hours, or
After five rounds, the club returns to the hand after a feat of Dissipate Magic or Counter Magic.
of its owner. The weapon must rest for a round be-
fore being activated again. A feat of Dissipate Mag- Skin of the Great Snake – Whoever dresses in this
ic or Counter Magic can force the object to fly back heavy snake skin can turn into a snake and swim
immediately to its master. in fresh water (movement 3). During this time, the
user cannot use any human skills, only Bite 1 caus-
Hood of Occlusion – This shell, which can be used ing two points of damage. The effect may last days
once a day, makes its user invisible*. If they attack or weeks, until the user removes the skin.
someone, the user becomes visible again. The effect
can also be dispelled with a feat of Dissipate Magic or Tablecloth of Abundance – When this table-
Counter Magic. cloth is laid out on a wooden table, a feast of fish,
fruit, candy, and wine appears on it. The food is ed-
Kalobo Doublet – This doublet is made from the skin ible and satisfies the hunger of up to eight people,
of a Kalobo. Wearing it makes the wearer’s torso im- but spoils if not eaten within one hour. Works once
mune to cutting and piercing weapon attacks. How- a day.
ever, it has an incredibly bad stench, and other people
will refuse to keep company with the owner of this Yasi-yateré’s Cane – This handsome golden
item. wand lets the user float one palmo (22 cm) above
the ground or water, or become invisible*. Each
Key of the Ways – This key magically fits any lock. power can be triggered once a day. The floating
effect lasts until the user touches the ground or
Ondè of Obaluaiyê – A small cloth with herbs water (willingly or forcibly), and the invisibility
and objects sewn inside, which serves as an amu- lasts until the user gives up the effect. The effects
let when kept somewhere on clothing or near the may also be annulled by a feat of Dissipate Magic or
wearer’s body. It provides complete immunity to Counter Magic.
diseases, whether natural or magical. It works only The wielder can attack others without los-
for followers of the orishas, and should not even be ing the wand’s effects, but they must hold it in one
touched by devotees of Faith or Breath. hand for the duration of the effect. It can be used as
a normal cudgel (damage 2) during combat.
Pendant of Saint Benedict – This pendant contains
a relic of the saint, giving its bearer a +2 bonus on all
their ability rolls. Those with Faith may use this item
but not those skilled in Breath or Ifá. However, it can-
not be used in conjunction with any other amulet.

*Attacks on unseen enemies require feat two levels higher than normal. For example, a Melee Attack, usually resolved as an
easy feat, becomes a difficult feat.

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Mediator’s Guide

PRECIOUS METALS & STONES


In addition to money and items, characters
may find other valuables, such as nug-
gets of precious metal or gems. The best
stones, crafted by specialist jewellers,
command very high prices. The value
of a jewel depends on its size, quality,
and cut.

Aquamarine, amber and other


common stones = 1 to 100 réis
Topaz, pearl = 10 to 1,000 réis
Sapphire = 100 to 10,000 réis
Emerald = 1,000 to 100,000 réis

Gemstones can be found in the


rough, naturally occurring in the Bra-
zilian backlands, and sold in cities (for
a fraction of the value of the same stone
when cut and polished).

THE JOURNEY
BEGINS...

You now have all the tools you need to


mediate a game of The Elephant & Macaw
Banner RPG. In part 4, we present a ready-
to-use adventure: The Fires of Bertioga. You
can use this adventure to mediate your first
session, or you can invent your own adventures.
At the website porcupinegames.com/
EAMB, you will find supporting material such as
other adventures (in digital format) and character
sheets.
One last piece of advice before you start:
don’t worry when something unexpected happens
during an adventure. That’s the fun of roleplaying
games: letting the unexpected happen. It is impos-
sible for this book to include rules for every possi-
bility that may arise, and it is your job as a mediator
to interpret and even expand these rules as needed. Boas aventuras! Happy adventures!

149
From the account of Ubiratã, transcribed by
Sister Vitória da Costa on the 28th of June, 1576

Call me Ubiratã. Do you know what ‘ Ubiratã’ means, Sister? It means ‘hard spear’!
(At this point, Ubiratã starts laughing to himself, a frequent habit of this man.)

Do you think me a hard spear? I trained for that. My body is hard. My head is
hard. (More laughter) I learned to use your spear, the ha-la-bar-da. Hard name for a
hard spear! (More laughter)

Want to know about my life? I’m a Tupiniquim, I was born in a village near the place
you call São Paulo de Piratininga. Do you know what ‘piratininga’ means? It means
a dried fish. Saint Paul is Christian, Piratininga is Tupiniquim. It’s like me, a mix of
Christian and Tupiniquim. I was born in the right place, apart from not being a dried fish.
(More laughter)

I studied for many years with the Jesuits. I learnt about numbers and music and
Jesus. I also learnt how use weapons. I learnt to use the bow of my people, and the
ha-la-bar-da of yours. With the bow, I can defend the Tupiniquim. With the spear
I can serve God. Christian and Tupiniquim. Hard spear.

I like your customs, but I also like the customs of the Tupiniquim. When I saw
this bunch of weird people, I knew immediately that I had to travel with you. You
all live between different worlds, like me. Also, you are all jumbled up. I find that
very amusing.

(Lots of laughter)
Introductory Adventure:
The Fires of Bertioga

E
very great tale must start somewhere, to make things easier or harder depending on the
and to help you begin yours we offer group. For this adventure, we recommend using
this introductory adventure, called ‘easy’ level adjustments for groups with ML less
The Fires of Bertioga. Only mediators than 5. For groups with ML above 10, it is advisable
should read this part of the book. If you intend to to use the ‘hard’ settings. For a description of ML
play this adventure with your character, avoid read- (‘mastery level’), see Adjusting Difficulty & Re-
ing it, so as not to spoil the fun of unravelling its se- ward, p. 98.
crets in play.
SIMPLIFIED GAME (OPTIONAL)
GENERAL INFORMATION For those who would like to keep things simple (to
end during a single session, for example), or have
Number of participants: One mediator plus a full focus on roleplaying without focusing too
2 to 8 players (ideal = 4 to 6). much on fighting, we recommend the following:
Time: 1 to 5 hours, depending on the actions Copy and use the ready-made character
of the players (but probably between 2 and 4 sheets found on p. 204.
hours). Creating new characters with novice Ignore location E, F and L, as well as all refer-
players will take about 30 minutes extra. ences to these places and their creatures.
Recommendations: Use beginner char- Avoid the possibility of combat elsewhere
acters. It is useful for the group to have (e.g. C, D4 or N) and resolve potential con-
amongst them at least level 1 in Canoeing, flicts with conversation (or with an escape
Tupi and Portuguese and level 2 in Medicine when necessary).
or Herbalism. It is recommended to have at This way, the group will be focused on the mys-
least two characters with level 2 or higher in tery, without spending time on secondary quests or
any weapon category and at least one devo- combat. The game should be resolved much more
tee of Faith, Ifá or Breath. The skills Foraging quickly, within one or two hours at most.
and Field Medicine are typically useful for
any adventure. INTRODUCTION

ADJUSTING DIFFICULTY & REWARD This adventure takes place in 1576, in the village
(OPTIONAL) of Bertioga and on the island of Santo Amaro, both
In some situations, we give specific ‘difficulty ad- on the coast of the Captaincy of Santo Amaro (to-
justments’. These are recommendations on how day part of the state of São Paulo). It’s a mystery

152
Introductory Adventure: The Fires of Bertioga

in which the characters have to find out what hap-


pened to their missing mentor, Sebastião de Veiga.
TIME
After a short introduction, the adventure text JOURNEY TRAVEL TYPE
(HOURS)
is divided into different locations with no fixed
A/B River 3
plot. The players can choose where to explore, in
any order, and the mediator should play out the en- B/C Land (easy) 1
counters based on what happens over the course of
C/D Land (easy) 2
this exploration.
You will see boxed text in various places. D/E Land (difficult) 4
These texts are suggestions of descriptions that C/F Land (difficult) 6
the mediator can read to participants or ignore to
F/H Land (difficult) 5
invent their own narration. The descriptions use
old-fashioned measurements, but have modern B/G River 6
measurements in parentheses, which you can read
G/H River 1
out if you choose.
The adventure ends when the participants de- H/I River or land 1
cide, or after ten days in the characters’ lives, when H/J River 1
they need to take the boat back to Santos. We rec-
I/J River 1
ommend that the mediator keep note of the hours as
they pass, to warn the players when another day goes G/K River 2
by. This creates a sense of urgency for the adventure.
K/L River 8
A good calculation is 10 hours of actions (travel and
encounters) per day, where each encounter (talking J/M Land (easy) 3
or battle) takes one hour and travel time is calculated M/N Land (easy) 2
based on the distances and difficulty of the journey.
Land
To make it easier to keep track, we provide a table of N/O 3
(intermediate)
travel times between different pairs of map points
(see the Map, p. 154). Land
L/M 2
(intermediate)
River trips must be made in the rowing boats
that the characters acquire early on, which make it
possible to travel up and down the local rivers (and
across the channel that separates Santo Amaro Is- of the time spent each day beyond the 10 hours giv-
land from the mainland). If the group does not have en for exploration.
one person with Canoeing to steer a boat (1 such The most comfortable places to sleep include
for every 4 characters), the time required for that the Veiga family house (A) and merchant Diogo’s
boat’s river journeys increases by 50% (or double warehouse (D5), but the group can sleep in the jun-
for one-hour journeys). gle as well. If they sleep less than 1/ 3 of a league (2
If there is anyone with Land Navigation at km) from the lair of the monster (F), the creature’s
level 2 or higher in the group, you can reduce the howls will not let the party rest, imposing a -1 pen-
duration of difficult land journeys by one hour. alty on all their feat tests the next day. Elsewhere,
At the end of every 10 hours, the group should the group should be able to rest well.
eat a meal and sleep, as per the rules in the section At the end of the adventure, participants may
Food and Rest, p. 91. Meals and rest periods dur- not yet know what happened to Sebastião. The
ing the day are not counted separately, being part adventure may end quickly if the group finds the

153
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

fastest way to the end, or it may take several hours LOCATIONS


if the group accepts other quests along the way. It is
feasible to complete the whole adventure without Here is a short introduction that may be read to the
having to fight a single battle, or to get into several. players.
Surviving and dying are both real possibilities. An-
ything can happen in a roleplaying game.
After a jungle expedition, you arrive in the
village of Santos, looking for a safe place to rest
MAP and recover. However, there is a letter waiting
for you, which arrived a few days earlier. It’s from
Here is a map of all the adventure locations to use Juliana, wife of your mentor, Sebastião de Veiga.
as a spatial reference.
My dear friends,
It is important not to show this map to the
players, so that they do not know where special I am writing today to ask your help on a matter
encounters take place. At the end of this adventure that concerns my husband, Sebastião. He has
been missing for over a week, and no one here in
we provide a ‘clean’ version of the map that can be
Bertioga or on Santo Amaro Island has seen him.
shown or copied for the players to make it easier The local soldiers made a brief search, finding no
for them to understand the lay of the land. clue, which is to be expected if we consider the gen-
eral level of competence of the brutes the governor

ADVENTURE MAP FOR THE MEDIATOR

154
Introductory Adventure: The Fires of Bertioga

sends to protect us here in this remote place. husband. She offers sleeping quarters when
you need them, and a dinner of lamb, carrots,
It weighs upon me heavily to call you from your cornbread, and roasted cassava. After the
expeditions, unable to offer any reward for your meal, you sit with her to talk.
losses in this venture, but I have no one else to turn
to. If you still have love in your heart for Sebastião,
just as he always had for you, I urge you to come
Now is the time for the mediator to play out the
urgently to our lands in Bertioga.
conversation with Juliana. She is a 45-year-old
The grace of the Lord our God be with you. lady with no children. She should start by explain-
ing that her husband went missing two weeks ago.
Juliana de Veiga
He had left their house (point A on the map) by
Sebastian was an important teacher and boat, carrying with him a small trunk with 10,000
mentor to you all, and you agree that you réis that he owed to Nicolau Dias, the owner of a
cannot abandon him or his wife at this time sugar plantation in Bertioga. One of the soldiers
of great need.
from São Thiago Fort (I), named Fernandes, found
You hire a boat to take you to Bertioga. After his boat at the edge of the river, near the point
two days of travel, in the late afternoon, the where the river forks (G), with one way leading to
boatman leaves you near the Veiga family the sea and the other to the plantation (K). There
holding. The boatman tells you that he will
was no sign of Sebastião, nor of the chest he had
pick you up in the same place in ten days.
brought with him. Juliana questioned various local
Ten days. That is all the time you have to residents, but no one had seen him before or after
unravel this mystery! the incident.
Juliana says that everyone thinks Sebastião
must have died somewhere along the way, but
The group disembarks at location A. she has not yet given up hope. Bertioga’s old may-
or passed away a few months earlier, and for now
A) THE VEIGA FAMILY HOUSE there is no one obliged to look for her husband in
that area. That is why she sought help from the
group. She offers two rowing boats with a capaci-
You walk the short distance to Sebastião’s ty of four people each to facilitate their investiga-
holdings. After his adventuring days, Se-
tions. She warns them that these boats are only
bastião acquired a tract of land on Santo
Amaro Island and moved there. When you suitable for rivers and canals, and should not be
get close to the place, you see that it is well taken into the open sea.
tended, with fields of cotton and barley, and If anyone asks what boat was used by Se-
dozens of sheep.
bastião, she points one of them out. If someone with
The Veiga family home is a large two-storey Carpentry, Woodworking or Tracking examines the
house built of stone and lime. There is also a boat, make an intermediate test of that skill. On a
small house made from packed earth behind success, the character finds very subtle marks inside
the main residence.
the boat where some heavy object has been dragged
You knock on the front door, and Juliana out. If you ask Juliana about the size of the chest, the
greets you with red-rimmed eyes. She thanks character concludes that it may have been the thing
you for coming and despite a polite reception, that caused the marks, although they cannot be ab-
it is obvious that she is very anxious about her
solutely certain.

155
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

As a starting point, she recommends a vis- they speak highly of Sebastião and Juliana, and
it to the small village on the other side of the is- they want the group to find the man soon, for Ju-
land (D). She explains that this is a good place to liana’s sake.
question locals and stock up on equipment. She If the group explores the house, they will find
suggests using the boats to reach the trail (B) that nothing very useful. Juliana and Sebastião live a
crosses the island and not go directly through the simple life, without much beyond the normal needs
jungle, which is full of nasty creatures. She knows of a house and farm (furniture, tools). There is no
that there are creatures in the forest (points E and clue in the house about Sebastião’s whereabouts.
F), but she cannot say what they are. If the group asks for help in terms of money or
Apart from the village, she recommends equipment, Juliana offers enough food to support
talking to Father Everardo, who is based at the the group for three days, but explains that she has
Church of Santo Antônio de Guaíbe (H). Fr Everar- no money to spare. Sebastião took most of their
do is the only person she trusts completely. She wealth with him on the day he went missing.
advises the group that there are soldiers in the After spending the first night at Juliana’s
forts of São Felipe (I) and São Thiago (J), but she house, the group must plan their next action and
thinks them all incompetent. When she sought move to their chosen location. They can come back
their help, they did very little and blamed ‘super- to the house to rest at any time.
natural fires’ for all the problems in the area. She Note: any attempt to utilize Communicate with
considers this story a load of nonsense, nothing Spirits to conjure up Sebastião during the adventure
more than an excuse for not doing their job. is doomed to failure, because his spirit is tied to the
If the group asks about her suspicions, she ad- area of São Lourenço beach.
mits that she doesn’t trust Nicolau Dias, the plan-
tation owner (K), whom Sebastião was to visit on B) THE TRAIL THROUGH THE JUNGLE
the day of his disappearance. She says that Nico-
lau is a miser, and that aside from the question of Beside the canal, a clearing opens in the
money, there is a certain rivalry between him and dense forest and a pile of stones marks the
her husband. She has no doubt that Nicolau would beginning of the trail leading to the village.
be capable of killing anyone he considered a threat.
She can give directions to any of these places There is nothing extraordinary about the trail. The
mentioned above. In addition to offering the use vegetation is dense, but the path is well used and
of both rowing boats, she leaves her house at the easy to follow.
disposal of the group, to rest and recuperate when
they need it. C) THE FOREST FOXES
If anyone asks about the earthen house, she After walking for an hour along the trail, the group
explains a couple of caboclos, her only helpers on reaches point C on the map.
the farm, live there. Their names are João and Lu-
zia, they are about fifty years old, and have lived
From the side of the trail comes a sudden
there since the time Sebastião and Juliana moved
commotion, a chorus of barks. Through the
in. Juliana says that they know nothing about what trees, you see three agitated forest foxes.
happened to her husband, and if questioned by the Above them, a larger fox is trapped within a
player characters, they confirm this. They did not net hanging from a treetop. One of the foxes
sniffs the air, turns towards the group and
see Sebastião on the day of the incident. They also
begins to growl. The other two foxes on the
have qualms about Nicolau Dias, but they would ground do likewise.
never suggest that the man is a killer. In general

156
The characters won’t know it yet, but the animal
in the net is Jagirussu, Queen of Forest Foxes.
It is possible that the group will continue
on their way and ignore the foxes. If so, the fox-
es stop growling when the party departs and
return to trying to release their queen. If more
than one person approaches the foxes or some-
one tries to hurt any of them, they attack. After
two rounds of combat, three more forest foxes
appear from the trees to join the battle. In case
the group kills three of the six foxes in combat,
Jagirussu reveals that she can speak, and im-
plores the group to spare the rest.
The statistics of the ordinary foxes are:

FOREST FOX (COMMON)


Size: D
Movement: 5
Habitat: cerrado, forest
Skills: none
Physical attacks: Bite 1 (damage 1)
Endurance: 2
Passive Defence: 1
Active Defence: 2

If only one person approaches the foxes, they


growl but wait to see what they are going to do. In
this case, the character can to set the queen free
from the trap with some weapon or sharp tool. man she respects is an old woman who lives in
If the group looks for the rope that holds the the village and treats forest animals very well. Re-
net, they are able to find it without being attacked garding the dangerous creatures of the jungle, she
by the foxes. However, it takes an easy feat of knows that there are giant spiders living there —
Climbing to scale the tree and undo the rope. enemies of the forest foxes — on one side (E), and a
If the group frees Jagirussu from the trap, horrible creature, ‘full of venom’, on the other. She
the animal surprises the group by thanking them warns the group to avoid the spines of this crea-
in Tupi, with the voice of a human woman. She ture, and that a male human came to find its lair a
explains that she is the Queen of the Forest Fox- few weeks ago and never returned. If the group ask
es. She has no physical goods to offer as a reward, about the fires near Bertioga, she says she has seen
but offers to share her knowledge of the area if the such things, and believes them to be powerful but
group so wish. not evil.
If the group ask about Sebastião, Jagirussu When the group has no more questions, Jagi-
replies that she knows nothing of what goes on russu says farewell and leaves with the other foxes.
amongst the humans. She says that the only hu-

157
The Village
Introductory Adventure: The Fires of Bertioga

D) THE VILLAGE made up by soldiers who have nothing better to


do with their time. Regarding the old woman who
lives away from the village (D6), he doesn’t trust
The end of the trail opens onto a village,
her and warns that it is better to stay away from
which is nothing more than a few buildings
clustered together. The church is the largest her. He has not yet formed an opinion on the iden-
structure in the area. Three houses have their tity of the forest creatures, but he remarks that a
doors open. The largest of these is in front of foreigner appeared in the village a few weeks earli-
three long, warehouse-like buildings. In front er and decided to explore the northern part of the
of a fourth house, with closed doors, sits a jungle (F), but never returned. He can’t say any-
man with three dogs. thing further about the man, but believes that he
Beyond the village, you can see the sea. talked a lot with the merchant Felipe (D5).
Father Gaspar does not possess any pow-
ers of the divine graces. If anyone asks for him to
There are six main places of interest in the village, call upon a grace, he explains that he considers it
as shown on the adjacent map. an abuse of God’s goodwill. He prefers to immerse
The trail that leads to D6 is not easy to spot, himself in the classical studies of arithmetic, rhet-
but if the group asks anyone in the village about oric and theology.
the ‘old woman’, they can explain how to find her. When the group says goodbye, he will invite
Also, if the group spends a lot of time in the village them to Sunday Mass to ‘take care of your souls’.
(visiting all the houses, for example), someone will
eventually notice this trail. D2) Joiner
This house is where the joiner José Neves and his
D1) School wife Diana live and work. They had very little con-
What initially appears to the group to be a church tact with Sebastião and have nothing to say on
is in fact a Jesuit school. It contains a small chapel, the subject of his disappearance. Regarding the old
a study hall and a simple bedroom for the priest. If woman in the village, they don’t think she’s a witch,
the group goes inside, the priest introduces himself as many others do, but they don’t like her very
as Father Gaspar Rodrigues. He arrived in the area much. As for the fires, they believe that it is better
a few months ago, with the task of teaching the to stay far away from that beach. They both believe
children of the region’s residents. These children that evil spirits can take this form to murder people
come from various farms and plantations scattered in the physical world.
around the vicinity of the village, and study with In addition to this information, they offer
him six days a week. products for sale.:
If the group ask about Sebastião, Father
Gaspar admits that he knows little about the man,
because Sebastião and Juliana go to Mass and PRODUCT PRICE
confession with Father Everardo from the Santo Wooden box 100 each
Antônio church (H), who celebrates Mass at vari-
Chest 400 each
ous chapels in the area. He does not know Father
Everardo well and has no particular comments to They are quite open to negotiation, and if an-
make about him. yone in the group performs an easy feat of Bargain-
If anyone asks about the fires from the beach, ing, they lower their prices by 25% (from 100 to 75
Father Gaspar says with conviction that he does and from 400 to 300).
not believe in them, and thinks that it is a story

159
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

D3) Tailor attack. Teófilo Coelho uses his musket with Fire-
This is the home of the tailor, João Leal. João is a arms skill at level 2.
caboclo, part Tupiniquim and part Portuguese. If
the group ask him about Sebastião and Juliana, DOG (COMMON)
João says he only sees the couple once in a while Size: F
but thinks they are nice. He does not know any de- Movement: 4
tails of Sebastião’s disappearance, but mentions Habitat: whole territory
that his brother Aleixo is a soldier stationed at São Skills: none
Thiago Fort (J) and might know more. Physical attacks: Bite 1 (damage 1)
To any questions about the creatures in the Endurance: 5
area, he says his job is tailoring, not adventuring, Passive Defence: 1
but if there is anyone who might know about such Active Defence: 2
things it is ‘that strange witch’ who lives south of
the village. If anyone asks about the fires, he says his If the group keep their distance, Teófilo will
brother mentioned them, and it would be better to answer two or three questions rudely, and then ask
stay away from them and that whole beach. the group to go away from his home. Asked about
With a group of adventurers present, he will Sebastião, he says he doesn’t know him and doesn’t
not miss the opportunity to try to sell his prod- want to know. Regarding the forest creatures, he
ucts. He has various outfits of normal clothing doesn’t give two hoots. He recommends staying far
and a gambeson (+1 to Passive Defence for anyone away from the ‘crazy witch’. He thinks that anyone
who does not already wear some kind of chest ar- who talks about the fires is crazy. Aside from those
mour). He tells the group that the forest is very topics, he knows everyone in the village and knows
dangerous and that this armour might make the where to find the tailor, the joiner and the merchant.
difference between life and death.
D5) The House of Commerce
Upon entering this trading house, the group en-
counters the owner, Diogo Torres, talking to one of
PRODUCT PRICE
the local farmers, Gustavo Campos. Talking to him,
Gambeson
2,000 the group quickly learns that Diogo is a chatty fel-
(padded)
low, and they can spend as much time as they want
Suit of clothing
300 asking questions.
(simple)
Diogo is involved in exporting sugar and other
He is a more difficult person to haggle with, products from the region. He stores these products in
requiring an intermediate feat of Bargaining to re- his warehouse prior to transportation. His two sons
duce the price by 20% (from 2,000 to 1,600 for the and his wife work with him, but at the moment the
gambeson). three are taking care of business in Santos.
Of Sebastião, Diogo says that he had a number
D4) The Dog Man of quarrels with his wife Juliana, and he thinks he
If the group approaches this house, Teófilo Coelho, has disappeared in order to be free of her. Gustavo
a 60-year-old man sitting on the porch, props his disagrees on this point, saying that the couple love
musket on its fork and points it at the group with- each other very much. Diogo adds that Sebastião
out uttering a word. His three dogs also get up and has also fought a lot with Nicolau Dias, and Diogo
start growling. If the group gets too close, they all believes that Sebastião owes a great deal of money
to Dias. Diogo and Gustavo often do business with

160
Introductory Adventure: The Fires of Bertioga

Nicolau, and the two avoid talking about anything Three beijus or any four fruits add up to a full
very negative about the man, but it is obvious that meal. Characters can buy large amounts of food and
they are embarrassed by the subject. general equipment, but Diogo has only one of each
Gustavo believes that the ‘monster of the kind of weapon and one shield. He is a tough nego-
north’ may have something to do with the disap- tiator, so he will only give a discount (25%) if a char-
pearance. He thinks it is a Dry-Body - a creature acter pulls of a difficult feat of Bargaining. He also
that sucks out people’s life energy - and warns that offers a warehouse (currently empty) to sleep in, for
ordinary weapons cannot hurt such a creature. Di- the price of 25 réis per person per night.
ogo thinks it must be some sort of giant wolf, since
people have heard howling in the area. Gustavo D6) The Old Woman’s Hut
helpfully adds that ‘it could be both those things’. The notorious ‘old woman’ of the village, Sara,
Diogo mentions that a well-equipped adventurer lives in an isolated hut at the edge of the village.
stopped in the village a few weeks ago and talked Followers of Faith hesitate before entering the
about his intention to track down and confront the house, and if such a person enters, Sara is discom-
creature but never returned. fited by their presence.
If anyone asks about the fires on the beach, In fact, Sara is of indigenous descent and pos-
Diogo says that this is ‘only a story invented by sesses some Breath powers, but she does not admit
drunken soldiers’. Gustavo, however, believes the this fact because she does not want to risk being per-
area is cursed and recommends staying far away. secuted as a witch. Only in cases of extreme emer-
There is a rumour going around that an entire fam- gency (to cure someone who is dying, for example)
ily from that area disappeared, not very long ago. will she reveal this fact. Other than that, she laughs
Neither of the two men is fond of the old woman if anyone questions her about the fact that the villag-
(D6), though they differ on the topic of whether ers consider her a witch, saying ‘it’s superstition.’ She
she is genuinely a witch or is just a little batty. explains that she often works with herbs and other
Diogo has some items that may be of interest plants to create natural potions and ointments, and
to the group, as shown in the following table.: that is why everyone thinks she’s a witch.
She does not know Sebastião, but she knows
PRODUCT PRICE that the creatures to the west (E) are Giant Spiders
and that the creature to the north (F) is a Labateau.
Beijus (cassava cakes) 20 / dozen She warns that this monster carries a powerful poi-
Limes 10 / dozen son on its spines, some venom far beyond the ordi-
nary, and to be careful. Regarding the fires, she admits
Quinces 50 / dozen
that she has not formed any opinion yet, as she has
100 / arrátel not had time to investigate.
Marmalade
(220 / kg)
She offers for sale a liquid that revitalizes the
400 / arrátel
Imported cheese body’s energy for 1,200 réis (in reality, a potion of Give
(1,050 / kg)
25 / arrátel Strength) and an unguent that can help to heal physi-
Soap
(54 / kg) cal injuries (Cure Wounds) for 1,200 réis. With an easy
Rope, 20 varas (22 m) 50 / each feat of Bargaining, the price for either can be talked
down to 1,000.
Crossbow 750
Sara uses the opportunity of having a group of
Broad-bladed sword, high
2,000 adventurers around to sound them out about doing
quality (+1 on feat tests)
some hunting. She offers to give them the two po-
Throwing axe 250 / each
tions if the group can bring her 10 complete, intact
Rodela (round shield) 2,000

161
The Lair of the Spiders

Giant Spider webs. She warns them that the hunt


SARA (AGE: 65)
will be perilous and that it is quite likely that some-
Prestidigitation 2, Foraging 2,
one will be poisoned in the attempt, but that he can
Herbalism 3, Breath 2, Imbue Powers 2, Cure 2,
use her skill in Herbalism to remove the poison. She
Life 2, Control of Nature 1,
says that, should anyone be poisoned, they must re-
Folklore 2, Persuasion 2, Cooking 1,
turn to her house within 24 hours. If not, the poison
Sculpture 2, Tupi 1, Portuguese 2
will prove deadly. To collect the webs, the characters
sg=hould just roll them onto ten wooden pegs and
store them in a bag without touching them with your
E) THE LAIR OF THE SPIDERS
hands. She provides these items to the group, if they
accept the challenge.
If the group returns with poison victims, she You stop when you glimpse something in the
forest. Some 20 varas (22 m) ahead of you, a
first attempts a feat of Herbalism for each person. If
large web stands out among the trees. Stand-
any should fail, she also has a hidden potion of Cure ing still, you wait for some sign of movement,
Poison that she can use. Only if she still cannot cure until a huge spider, the length of a person,
everyone does she resort to her power to Cure, which walks across the web.
means having to admit to the group that she has
powers of Breath.
As shown on the map above, the Giant Spiders live
Even if she is attacked by someone, she does
in three distinct groups. To complete the hunt for
not use physical violence to fight back. Instead, she
Sara and collect 10 webs, the group has to enter all
tries to use her skill in Persuasion to escape from
three areas. After entering the first area (E1), the
the situation or, if that does not work either, she
group has no trouble finding the other two.
simply flees.
There are two Giant Spiders of size G in area

162
Introductory Adventure: The Fires of Bertioga

E1 and another two of the same size in area E2. In The group may try to devise other ways to get
E3, there is one Giant Spider of size G and anoth- the webs without having to fight with a nest of Gi-
er of size H, the biggest one of all (you can find the ant Spiders. It is up to the mediator to decide the
statistics for Giant Spiders on p. 138 in the section success or failure of such attempts with feat tests
Giant Animals). The group can face one set of Gi- of different levels where appropriate.
ant Spiders at a time; the others will remain in their
respective areas.
If the group has set Jagirussu (C) free, the sounds
of the first battle will alert the area’s forest foxes, and ADJUSTMENTS TO DIFFICULT & REWARD

she arrives with two normal foxes to help the group Remove a size G Giant Spider from all
in time for their third encounter (E3). She is immune three areas, leaving only one in each
Easy area.
to the Giant Spiders’ venom, and fights the larger Gi-
ant Spider until it does damage greater than half her Halve the number of coins in the area
(1,000 réis total).
Endurance. If this happens, the other foxes defend
her with their own bodies, allowing her to escape the
Add a size G Giant Spider to each
battle. The ordinary foxes fight to the death. area (total of 3 in each location) and
After dealing with all the Giant Spiders, the Difficult increase the larger one in E3 to size I.

group can investigate the whole lair area in peace. In Double the number of coins in the
area (4,000 réis total).
location E3, there is a rusty battleaxe (-2 to attack)
and a metal cuirass still in usable condition (+1 Pas-
sive Defence for those without chest armour). There
are 200 five-réis coins and 100 patacões scattered
around the area, adding up to a total of 2,000 réis.
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

F) THE MONSTER’S LAIR G) THE FORK IN THE RIVER


Within a cavern in this area lives a Labateau (see the Should the characters stop at the fork in the riv-
description in Enchanted Beings, p. 123). If the er where Sebastião’s boat was found, a one-hour
party travels at night or camps too close to its home search and success at an intermediate feat of Track-
(such as when arriving in the area in the last hours ing reveals marks on the ground where some kind
of daylight, with no chance to explore), the creature of box (the chest) has been dragged into the jungle.
ambushes them at night. The trail disappears in the forest, but a charac-
Under normal circumstances, the group ter skilled in Land Navigation can lead a systematic
arrives during the day and has a chance to explore search of the dense vegetation. After the first hour
the area: of searching, ask if the group still wants to continue
searching. After a second hour, an easy feat of Land
In your explorations, you find the remains Navigation leads the group to the chest, which they
of deer and other creatures, and even some find empty and abandoned.
bones that appear to be of human origin. If no one in the group has Land Navigation,
Taking every precaution, you scour the area
warn that the forest is very dense and difficult to ex-
and find an opening in a hillside that leads to
a dark cave. plore. If the players insist, the group is lost for three
hours in the forest, finding no trace of anything use-
ful, until they come across their boat again.
The cave is small, and consists of a space
of six by seven varas (6.6m x 7.7m). The creature
scents the group as they enter the cave and imme-
diately rises from its resting place (a pile of leaves
and straw). The Labateau fights to the death.
Remember that the creature’s poison is un-
common, making it more difficult to cure with
Herbalism.
If they win the battle, the group finds
100 vinténs (2,000 réis) and 300 copper
patacões (3,000 réis) in the cave, as well
as 10 sapphires they can sell for 200 réis
each in any major coastal city. They also
find the equipment of the unfortunate
adventurer: a halberd of exceptional
quality (+1 to attack tests), a metal
helmet in good condition and an
armoured doublet torn to the
point of uselessness.

164
Introductory Adventure: The Fires of Bertioga

H) THE HERMITAGE To investigate the fires on the beach (N),


To confront the Labateau (F);
In other situations, Everardo stays in the
Near the beach, at the top of a twelve-step
staircase, is a small stone church some 10 church, and invites the group to visit him at any
varas (11 metres) in height. As you approach time. If anyone requests a blessing, he agrees to
the stairs, a man around 30 years of age make one test of Bless +1 on the person or object
comes out of the church, wearing one of the
requested (one feat per person). If anyone requests
rough, drab habits of the Jesuits.
healing, he explains that he does not have powers of
He opens his hands and says: ‘Welcome, Healing.
friends. I have been waiting for you.’ If anyone asks more about his life, he explains
that he came from Portugal to Brazil after studying
The man is Father Everardo, a long-time friend at the seminary. In addition to celebrating Mass for
of Sebastião and Juliana, and the building is the the soldiers and residents of the region, he works
Church of Santo Antônio de Guaíbe, a hermitage in mainly on catechizing the local tribes, mostly Tu-
the jungle. When the group arrives, Father Everardo piniquim.
introduces the small church and its humble adobe
house, both minimally decorated. FATHER EVERARDO (AGE: 31)
After introducing the area, he sits with the Faith 3, Prophecy 3, Protection from Evil 2,
group and gives them some news: Sebastião is dead. Daily Bread 1 Bless 1,
He learnt this that very day, through the grace of Cartography 1, Mathematics 2,
Sense Life. He has not yet informed Juliana only be- Astronomy 2, Reed Instruments 2, Oratory 1,
cause a Divine Vision the previous day warned him Tupi 1, Portuguese 1, Latin 2
that he would receive an important visit to the
church: your group of adventurers. He comments
that an entire family has also disappeared from a I) SÃO FELIPE FORT
nearby farm (M), but he does not yet know if the two
cases are related.
When you get close to São Felipe Fort, you find it
If anyone asks about Nicolau Dias, he says
was built in a highly defensible place. The front
that, although he is a very arrogant man, he part, built very close to the rocky beach, is a wall
doesn’t believe Nicolau would have Sebastião of almost four varas (4.4 metres) in height, with
murdered. He recommends that it may be more watchtowers and two artillery pieces. Behind
the fort stands a steep hill covered with dense
useful to visit the village (D) and ask about Se-
vegetation. Between these two barriers is a
bastião there. He has also heard the soldiers talk- stronghold building made of stone.
ing about evil spirits in the area.
If the group asks about the creature in the for- From one of the watchtowers comes a soldier
of Portuguese origin. He calls someone from
est (F), he says he has heard its howls but knows
the stronghold and soon another soldier
nothing more about it. He recommends asking what appears over the wall. They both look at you
people in the village know. suspiciously, muskets in hand.
Everardo would like to solve Sebastião’s disap-
pearance as much as the group would, and if there is
no pajé in the group, there are certain cases in which The two soldiers are called Fernando Gomes and
he offers to accompany them: Manuel de Belém. The pair came from Portugal to
To visit the forts (I, J) in search of information work as soldiers in Brazil.
about Sebastião or the fires, Before letting the adventurers anchor near

165
the beach, the two soldiers question them. Their
initial distrust increases greatly if the group in-
cludes Brazilian natives or Europeans who are not
of Portuguese origin. The group will have to justify
everyone’s presence. If they don’t, the Portuguese
send the group away.
If the group manage to convince the soldiers
that they do not represent a threat, through con-
versation or by means of Persuasion, the soldiers
invite the group to dock near the fort, but under no
circumstances to enter.
It is difficult for the group to get any useful
information from the soldiers, who prefer to make
jokes than to have a serious conversation. But if
the group insist, they end up saying the little they
know. If questioned about Sebastião, they admit
that they barely know the man, and have become
bored with Juliana’s questions about her husband’s
disappearance. They are friends with the soldiers
at São Thiago Fort, on the other side of the water,
and sometimes exchange troops from one side
to the other. If anyone asks about the creature at
point F, they think that it is a Bicho-papão, and
recommend staying far away from the place. They
don’t like Father Everardo very much and find his
Masses boring. They believe that there are fires on
São Lourenço beach (N), although they have not
seen them in person, and they do not want to get
anywhere near them. If attacked, they have mus-
kets and Firearms 2.

J) SÃO THIAGO FORT

São Thiago Fort is a bastion built on flat


ground, situated by a beach at the entrance
to the river channel. The stronghold, made
of stone and lime, is surrounded by two
palisades, one inside the other. The fort’s wall
has four watchtowers and four artillery pieces
facing the sea.

Nearing the fort, the group is intercepted by four


soldiers. Among them are two Portuguese soldiers
(Eduardo Lima and Fernandes Queiroz), one of
Introductory Adventure: The Fires of Bertioga

mixed European and African parentage (Basílio dagger (Firearms 2, Blade Weapons 2).
Neto) and a caboclo (Aleixo Leal). They welcome They do not have any equipment that they
the group much more amicably than the soldiers can sell, but Basílio Neto says that he is due some
over at São Felipe Fort. They even let the group go leave days and offers his services for the price of
into the stronghold with them and sit around the 1,000 réis plus food for one week. If someone can
tables inside for a chat. manage an intermediate feat of Bargaining, this
When asked if they know about what hap- price can be lowered to 700 réis plus food for the
pened to Sebastião, they admit they are more week. If hired by the group, he serves them well
concerned with incursions from the French and and fights alongside the characters in their bat-
Tamoio than with lost farmers. However, they all tles, only fleeing when others in the group do the
think he was a faithful husband and would have same. However, he will be reluctant to face the
returned by now if he were alive. They believe his fires on the beach after seeing them close up and
body must be lost in the jungle or in the sea. seeing for himself that they are real. He also has
The soldiers say that Sebastião is not the only the skill Canoeing, and can be of great help to a
person to have disappeared recently; a family from group without a helmsman.
Bertioga also went missing a few days ago. They
tell the group where to find the family’s farm (M), BASÍLIO NETO (AGE: 21)
in case they want to investigate further. The two Firearms 1, Throwing Weapons 2, Soldiery
Portuguese soldiers blame the fires that appear 1, Tailoring 1, Swimming 2, Climbing 1, Field
by night on the beach of São Lourenço (N) for the Medicine 1, Traps 3, Canoeing 1, Boxing 1,
disappearances, saying that they are evil spirits. Percussion Instruments 1, Portuguese 1, Tupi 1.
Basílio considers such talk of the fires utter hog-
wash, and thinks that there is some kind of natural
phenomenon that creates the strange nocturnal K) NICOLAU DIAS & HIS SUGAR MILL
effects. He suggests the disappearances may have
something to do with a French soldier named Vin- Beyond a long bend in the river, you find
cent who escaped from the fort a few months ago, yourselves facing a huge field of sugar-cane.
Some way ahead in the distance, you see a
but others doubt the man could have survived for
waterwheel connected to a sugar mill. Beside
so long in the jungle. this is a tower with a guard and a cannon. The
As for other subjects, they know little about guard observes you, but he does not give any
the creature of the forest (F), only vague rumours, kind of signal.
but recommend asking in the village (D), a place
These two buildings mark only the
that has more contact with the inhabitants of the beginning of the plantation and, as you get
region. Aleixo mentions that he has a brother in closer, you see there is also a senzala (slave
the settlement, the tailor João. The soldiers have quarters), a chapel, a warehouse and a
huge main house. There are various slaves,
conflicting opinions of Father Everardo — some
soldiers and other workers in the area. You
find him too meddlesome, others consider him a bring in your little boats beside a big oared
very good man. barge, and two men with armoured doublets
If they are attacked, all the soldiers possess and harquebuses approach.
a harquebus and a secondary weapon, and the
following skills: Eduardo has a rapier (Firearms The two men introduce themselves as Ângelo
1, Fencing 2), Fernandes has an axe (Firearms 2, Magalhães and Duarte Amorim. They are in charge
Throwing Weapons 2), Basílio has a spear (Fire- of security for the plantation. If the group present
arms 1, Throwing Weapons 2) and Aleixo carries a themselves and state the reason for their visit, one

167
The
Ruined Mill
Introductory Adventure: The Fires of Bertioga

of the guards informs Nicholas Dias and, in a mat- the offer to a maximum of 2,000 réis per person.
ter of minutes, the group receives an invitation to Should the group accept his offer, he asks to bring
speak with him in the big house. Ângelo and Du- the head from at least one of the invaders, after
arte prefer not to answer any of the group’s ques- which he will send one of his guards to verify that
tions, leaving all the talking to their boss. They all are dead, which will take one day.
stay with said boss throughout the meeting with If the group asks, he has no equipment to sell.
the group. At the slightest sign of danger towards He is ‘a plantation owner, not a shopkeeper’.
him, they do not hesitate to call another two sol- Besides Nicolau and the dozen guards, Nico-
diers and attack with their skills of Firearms 2, lau’s family also lives at the plantation (his wife
Blade Weapons 2 and Wrestling 2. All the soldiers and four children) and 30 slaves (natives and Af-
are equipped with harquebuses, daggers and ar- ricans). He owns a large oared barge with two ar-
moured doublets. In addition to these four sol- tillery pieces on it, two carts with four oxen each,
diers, there is another one in the riverside tower, and 80,000 réis locked in a chest in his lodgings. He
four more roaming the property and three more does not allow the group to investigate any part of
resting in a small barracks behind the house, for the house or plantation.
a total of 12.
Nicolau is a wealthy and arrogant man, and L) THE RUINED MILL
treats the group as an inconvenience, trying to
answer their questions and rid himself of them as
You come to what was obviously supposed to
quickly as possible. Regarding Sebastião, he knows be a construction similar to Nicolau’s sugar
only that the man owes him money and has not yet mill, but which never quite made it. The
paid up. Nicolau would also like to find him, and guard tower, which appears not to have been
completed, is now nothing but wreckage.
suspects that he ran away to avoid paying his debt.
The main house, half finished on an elevated
Juliana and Everardo have already come to speak area, also shows signs of collapse on one of its
with him, and he considers them both far too both- walls and the roof. What is left of a large mill
ersome to deal with. Juliana even had the audacity and waterwheel lie beside the river. The only
complete and intact building is the senzala –
to insinuate that he had something to do with the
what would have become the slave quarters.
disappearance of her husband.
He has heard people say that the Silva family
(M) has vanished, and finds this fact more disturb- This sugar mill compound was invaded by
ing as they live nearby. He has already spoken to a group of Kaipors, infuriated by seeing humans
the soldiers at São Thiago Fort (J) about it but they clearing so much of the forest in this area. The plac-
found nothing by way of clues at the house. es of interest here are noted on the map as follows.
He knows nothing of the fires seen at the São
Lourenço beach, nor of any kind of creature in area L1) River
F, but if the group asks about these issues, he assess- The characters enter the area from this side.
es the adventurers for a while and makes a propos-
al. He explains that he has a second sugar mill (L), L2) Tower
under construction, that was captured and ‘infest- If the group stops to investigate the tower, they
ed’ (as he puts it) by brutish creatures. He describes come to the conclusion that something very strong
these creatures as ‘tall and hairy’, and says they had toppled the structure. Amongst the wreckage, the
wild pigs for companions. He offers 1,000 réis per group can find a knife and a harquebus.
person if the group can kill all the creatures in the
place. If the group tries to bargain, he may increase

169
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

L3) Mill mounts and return to the forest. If the group does
The water wheel lies here, broken, along with what not accept, they fight to the death.
is left of the mill. Regardless, after the fight begins, one of
them tries to Flee in order to let the Giant Pecca-
L4) Senzala ries out from the senzala. If successful, they return
In the slave quarters, the Kaipors keep their riding two rounds later with the three animals, which
mounts: three Giant Peccaries (size J - see Giant also join the fight to protect their masters.
Animals, p. 136, for their statistics). As the group
approaches the structure, they hear grunts from
within. If someone looks through the window, they ADJUSTMENTS TO DIFFICULT & REWARD

see the three animals sleeping. You can also see Remove one Kaipor from area L5
from the window that the building’s door is closed. Easy and one Giant Peccary from area L4,
leaving just two of each.
If the group enters the building, the animals
Add one Kaipor in area L5 and one
attack immediately. If the group attack through
Difficult Giant Peccary in area L4, making a
the windows, the Giant Peccaries are enraged and total of four of each.
batter at the door for two rounds until it falls. In
either case, the noise alerts the Kaipors (L5), who M) THE ABANDONED HOUSE
arrive two rounds later and attack at once. If the group decides to visit the home of the disap-
peared family, after getting directions from Nico-
L5) Main House lau or Everardo, they have no difficulty finding it.
Climbing up the hill towards the big house, the ad-
venturers glimpse large dark shapes within the struc- Beside some extensive wheat fields, you find
the Silva family house. The house is well con-
ture through the many open holes in the walls. Inside,
structed from stone and lime. The front door
there are three Kaipors (see p. 122 for their statistics). lies open, and goats and chickens roam around
If the group examines the creatures, they will see that the property.
they are tall and muscular, at least twice the weight
of a human. All four of the Silva family, (two parents, one son
Should the group enter the house or attack and one daughter) were killed by the pirate Vincent
from outside, the Kaipors make an attempt to (O) at São Lourenço beach. After burying their bodies,
communicate with them by speaking in very sim- Vincent looted their house.
ple Tupi. They explain that they have invaded the If the group spends little time in the house,
sugar mill to protect the jungle, that the settlers they find no sign of violence but plenty of mess.
have gone too far with deforestation. They plan Careful investigation (at least two hours) makes
to tear down the remaining structures (as they clear that everyday things like clothes are still
have done with the tower and mill) and return to here, but valuables have been taken. A jewellery
the jungle. They offer to let the group go in peace. box is empty, cutlery and lamps are missing. A
They do not want to answer questions, but if board behind the couple’s bed lies ajar, and from
someone asks about the Silvas (M) or the fires (N), the dust marks it is evident that something has
they say they know nothing about these things. recently been removed from a small hiding place.
If the group chooses to fight, the Kaipors fight What is left includes furniture, clothes, bedding,
back, but they have no desire to lose their lives over and other everyday items, not worth much. If the
a sugar mill. If one of them gets to less than half group tries to sell items from the house in the lo-
their Endurance, they call for a truce to fetch their cal area, it arouses suspicion.

170
N) THE FIRES ON THE BEACH
At this moment, the mediator must apply a
The fires only appear at night. The characters will
feat of Madden level 1 to each member of the group,
have to camp on the beach to encounter them.
individually. The feat is difficult against followers of
Faith, Ifá or Breath, because they have a greater abil-
An hour after nightfall, lights appear in the ity to resist these spirits, and intermediate against
distance, several hundred varas (metres)
other members of the group. With each success, the
from your camp site. You see what seems to
be five fires glimmering in the distance. At character in question is driven mad and flees far
first, you think they might be nothing more from the fires. If Basílio Neto is with the group, he
than ordinary fires – until they start moving, runs away automatically, without needing any test,
as if someone is carrying a number of torches
because he already has a barely suppressed fear of
around the area.
the fires. This madness is temporary and lasts for
only 10 minutes, and does not have any permanent
If the group has the courage to venture closer
effect. If the entire group is driven mad, they all run
to the fires, strange things start to happen.
away for 10 minutes and may try to approach again
later.
The closer you get to the mysterious fires, the
more a strange feeling grows within you. Each Characters who do not go mad from this first
fire is a distinct tongue of flame — strong and test must quickly decide whether or not to attack
tall — that moves by itself. Four of the fires the fires. If they attack, the four moving fires retal-
move around aimlessly, while the fifth stands
iate immediately, and the group quickly discovers
apart from the others, remaining still.
that normal weapons have no effect on them.
When you get within about 20 varas (22
metres), the four closest fires stop moving, and
strange whispers invade your thoughts. Sud-
denly the four fires accelerate towards you.

171
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

You discover a small river that goes down


THE FIRES OF BERTIOGA
from the hills and ends in the sea. Following
Size: (weightless) its course, past the second bend in the river,
Movement: 3 you find a little cabin made from wood and
Habitat: São Lourenço beach palm leaves.
Skills: Madden 1
Physical attacks: Burn 2 (damage 2) The group has reached Vincent’s hideout.
Endurance: 3 He is resting when the group arrives but wakes up
Passive Defence: 4 when they enter his cabin.
Active Defence: 6 From his accent, it is obvious that the man is
Special: immune to normal weapons French. Inside the cabin a woollen sack (contain-
ing 10,000 réis) is visible, along with lamps, cutlery,
If no one attacks the fires, they circle around jewellery and coins worth 4,500 réis. Anyone who
those present. Phrases pop unbidden into their knows the Silva family (which includes Nicolau,
minds, like ‘he killed us’ or ‘he killed me’. If a charac- Father Everardo and the soldiers from São Thiago)
ter looks closely at the fires, they start to see faces: can confirm that these objects are all taken from
a man, a woman, a boy and a girl. The fires are the their house.
spirits of the Silva family, murdered here by Vincent. Vincent knows that admitting to his crimes
If someone can Communicate with Spirits, they would mean his death, and if someone accuses him
may speak with them. The spirits tell their story of killing Sebastião or the Silva family, he swears
and ask that their bodies (buried on the beach) be upon his life that he had nothing to do with those
taken home. A successful Ward Off Evil makes the murders. He speaks of ‘another Frenchman’ who
four fires vanish. killed these people and then fled, leaving the cab-
If no one can communicate with the spirits, in and the money behind. His lies may confuse the
they will eventually return to their previous posi- group, but if they decide to explore the area, they will
tions and circuits. If someone investigates the area find no sign of anyone else. If someone uses Foresee
they float around, they discover four mounds of Evil, they sense great cruelty within this man.
sandy earth. If they dig up the graves, they find the
victims’ corpses, recognisable as a family of four. THE END OF THE ADVENTURE
If the group approaches the stationary fire,
they find that it floats over a wedding ring. If they If the group bring Vincent to the fort, soldiers con-
peer closely into the fire, they make out the face of firm that he is the only Frenchman in the area, and
Sebastião. His voice comes into the group’s heads, that he must be the killer. If they take Vincent to
saying ‘I know you.’ Father Everardo, he uses his power to Seekthe Truth
He explains, briefly, that he was killed by a to confirm that this is the killer. If the group bring
French pirate, who lives ‘on the next beach, where Vincent to the fires, he goes into a panic, and the
fresh water goes into the sea’. He asks the group to fires burn him to death. In this case, the characters
apologise to Juliana and return the ring to her. He will once again hear the terrible voices of the fires,
says no more, nor does he answer questions. When this time saying ‘you killed us’ and ‘you killed me’.
someone takes the ring, the fire disappears forever. The group must also decide what to do with
the items found in Vincent’s cabin. When they re-
O) VINCENT’S COTTAGE turn to Juliana, she is devastated by the news about
If the group is told about it by Sebastião, it is not her husband, but at some point asks about the mon-
difficult to find where a river enters the sea. ey. If the group brought it with them, she is very

172
Introductory Adventure: The Fires of Bertioga

grateful to be able to get rid of the debt to Nicolau.


Upon receiving her husband’s wedding ring, she LEARNING POINT
REQUIREMENT
cries a lot, but gets the closure she needs. The group BONUS
can decide whether or not to keep the Silva family’s
The group learns that
goods.
Vincent was the killer
If the group bury the Silva family near their +1
and tells Juliana within
house, the fires vanish. If not, the mysterious ‘Fires ten days
of Bertioga’ continue to burn by night, until some
The group wins at least
other adventurers can put an end to this legend.
one battle +1
As always, each character should receive 2 or
learning points per session (as in Distribution of The group ends the
Learning Points, p. 98). Characters who went adventure without any +2
battle
through the whole adventure earn a bonus based on
the group’s performance, as shown in the table.
So each character gets a minimum of 2 learn- the day he would have paid off his debt to Nicolau.
ing points and a maximum of 5 at the end of the ad- The pirate pretended to be hurt, and when Sebastião
venture. We offer learning points for combat to rep- stopped to help, the pirate killed him. Vincent re-
resent the experience gained in such life-or-death turned to his hiding place, but when he stopped to
situations, but there is a larger ‘no battle’ reward for sleep on Ensea­da Beach, he was surprised by fires
solving problems without brute force. Battles tend of the family he had murdered days before in the
to offer financial rewards, so this is also a way to same location. He fled, terrified, dropping the ring in
compensate avoiding combat. his haste, where Sebastião eventually found it and
The group cannot learn everything of what stood guard. If you wish you can share these details
happened to Sebastião, but Vincent ambushed him with the players after the adventure ends.

PLAYERS’ MAP OF THE ADVENTURE

173
From the account of Sister Vitória da Costa,
recorded on the 16th of July, 1576

I know what everyone says behind my back. Even my sisters at the convent in Lisbon, with
whom I spent so many years, no longer reply to my letters. I understand, of course, why people
worry about admitting having any connection to me. After all, it is not every day that you see
a nun travelling through the jungle with a group of adventurers.

My conscience is clear, however. Everyone was surprised, the day I felt the calling to come
to Brazil, a land where my order had no convent, especially as I am the daughter of a noble
family. But on that day I did feel a call, a vocation, an order, to travel to the far side of the
world. Who am I to ignore such a call, even if it brings me derision? There is a power greater
than any, a power that must never be ignored.

I will go further: I was even more sure of my decision the day I first laid eyes on that strange
group arriving in Porto Seguro. At that time there were only three of them: a cabocla warrior,
a freed slave and a German mercenary. There is no other place in this world where one would
find such a motley band. Only here, in this colony called Brazil

It was at that moment that I received a vision: that the Lord had gathered these unlikely
people for a divine purpose, and more, that they would need my help.

There is still some distrust amongst us, as is normal for such a diverse group, but each day,
with the dangers we face, the ties grow stronger.

Little by little, they open to me, and I faithfully write down their stories here, alongside my
notes on the daily events of our travels.
Appendices
THE ELEPHANT & MACAW some considerations that may help teachers or
BANNER ROLEPLAYING GAME students who want to draw an even more enrich-
IN THE CLASSROOM ing experience from roleplaying games, using them
for purposes beyond fun, to generate valuable mo-
by Prof. Rafael Jaques (IFRS), an enthusiast of electronic ments of learning and personal and social growth.
and tabletop games, whose research for his Master’s and
Doctorate focuses on the pedagogical use of roleplaying. PREPARING THE GAME FOR
EDUCATIONAL PURPOSES

C
onsidered as a didactic resource, the At first glance, a very pertinent question may arise
tabletop roleplaying game is a very in the reader’s mind: how can an RPG be a teaching
promising tool. Bringing the playful tool? Some educators may question what is differ-
into the classroom can, in addition ent about this type of game. What does it offer that
to helping keep students’ attention, provide the others do not?
opportunity to build knowledge and enhance the However, one must first distinguish the educa-
development of skills and abilities. tional game from the entertainment game. The first
Almeida (2003) believes that playful activi- concerns a game, considered as a tool, whose main
ty is the cradle of superior intellectual and social objective is to trigger situations that lead to learn-
activities, making it essential for pedagogical prac- ing, while the second is focused on the idea of fun,
tice. According to this line of reasoning, we can and there is no obligation to learn something during
look upon games as an important catalyst for indi- the game’s situations. Most RPGs are not conceived
vidual development. However, it is recommended as vehicles for education because, most of the time,
that this type of activity not be used arbitrarily; it their publication is associated with the entertain-
is suggested that you have a specific end in mind ment industry.
and a particular kind of knowledge that you wish So why, then, is the RPG suitable for configura-
to cultivate. tions as a pedagogical tool? There are several specifics
By combining the game, which is usually some- of the game that can be explored with an educational
thing of interest to young people, with a consistent bias, even without being designed to do so. Here fol-
pedagogical proposal, a great ally to education is born low some of the inherent characteristics of the RPG in
(Riyis, 2013). Not only playfulness, but also coopera- general that, if handled appropriately, can result in rich
tion, reasoning, expressiveness and many other attrib- learning opportunities.:
utes come into play in an RPG session. It is up to the It is cooperative. Being uncompetitive
teacher to create a framework that can bring together creates an enabling environment for players to
activities that then trigger the intended learning. interact, work in groups, and build collaborative
In the following paragraphs, I shall explore discussion and problem-solving;

176
Appendices

It does not depend solely on luck. It is in- gogical approach that has a clear objective, a target
volved (in the matter of dice, probabilities, etc.), but concept or knowledge to work on. The objective
that is not all. The question of luck may even be of the approach needs to be clear to the teacher.
partially or totally annulled according to the ped- Developing an activity that involves RPG play but
agogical framework being used and interventions without clearly defined goals can lead to underuti-
made in the game mechanics. lization of the moments of play and may only re-
It does not depend on a single skill. Some sult in occasions of leisure, without any direct or
games are based entirely on a calculating ability, specific relationship with learning.
others rely almost entirely on physical coordina- Another detail I would like to emphasize re-
tion, etc. An RPG calls upon different spheres of gards the educator’s relationship with the game. As
knowledge, and it is necessary to exercise diverse with any tool, those who use it need to know it, oth-
skills. erwise they will not be able to achieve the goals set.
It encourages reading. Rocha (2006) ob- It is necessary that the educator is familiar with the
served that after joining an RPG group or game, RPG they intend to use, because this will allow them
students ended up devoting themselves more to to properly construct the pedagogical approach.
reading as a way to better understand the rules of That said, let’s move on to some considerations
the game and even seeking greater historical and about the didactic potential of the roleplaying game,
scientific knowledge to improve their roleplaying. so that we can establish practices that will help bring
It involves expressing oneself. Most role- the game to the classroom.
playing games are conducted through verbal ex-
pression, that is, the adventure develops through CULTIVATING DIFFERENT COM-
storytelling, the players portray their characters PETENCIES & SKILLS DURING THE
and so the whole drama is constructed. As a result, GAME
players’ expressiveness tends to improve as they It is interesting to note that roleplaying games are
find that they need to deal with new situations and generally very flexible games that allow game mas-
new characters. ters (mediators) to adjust their use to the needs of
It encourages research. To learn more the group with which they intend to play.
about the characters, the historical moment, the I raise the following topics in order to make a brief
culture, the customs and so much other informa- survey of the pedagogical potential of RPGs.
tion related to the story developing in the game,
students often invest time in research, exercising READING
their curiosity. The roleplaying game could scarcely exist with-
It can be used to convey curriculum con- out reading. Books are inherent to the game genre,
tent. If the purpose of the game is to convey some that is, it is hardly possible to participate in a game
specific content, it is possible to present this with- without having done at least some prior reading.
in the story, bringing players into contact with the This is a particularity in the RPG’s favour and it can
material you intend to teach. be a good starting point in developing the incen-
These are just some of the points that can be tive to read.
explored in roleplaying games. An attentive educa- One may also mention that the search for ad-
tor will be able to perceive the nuances of the col- ditional references in books of a different nature -
laborative story being built in game situations and other than those related to the game - is pleasurable
to make pedagogical interventions of various kinds. simply because it is not compulsory, but rather is
In any case, the first step in utilizing an RPG done to support the imaginative power of play. This
in the classroom is to elaborate a consistent peda- search also often acts as a gateway to other types of

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

literature, allowing the player to experience types of climate, fauna [...]’ (Rocha, 2006, p. 115). Some game
reading different from those presented by the game masters prepare documents containing relevant
(Rocha, 2006). facts, important places, and challenges that can be
Many RPGs are based on literary works, used in their adventures. To do so, they use books
which sometimes inspires players to seek them and historical maps, producing texts and drawings
out. As such, RPGs can play a fundamental role in that enhance the game.
the formation of young readers. According to Pavão In fact, textual production is closely linked
and Sperber (2004), treating reading as something to the game master’s work. Most games played
only for school, detaching it from the real world, by role-playing groups are designed by the game
ends up being an obstacle to the creation of what master or built in conjunction with the other par-
they call ‘communities of readers’. However, in the ticipants. Such frequent writing practice reduces
pedagogical context, the game can function as an the difficulty of literary construction (Costa et al.,
agent for grouping young people around literature, 2005).
training and improving them as readers. Creativity is also crucial when talking about
In this sense, it is interesting to realize that role-playing games. Both game master and player
there is an even greater relationship with literature are unable to predict the paths the story will take
if we consider the possibility that students them- during the game. Every creation that has a well-de-
selves develop their own stories on top of the sys- fined beginning ends up being influenced by all par-
tem provided by the RPG. Rocha (2006) believes ticipants through improvisation. Solutions are usu-
that long reads do not intimidate RPG players, be- ally built together, channelling the creativity and
cause they do not see reading these texts as home- spontaneity of each one towards the resolution of
work but as something fun. Because of this, an indi- challenges, always aiming towards the benefit of the
vidual who plays and plans an RPG adventure ends group as a whole.
up reading several other books to find resources
that can support their creations, getting them more RESEARCH & AUTONOMY
deeply involved in the world of reading and writing. Habitual research can help students develop their
autonomy. As mentioned, many role-playing adven-
WRITING & CREATIVITY tures are set in real places, recreating historical facts,
Playing RPGs is an activity that demands imagina- or are based upon existing works of literature. This
tion from all participants, as it constantly requires aspect of the game means that players are implicitly
creation and recreation, either by the mediator encouraged to conduct research.
- creating adventures, supporting characters and Assuming, for example, that the adventure of
their characteristics, developing government, cus- a certain group is set in colonial Brazil, it is much
toms, laws, peoples, cities - or by the player - cre- more difficult to know how to react in the game’s
ating and playing their characters, rich in detail. In situations if the player knows nothing about this
addition to the creative process that exists before period. Thus, the student is encouraged to seek out
starting the game, the participants deal with all information about this historical period for their
kinds of situations during the game, needing to im- own benefit. The student may feel encouraged to
agine quick solutions and looking for alternatives visit libraries, search the internet, study the his-
to overcome the obstacles that present themselves tory of Brazil, understand the customs of the time
to both players and mediators. and seek other information related to their charac-
Some players, ‘when creating their plots, write ter. In this way, they can even challenge the game
stories [...], establish networks of relationships [...], master with phrases like, ‘There were no cars at
describe each city, with its government, religions, that time, so my character will need a horse.’ This

178
Appendices

demonstrates a maturation of the individual’s uations are beneficial because they help players to
personal autonomy. develop their sense of responsibility, since it helps
Enriching the game becomes an incentivizing them to realize that their actions have consequenc-
element to conducting research. It is common to es not only for themselves, but also for the group, as
find RPG players who are dedicated to researching well as strengthening their ability to argue a case.
costumes, weapons and customs from other times Another point worth mentioning concerns
as a way to improve the story of the adventure (Ro- the relationship between the players’ maturity
cha, 2006). Thus, game participants become accus- and the improvement of their social skills. Ac-
tomed to the habit of doing research while feeling cording to the maturity of each individual, there
rewarded for it, enriching the experience provided is more exploration of social interaction and
by the RPG. reasoned argument instead of always seeking
conflict: ‘In traditional tabletop games, players,
SOCIAL SKILLS, especially beginners, tend to solve problem situa-
DISCUSSION & TEAMWORK tions through the use of their characters’ powers,
Teamwork and collaboration are the basic prin- and feel the need to demonstrate their strength,
ciple of today’s society, according to Silva (2009). forgetting that argument and discussion may be
Individuals depend directly or indirectly on each the best solution. Players of RPGs, as they be-
other and it is possible to work with students to come more experienced, tend to value the social
build awareness of interdependence and respect interaction of their characters in problem-solv-
for others. This is present to a great degree in ing much more, detaching themselves from the
RPGs, because it is noticeable that, to a greater or character sheets, using their powers and strength
lesser extent, RPG groups are generally organized much less and their social abilities much more.
as teams, seeking to achieve the goals proposed by This evolution may serve as evidence that, in fact,
the game by working together. participation in RPGs contributes to sociability.’
Understanding collaboration as a grow- (Rocha, 2006, p. 91)
ing social necessity, RPGs can be considered an
educational technique offering another means LOGICAL REASONING
of socialization within the school environment: Logical reasoning is a fundamental tool for skills
‘In this sense, the use of RPGs as an educational development in various fields. RPGs can also be
technology is an option that meets this new so- used to help improve this type of thinking. One
cial condition, bringing dialogue, teamwork and of the role-playing gamers interviewed in Rocha’s
collaboration to the classroom’ (Silva, 2009, p. work (2006, p. 81) reported that ‘making a deci-
11). sion under time pressure sharpens your logical
The RPG is not a competitive game. The fun thinking.’ This quick decision-making, besides
of this type of game is not to defeat others, but to exercising reasoning ability, also helps the sub-
encourage the player to use their skills to cooper- ject improve in self confidence.
ate with the other participants; that is, it is an exer- RPGs empower their players to be active.
cise in dialogue and consensus. (Costa et al., 2005). Within the game they realize that there is a role to
During the dialogue, differences arise between the be played and, for that, they need to take a stand
characters regarding the actions that should be against the challenges presented. All the obstacles
taken in the game and, from there, it is up to the presented in RPG adventures tend to cultivate the
players/characters themselves to convince each player’s logical reasoning, as there is a challenge to
other as to what is the best way forward for a giv- overcome them using, therefore, reasoning and cre-
en problem. Rocha (2006) believes that these sit- ativity, which makes the game into a facilitator for

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improving the player’s logical ability (Silva, 2009). porting this idea, however, the same authors reveal
It may also be perceived that as a game form, that the practice of role-playing has led to project
RPGs offer infinite possibilities for players. The lim- participants experiencing decreases in shyness: ‘In
it is only in the rules of the game and in the players’ some of the participants it was possible to perceive
imagination. Logical reasoning is developed in the a very significant shyness that caused impedi-
need for improvisation. In virtually every moment ments in the progress of their portrayals. And it
of the game players are compelled to make deci- was precisely on these indications that the chang-
sions. Since an RPG is a very ‘open’ game, there is es came to appear most clearly. These students, at
room for the exercise of reasoning, that is, the pos- the end of the project, were communicative and
sibilities are always wide open. The mediator pre- participating, enabling new configurations in the
sents a stream where the bridge collapsed - what group dynamics.’ (Costa et al., 2005, p. 8).
will the players do? They might build a new bridge, The same authors also mention another fac-
take the long way round and walk to the next tor that arose as a result of the spontaneity aris-
crossing, swim across, get help from people on the ing from some participants: the group’s leaders
other side, try to build a hang glider. Whatever can became more aware of the situation, contributing
be conceived of can be attempted. even more to the process of loss of shyness. This
The activity of developing action plans is spontaneity demonstrated by some players en-
directly linked to the exercise of reasoning and, riched the decision-making process, constituting
thus, can be explored by the educator as they re- an important element for the success of the game
quire in order to work on certain skills and abili- sessions that, at the end of the activities, already
ties related to reasoning and improvisation. worked more smoothly than at the beginning of
the process.
SELF-EXPRESSION
RPGs are almost always played through the medi- EXPERIMENTATION OF THE REAL
um of oral expression. That is, it is in verbal nar- VIA THE IMAGINARY AND SENSE OF
ration that the adventure unfolds, the players play RESPONSIBILITY
their characters and the drama is constructed. The RPG is a significant tool for approaching as-
This can help players’ ability to express themselves pects of reality through fantasy. The opportunity to
as they are asked to deal with different situations simulate a real situation in a protected environment
and characters. Players develop and improve their enables young people to overcome their tensions
capacity for expression as they play their role with- by supporting them in dealing with life’s problems.
in the adventure, as interaction, enunciation, and However, it is important to ensure that each game
oral expression are necessary to move forward proposal is matched to the participants’ maturity
with the game. level.
The ability to express oneself is not only ex- The experimentation of the real by the im-
ercised through the interactions of the players, but aginary is so present that the structure of all RPG
it is also strengthened due to the effort the players systems is forged to ensure that aspects of the real
and mediator make in portraying their characters, world are present in the game. ‘By crossing a busy
utilizing different forms of expression, in the char- street we are exposing ourselves to hundreds if
acterization of different personalities (Rocha, 2006). not thousands of variables: the slippery ground, a
If RPG practice is so closely linked to expres- strong wind, a person running towards us, the dis-
sive ability, it is very likely that shy people will have traction of a passing bird, a speeding car, a conver-
difficulty playing these games. Analysing the stud- sation, a friend approaching. Finally, to accomplish
ies by Costa et al. (2005), one can find evidence sup- a simple and common task of everyday life, even

180
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unconsciously, we take into account hundreds of up harming other characters - usually those under
considerations, we think about the consequences the control of the mediator, the antagonists - and
of our actions, both for our lives and for others. In sooner or later have to bear the consequences of
a game situation presented in an RPG adventure, their choices. This relationship is a factor that en-
similarly, many variables are proposed to players, hances the development of individual responsibil-
only the context changes [...] As we can see, both ity. (Rocha, 2006).
situations involve thinking, reasoning, choices
that have consequences, but the first situation is WORKING WITH DIVERSE CONTENT
real, so it will have real consequences for real life. You can use an RPG to work with virtually any con-
Make a wrong choice and we may not have the tent, whether it is part of your curriculum or not.
chance to make any mistakes again. In the other However, I advise you to beware of excessive ‘peda-
case, the situations at stake are make-believe, the gogization’ of the game so that there is no disruption
outcome of the choices in the game has no real-life to the experience of the game. A common situation,
consequences, thus making them an excellent op- which can greatly reduce the possibility of piquing
portunity to experience situations that, in real life, and maintaining the students’ interest, is when the
would have very serious consequences’ (Rocha, game system is overloaded by introducing too much
2006, p. 11). curriculum content in a disorganized way, and part
According to Borralho and Viegas (2005), of the fun is removed (after all, the game was initially
the protected environment of the game encourag- designed for fun, not for teaching).
es participants to take risks. They feel free to try, Therefore, I suggest that you do not forget
succeed or fail, because mistakes do not lead to a the first objective of the game: entertainment. This
penalty, but is part of the learning process. For the means that when working with classroom content
authors, the game, as with literature, functions as a through the game, it is important to always focus on
way to test boundaries within a safe environment. what will really attract students to the activity, that
In the same manner, Rocha (2006) believes is, playing the game. If the RPG activity is overloaded
that players’ portrayal of characters can serve as a with all kinds of school content, without any rela-
kind of training for real situations. In the moment , tionship to its context, it will be nothing more than a
players interact with other people within the game, conventional class orbiting a misplaced game.
playing characters other than themselves, they are I suggest, then, that a good way to insert con-
given the opportunity to experience the conse- tent into roleplaying is through a well-crafted con-
quences of their actions, noting the reaction of oth- text. Some examples:
er characters, always within the game environment, On a train journey you can work on phys-
which is a kind of simulacrum of real life. ics content such as speed and displacement, and
The sense of responsibility is directly linked geography such as map reading and recognition of
to role playing games for a variety of reasons. Com- geographical features;
promising with other players is one of them. One When deciphering a document, you can
of the players being missing can cause problems for practise using a foreign language;
the others, as it becomes necessary to create a jus- Content related to textual production may
tification for the absence of a certain character. Re- surface if players need to craft something like a let-
sponsibility and the relationship between action ter;
and consequence are also linked. Within the game, Creating representations of your charac-
there is a natural confrontation between the acts ters, scenarios, or map making can support the de-
of the characters and their outcome. Often, in or- velopment of artistic skills;
der for the group to achieve their goal, players end Puzzles and riddles often exercise reason-

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ing and mathematics skills; groups can be playing at the same time, with the
It is also possible to develop and work on teacher acting only in a supervisory capacity. You
many other skills and competences as well as cur- may also operate a rotation system for the medi-
riculum content, through the medium of the game ators, providing the experience of this role for all
– the educator just needs to adapt the activity. participants.
I hope that this way it will be possible to build In the case of separate groups, the teacher
an RPG adventure that is very interesting, exciting, can always act as the mediator, since each group
attractive and, most of all, productive for the stu- will be playing at different times. However, it is
dents. also possible to apply the practice of rotating the
mediator role amongst participants, depending
BRINGING THE ROLEPLAYING on the needs of the game. In the form of separate
GAME TO THE CLASSROOM groups it is possible to give more attention to the
A number of questions may be raised regarding the students, so it is up to the educator to choose the
use of RPGs in the classroom. I will try here to out- most appropriate format to make the game activ-
line some probable questions that may be raised ity effective.
when elaborating a pedagogical proposal related Another question that may arise concerns
to roleplaying. the best time to use the game with students. I
One of the questions is related to the game know that some teachers take advantage of reg-
master/mediator: who will it be? The answer will ular class schedules to bring RPG into the class-
depend on how the planning is done. In classroom room, while others prefer to use them as an ad-
situations, anyone can be the mediator - this in- ditional workshop-style activity outside normal
cludes the teacher, students, volunteers, trainees class times. There really is no exact formula and
or some other person involved with and commit- there is no way to predict the best scenario for
ted to the educational process. Most important is each class. One thing that can be considered is
that it be someone who is aware of the intended the fact that it may happen that not all students
pedagogical purpose of the activity and who can are interested in the game, which would indicate
lead the game sessions towards the proposed ob- extracurricular workshops as a more viable alter-
jectives. native, but again, it is up to the teacher, knowing
The choice of a mediator will also direct- their students best, to understand which ap-
ly influence the organization of game groups, proaches may be most effective.
which leads us to the second question: how many One final question concerns students’ moti-
groups? It is quite complex to play with very large vation to play RPGs. I have already commented on
groups for several reasons: you may not be able to the game objectives and warned of the possibili-
meet so many demands for attention, people may ty of an ‘excessive pedagogization’ of the system,
get bored waiting for their turn to play, there may which may lead the students not to show inter-
be conflict all the time and so on. Thus, the edu- est in the proposal. Thus, it is up to the teacher to
cator may choose to divide the class into several choose a subject or theme, perhaps consulting the
simultaneous or asynchronous groups, which will students and including them in the discussion,
allow different approaches. because they are one of the most interested par-
In parallel groups, the educator cannot be ties, that can motivate them. This means that the
with everyone at the same time, which will proba- proposal to bring RPG into the classroom can be
bly lead to the need to delegate tasks - a good time more effective if students ‘buy in to’ the idea, the
to work on the issue of autonomy with students. goal of the game.
By naming some students as mediators, several It is also important to note that the mediator

182
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may encounter some ethical dilemmas during the be worked on, just develop a consistent pedagogi-
course of play. With a game set in colonial Brazil, cal script and use the imagination so that the RPG
there may be many situations that make players can permeate and/or trigger learning.
uncomfortable, like slavery, violence, discrimi- I noticed in some workshops I conducted with
nation etc. The mediator needs to be prepared to high school students that after the end of the period
handle these moments prudently if they occur. in which RPGs were used in school, many students
This can be alleviated if all players agree in ad- continued to play on their own, developed their own
vance on the content of the game. Even if con- stories and continued to use this tool which at first
flicts do occur, these situations may trigger very seemed to have two inseparable faces, like the sides
productive debates as long as these situations are of a coin: fun and learning. I hope that from these
anticipated. brief guidelines it will be possible to understand more
I believe that, taking into consideration about the roleplaying game and from there to tap
these points that I mentioned, it is possible to into its educational potential. I wish you good games
start the construction of a pedagogical proposal and good learning.
that can please both educators and learners. How-
ever, I am not naive enough to think that all this
is a ready-made formula. We have, in fact, some-
thing that needs to be a collective construction,
carried out gradually, so that we can adapt and
evolve within a game proposal that will support
students in building knowledge and developing
skills and competencies. Knowing, therefore, that
much remains to be researched and experimented
with, I turn to my concluding remarks.

FINAL THOUGHTS
The roleplaying game is an extremely flexible and
adaptable form of entertainment. Therefore, it is up
to the mediator to decide how to conduct the ses-
sions/matches. A good exercise is to start by investi-
gating whether certain content that will be worked
on can best be used in conflict situations or in qui-
et times. Similarly, it is worthwhile trying to see if
a game that is more focused on narrative and ex-
ploration of character may be more beneficial than
another approach in which fighting and rolling dice
prevail.
Thus, it is possible to have games focused on
different fronts: roleplaying; resource management
(commanding an army, for example); pure combat
(all solved through fighting skills); puzzle-solving
(searching for clues and investigation); a mixture
of the preceding; new opportunities tailored to the
needs of the group. There are no limits to what can

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REFERENCES
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BORRALHO, M. L. M.; VIEGAS, A. M. F. Para uma Escola com Masmorras e Dragões: as estratégias do
jogo de R.P.G. na sala de aula. (‘Towards a School with Dungeons and Dragons: strategies of RPGs in the
classroom’) In: VIDETUR, 31., 2005. Porto: Mandruvá, 2005. ISSN 1516-5450. Available at <http://hdl.handle.
net/10216/23037>. Accessed 24 Oct 2013.

COSTA, R. Q. F.; GALHARDO, E.; LIMA, A. A.; SILVA, F. R. O Uso do RPG na escola como possível auxiliar
pedagógico. (‘The use of RPGs in school as a possible pedagogical aid‘) UNESP, 2005. Available at: <http://www.
miniweb.com.br/atualidade/Tecnologia/ousodorpg.pdf>. Accessed 18 Oct 2013.

PAVÃO, A.; SPERBER, S. F. A Leitura na Escola: Problemas e Soluções. (‘Reading at School: Problems and
Solutions’) In: Simpósio de RPG & Educação, 1., 2002, São Paulo. Anais. São Paulo: Devir, 2004.

RIYIS, M. T. Jogo de Aprender: Introdução. (‘Game of Learning: Introduction’) Available at: <http://www.
jogodeaprender.com.br/introducao.html>. Accessed 3 Sep 2013.

ROCHA, M. S. RPG: Jogo e conhecimento - o role playing game como mobilizador das esferas do
conhecimento. (‘RPG: Game and Knowledge - the roleplaying game as a mobilizer of the spheres of knowledge ‘)
2006. Dissertation (Master of Education) – UNIMEP, Piracicaba. 2006.

SILVA, M. V. O Jogo de Papéis (RPG) Como Tecnologia Educacional e o Processo de Aprendizagem


no Ensino Médio. (‘The Roleplaying Game (RPG) as an Educational Technology and the High School
Learning Process’) In: Congresso Nacional de Educação (EDUCERE), 9., 2009, Curitiba. Anais eletrônicos.
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educere2009/anais/>. Accessed 15 Oct 2013.

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Appendices

THANKS FROM THE AUTHOR

My thanks to Devir Livraria and all those involved; the Ministry of Culture and the De Lage Landen Bank,
whose support made this project viable; our art team, production staff and beta testers (all listed at the
beginning of this book); to Gary Gygax, Dave Arneson and Tom Moldvay – whose RPG Dungeons & Dragons
Basic Set (1981) was my introduction to the world of RPGs and a big influence on my personal develop-
ment; and all my roleplaying companions over the years, in particular: Eric Hasselfeld, Scott Hulin, Melissa
Hulin, Tony Huston, Pete Osborne, Matt Lisle, Duda Falcão, Roberta Spindler, Cesar Alcázar, Denise Ma-
ciel, Artur Vecchi, Fernanda Kastensmidt and Lynx Kastensmidt.

THANKS: EXPANDED EDITION

I would like to thank all the RPG groups that helped me with the releases of the first edition: RPG Covil in
Fortaleza, Saia da Masmorro in Rio de Janeiro and Matilha Filhos de Gaia in Salvador. I also want to thank
all the other groups who have set up tables at their events: Filhos de Gehenna, RPG Lúdico, R&B Para To-
dos, Vila do RPG, RPG D30, Dungeon Capixaba, JOGARTA, Mundo Tentacular, RPG Pará, RPGFAMS, Caern
do Capote Uivante, NPCs, RPG4Newbies and Portal Resistência RPG (I apologize if I forgot anyone) and
also the mediators (too numerous to list here). Also to the numerous websites, blogs and channels that
helped spread the word.
EAMB has the best fans in the world, and I want to especially highlight the members of the excep-
tional Facebook group, a community that daily shares their ideas and knowledge. There is no way to men-
tion all, there are hundreds of people in the group, but I will first highlight those who have already created
and shared content: Jan Piertezoon, Sérgio Magalhães, Arthur Miguel, Pedro Medeiros, Arthur Pinto de
Andrade and Gustavo Tenório. There are also many others who helped me a lot with their suggestions
for this edition.: Luciano Campos Tardock, Volnei Cristina de Freitas, Leonardo Vilella, Yargo Reis, Tiago
Jedson, Luciano Paulo Giehl, Luciano Bastos, Daniel Nalon, Sidnei Gomes Carvalho, Giovane Do Monte,
Luciano Acioli, Aliomar Lopes Neto, Adriano Rahde, Pedro Arthur, Rafael Vargas and Vinnicyus Bezerra.
Special thanks to Marco Poli de Araújo, who in addition to offering many ideas in the group, contributed
to greatly improve the text on Portuguese settlements in this edition.
Finally, I want to thank all the educators who spread the books and knowledge about them through-
out the academic world. Again, I can’t thank you all, we reached almost 200 public schools in 8 states
with donations of the first edition, but I want to mention in particular Dmitri Gadelha, Neyla Moreira and
Sérgio Magalhães for the incredible projects they set up in the state of Ceará. Congratulations to all, your
work is fundamental in spreading RPGs throughout the country and stimulating the creativity of a new
generation.

THANKS: ENGLISH EDITION

My thanks to Tom McGrenery for believing in this project and his tireless work in making it happen.
Thanks to Brian Nowak for recognizing us with an ENnie last year. And special thanks to our 254 backers
on Kickstarter – this edition is possible thanks to your support!

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TIMELINE FROM 1500 TO 1650

We offer here a chronology of events in Bra- ators who want to situate their campaigns in other
zil and the rest of the world over the period of 75 decades, or integrate historical elements into their
years before and 75 years after 1575, to understand campaigns.
local and world events in the historical context of Due to the uncertainty of many sources of
this book. This chronology can be useful for medi- this era, some dates are approximate.

KEY EVENTS RELATED TO BRAZIL

KEY EVENTS ELATED TO THE WORLD

1500 – It is estimated that over four million 1502 – First African slaves in the Americas.
natives lived in the lands that today make up
Brazil. 1503 - The king of Portugal, Manuel I, creates
the Indian Trade Institute, known as the Casa
1500 – Three months before Cabral, Vicente da Índia, to manage Portuguese overseas
Yañez Pinzón arrives on the coast of present- territories.
day Brazil. His small fleet fights coastal
people (probably Potiguara) and sails the 1503 – Spanish forces defeat the French at the
Brazilian coast from Pernambuco to the Battle of Cerignola, considered the first major
mouth of the Amazon River. battle decided by firearms.

1500 – Pedro Álvares Cabral, a Portuguese 1503-1506 – Leonardo da Vinci paints the
explorer, arrives in Brazil and claims the Mona Lisa.
land for Portugal. Gaspar de Lemos returns
to Portugal with The Letter of Pêro Vaz de 1504 – The Donation of São João Island (later
Caminha. He presents King Manuel with Fernando de Noronha) is the first land grant
parrots, monkeys, brazilwood and even a in Brazil made by the kings of Portugal.
human captive.
1504 – French corsairs begin to visit the
1500 – Guru Nanak begins to spread Brazilian coast to collect brazilwood.
Sikhism.
1505 – Essomeriq, a chief of the Carijó
1501-1504 – Gonçalo Coelho (with Amerigo people, travels to France with Binot Paulmier.
Vespucci) and Gaspar de Lemos explore He becomes the Frenchman’s heir and lives
the Brazilian coastline. In 1504, Amerigo in France until 1583, passing away at 94.
Vespucci publishes Mundus Novus, a letter
about his travels in the New World. 1505 – The first German travel account of
Brazil is published in Augsburg. The author is
1501 – Safavid Dynasty established in Persia. the merchant Lucas Rem.

186
Appendices

1506 – Hundreds of Jews and ‘New 1510 – Goa established as Portugal’s base in
Christians’ are killed in the Lisbon Massacre. India.

1507 – German cartographer Martin 1511 – Portuguese conquer the city of


Waldseemüller creates the first cartographic Malacca (Malaysia) and start a colony there.
document showing the American continent, This generates a triangular conflict between
and names it as America. Portugal, the Aceh Sultanate and the Johor
Sultanate for control of trade in the region,
1507 – In Augsburg the travel account Newen which continues for over a century. The
Zeytung auss Presilig Landt (‘News from the Portuguese build the Fortress of Malacca,
Land of Brazil’) is published. considered impregnable in its day.

1507 – Smallpox on the island of São 1513 – João Ramalho sinks near São Vicente
Domingos decimates the Taíno population. and begins to live among the Guaianases,
where he becomes an important chief.
1508-1512 – Michelangelo paints the ceiling
of the Sistine Chapel. 1513 – Niccolò Machiavelli writers The Prínce.

1509 – Henry VIII is crowned king of England. 1513 – Vasco Nuñez de Balboa crosses the
Isthmus of Panama to the Pacific Ocean.
1509 – At the Battle of Diu, the Portuguese
armada defeats fleets from Cairo, Calicut, 1513 – Jorge Álvares, from Portugal, is the
Gujarat, Venice and Raguza and establishes first European to sail to China.
European dominance in the Indian Ocean.
1514 – Estevão Fróis finds the mouth of the
1509-1543 – Afonso I of Kongo converts River Plate and has a friendly meeting with the
the Kingdom of Kongo to Christianity Charrua.
and regulates slave trafficking with the
Portuguese. 1516-1519 – The navigator Cristóvão
Jacques receives orders from the king of
1510 – A French ship sinks in the Bay of Portugal to watch and preserve the Brazilian
All Saints (present-day Salvador, Bahia). coast.
All are slain by the Tupinambá, except the
Portuguese Diogo Álvares Correia, later 1516 – A trading post is built on the Igarassu
known as Caramuru. He marries a daughter River near Itamaracá.
of the Tupinambá chief and, later, facilitates
the relationship between the Tupinambá 1516 – Brazil’s first church founded in Porto
and the founders of the city of Salvador. Seguro by missionaries.

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1516 – Saint Thomas More publishes Utopia, 1527 – Rebellious troops of Charles V, the
a book that references the New World in its Holy Roman Emperor, plunder the city of
model for the perfect society. Rome. The event is considered the end of the
Italian Renaissance.
1516-1517 – The Ottomans conquer Egypt,
Arabia and the Levant, defeating the Mamluk 1527 – Prince Fatahillah attacks Portuguese
Sultanate. residing in Sunda Kalapa (Java), conquering
the port for the Demak Sultanate and
1517 – Martin Luther publishes his Ninety- renaming it to Jayakarta.
Five Theses and initiates the European
Reformation. 1528 – Probable beginning of the sale of
native slaves to Europeans, when Cosme
1519-1521 – Hernán Cortés conquers the Fernandes, an exile who lived among the
Aztec Empire, aided by a Tlaxcalteca army. native people, gives Diego Garcia eight
hundred slaves.
1519-1522 – Fernão de Magalhães
(Ferdinand Magellan) and Juan Sebastián 1529 – At the Siege of Vienna, Austrians
Elcano circumnavigate the Earth. resist Suleiman’s first attempt at invasion
and curb the expansion of the Ottoman
1520-1566 – Suleiman the Magnificent Empire in Europe.
reigns in the Ottoman Empire.
1529 – The Treaty of Zaragoza gives the
1520 – The Portuguese send a diplomatic Philippines to Spain and the Moluccas to
mission to Ethiopia. Portugal.

1521 – João III becomes king of Portugal. 1530-1532 – English pirate William Hawkins
visits Brazil three times.
1524-1525 – Aleixo Garcia, castaway, forms
an army of two thousand Guaraní men to 1530-1532 – Bloody war between the brothers
seek the legendary ‘White King’. They reach Atahualpa and Huascar weakens the Inca
Peru, but are massacred on their return. Empire. Atahualpa wins in 1532, only to soon be
imprisoned by Francisco Pizarro. With the last
1526 – Brazilian sugar arrives in Lisbon for emperor (Sapa Inca) under his control, Pizarro
the first time. conquers the empire for Spain.

1526-1527 – Cristóvão Jacques is in charge 1531 – The French capture the Igarassu
of fighting the French in Brazil. He patrols the trading post and build a fortress on the island
coast with a small fleet. In the first European of Itamaracá. Pero Lopes de Sousa recaptures
naval battle in Brazil, he captures three French this fortress the following year.
galleons off the coast of Bahia.
1531 – Henry VIII breaks from the Catholic
1526 – Mughal Empire founded on the Indian Church. In 1534, Parliament proclaims him
subcontinent by Babur. supreme head of the Church of England.

188
Appendices

1531-1532 – Martim Afonso de Souza 1536 – Inquisition established in Portugal.


explores the Brazilian coast and leaves
settlers in Guanabara and São Vicente, in the 1536 – First founding of Buenos Aires by
first Portuguese attempt to form a permanent Pedro de Mendoza (abandoned in 1542).
colony. Possible arrival of first African slaves 1536 – Calvin’s Institutes of the Christian
in Brazil. Religion is published, which influences
the formation of various Protestant sects,
1533 – Construction begins of large-scale including the Church of Scotland (1560) and
sugar mills and plantations in Brazil. the Dutch Reformed Church (1571).

1534 – Creation of hereditary captaincies by 1537 – Founding of Recife.


King João III. Duarte Coelho de Albuquerque
becomes the first hereditary grantee of Brazil, 1537 – A fortress is built at Asunción
taking possession of Pernambuco (called ‘New (present-day Paraguay), marking the
Lusitania’) in 1535. His wife is perhaps the first foundation of the city.
Portuguese woman in Brazil.
1537 – Pope Paul III promulgates Sublimis
1534 – French explorer Jacques Cartier Deus, forbidding the enslavement of natives
claims Canada as a territory of France. of the Americas and all other peoples.

1534 – The Ottomans capture Baghdad. 1539 – Founding of Bogotá.

1535 – Official founding of Porto Seguro by 1541 – Founding of Santiago.


Pero do Campo Tourinho.
1541-1542 – Francisco de Orellana navigates
1535 – Duarte Coelho founds the town of the entire length of the Amazon River, where
Igarassu. he makes contact with huge native nations.

1535 – King João III’s decree allows Brazil 1543 – Portuguese noble Brás Cubas founds
to be used as a place of exile and releases the first hospital in Brazil: the Santa Casa da
Portuguese convicts to populate the country. Misericórdia de Santos.

1535-1538 – Failed attempt to colonize 1543 – The Portuguese are the first
Maranhão (village of Nazareth). Only two Europeans to make contact with Japan and
hundred of the nine hundred settlers survive; establish the ‘Nanban Trade Period’, which
they return to Portugal. lasts until the total exclusion of foreigners in
the country, around 1637.
1536 – Duarte Coelho founds Olinda.
1543 – Nicolaus Copernicus publishes
1536 – Francisco Pereira Coutinho founds Vila De revolutionibus orbium coelestium (‘On
do Pereira (later Vila Velha) in Espírito Santo. the Revolutions of the Celestial Spheres’),
describing his heliocentric model of the solar
1536 – Francisco Romero founds Ilhéus. system.

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1544 – Only 13 men (5 on one side and 8 on 1548 – The Ming dynasty closes the ports of
the other) out of 800 survive the Battle of China and prohibits trade with foreigners.
Kinloch-Lochy in Scotland.
1548-1555 – Hans Staden makes two trips
1545 – After an attack by a Tupinambá force, to Brazil. On the second trip, he is captured
Vila Velha is abandoned. The settlers travel to by Tupinambá people and spends years as a
Porto Seguro. On their return two years later prisoner.
they are shipwrecked, then eaten by local
people. 1548 – Luís de Góis writes a letter to King
João III, informing him that the French are
1545 – The famous Ottoman pirate Khayr just one step away from taking Brazil for the
ad-Din (Barbarossa) retires. French crown. The Portuguese king decides
to establish a capital city for the colony.
1545 – Spanish explorers discover a ‘silver
mountain’ in Potosí (Bolivia). The mine will 1549 – Tomé de Sousa assumes the post of
produce over 45,000 tons of silver from 1556 first governor-general. He takes five hundred
to 1783. settlers to Salvador, which becomes the first
capital of Brazil.
1545-1563 – The Council of Trent, the
19th ecumenical council of the Roman 1549 – The first Jesuits to settle in Brazil
Catholic Church, is held. It is widely seen as land in Porto Seguro, including Manuel da
embodying the Counter Reformation. Nóbrega, the first provincial.

1546 – Founding of Santos. 1550 – First official slave shipment to


Salvador.
1546 – Porto Seguro settlers arrest Pero
Tourinho, official owner of the captaincy, on 1550 – Queen Catarina sends female orphans
charges of heresy and send him to Portugal. to Brazil to marry. The vast majority of
colonists are male.
1546 – After an attempt to enslave them, the
Aimoré begin a war against Ilhéus and Porto 1550-1551 – The Valladolid Debate, in Spain,
Seguro. is the first official debate on the right and
treatment of the indigenous peoples of the
1547 – The landlord Francisco Pereira Americas.
Coutinho is assassinated in his Captaincy of
Bahia, during a revolt of the Tupinambá. 1550 – Part of the ‘magnificent show’ put on
in Rouen to celebrate the arrival of King Henry
1547 – Ivan IV (later, ‘Ivan the Terrible’) II in the city, is ‘L’Isle Du Brésil’, featuring trees,
becomes the first Tsar of Russia. parrots, marmosets and even native people
brought from Brazil.
1548 – In Japan, firearms imported by the
Portuguese are used on the battlefield for the 1551 – Founding of Nossa Senhora de Vitória
first time. (now Vitória).

190
Appendices

1551 – Second failed attempt to found a against various indigenous peoples while
colony in Maranhão. offering protection to catechized natives.

1552 – Dom Pero Fernandes Sardinha, first 1556 – Bishop Pedro Fernandes Sardinha is
bishop of Brazil, arrives in Salvador. captured and eaten by Caeté people, after
being shipwrecked off Alagoas.
1552 – Russia conquers the Khanate of Kazan.
1556 – Jean de Léry and other French
1553 – Arrival in Brazil of José de Anchieta, in Calvinists move to France Antarctique.
the fleet of Duarte da Costa, second governor-
general of Brazil. 1556 – An earthquake in Shaanxi (China) is
the most deadly in history, killing more than
1553 – Tomé de Sousa offers Hans Staden 800,000 people.
a two-year contract to serve as commander
of the fortress of São Felipe, which is to be 1556-1605 – Akbar the Great expands the
constructed on the clifftops of the island of Mughal Empire across northern India.
Santo Amaro. The location has great strategic
value, as it lies opposite Bertioga’s São Thiago 1557 – Hans Staden publishes Two Voyages to
Fortress, and thus exposes any enemy ships in Brazil in German. The book is very successful
the sea channel between to crossfire from the in Europe, becoming one of the first best-
guns of the two forts. sellers in history.

1553 – Tomé de Sousa founds the Santo André 1557 – The Portuguese queen, Catherine of
colony in the interior and appoints a captain, Austria, legalizes slavery of the Caeté.
João Ramalho, who must ensure the blockade
of the land route to Asunción with the aid of 1557 – The Ming dynasty approves a
his native friends. Portuguese settlement in Macau for trade.

1554 – Founding of São Paulo and creation of 1557 – Spain is the first nation in history to
the College of São Paulo by José de Anchieta declare bankruptcy.
and Manoel da Nóbrega.
1558 – After the death of her sister Mary,
1555 – Eighty Frenchmen, under the command of Elizabeth becomes Queen of England. She
Nicolas Durand de Villegagnon, with the help of will reign until 1603 (the ‘Elizabethan era’).
the Tamoio, expel the Portuguese and Temiminó
from Guanabara. They build Fort Coligny and 1558-1582 – The Livonian War involves
found the territory of France Antarctique. Russia, Denmark, Lithuania, Poland and
Sweden.
1555 – André Thévet, a French Franciscan
friar, visits France Antarctique. 1558 – André Thévet publishes Les
singularitez de la France Antarctique (published
1556-1572 – Mem de Sá is the third governor- in English in 1568 as The New found worlde, or
general of Brazil. During his rule, he wages war Antarctike).

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1558 – Penha Convent built in Vila Velha 1563 – José de Anchieta is taken hostage by
(Espírito Santo). the Tamoio. He writes De Beata Virgine Dei
Matre Maria, a poem with more than five
1559 – A decree allows the importation thousand verses, on the beaches of Ubatuba.
of 120 African slaves for each sugar mill,
a number that will increase rapidly in the 1563 – Manuel da Nóbrega and José de
coming decades. Anchieta negotiate the treaty known as the
‘Peace of Iperoig’ with the Tupinambá.
1559 – Jean Nicot introduces tobacco to
France, where it quickly becomes popular, 1563 – The Black Death kills 80,000 people in
even being used by the queen, Catherine de England.
Médici.
1565 – Estácio de Sá founds São Sebastião
1559 – Conclusion of the Italian Wars (since de Rio de Janeiro (today’s Rio de Janeiro) and
1494). begins a complete expulsion of the French
and Tamoio from the region.
1560 – At the Battle of Djerba, the Ottomans
defeat a combined Spanish, Neapolitan, 1565 – In one of the most famous battles of
Sicilian and Maltese naval force. the century, Knights Hospitaller of Malta
resist an enormous Ottoman army in the
1560 – Mem de Sá battles the French at Rio Great Siege of Malta.
de Janeiro and destroys the Coligny fort in
Guanabara. 1565 – The Spanish establish their first
settlement in the Philippines, in Cebu.
1560-1565 – Jorge Coelho de Albuquerque,
son of Duarte Coelho, wages war against 1565 – The Spanish found the city of Saint
the Caeté, expelling the survivors from Augustine, the oldest city in the present-day
Pernambuco for good. United States.

1560 – Jesuits found the town of Senhor da 1566-1648 – The Dutch Republic fights for
Vera Cruz (now called Baiacu) on the island independence from Spain in the Eighty Years’
of Itaparica. War.

1561 – Founding of Santa Cruz (Bolivia). 1567 – Mem de Sá and Cristóvão de Barros
arrive in São Sebastião with reinforcements
1562 – The Tupiniquim chief Tibiriçá repels and, with the help of Chief Araribóia and his
an attack by the Carijó against São Paulo and Temiminó, defeat the French and Tamoio.
saves the city. Estácio de Sá dies from his wounds a month
later. At the request of the Portuguese, the
1562-1598 – Catholics and Huguenots fight Temiminó establish the village São Lourenço
in the French Wars of Religion. dos Índios (present-day Niterói), to protect
the opposite side of Guanabara Bay.

192
Appendices

1569 – The Great Plague of Lisbon causes 1574 – The bandeirante Antônio Dias Adorno
60,000 deaths. sets out on an expedition through the arid
sertão backlands to Araçuaí. He returns with
1570 – The ‘Law of Ordinances’ establishes precious stones and seven thousand native
the criteria for the organization of bandeiras slaves.
(‘banners’), companies with permission to
explore the interior of Brazil. Members of 1576 – Pero de Magalhães de Gândavo
these companies are called bandeirantes publishes his History of the Province of Santa
(‘bannermen’). Cruz, the first major work of literature
published in Europe about Brazil.
1570 – A Royal charter prohibits enslaving
Brazilian natives except in cases of ‘just war’. 1577-1580 – Francis Drake circumnavigates
Thus begins the era of ‘defensive bandeirismo’, the globe.
during which bandeirantes use this charter
as a justification to attack and enslave the 1578 – Publication of Voyage to the Land of
indigenous people. Brazil, in France, by Jean de Léry.

1571 – In the Battle of Lepanto, the alliance 1578 – Reunification of Brazil, with its
known as the ‘Holy League’ defeats the capital in Salvador.
Ottoman Empire. The battle, involving more
than 400 ships, is one of the largest naval 1578 – Death of Dom Sebastião, king of
battles in history. Portugal, in battle against the Arabs of North
Africa. His great-uncle Dom Henrique takes
1572 – Mem de Sá dies and Brazil is divided over the kingdom, sixty-six years old.
between two governments, North and South,
with capitals in Salvador and Rio de Janeiro. 1580 – Possible formation date of the
Quilombo dos Palmares, in the Captaincy of
1572 – Luís de Camões publishes Os Lusíadas, Pernambuco. A quilombo was a community of
widely regarded as the most important work escaped slaves and other fugitives.
of Portuguese literature.
1580 – Death of Dom Henrique, without
1572 – Thousands of Huguenots are killed an heir. Philip II, king of Spain, takes the
in France, in the Saint Bartholomew’s Day Portuguese crown. This begins the Iberian
Massacre. Union between Portugal and Spain (which
lasts until 1640).
1573 – Santa Fé (Argentina) is founded.
1580 – Second founding of Buenos Aires.
1574 – Instigated by the French, Potiguara
attack plantations in Pernambuco and 1582 – The sovereignty of Philip II is sworn
kill more than six hundred people. Soon in Brazil.
afterwards, the king of Portugal dissolves the
Captaincy of Itamaracá and establishes, in its 1582 – Benedictines arrive in Bahia and
place, the Royal Captaincy of Paraíba. begin the construction of the Monastery of
São Bento da Bahia.

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1582 – Pope Gregory XIII introduces the 1590 – Cristóvão de Barros founds São
Gregorian calendar, which over the centuries Cristóvão after the defeat of the native
would become the most widely used calendar inhabitants of Sergipe, in which thousands
in the world. are killed and enslaved.

1583 – The English pirate Edward Fenton 1591 – English pirate Thomas Cavendish
invades Santos and remains there for a captures Santos and remains there for two
month, until driven out by Spanish ships. months.

1584-1645 – Life of Miyamoto Musashi, 1591 – Heitor Furtado Mendonça, appointed


legendary Japanese swordsman. by the Holy Office, arrives in Bahia to lead
the Inquisition in Brazil.
1585 – Founding of Filipéia, modern-day João
Pessoa in Paraíba. 1591 – The Songhai Empire (1464-1591)
of west Africa is defeated by the Saadi
1586 – There are now an estimated 14,000 Sultanate.
African slaves in Brazil, some 25% of the
colony’s population. 1592 – An attack on Vitória by Thomas
Cavendish is repelled.
1587 – Gabriel Soares de Sousa publishes his
Descriptive Treatise on Brazil. 1592 – Shakespeare’s plays and poems start
to gain fame in London.
1587 – English pirates, commanded by
Robert Witherington and Christopher Lister, 1592-1598 – Korea defends itself from two
invade Recôncavo, but are defeated. Japanese invasions.

1587 – The Sultanate of Mataram (1587- 1593 – The pirate Richard Hawkins visits the
1755) is formed on the island of Java. coast of Brazil.

1588 – The ‘Invincible Armada’ of Spain is 1593-1606 – The Long Turkish War, between
defeated by the English, after losing many the Habsburg monarchy and the Ottoman
ships to a storm. Empire.

1588 – Founding of San Juan de Vera de las 1595 – José de Anchieta publishes Arte da
Siete Corrientes (Argentina). Gramática da Língua Mais Usada na Costa do
Brasil (‘A Grammar of the Most Used Language
1589 – The Carmelites arrive in Rio de Janeiro. on the Brazilian Coast’), the world’s first Tupi
grammar.
1589 – The Spanish defeat the English
‘Counter Armada’ invasion. 1595 – James Lancaster sacks Recife, together
with Dutch, English and French pirates.

194
Appendices

1596-1602 – The Spanish Plague kills over 1608 – The French found the city of Quebec,
half a million people. the oldest in Canada.

1599 – Founding of Natal. 1609-1614 – Expulsion of the Moriscos


(Muslim converts to Christianity) from Spain.
1600 – Fall of the powerful Mali Empire
(1235-1600) in Africa. 1610 – Founding of Santa Fé (present-day
United States).
1600 – Tokugawa Ieyasu wins the Battle of 1610 – Galileo Galilei publishes Sidereus
Sekigahara, going on to found the Tokugawa Nuncius describing his observations of
Shogunate in 1603, which will control Japan Jupiter’s satellites, craters of the Moon, and
until 1868. other subjects.

1601 – Bento Teixeira, Brazilian poet, 1612 – Founding of São Luis, ‘Equinoctial
publishes Prosopopéia in Lisbon. France’, by the French.

1601 – Michael the Brave unifies Wallachia, 1613 – Michael I assumes control of
Moldavia and Transylvania. Russia for the House of Romanov. The
house remains in power until the Russian
1601-1603 – The famine of 1601-1603 kills Revolution of 1917.
almost a third of the population of Russia.
1614 – In Maranhão, the Portuguese and
1602 – The government of the Netherlands Tabajara defeat a French and Tupinambá
sponsors the formation of the Dutch East army in the Battle of Guaxenduba.
India Company (:Vereenigde Oostindische
Compagnie’ or VOC ). 1614 – Claude d’Abbeville publishes his
History of the mission of the Capuchin fathers
1603 – James VI of Scotland succeeds on the isle of Maranhão and neighbouring lands,
Elizabeth to the throne of England, becoming an account of his experiences in Equinoctial
James I of England and ruling both countries. France.

1605 – Cervantes publishes the first part of El 1615 – The French are expelled from Maranhão.
ingenioso Hidalgo Don Quixote de la Mancha.
1615 – Four hundred colonists and
1606 – Dutchman Willem Janszoon is the catechized natives found the city of Santa
first European to visit Australia. Helena do Cabo Frio (now simply Cabo Frio).

1606 – The Dutch, through the VOC, make 1616 – The French are expelled from Pará,
their first attempt to dislodge the Portuguese the last remaining French territory in Brazil.
from Malacca. Belém is founded to protect against future
incursions.
1607 – Jamestown is the first British
settlement established in the Americas.

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1618-1648 – Most of Europe is embroiled 1630 – The Dutch conquer Olinda, and
in the Thirty Years’ War, with millions of remain there until 1654. The recently formed
deaths. WIC administers the colony.

1618-1683 – The Manchus invade China and 1631 – The Jesuit priest Antonio Ruiz de
end the Ming dynasty. Montoya leads more than ten thousand
Indians of the Guairá missions in an escape
1619 – The Dutch take Jayakarta from English from bandeirantes from São Paulo. They go
and Javanese defenders, destroy the city, and to Paraguay.
found the new city of Batavia in its place. 1631 – Naval battle between Hispano-
1620 – Puritan migrants from England arrive at Portuguese and Dutch squadrons at
Cape Cod aboard the Mayflower. Abrolhos.

1620-1621 – Second Polish-Ottoman War 1632-1653 – Construction of the Taj Mahal


fought for control of Moldavia. by order of Emperor Shan Jehan of the Mughal
Empire.
1621 – Brazil is separated into two states:
Maranhão (capital São Luís) and Brazil 1633 – Galileo tried by the Inquisition.
(capital Salvador).
1634 – Dutch conquer Filipéia (modern João
1621 – The Dutch massacre and expel the Pessoa).
native population from the Banda Islands.
1634 – Antônio Vieira (known as ‘Paiaçu’,
1621 – Founding of the Dutch West India Tupi for ‘great father’) becomes a priest in
Company (WIC). Salvador and begins a career of more than
sixty years defending the rights of Indians
1622 – English and Persians expel the and Jews in Brazil. His travels, prayers, and
Portuguese from their fort in Hormuz, publications are known worldwide.
dramatically changing the balance of power
in the Persian Gulf. 1636 – Foundation of Harvard University, in
the United States.
1624 – The Dutch conquer Salvador. They
are expelled the following year. 1637-1644 – Johann Mauritius van
Nassau-Siegen becomes governor-general
1625 – The WIC establishes the city of New of Dutch Brazil. Dutch artists Frans Post and
Amsterdam (later, New York). Albert Eckhout, hired by Maurício de Nassau,
visit Brazil and depict the country in dozens of
1627 – Friar Vicente do Salvador publishes paintings.
his History of Brazil.
1639 – Japan closes its borders to foreigners
1627 – The aurochs becomes extinct. (until 1854).

1629-1631 – The Italian Plague kills around


280,000 people.

196
Appendices

1640 – Dom João IV declares himself king of 1645-1669 – War between the Ottoman
an independent Portugal. End of the Iberian Empire and the Venetian Republic.
Union.
1648 – Founding of Paranaguá.
1641 – The Jesuit Cristóbal de Acuña writes
New Discovery of the Great Amazon River, 1647-1652 – The Great Plague of Seville kills
where he reports that there are more than about half a million people in Spain.
150 nations with different languages around
the Amazon and its tributaries. 1648 – Georg Marcgraf and Willem Piso,
scientists employed by Nassau-Siegen,
1641 – The Dutch conquer Maranhão. publish Historia Naturalis Brasiliae, the first
major scientific study produced on Brazil.
1641 – Native Guaraní, with help from the
Jesuits, defeat the bandeirantes of São Paulo 1648 – The First Battle of Guararapes
in the Battle of Mbororé. pits Portuguese, native and black soldiers
against the Dutch. Potiguaçu, a Potiguara
1641 – The Dutch form an alliance with Aceh convert known as Antônio Filipe Camarão,
and Johor to finally remove the Portuguese distinguishes himself in the battle and gains
from Malacca, where they establish their the honorific ‘Sir’ and title ‘Captain-Major
own city. of All Indians of Brazil’. Henrique Dias, freed
slave, was another hero of the battle.
1642 – The Overseas Council is formed by
King João IV to manage Portuguese colonies in 1648-1651 – Antônio Raposo Tavares
Africa, India and Brazil. travels from São Paulo to Mato Grosso and
the Amazon, eventually reaching Belém and
1642 – Dutchman Abel Janszoon Tasman is expanding Brazil’s borders.
the first European to see New Zealand.
1648 – The Peace of Westphalia recognizes
1642-1682 – Lobsang Gyatso, fifth Dalai the Dutch Republic and Swiss Confederacy,
Lama, unifies Tibet. ending the Eighty Years ‘War and the Thirty
Years’ War.
1642-1649 – English Civil War, which ends
with the execution of the king, Charles I. 1649 – Financed with money from New
Christians, the General Company of
1644 – The Dutch are expelled from the Brazil Trade gains a monopoly on
Maranhão. intercontinental trade.

1644 – End of the Ming dynasty and 1649 – Brazilian forces beat the Dutch again
formation of the Manchu Qing dynasty. in the Second Battle of Guararapes.

1645 – The Battle of Monte das Tabocas


marks the beginning of the Pernambuco
insurrection against the Dutch.

197
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

198
Appendices

199
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

BIBLIOGRAPHY THE ADVENTURES OF GERARD VAN


OOST AND OLUDARA IN THE WORLD OF
The idea for a new adventure can come from THE ELEPHANT & MACAW BANNER
anywhere. When we look at the world around us, Kastensmidt, Christopher. The Elephant &
we store within us information that we can later Macaw Banner (collected edition, Guardbridge
use. It can be as simple as looking at a painting, or Books, 2018)
as complex as traveling to a different place. The
important thing, to be creative, is always to feed BRAZILIAN CHRONICLES
the brain with new ideas. After all, all our creations WRITTEN IN THE 16TH AND 17TH
are products of our previous experiences. CENTURIES
Therefore, the good mediator always Anchieta, Padre José de. Informação do Brasil e
seeks out the new, to have more ‘fuel’ for their de Suas Capitanias. (‘Information from Brazil and
adventures. And there is a place where we can its captaincies’)
travel to distant places and live other lives without Cardim, Padre Fernão. Tratados da Terra e Gente
ever leaving home: in the pages of books. do Brasil. (‘Treatises on the Land and People of
The fiction series was created from immense Brazil’)
research, and a good read can serve you well to create D ‘Abbeville, Claude. História da Missão dos
your own adventures. In this section, there are dozens Padres Capuchinhos na Ilha do Maranhão e Suas
of suggestions for reading, many of which inspired The Circunvizinhanças. (‘History of the Capuchin
Elephant & Macaw Banner. Fathers’ Mission on Maranhão Island and its
The internet is a beautiful source for research, Surroundings’)
but books are deeper sources of information. Many d’Évreux, Yves. Viagem ao Norte do Brasil.
of these texts can be found in university libraries or (‘Journey to the North of Brazil’)
online, and any one of them may inspire your next Gândavo, Pero de Magalhães de. Tratado da
adventure. terra do Brasil. (‘Treatise on the land of Brazil’)
Gândavo, Pero de Magalhães de. História da
ADVENTURES AND SUPPLEMENTS FOR província Santa Cruz a que vulgarmente chamamos
THE ELEPHANT & MACAW BANNER RPG Brasil (‘History of the province of Santa Cruz,
Beraldo, João. The Legend of the Golden Condor which is vulgarly called Brazil’)
(adventure) Knivet, Anthony. The Admirable Adventures and
Campos Tardock, Luciano. The Royal Captaincy Strange Fortunes of Master Antonie Knivet.
of Rio de Janeiro (supplement) Léry, Jean de. Voyage to the Land of Brazil, Also
Giehl, Luciano Paulo. The Curse of Ipaúna Called America.
(adventure) Salvador, Friar Vincente do. History of Brazil:
Kastensmidt, Christopher. The Mysterious 1500-1627.
Demesne of Dom Perestrelo (adventure) Sousa, Gabriel Soares de. Tratado Descritivo do
Brasil em 1587. (‘Descriptive treatise on Brazil in
1587’)
Staden, Hans. True History: An Account of
Cannibal Captivity in Brazil.

200
Appendices

Thevet, André. The New Found World, or


Antarctike.
Vasconcelos, Simão de. Vida do Venerável Padre
BOOKS ABOUT
José de Anchieta. (‘Life of the Venerable Father José
BRAZILIAN FOLKLORE
de Anchieta’)
Cascudo, Luís da Câmara. Dictionary of
Brazilian Folklore and Traditional Tales of Brazil.
BOOKS ABOUT BRAZILIAN CULTURE
Dolores, Carmem. Lendas Brasileiras.
AND HISTORY OF THE ERA
Garcia, Luciana. O mais legal do folclore, O mais
Abreu, Capistrano de. Capítulos de História
assustador do folclore and O mais misterioso do
Colonial.
folclore.
Bueno, Eduardo. Capitães do Brasil and A Coroa,
Franchini, A. S. As 100 melhores lendas do folclore
a Cruz, e a Espada.
brasileiro.
Da Costa, F. A. Pereira. Anais Pernambucanos
Mouzar, Benedito and Ohi. Mitologia Brasílica
(Vol. I).
(series).
Fernandes, Florestan. Organização Social dos
Silva, Alberto da Costa e. Lendas do Índio
Tupinambá.
Brasileiro.
Hue, Sheila Moura. Delícias do Descobrimento.
Mariz, Vasco e Provençal, Lucien. Villegagnon e a
HISTORICAL FICTION
França Antártica.
SET BETWEEN 1525 AND 1625
Métraux, Alfred. Religião dos Tupinambás.
Alencar, José de. O Guarani. (Brazil).
Oliveira, José Teixeira de. História do Estado do
Cervantes, Miguel de. Dom Quixote. (Spain)
Espírito Santo.
Clavell, James. Shogun. (Japan)
Prado, J.F. de Almeida. A Bahia e as Capitanias do
Dumas, Alexandre. The Three Musketeers, La
Centro do Brasil.
Reine Margot. (France)
Quintiliano, Aylton. A Guerra dos Tamoios.
Pérez-Reverte, Arturo. Captain Alatriste, Purity
Reis, Nestor Goulart. Imagens de Vilas e Cidades
of Blood and The Sun Over Breda. (Spain)
do Brasil Colonial.
Twain, Mark. The Prince and the Pauper.
Sampaio, Theodoro. História da Fundação da
(England)
Cidade do Salvador.
Serrão, Joaquim Veríssimo. O Rio de Janeiro no
COMICS SET IN COLONIAL BRAZIL
Século XVI.
Aguiar, José. A infância do Brasil.
Varnhagen, Francisco Adolfo de. História Geral
Fonseca, Fábio, Miralha, Andrei, Oliveira,
do Brasil (Vols 1 and 2).
Otoniel. Brasil 1500.

For the list of prices, among other sources, the research


published in Prices, Wages and Rents in Portugal, by the
Institute of Social Sciences of the University of Lisbon,
was invaluable. This survey can be used to convert
prices for other time periods.

201
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

OTHER STORIES FEATURING RPGS WITH BRAZILIAN THEMES


BRAZILIAN FOLKLORE Araruama: As Verdades do Turunã (2017) by Ian
Achiles, Marcus. Danação. (adventure/horror in Fraser and David Dornelles. RPG adventure set in
colonial Brazil) the world of Araruama.
Castilho, Felipe. O Legado Folclórico (series, Brasil Colonial Aventuras Capixabas RPG: Guia
urban fantasy) do Mestre (2017) by Paulo Caldas. Set in Espírito
Causo, Roberto de Sousa. O Saga de Tajarê Santo, colonial era, using creatures from folklore.
(series, adventure in pre-colonial Brazil) Causos (2017) by Jorge Valpaços and Diego
Fraser, Ian. Araruama: O Livro das Sementes. Bernard. Fantasy and horror in modern settings.
(fantasy in alt-history pre-colonial America) Hi Brazil (2004) by Marcelo Del Debbio.
Kociuba, Lauro. Raízes de Vento e Sangue: 7 Mediaeval fantasy with Brazilian folklore.
Visitas aos Mitos Brasileiros. (short stories) Jaguareté: O Encontro (2017) by Museum of
Modesto, J. Anhangá: A Fúria do Demônio. Archaeology and Ethnology (MAE), UFPR. Based
(adventure/horror in pre-colonial Brazil) on the indigenous perspective of the arrival of the
Saueressig, Simone. A Noite da Grande Magia Portuguese.
Branca, A Fortaleza de Cristal, and the series Os Sóis Mini GURPS: Entradas e bandeiras (1999) by
da América. (fantasy in alt-history pre-colonial Luiz Eduardo Ricon. An adaptation of the GURPS
America) system for colonial Brazil.
Tavares, Bráulio. Sete Monstros Brasileiros (short O Desafio dos Bandeirantes (1992) by Carlos
stories of horror and urban fantasy). Eduardo K. Pereira, Flávio Andrade, and Luiz
Tierno, Walter. Cira e o Velho. (adventure/horror Eduardo Ricon de Freitas. Adventures in an
in colonial Brazil) alternative Brazil.
Vários autores. Brasil Fantástico (short stories of Santa Cruz: O RPG de Horror Barroco Colonial
horror and urban fantasy). (2014) by Leandro L. Santos. Horror in colonial
Brazil, based on the Daemon system.
FILMS SET IN 16TH-CENTURY BRAZIL
How Tasty Was My Little Frenchman (1971), dir.
Nelson Pereira dos Santos
Desmundo (2002), dir. Alain Fresnot
Hans Staden (1999), dir. Luis Alberto Pereira
Rio 2096: A Story of Love and Fury (2013), dir.
Luiz Bolognesi

202
Appendices

From Governor Luís de Brito e Almeida to


King Sebastião I, August 1577

In the past year, in the city of Porto Seguro, a most strange company has come together.
Among its members: a freed slave of African provenance, a German mercenary and a
Spanish woman who is the recent widow of a Portuguese tailor. Strangest of all, the one
who leads this group is a nun: one Sister Vitória de Costa, recently arrived from Lisbon
to work here in the houses of contemplation.

In their expeditions into the jungle, this group has accomplished some extraordinary feats,
of a kind I would hardly expect from even my best men-at-arms. Some of these feats I
shall report to Your Majesty in this letter...

203
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

PRE-GENERATED CHARACTERS

For those would like to start playing quickly, Age


without creating their own characters, on the Passive Defence
following pages we provide eight ready-to-play Active Defence
characters. The name, history, characteristics, Energy
initial skills and other permanent information Money & Gear
are already filled in. It is only necessary to make In the space ‘Points to spend’, write ‘0’
a copy of the sheet and fill in, with pencil, some
initial values for each character: The basic information for each character is below:

PASSIVE
NAME AGE / ACTIVE ENERGY MONEY GEAR
DEFENCE

10 tostões knapsack, hammock, set of clothing


Franz Klein 21 0/2 0 (1,000 réis) (simple), matchlock harquebus, 24
bullets, gunpowder, dagger, bandages

20 vinténs knapsack, hammock, set of clothing


Uira 20 0/1 0
(400 réis) (simple), 2 throwing axes

20 tostões knapsack, hammock, set of clothing


Matondo
22 0/1 0 (2,000 réis) (simple), warhammer, cooking pot,
Masombo
spoon

Luzia 20 tostões
knapsack, hammock, set of clothing
Beretário, 18 0/2 0 (2,000 réis)
(simple), rapier, viola
‘Dayo’

8 tostões
bag, hammock, set of clothing (simple),
Ubiratã 20 0/3 0 (800 réis)
halberd, charamela, engraving tools

knapsack, hammock, set of clothing


30 tostões
Elena Ruiz 22 0/1 0 (simple), set of clothing (fine), cutlass,
(3,000 réis),
scissors, needles & thread

Jewels
knapsack, hammock, feathered
Uaçá* 19 0/0 10 worth 300
headdress, maraca, smoking pipe
réis

Sister
15 tostões bag, hammock, religious habit, lute,
Vitória da 22 0/0 20
(1,500 réis), diary, ink and quill pen, rosary
Costa

* Uaçá’s maximum Endurance should be increased by one circle for having level 3 in Climbing.

204
CHARACTER SHEET
Name Franz Klein Age

Characteristics Physical Condition


1 Miserly Endurance
2 Constant
3 Pessimist

History Critical damage


Notes:
The son of farmers, Franz is a German mercenary
in search of a fortune. He previously sold his
services in the European wars, but he thinks he
can profit more in Brazil. Defence Energy
Physically, he is blond with blue eyes.
Level 1 Level 2 Level 3 Passive Active
Skills Apprentice Practitioner Master
Cost 1 Cost 3 Cost 7 Money & Gear
Points to spend Bonus +3 Bonus +6 Bonus +9

Firearms
Blade Weapons
Soldiery
Climbing
Swimming
Agriculture
Field Medicine
German
Spanish
Tupi

Weapons Damage
CHARACTER SHEET
Name Uíra Age

Characteristics Physical Condition


1 Frank Endurance
2 Inflexible
3 Impulsive

History Critical damage


Notes:
The ‘cabocla’ daughter of a bandeirante and a
Tupiniquim, Uira has lived among natives and
Europeans, but prefers the solitude of the forest.
Physically, she has tanned skin and long black hair, Defence Energy
and mostly European facial features.
Level 1 Level 2 Level 3 Passive Active
Skills Apprentice Practitioner Master
Cost 1 Cost 3 Cost 7 Money & Gear
Points to spend Bonus +3 Bonus +6 Bonus +9

Throwing Weapons
Swimming
Herbalism
Climbing
Impact Weapons
Traps
Foraging
Running
Portuguese
Tupi

Weapons Damage
CHARACTER SHEET
Name Matondo Masombo Age

Characteristics Physical Condition


1 Choleric Endurance
2 Disciplined
3 Prudent

History Critical damage


Notes:
Ex-slave from Kongo, now works as a tracker for
bandeiras (banner companies) and other groups
that travel in the jungle. Muscular man with short
black hair. Looks first to his assets and health. Does
not greatly trust others. Defence Energy

Level 1 Level 2 Level 3 Passive Active


Skills Apprentice Practitioner Master
Cost 1 Cost 3 Cost 7 Money & Gear
Points to spend Bonus +3 Bonus +6 Bonus +9

Tracking
Land Navigation
Physical Strength
Impact Weapons
Canoeing
Animal Husbandry
Cooking
Capoeira
Kikongo
Tupi

Weapons Damage
CHARACTER SHEET
Name Luzia Beretário, ‘Dayo’ Age

Characteristics Physical Condition


1 Impulsive Endurance
2 Competitive
3 Cunning

History Critical damage


Notes:
Dayo is the daughter of a wealthy Portuguese farmer
and a Yoruba woman. Her father gave the name
Luzia, but she prefers ‘Dayo’, from the name Ekundayo,
given by her mother. She hasn’t decided yet which
way to go with life, but for now, the idea of seeking Defence Energy
adventure interests her a lot.
Level 1 Level 2 Level 3 Passive Active
Skills Apprentice Practitioner Master
Cost 1 Cost 3 Cost 7 Money & Gear
Points to spend Bonus +3 Bonus +6 Bonus +9

Riding
Portuguese
Bowed Instruments
Fencing
Firearms
Climbing
Running
Swimming
Persuasion
Yoruba

Weapons Damage
CHARACTER SHEET
Name Ubiratã Age

Characteristics Physical Condition


1 Clownish Endurance
2 Impressionable
3 Chatterbox

History Critical damage


Notes:
Ubiratã is a converted Tupinambá. He likes the
customs of the white people, but still has a love
for the jungle. He dresses in the European style, but
continues to use the round haircut common to the
Tupinambá. Defence Energy

Level 1 Level 2 Level 3 Passive Active


Skills Apprentice Practitioner Master
Cost 1 Cost 3 Cost 7 Money & Gear
Points to spend Bonus +3 Bonus +6 Bonus +9

Polearms
Archery
Swimming
Physical Strength
Engraving
Boxing
Canoeing
Reed Instruments
Portuguese
Tupi

Weapons Damage
CHARACTER SHEET
Name Elena Ruiz Age

Characteristics Physical Condition


1 Impatient Endurance
2 Loyal
3 Tempestuous

History Critical damage


Notes:
Young Spanish widow who worked with her late
husband as a tailor. After his death, she decided to
leave the city in search of adventure. Loves nature
and physical exercise. She has long, straight red Defence Energy
hair and refined features.
Level 1 Level 2 Level 3 Passive Active
Skills Apprentice Practitioner Master
Cost 1 Cost 3 Cost 7 Money & Gear
Points to spend Bonus +3 Bonus +6 Bonus +9

Persuasion
Tailoring
Bargaining
Blade Weapons
Acrobatics
Cartography
Dancing
Folklore
Spanish
Portuguese

Weapons Damage
CHARACTER SHEET
Name Uaçá Age

Characteristics Physical Condition


1Eccentric Endurance
2 Romantic
3 Gullible

History Critical damage


Notes:
Uaçá is a young shaman of the Tabajara, still
in the process of mastering his powers. When his
master passed away, Uaçá decided to continue his
studies away from his home, seeking knowledge Defence Energy
through the ancient spirits of the jungle.
Level 1 Level 2 Level 3 Passive Active
Skills Apprentice Practitioner Master
Cost 1 Cost 3 Cost 7 Money & Gear
Points to spend Bonus +3 Bonus +6 Bonus +9

Climbing
Breath
Spirit World
Control of Nature
Foraging
Defence
Land Navigation
Folklore
Singing
Tupi

Weapons Damage
CHARACTER SHEET
Name Sister Vitória da Costa Age

Characteristics Physical Condition


1Active Endurance
2 Methodical
3 Perfectionist

History Critical damage


Notes:
Daughter of a noble Portuguese family, she chose
a religious life and entered the convent in Lisbon.
After a vision, she decided to move to Brazil and
live in service to the colony. She is a natural Defence Energy
leader, but her perfectionist tendencies irritate some.
Level 1 Level 2 Level 3 Passive Active
Skills Apprentice Practitioner Master
Cost 1 Cost 3 Cost 7 Money & Gear
Points to spend Bonus +3 Bonus +6 Bonus +9

Faith
Healing
Latin
Protection from Evil
Prophecy
Persuasion
Oratory
Poesy
Stringed Instruments
Portuguese

Weapons Damage
Appendices

Quick Reference
FEATS SIZES

DIFFICULTY TARGET SIZE WEIGHT EXAMPLES

Easy 12 Less than


A 100g mice, bats
Intermediate 15 dove, rat, squirrel
B Less than 1kg monkey, fiddler
Difficult 18 crab
Legendary 21 C 2.5 kg rabbit, capuchin
monkey

D 5 kg coati, cat, sloth

MOVEMENT RATES E 10 kg spider monkey

F 20 kg peccary, emu
MOVEMENT SPEED EXAMPLES
(IN KM/H)
G 40 kg giant anteater,
10 100+ falcon, caiman
cheetah
H 80 kg HUMAN, jaguar,
9 90-100 hummingbird pirarucu

8 80-90 duck I 150 kg pig, gorilla, giant


squid
7 70-80 horse
J 300 kg alligator, bluefin
puma, emu, tuna
6 60-70
jaguar horse, cow, polar
K 600 kg bear, leatherback
fox, deer, turtle
5 50-60 rabbit, macaw,
flamingo, L 1,200 kg walrus, giraffe
vulture

4 40-50 elephant, bat M 2,500 kg rhinoceros


(small)

3 30-40 HUMAN, African elephant,


peccary, tapir N 6,000 kg orca, oxalaia
(dinosaur)
2 20-30 bat (large)
Uberabatitan
pig, chicken, O 16,000 kg (largest Brazilian
1 10-20 dinosaur)
mouse

rattlesnake, P 50,000 kg sperm whale


0 Less than 10 sloth, turtle,
mosquito,
snail Q 150,000 kg blue whale

213
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

COINS LAND TRAVEL


Copper
Ceitil (1/6 real) TERRAIN ON FOOT MOUNTED
Real (1 real)
III Reais (3 réis)
Trails and 6 leagues/day 12 leagues/day
plains (32 km/day) (64 km/day)
V Reais (5 réis)
Patacão (10 réis) Moun- 3 leagues/day 6 leagues/day
tains (16 km/day) (32 km/day)
Silver Dense 2 leagues/day 1 leagues/day
Meio Vintém (10 réis) woods (10 km/day) (5 km/day)
Vintém (20 réis)
Meio Tostão (50 réis)
Tostão (100 réis)
WATER TRAVEL

Gold TERRAIN CANOE OR ROWING BOAT


Engenhoso (500 réis)
3 leagues/day
São Vicente (1,000 réis) River
(16 km/day)

ALLIES AND ENEMIES

PEOPLE ALLIES ENEMIES

Temiminó, Tabajaras, French, Tamoio, Potiguara, Caeté, Aimoré,


Portuguese
(Tupiniquim), (Tupinambá) (Tupiniquim), (Tupinambá)

French Tamoio, Potiguara Portuguese, Temiminó, Tabajara

Tupinambá Tupiniquim, Caetés, Tupinaé, Maracá

Tremembé (Potiguara) Tabajara, (Potiguara)

Tabajara Portuguese French, Potiguara, Tremembé

Potiguara French, (Tremembé) Portuguese, Tabajara, Caeté, (Tremembé)

Caeté Portuguese, Potiguara, Tupinambá, Tupinaé

Tupinaé Caeté, Tupinambá, Maracá

Maracá Tupinaé, Tupinambá

Aimore Portuguese

Tupiniquim (Portuguese) Tupinambá, Papanase, (Portuguese)

Papanase Goitacá, Tupiniquim

Goitacá Papanase, Tupiniquim, (Portuguese)

Tamoio French Portuguese, Temiminó, Goitacá, Guaiana

Temiminó Portuguese French, Tamoio

Guaiana Carijó, Tamoio

Carijó Guaiana

214
Appendices

WEAPONS

WEAPON SKILL HANDS TO USE/RANGE DAMAGE NOTES


WIELD
Spear Throwing 1 (throw) Medium range 2
(Polearms) 2 (melee) or melee
Throwing Throwing 1 (throw) Short range or 1
Knife (Blade) 1 (stab) melee
Throwing Throwing 1 (throw) Short range or 2
Axe (Impact) 1 (slash) melee
Dagger Blade 1 Melee 1
Cutlass Blade 1 Melee 2
Broadsword Blade 2 Melee 2 (3)**
Knife Blade 1 Melee 1
Machete Blade 1 Melee 1
Takes one round to reload
Harquebus Firearms 2 Long range 3 between shots
Needs a round of
preparation before the first
Musket Firearms 2 + fork Long range 4 shot. Takes two rounds to
reload between shots
Takes one round to reload
Pistol Firearms 1 Medium range 2 between shots

Battleaxe Impact 2 Melee 2 (3)**


Warhammer Impact 2 Melee 2 (3)**
Club Impact 1 Melee 2
Halberd Polearms 2 Melee 2 (3)**
Lucerne
Hammer Polearms 2 Melee 2 (3)**

Pike Polearms 2 Melee 2


Zarabatana Blowgun 2 Medium range 1
Takes one round to reload
Crossbow Mechanical 2 Long range 2 between shots
Bow and
Arrow
Archery 2 Long range 1

Rapier Fencing 1 Melee 2

*The weapons listed only for ranged use (such as harquebus, pistol, bow and arrow) can also be used in hand-to-hand battles, with a -3
penalty on attack tests, due to the difficulty in handling these weapons in these conditions.

**To use these weapons, you must have Physical Strength level 1 or higher. Upon reaching Physical Strength level 3, the damage done
increases to 3.

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THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

WEAPON RANGES

EXTENDED RANGE
NORMAL RANGE EXTREME RANGE MAXIMUM RANGE
WEAPON (INTERMEDIATE
(EASY FEAT) (DIFFICULT FEAT) (LEGENDARY FEAT)
FEAT)
3 to 9 varas 9 to 18 varas 18 to 23 varas 23 to 27 varas
Spear
(3 to 10 m) (10 to 20 m) (20 to 25 m) (25 to 30 m)
Throwing 3 to 5 varas 5 to 9 varas 9 to 12 varas 12 to 14 varas
Knife (3 to 6 m) (6 to 10 m) (10 to 13 m) (13 to 15 m)
Throwing 3 to 5 varas 5 to 9 varas 9 to 12 varas 12 to 14 varas
Axe (3 to 6 m) (6 to 10 m) (10 to 13 m) (13 to 15 m)
3 to 27 varas 27 to 50 varas 50 to 73 varas 73 to 95 varas
Harquebus
(3 to 30 m) (30 to 55 m) (55 to 80 m) (80 to 105 m)
3 to 40 varas 40 to 64 varas 65 to 86 varas 86 to 109 varas
Musket
(3 to 45 m) (45 to 70 m) (70 to 95 m) (95 to 120 m)
3 to 9 varas 9 to 18 varas 18 to 27 varas 27 to 36 varas
Pistol
(3 to 10 m) (10 to 20 m) (20 to 30 m) (30 to 40 m)
3 to 9 varas 9 to 18 varas 18 to 23 varas 23 to 27 varas
Zarabatana
(3 to 10 m) (10 to 20 m) (20 to 25 m) (25 to 30 m)
3 to 27 varas 27 to 45 varas 45 to 64 varas 64 to 82 varas
Crossbow
(3 to 30 m) (30 to 50 m) (50 to 70 m) (70 to 90 m)
Bow and 3 to 32 varas 32 to 55 varas 55 to 77 varas 77 to 100 varas
Arrow (3 to 35 m) (35 to 60 m) (60 to 85 m) (85 to 110 m)

ARMOUR SKILLS THAT INCREASE YOUR


MAXIMUM ENDURANCE VALUE
HANDS TO (AT LEVEL 3)
ITEM EFFECT
USE

Armour doublet or +1 Passive Acrobatics Swimming


0
breastplate/cuirass Defence Climbing Boxing*
+1 Passive Physical Strength Capoeira
Helmet 0 Running Wrestling
Defence

+1 Active
Shield 1 * In the case of Boxing, the character gains a point of
Defence
Endurance at level 2 an another at level 3.

USE OF SUPERNATURAL POWERS ENERGY

POWER FEAT POINTS OF FAITH, DAILY


OR DIVINE REQUIRED ENERGY USED BREATH OR ENERGY
GRACE LEVEL IFÁ LEVEL
1 Easy 1 1 5
2 Intermediate 2 2 10
3 Difficult 4 3 20

216
Appendices

COMBAT ACTIONS

ACTION SKILLS TEST EFFECT


An easy feat, subtracting
Weapon or
Attack, Melee Active Defence. Penalty of Normal damage
Martial Arts
-3 for ranged weapons

Weapon (hand A difficult feat,


Attack,
to hand) or subtracting Active Add 2 points of damage to the attack
Strong
Martial Arts Defence.

An easy feat, subtracting


Attack, Weapon
Passive Defence. (May vary Normal damage
Ranged (ranged)
according to distance.)

A difficult feat,
Attack, subtracting Active Defence Hit specific body part: 2 extra damage or
Weapon
Precise for melee attacks or mediator-defined effect
Passive Defence at range.

Add +2 to an ally’s subsequent attack in the


Assist Attack none none
same combat zone

Reduce your Active Defence to your Passive


Defence value, adding the difference to the
Protect none none
Active Defence of another character in the
same zone (against creatures up to size J)

Firearms or
Reload Mechanical none Reload firearm or mechanical weapon
Weapons

Weapon A legendary feat,


Knock the opponent’s weapon from their
Disarm (melee) or subtracting Active
grasp
Martial Arts Defence.

Against opponent’s
Grapple Wrestling Weapon or Martial Arts Immobilize the opponent (up to size H)
level

Penalty -2 against melee attacks until the


Defend
none automatic end of the round (against creatures up to
Yourself
size J)

Capoeira or
Dodge An intermediate feat +2 Passive Defence until end of round
Acrobatics

Approach the Leave the Free state in order to enter a


none none
Enemy combat zone

Leave current combt zone for the Free state


Move Away
none none but subject to free attacks from all enemies
from Combat
in the same zone

Use Skill any any Attempt a feat

Use Item none none Apply the effect of an item

Escape none none Enter the state Escaping

Surrender none none Ask enemies for mercy

COMBAT STATES Free In Combat Escaping

217
THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

SKILLS

GENERAL WILDERNESS SKILLS WEAPON SKILLS MARTIAL


SKILLS Canoeing Archery ARTS
Acrobatics Climbing Blade Weapons Boxing
Field Medicine Folklore Blowguns Capoeira
Physical Strength Foraging Fencing Wrestling
Prestidigitation Herbalism Firearms
Riding Land Navigation Impact Weapons
Running Tracking Mechanical Weapons
Stealth Traps Polearms
Swimming Wildlife Lore Throwing Weapons

SOCIAL SKILLS MILITARY AND CRAFTS ARTS


Bargaining NAVAL SKILLS Cobbling Cooking
Oratory Artillery Cooperage Dance
Persuasion Soldiery Goldsmithing Drawing
Seafaring Gunsmithing Engraving
Ironworking Painting
Joinery Poesy
Tailoring Sculpture
Singing
Theatre

MUSICAL OTHER TRADES ACADEMIC LANGUAGES


Accounting STUDIES1 Portuguese
INSTRUMENTS
Administration Astronomy Latin
Bowed Instruments
Agriculture Humanities Spanish
Keyboard Instruments
Animal Husbandry Law French
Percussion
Architeture Mathematics Arabic
Reed Instruments
Arrow-Making Medicine
Stringed Instruments
Barber-Surgery Philosophy Tupi
Wind Instruments
Carpentry Physics Guarani
Cartography Theology Aimoré
Commerce Goitacá
Dog Training 1
Level 2 in Latin is Maracá
Engineering required to study Tremembé
Masonry these academic
Mining areas. Ewé
Scrivening Fon
Yoruba

Kikongo
Kimbundu
Umbundu

218
Appendices

SKILLS

DIVINE GRACES2 POWERS OF BREATH3 POWERS OF IFÁ4

Faith Breath Ifá


Blessing Detection
1 – Bless +1 Benevolent Powers: 1 – Detect Poison
2 – Bless +2 Cure 2 – Detect Magic
3 – Bless +3 1 – Cure Wounds 3 – Detect Obstacle
Daily Bread 2 – Cure Venom Fortune
1 – Restore Food 3 – Cure from Afar 1 – Fortune +1
2 – Find Food Defence 2 – Fortune +2
3– Multiply Food 1 – Grant Luck 3 – Fortune +3
Defence Against Magic 2 – Protection Health
1 - Sense Magic 3 – Closed Body 1 – Cure Wounds
2 – Protection from Magic
Life 2 – Cure Maladies
3 - Dissipate Magic
1 – Give Strength 3 – Ward Off Death
Healing
2 – Cure Illness Influence
1 – Relieve Pain
3 – Return to Life 1 – Calm
2 – Remove Fever
2 – Change Sentiments
3 – Expel Afflictions
Malign Powers: 3 – Enchant
Miraculous Events Death Negative Energy
1 – Prolong the Weather 1 – Drain Strength 1 – Cause Injury
2 – Prolong the Day 2 – Send Disease 2 – Weaken Enemy
3 – Divine Coincidence 3 – Send Death 3 – Avert Enemy
Prophecy Harm Protection
1 – Divine Vision 1 – Cause Wounds 1 – Protection Against Enemies
2 – Sense Life 2– Poison 2 – Protection Against Weapons
3 – Seekthe Truth 3 – Injure from Afar 3 – Protection Against Magic
Protection from Evil
Weakness Spiritual Manipulation
1 - Foresee Evil
1 – Grant Misfortune 1 – Communicate with the
2 - Defence Against Evil
2 – Undefended Ancestors
3 - Banish Evil
3 – Open Body 2 – Curtail Time
3 – Create Sigidi

Neutral Powers:
Control of Nature
1 – Control over Plants
2 - Create Food
3 - Transformation
Counter Magic
1 - Locate Magic
2
The character must have a level
2 - Identify Magic
of Faith equal to or above the
3 – Unweaving
level of all other graces.
Spirit World
3
The character must have a level 1 – Communicate with Spirits
of Breath equal to or above the 2 – Spiritual Voyage
level of all other powers. 3 - Transportation
4
The character must have a level Weather
of Ifá equal to or above the level of 1– Foresee Weather
all other powers. 2 - Natural Phenomena
3 – Tempest

219
t
en
m
le
pp

COMING SOON:
Su

extraordinary adventures in

The first setting supplement for The


Elephant & Macaw Banner Roleplaying
Game contains a cornucopia of
resources to enrich your campaign.
There is a description of the
captaincy, dozens of new creatures
and artifacts, and an epic adventure:
The Restoration of France
Antarctique.
Explore more of this
incredible world!
Enjoyed this book? Get to know the award-winning stories
that inspired the game, already published in the United States,
China, Spain and around the globe.

Visit www.EAMB.org to find out more.


THE ELEPHANT & MACAW BANNER | ROLEPLAYING GAME

LIST OF IMAGES

ILUSTRATIONS
Cássio Yoshiyaki 11, 24, 56, 65, 75, 77, 103, 121, 122, 139, 143, 149, 157, 171
Ernanda Souza 15, 23, 34, 59, 79, 85, 89, 105, 133, 166
Gabriel Rubio 32, 45, 61, 94, 132, 164
Guilherme Da Cas 28, 135
Marcela Medeiros Capa, 30, 51, 81, 83, 87, 92, 114
Rodrigo Camilo de Almeida 13, 18, 36, 46, 109, 151, 175
SulaMoon 63, 67, 69, 71, 73, 112, 118, 120, 124, 126, 127, 136, 163, 198-199

INFOGRAPHICS & MAPS


Filipe Borin 41, 68, 72, 74, 91, 96, 154, 158, 162, 168, 173

CHARACTER SHEET

On the next page, we provide a character sheet that can be copied and filled out for your characters in the
world of The Elephant & Macaw Banner.

You can download this character sheet and other resources from porcupinegames.com/EAMB

222
CHARACTER SHEET
Name Age

Characteristics Physical Condition


1 Endurance
2
3

History Critical damage


Notes:

Defence Energy

Level 1 Level 2 Level 3 Passive Active


Skills Apprentice Practitioner Master
Cost 1 Cost 3 Cost 7 Money & Gear
Points to spend Bonus +3 Bonus +6 Bonus +9

Weapons Damage

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