Professional Documents
Culture Documents
All Bas-Lag novels, and all the names and terms found within them are the property of China Miéville and his publishers, Macmillan
and/or Del Rey.
All D&D terms and rules are owned by Wizards of the Coast. All Pathfinder terms and rules are owned by Paizo.
Images
http://clintcearley.deviantart.com/art/Prismatic-Spray-Dungeons-and-Dragons-479688193
http://theikarvs.deviantart.com/art/The-sand-wizard-380508459
http://solidtom.deviantart.com/art/Mogogol-wizard-142589659
https://robertfinkelstein.files.wordpress.com/2009/06/lightning-tree.jpg
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http://www.creaturespot.com/main/2013/7/29/catoblepas-and-friends.html
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http://mytevisjourney.blogspot.com/2012/12/support-your-local-cyborg-horse.html
Somaturge Class
CthulhuM is responsible for the creation of the wonderfully detailed somaturge class and is unaffiliated with me.
http://www.giantitp.com/forums/showthread.php?49859-base-The-Somaturge-Because-it-s-about-time-DnD-had-a-real-pet-class
1
Contents
History...............................75
Government & Politics......77
Other Gods of Bas-Lag.........122
Croom..............................122
Military & Police ...............79
Introduction.................................3 Calandar & Dates ..............79
Dahnesch.........................122
Khyriad.............................122
A Bas-Lag Campaign ...............3 Rivers & Waterways .........79
Rails & Industry.................80
Krinan-Flaherti.................122
Characters.....................................4 Districts & Boroughs.........81
Sobki................................122
Troikinity..........................123
Environs & Localities.........90
Races..........................................4 Khepri Pantheon.....................123
Human ..............................4 Geography of Bas-Lag...............94 Awesome Broodma.........123
Anophelii...........................5 Torque Zones....................94 Artspitter.........................123
Borinatch...........................6
Cactacae............................7
Rohagi........................................96 Nurse...............................123
Cold Claw Sea....................96 The Tough Sisters............123
Ge-ain (The Tardy) ........8 Air Harvester...................123
The Gengris....................96
Mountain Cactacae........9 Elyctric Devil....................124
Jangsach.........................97
Corokanth..........................9 Insect Aspect...................124
Kar Torrer Kingdom........98
Cray..................................10 Wingsister........................124
Yanni Seckilli...................99
Garuda.............................11
Gessin..............................12
Cymek Desert...................100 Timeway Pantheon................124
Dreer Samher...............101 Sanshad...........................124
Handlingers......................13
Shankell........................101 Others.............................124
Hotchi...............................15
Galaggi Veldt....................103
Khepri...............................16
Maru’ahm.....................103 Manifold Horizon...................125
Llorgiss..............................17 Tesh Moments................125
Tesh..............................104
Manfish.............................18
Scabmettlers.....................19
Hinter...............................106 Corokanth Pantheon...............127
The Brothers.................106
Stiltspear...........................20
Gharcheltist..................107 Trow Pantheon.......................128
Trow..................................22
Vodyanoi...........................23
Lubbock............................108 Atheism....................................128
Suroch..........................108
Vu-murt............................24
Middling Sweeps.............108 Domains....................................129
Templates.................................25 Neovadan.....................109
Bestiary........................................132
Thanati.............................25 Vadaunk.......................109
Anophelii Female.............133
Torque-Touched...............26 Ragamoll..........................111
Avanc...............................134
Classes.......................................27 Cobsea..........................111
Myrshock......................111
Bonefish...........................134
Elementarii ......................28 Catoblepas.......................135
Shatterjack.......................112
Metallo-thaumaturgist.....32 Chelona............................135
High Cromlech..............112
Somaturgist .....................42 Construct, Crowd.............136
Wormseye Scrub..............113
Prestige Classes........................47 Troglodopolis...............114
Construct, War.................136
Echinoid Rex....................137
Biothaumaturgist..............47 Yoraketche...................114
Elementals.......................137
Chromathaumaturgist.......53
Communicatrix..................54
The Rohagi Coast....................115 Ghul.................................142
Geoempath........................55 The Swollen Ocean.................117 Glucliche..........................142
Grindylow........................143
Mossist...............................56
Physicothaumaturgist........57
Shoteka.....................................118 Homegrub........................144
Subvocalturgist..................59 Bered Kai Nev.........................119 Inchman...........................145
Pangolin Rex....................146
Feats...........................................60 Elsewhere on Bas-Lag............119 Ptera-Bird........................146
Skills..........................................61 Deities..........................................120 Remade, Horse................147
Remade, Nashorn............147
Gear.............................................61 Major Gods of Bas-Lag...........120 Rooster, Giant..................148
Remade.......................................64 Crawfoot..........................120 Seawyrm..........................148
Slake Moth.......................149
Darioch............................120
Thaumaturgy................................65 Mother Limpid.................120 Throng-Bear.....................150
Vinhog..............................151
Languages......................................73 One True God ..................120
Palgolak ...........................121 Wake-Tree.......................151
History...........................................74 Salter................................121
Solenton...........................121
Weaver............................152
Wyrman...........................153
New Crobuzon..............................75 St. Jabber.........................122 Zombie.............................153
2
Introduction
The Bas-Lag trilogy of novels by China Miéville, beginning Bas-Lag is also a world rapidly embracing
with the brilliant Perdido Street Station, did not initially industrialization. Many cities in the world have come to
remind me of the kind of fantasy world that one would play depend upon steam engines, locomotives, gear-driven
Dungeons & Dragons in. The world within that novel, while mechanoids, cameras, printing presses, firearms, and
inspired, did not contain many of the typical themes or aerostats.
elements that one normally associates with D&D. “Magic” does not exist here, because “magic” implies
Then, in near the end of the story, the party of three something mystical, spiritual, fantastical, something unknown
rough-and-tumble adventures swooped in to save the day, and unknowable, beyond the reach of the common man. No,
and it became clear – Bas-Lag was exactly the kind of world in Bas-Lag, “thaumaturgy” is a respected science, and being a
I’d like to play D&D in. master thaumaturgist is no more remarkable than being a
master engineer or doctor – impressive, but my no means the
stuff of legend.
3
hair (for men) from sparse to thick. Members of this race are
Character Races
The world of Bas-Lag is populated by great many strange
single century.
Relations
Interstate relations vary from nation to nation, but most
human-dominated lands are relatively insular and are at least
and peculiar races. From plants that walk and talk, to men a little wary of other lands. Direct warfare is uncommon in
who use their blood as a weapon, this list includes the most the modern era, ever since the invention of weapons of mass
notable and populous races of the Rohagi continent. destruction, such as colourbombs and torque bombs.
(Note: “LA” denotes “Level Adjustment,” a measurement Human Lands
of how much more powerful a race is inherently, compared to Many, although not all, of the major states of Bas-Lag are
humans. “DL” denotes “Difficulty Level,” a measure of how human dominated. The highest concentrations of humans are
challenging it would be to play a character of this race in a in the central latitudes of Rohagi.
typical setting due to story reasons – usually due to aberrant Human lands generally include relatively large numbers
cultural or physical qualities.) of nonhumans (compared, for instance, to the number of
non-vodyanoi who live in vodyanoi lands).
Races At A Glance Religion
Race Adjustments Favored Class LA DL Unlike members of some other races, humans do not
Human – Any 0 0 have a chief racial deity. Jabber, the patron saint of New
Anophelii (m) -2 Cha, Str; +4 Int Wizard 0 9
Borinatch -2 Cha; +2 Str Ranger 2 5
Crobuzon, is a very commonly worshiped deity in some
Cactacae -4 Dex; +2 Con; +4 Fighter 2 0 human lands, but his reverence is far from universal. Some
Str humans are the most ardent and zealous adherents of a given
Ge-ain -6 Dex; -2 Wis, Int; Barbarian 4 7 religion, while others are the most impious people around.
+6 Con; +8 Str
Language
Mountain -4 Dex; +2 Con, Str Fighter 0 0
Corokanth -2 Cha; +2 Str Fighter 1 2 The most common language in human lands tends to be
Cray -2 Dex; +2 Cha Bard 0 3 Ragamoll. There are several dialects, but they are all fairly
Garuda -2 Cha; +2 Dex Ranger 1 1 similar. Humans also tend to be proficient in whichever
Gessin -4 Dex; -2 Int; +4 Barbarian 2 2 regional dialect they are nearest to, such as Galaggi or Fellid.
Str; +2 Con
Handlinger -4 Str; +4 Int Wizard 3-5 8 Thaumaturgy
Hotchi -2 Int; +2 Wis Druid 0 0 Humans are capable of becoming excellent
Khepri -2 Cha, Con; +2 Rogue 0 1 thaumaturgists. Most human communities claim some users
Dex, Wis of the arcane.
Llorgiss -2 Str; +2 Int Cleric 1 3
Adventurers
Manfish – Druid 0 6
Scabmettler -2 Cha; +2 Str Monk 2 4 Human adventurers are the most audacious, daring, and
Stiltspear -2 Int; +2 Dex Somaturge 1 6 ambitious members of an audacious, daring, and ambitious
Trow -2 Dex, Int; +4 Con Barbarian 0 6 race. A human can earn glory in the eyes of her fellows by
Vodyanoi -2 Wis; +2 Cha Sorcerer 0 0
amassing power, wealth, and fame.
Vu-murt -2 Str; +2 Dex Rogue 0 1
Cactacae, Mountain
sight.
13
Personality become powerful practitioners due to their intelligence and
Handlingers come in two forms: dextrier (or right- long life-spans.
handed) and sinistral (or left-handed.) Each type has its own Adventurers
purpose: the sinistrals are the nobles and rulers, clever in On the one hand, handlingers will do whatever is
strategy. The dextriers provide muscle – stronger in combat necessary to survive, which may well involve certain
and able to provide their host bodies with powerful abilities. components of adventuring. But on the other, they above all
When the two types meet, dextriers always defer to sinistrals else seek to hide themselves, which usually involves leading a
because of the sinistral’s ability to lock dextriers out of host tame life.
bodies.
Handlingers have absolutely no concern for their hosts’ HANDLINGER RACIAL TRAITS:
wellbeing. Normally, a handlinger will find one particular host Type: Aberration (symbiont)
and stay with it for as long as possible, even for decades, -4 Strength, +4 Intelligence.
hiding its true nature from everyone else it comes into Tiny: As Tiny creatures, handlingers gain a +2 size
contact with – handlingers, as a rule, are not wanton body- bonus to Armor Class, a +2 size bonus on attack rolls,
hoppers. The risk of discovery is too great for such and a +8 size bonus on Hide checks, but their lifting
behavior. However, when circumstances dictate, and carrying limits are one-half those of Medium
handlingers can and will use bodies in destructive creatures. Handlingers have a reach of zero feet,
ways, perhaps pushing their host to death from meaning they must enter an opponent’s square to
extreme physical exertion. attack in melee combat, and draw an attack of
The host of a handlinger need not be opportunity when doing so.
humanoid, or even sentient. Some Handlinger base speed is 10 feet.
handlingers are content to possess dogs or Damage Reduction: 5/silver (handlinger
other common animals in lieu of only, not host).
humanoids. Blindsight (Ex): A handlinger is
Physical Description blind, but its entire body is a
Handlingers bear a striking heightened sensory organ that can
resemblance to a human hand and ascertain prey by scent and vibration. This
forearm. They have strong digits and a allows it to discern objects and creatures
powerful whip-like tail. They insert their tails within 60 feet. A handlinger attached to a host
into their hosts and override their nervous shares sensory input with the host, and also
systems. They weigh no more than 5 pounds. confers blindsight upon the host.
Relations Limited Telepathy (Su): Handlingers can
Handlingers always hide their true nature communicate telepathically with their host
from others, because almost anyone would kill a bodies and other handlingers within 60 feet.
handlinger on sight – the threat of possession, Sinistral handlingers can also use this telepathy
obviously, instills a great fear in others. to override the link between dextrier handlingers
Handlinger Lands and their hosts, effectively locking the dextrier out
Handlingers have no central authority. of its host body.
They live as individuals or, uncommonly, in Skills: Handlingers use their Dexterity bonus
very small communities. In fact, they are so rather than their Strength bonus for Climb and
uncommon that many people do not believe Jump checks (handlinger only, not host).
handlingers really exist, instead relating them to bogeymen. Paralyzing Touch (Ex): A successful tail whip attack
Religion injects a powerful sedative that paralyzes its victim
There is no organized religion among the handlingers. for long enough for the handlinger to assume control
They are far too self-obsessed and selfish to offer praise or of the host. Unless the victim makes a successful DC
fealty to any god. 16 Fortitude save, it is paralyzed for 1d6 rounds.
Language
Improved Grab (Ex): To use this ability, a handlinger
Handlingers speak the languages of their hosts, as well as
must hit an opponent up to Large size with a tail
a secret tactile language that requires them to touch another
whip attack. It can the attempt to start a grapple as a
of their species, but which allows them to share information
free action without provoking attacks of
completely, and without error. Failing this, handlingers can
opportunity. If it wins the grapple check, it
also communicate telepathically with one another.
establishes a hold and can attempt to ride flesh. The
Thaumaturgy
handlinger receives a +12 racial bonus to grappling.
Many handlingers do not pursue thaumaturgical studies,
Ride Flesh (Su): A handlinger can dig into a living
either believing their own innate powers are more than
creature’s body, slipping its wormlike tail into flesh,
sufficient, or being too fearful of drawing unwanted
while the hand-shaped portion of its body remains
attention. Those who do study thaumaturgy, though, can
outside its host, often hidden in a purse,
pouch, or under a scarf or a fold of flesh, such 14
as a groin or underarm. This process requires a single as well. A symbiont uses the host’s saving throws if
round. The perspective host can make a Will save better than its own. A spell that the host body is able
(DC 15 + the handlinger’s Int modifier,) to avoid to cast on itself also affects the handlinger. A host
becoming a host. If successful, the handlinger may can also cast a spell with the target of “you” on the
not try to infest the same host for 24 hours. handlinger instead. The symbiont may do likewise.
Incorporeal creatures and creatures immune to They both can share spells even if the spell would
critical hits are immune to this ability; creatures who normally not effect creatures of a certain type. Spells
are immune to mind-altering effects are immune. targeted on the host by another spellcaster to not
The victim’s actions are completely controlled affect the symbiont.
by the handlinger. While attached, the handlinger Automatic Languages: Handlinger, Ragamoll, host
uses the host’s physical ability scores instead of its telepathy. Bonus Languages: Any (other than secret
own. It can use any of the host’s skills, feats, spells, languages such as Druidic.)
and other abilities. The handlinger also has access to Favored Class: Wizard
all of the host’s memories and knowledge. The host Level Adjustment:
does not gain the handlinger’s damage reduction. A o Sinistral: +3. Blindsense, the ability to control
handlinger can remain attached indefinitely, and can other’s bodies, and a good chance of surviving
even leave the body and return to it. Leaving and what would be “death” for a typical character
returning requires the handlinger to spend no more make sinistrals very powerful.
than 1 hour apart from its host, after which time the o Dextrier: +5. The above abilities, plus a breath
host regains control of itself. Over time, (2d4 weeks,) attack and the ability to fly make dextriers a
the handlinger slowly ruins the host’s natural force to be reckoned with.
nervous system, and the host becomes unable to Difficulty Level: 8 (of 9). Handlingers are rare, and
move or act if abandoned by the handlinger. despised by pretty much everyone. The best hope a
A handlinger can abandon a host body as a full- handlinger party member has is to hide his nature
round action that deals 1d8 points of damage to the from everyone, including his companions.
host. A handlinger can be forced to abandon the
body by a dispel evil spell (caster must succeed in a
DC 18 caster level check,) or a heal or limited wish
spell (which automatically succeeds and does no
Hotchi
damage to the host.) The death of the host body This race of hedgehog-folk tend to dwell in small forest
does not harm the handlinger, unless the effect communities, living off of the land.
utterly destroys the body, (such as a disintegration Personality
effect, or being overrun by lava,) although it is Most hotchi are relatively friendly and easy-going; yet,
automatically expelled from the host and stunned like any people who have what it takes to survive in the harsh
for 1d4 rounds. wilderness, they can be cold and pragmatic when the
situation calls for it. Their rural communities make do without
Spitsear (Su): A dextrier handlinger can force its host
any modern technological amenities, although they are
to breathe acidic fire in a 30-foot cone for 3d6 points
usually more than willing to trade for any practical
of fire damage and 3d6 points of acid damage once
implements that could increase their chances of survival, such
every 1d4 rounds. A DC (10 + the handlinger’s host’s
as firearms.
Dex modifier) Reflex save results in half damage.
Physical Description
Enhance Host (Su): A dextrier handlinger greatly
The hotchi resemble bipedal hedgehogs, complete with a
enhances the power of its host body, granting it a +6
coat of sharp spines. These spines are typically short, with a
enhancement bonus to Strength and the ability to fly
length of one to two inches, but some individuals possess
at a speed of 60 feet with good maneuverability.
spines which are considerably longer. The spines usually
Symbiont Traits: While attached to a host, the
cover the back and flanks of hotchi, leaving their front, face,
symbiont is in complete control; the host does not
and limbs covered only in a short furry coat. Some individuals
get a separate turn. It is not flat-footed unless its
who live with humans take to filing their spines blunt.
host is. If the handlinger is clearly visible, opponents
Hotchi, much like humans, can have a wide range of body
can attack the symbiont instead of the host; this
types, from short and thick to tall and thin, although they are
works the same way as attacking an object. The
typically shorter than the average human.
handlinger gains the host’s Dex modifier for AC
Relations
instead of its own, as well as any deflection bonus to
Hotchi communities tend to keep to themselves,
AC. Its own size modifier and any natural armor
although they also typically welcome visitors who happen by.
bonus apply. Attacking the symbiont provokes an
The hotchi, as a whole, have no enemies.
attack of opportunity from the host.
Hotchi Lands
A handlinger never takes damage from attacks
The hotchi have no organized kingdoms or cities, and
directed at the host, unless such an attack would
only a handful of scattered communities, mostly in the
also damage any magic items the host was carrying
Rudewood south of New Crobuzon and the 15
surrounding grasslands. They live comfortably in nearly any Favored Class: Druid.
climate, and their dwellings and villages blend in with the Level Adjustment: +0.
natural world around them. A minority have moved to urban Difficulty Level: 0 (of 9). While only common near
environments, living in New Crobuzon and Myrshock, while New Crobuzon, hotchi are unobtrusive anywhere.
still others have taken to coastal towns.
Hotchi villages get most of their food from gathering fruit
and hunting small game, although those who dwell in the
grasslands do plant some crops.
Khepri
Religion The khepri are a race of women with
enormous beetles for heads, who must
A highly practical people, hotchi don’t
communicate with other races via sign
waste much time on lengthy religious
language. The males of the species are small
practices. Most follow the sensible, easy-
and animal-like.
going goddess Krinan-Flaherti.
Khepri are not native to the Rohagi
Language
The hotchi language is described as continent. The first small band of khepri
arrived about seven hundred years ago, not
harsh sounding, featuring barks and deep
long after the first recorded human
sounds from the back of the throat. Hotchi
expedition was sent to the Bered Kai Nev
who learn Ragamoll often retain a strong
continent, far across the eastern sea. It
and distinctive accent.
Thaumaturgy wasn’t until one hundred years ago, though,
that a massive wave of khepri arrived on the
Many hotchi demonstrate a low-level
shores of Rohagi, an exodus consisting of
natural ability to commune with nature via
hundreds of ships known as the Tragic
thaumaturgical means, and those who seek
to deepen this bond expand their abilities Crossing.
An unknown catastrophe, referred to as
along similar avenues.
the Ravening, nearly wiped out the khepri
Adventurers
The hotchi’s intrinsic skill to survive in civilization on Bered Kai Nev, and the last
desperate survivors set sail across the ocean
the wild would make them excellent
to Rohagi. No khepri alive today knows the nature of this
adventurers, although few choose to leave their close-knit
disaster, as the original survivors refused to speak of it. In
communities.
fact, they went as far as to purposefully forget ten thousand
years of khepri history. The most popular theory is that
HOTCHI RACIAL TRAITS:
human explorers unwittingly introduced a disease to the
+2 Wisdom, -2 Intelligence.
khepri, although in truth nobody knows the cause of the
Medium: As Medium creatures, hotchi have no
Ravening for certain.
special bonuses or penalties due to their size.
Personality
Hotchi base land speed is 30 feet.
As a society, khepri place less value on immediate family
Low-Light Vision: A hotchi can see twice as far as a and more on clan and extended families. These large units
human in starlight, moonlight, torchlight, and similar are called hives and their subdivisions are called moieties.
conditions of poor illumination. They retain the Khepri society is also deeply sexist and matriarchal, because
ability to distinguish color and detail under these its males are far too stupid to contribute to civilization in any
conditions.
way. Most khepri sisters treat male khepri with contempt,
Damage reduction 2/bludgeoning. kicking them out of the way and regarding them as animals.
+2 racial bonus on Survival and Listen checks; hotchi However, typical khepri have no opinion on the males of
have an innate link to the natural world. other species.
Spines: Thousands of tough spines cover the hotchi Individually, khepri are capable of integrating with other
body. These protrusions allow them to deal 1d4 societies, but even then they prefer to live and interact with
points of lethal damage (instead of 1d4 nonlethal) their own kind. It is uncommon for an individual khepri to live
when they choose to deal damage as part of a with no other khepri in her life.
successful grapple. Female khepri brush their antennae in greeting to one
Because of their thick coat of spines, hotchi have a another, much as humans shake hands. The leaders of khepri
difficult time wearing armor. The maximum communities are called broodmothers.
Dexterity bonus of the armor is reduced by 1, and Physical Description
the armor check penalty is worsened by 2. The males and females of the khepri race differ
Spell-Like Abilities: 1/day – pass without trace, speak dramatically. The males are small, insectile animals,
with animals. essentially mindless 2-foot-long scuttling things unable to do
Automatic Languages: Hotchi, Ragamoll. Bonus more than feed and reproduce.
Languages: Any (except secret languages, such as The females, on the other hand, are humanoid in
Druidic.) appearance. In fact, from the neck down, they are 16
nearly identical in appearance to a human female. Their than capable of studying thaumaturgy in general, if given the
heads, however, are different entirely. opportunity.
The female head consists of a 2-foot-long headscarab Adventurers
which resembles an enormous beetle, complete with wiggling Khepri tend to have a desire to stay with their hives, but
legs, vestigial wings beneath powerful casings, mandibles, those who venture out into the world tend to be versatile
antennae, and compound eyes. Their mouthparts cannot enough to handle themselves well.
communicate in Ragamoll or any other tongue, and khepri
are forced to communicate with other races via sign language KHEPRI FEMALE RACIAL TRAITS:
or written notes. Among themselves, the khepri converse by +2 Dexterity, +2 Wisdom, -2 Constitution, -2
scent and complex chemical gusts which other races can Charisma.
smell and taste, but cannot understand. As Medium creatures, female khepri have no special
Uniquely, female khepri are capable of bonuses or penalties due to their size.
extruding a pliable, waxy substance from the back of Khepri base land speed is 30 feet.
their headscarabs, (called “khepri-spit,”) which is used as Darkvision: Khepri can see in the dark up to 60 feet.
a construction material. All khepri buildings and Darkvision is black and white only, but is otherwise
structures are comprised of this substance, giving khepri like normal sight, and khepri can function just fine
dwellings a distinctive hive-like appearance. Khepri are with no light at all.
even capable of altering the color and consistency of +2 racial bonus on saving throws against
khepri-spit, depending on their diet, and use it to enchantment (mind-affecting) spells or abilities:
create striking pieces of sculpture artwork. Khepri minds are different enough from most
Relations creatures’ minds that their thoughts are difficult to
The khepri have no centralized government or control.
organization. Individual khepri communities often find +4 racial bonus on saving throws to resist
life difficult, delegated practically to second-class citizens, gaze attacks: The insectoid eyes of the khepri
as their alien characteristics put off many other races. headscarab filter many harmful sight-based effects.
Khepri Lands +2 racial bonus on Intimidate, Spot, and
As recent arrivals in Rohagi, khepri have not yet Craft (Sculpting) checks.
spread much further west than New Crobuzon, but they Weapon Familiarity: Khepri may treat
already make up a sizable minority in all of the stingboxes as martial weapons, rather than
settlements of the region. New Crobuzon itself is exotic weapons.
home to several khepri ghetto communities. Automatic Language: High Khepri. Bonus
Religion Languages: Common, Salt (written and sign-
Unsurprisingly, the khepri pantheon is language forms only.)
completely female. As the surviving
Favored Class: Rogue.
immigrants of the Tragic Crossing tried their
Level Adjustment: +0.
best to distance themselves from their past,
Difficulty Level: 1 (of 9). The main difficulty for
many of the original khepri goddesses have
khepri lies in communication, namely being forced to
been forgotten and lost to time. A few have remained in their
communicate via written notes and sign language.
racial memory, however, including Awesome Broodma and
the Tough Sisters. Temples and shrines to these deities are
becoming common in khepri urban hives.
Unfortunately, the forgetting of their old deities has Llorgiss
caused a growing spiritual void, which is being filled with a The trifurcated llorgiss are perhaps the most physically
new generation of radical cult goddesses, including the Air distinctive race of Rohagi.
Harvester and the Insect Aspect. Personality
Language A common misconception is that llorgiss have three
The khepri language consists of scents and extruded brains and three personalities, but this is not the case. In
airborne chemicals. The written form of the language is actuality, the personality of an average llorgiss is much the
sometimes referred to as “High Khepri.” As khepri same as the personality of the average human. One exception
mouthparts cannot communicate in Ragamoll or any other is the natural tendency of the llorgiss to more willingly accept
tongue, and khepri are forced to communicate with other authority, compared to humans.
races via sign language or written notes. Physical Description
Thaumaturgy The llorgiss have a truly unique anatomy. As opposed to
It is known that the original khepri civilization on Bered the standard bilateral symmetry that humans possess, the
Kai Nev was ancient and successful, and it is difficult to llorgiss boast a radial trilateral symmetry. Their barrel-shaped
imagine such success without any thaumaturgical skill, yet bodies sprout three arms, three legs, and three faces. Llorgiss
any racial knowledge or abilities the khepri might have have no “back-side;” for them every direction is “forward.”
possessed was lost in the Tragic Crossing. Khepri are more Despite their multiple faces, llorgiss have a single
brain and a single personality. They have no “default” 17
or “primary” side. They do use all three faces to breathe, and The unique leg configuration of the llorgiss give
their voices have been described as being “airy.” them a +2 racial bonus on Jump, Climb, and Balance
Relations checks.
Yanni Seckilli Island is quite insular, in the sense that it Swift Brain: Controlling extra limbs and sense organs
does not have any trade or territory interests beyond its own requires great coordination and reflexes. Once per
borders, but it is on friendly relations with most of its round, a llorgiss can perform an additional
neighbors, except for the Gengris. immediate action or swift action.
Llorgiss Lands Automatic Languages: Llorgiss, Ragamoll. Bonus
The llorgiss hail from Yanni Seckilli Island, inside the Cold Languages: Any (except secret languages, such as
Claw Sea. Most llorgiss never leave their realm, although they Druidic.)
are not xenophobes, and they typically welcome guests. The Favored Class: Cleric
few llorgiss who live outside of Yanni Seckilli tend to form Level Adjustment: +1.
small communities in large cities. Difficulty Level: 3 (of 9).
Religion
Befitting their physical nature, the llorgiss of Yanni
Seckilli revere the Troikinity, a triumvirate god who
encompasses many attributes.
Manfish
Language Menfish are a peaceful race of salamander-folk who are
The llorgiss of Yanni Seckilli speak a tongue that requires almost entirely bound to the salty oceans.
three mouths. Llorgiss hailing from elsewhere, though, have Personality
no trouble using one face at a time to speak typical Menfish are intelligent and contemplative, and often
languages. take longer than other races to weigh situations and assess
Thaumaturgy the possible outcomes before acting. This is because menfish
On average, llorgiss have less proclivity to become are deeply concerned with balance, seeking to maintain
thaumaturgists than humans, although the greatest of their ecological stability in their territorial waters.
kind can accomplish astounding feats of spell-weaving thanks Menfish hold community in the highest regard, never
to their additional mouths and hands. leaving a friend behind and often going to great lengths to
Adventurers retrieve a fallen companion. Menfish are social creatures who
Llorgiss not native to their ancestral homeland have live a very human-like, albeit simple, lifestyle. Menfish work
about the same propensity to adventure that humans do. with stone, coral, and bone to produce the crude implements
they use.
LLORGISS RACIAL TRAITS: Physical Description
+2 Intelligence, -2 Strength. Menfish resemble humanoid salamanders.
Medium: As Medium creatures, They have webbed hands and feet, bulging
llorgiss have no special bonuses or eyes, and broad mouths covered with
penalties due to their size. thickets of fleshy tendrils. Their skin is
slippery, and color varies wildly depending on
Llorgiss base speed is 20 feet.
the climate and terrain, from drab greens and grays
All-Around Vision: Due to the trilateral
to vibrant oranges and reds. Their long tails are
symmetry of the llorgiss, they are immune
instrumental in propelling them quickly
to flanking, and gain a +4 racial
through the water.
bonus to Search and Spot checks.
The gills and thin skin of menfish
Third Arm: A llorgiss is capable
must be immersed in saltwater almost
of wielding three singled-
constantly, or else they will quickly dry
handed weapons, (although
out. Freshwater does not suffice for
standard penalties apply for
this purpose.
wielding weapons in the off-hands.) Due to
Menfish reproduce much like the average fish
the configuration of their arms,
or amphibian, with females laying a large
however, only two can be brought
clutch of eggs, and males fertilizing them.
to bear on an opponent at a time.
These clutches are laid in a defensible area, and
The llorgiss can, however, bring their third arm to
oftentimes the entire local community takes up the task of
attack a flanking opponent. Similarly, a shield on one
guarding them fiercely. Menfish take about 10 years to reach
of the arms can only provide cover from one
maturity.
direction at a time. A llorgiss can only use two arms
Relations
to wield a two-handed weapon, not three. A llorgiss
Menfish communities are unobtrusive, and typically no
can also use his third arm in combat to perform
oceanic power holds a grudge with them.
other tasks, such as activating items or performing
Manfish Lands
somatic spell components.
Unlike most of the other peoples of the deep,
menfish do not form grand societies, but instead only 18
make up small to medium-sized communities in whichever racial bonus on Escape Artist checks, and checks to
shallow waters are not claimed by other races. counter grapple attempts.
Religion Water Thaumaturgy: Menfish spellcasters add +1 to
Communities of menfish typically worship either general the DC of any spells with the Water descriptor.
nature spirits, Crawfoot, or other deities typically associated Automatic Languages: Manfish. Bonus Languages:
with the craw or corokanth. Any (except secret languages, such as Druidic.)
Language Favored Class: Druid
Menfish have their own bubbling tongue, which can only Level Adjustment: +0.
be articulated properly while underwater. Difficulty Level: 6 (of 9). Their dependence on water
Thaumaturgy makes land-based adventuring especially difficult for
Menfish settlements occasionally have a moderately menfish.
gifted shaman, but that is the typical extent of their abilities.
Adventurers
Even though menfish cannot operate effectively while
out of the water, some oceangoing vessels retain one or
Scabmettler
more menfish for various tasks, such as underwater The scabmettlers are a stoic race of warriors who use
maintenance. Occasionally, a sort of underwater room will be their thaumaturgical blood to create armor and other tools.
grafted on to the outside of a large ship as quarters for a Personality
manfish. As a race, the scabmettlers are not unlike most other
Menfish care for the natural order and balance of the humanoids, prone to living together in
ocean, and some may become involved small families grouped with others of
in adventures to protect that balance. their kind. Most have a strong belief in
honor and the rule of law, but their
MANFISH RACIAL TRAITS: warrior natures leave many to be stern
Medium: As Medium creatures, and rather cold-hearted.
menfish have no special bonuses or Scabmettlers enjoy both ritual
penalties due to their size. gladiatorial combat, and the rough-and-tumble
mob fighting of piracy. They fight best in groups
Manfish base land speed is 20
of their own kind, and they cooperate among
feet. Their swimming base
themselves to take down dangerous foes. They
speed is 30 feet. Menfish have a
practice a form of fighting stance called mortu
+8 racial bonus on any Swim
crutt, or “stamp fighting,” which uses feints,
check to perform some special
sweeps, and strokes to knock down and
action or avoid a hazard. They
incapacitate a foe. The use of mortu crutt can be
can always take 10 on a Swim check,
ostentatious and elaborate during a gladiatorial
even if distracted or endangered.
contest, or quick and brutal during a boarding
Menfish can use the run action while
action. Perhaps the most celebrated day of
swimming, provided they swim in a
the scabmettler calendar is Blood Day,
straight line.
when ritual combat contests are held.
Gills: Menfish can only survive
Physical Description
out of saltwater for a short
Scabmettler skin is a blanched gray,
period of time, 10 minutes per
and their bodies are slightly more squat
point of Constitution. After
and strong than those of humans. Ritual
that, refer to the suffocation
scarification marks their faces, arms,
rules.
chests, and legs; only the portion of their backs they cannot
Surface Sensitivity: Menfish operating out of the
reach themselves is unmarked.
water suffer a -2 circumstance penalty on attack
When a scabmettler’s blood is exposed to air, it rapidly
rolls, saves, and checks.
solidifies into an incredibly tough scab-like substance.
Low-Light Vision while submerged in saltwater: A
Scabmettlers have learned how to utilize this ability to create
manfish can see twice as far as a human in starlight,
impressive armor protection by ritually cutting their skin, and
moonlight, and similar conditions of poor
shaping the flow of blood on their skin as it solidifies.
illumination. They retain the ability to distinguish
When wearing their clot armor, scabmettlers are covered
color and detail under these conditions.
in protrusions of swiftly clotted blood up to several inches
Water Awareness: Menfish have an almost sixth- long, of black and blue and blood-brown. The form of this
sense while in the water, granting them a +1 racial blood is crystalline and spiky. Each pattern of armor is unique
bonus on all saves while submersed. to the warrior who creates it; some prefer heavy armor while
Slippery: Menfish secrete an oily film that makes others prefer the speed allowed by light armor. The art of
them difficult to grapple or snare. They gain a +2 finding the perfect pattern of cuts is a deeply spiritual
act which each warrior perfects meticulously. 19
This ability is not without its drawbacks, however. free with a successful grapple check (or a DC 15
Occasionally, a scabmettler’s blood will spontaneously solidify Strength check if the scabmettler is dead or willing.)
inside their bodies in a massive “all-clot” attack, which kills Clot Armor: By carving their own flesh with skinning
the scabmettler immediately. To reduce the likelihood of this knives, after washing themselves with the blodfrey
occurrence, scabmettlers drink a concoction made from an infusion that slows the clotting, scabmettlers can
herb called Blodfrey. Blodfrey tonic is also crucial for shaping create clot armor. This requires a successful
the armor of a scabmettler – without it, their blood solidifies concentration roll (DC 10 + the AC bonus to be
too quickly to be molded. granted, maximum +8) and grants the scabmettler a
Relations natural armor bonus. Clot armor granting a +4 bonus
The scabmettlers have no known nation. or less acts as light armor, imposing a maximum
Scabmettler Lands Dexterity of +5. Armor granting a +6 or less acts as
The homeland of the scabmettlers is currently unknown, medium armor, imposing a maximum Dexterity of
with the most likely candidate being a far-off portion of +2. Armor granting a +8 or less acts as heavy armor,
Shoteka. The highest concentration of scabmettlers in imposing a maximum Dexterity of +0. This armor is
the known world is on the floating city Armada, whose always considered spiked (see page 124 of the
citizens were all originally press-ganged from captured Player’s Handbook) and scabmettlers are proficient
ships. A small number of scabmettlers have also in its use. The process of creating clot armor takes 2
found their way to the coasts of the Rohagi rounds and deals 1 point of damage per point of
mainland and the Witchocracy. natural armor created. The clot armor lasts for
Religion 3d6 hours. Clot armor reduces a scabmettler’s
The scabmettlers of Armada take the speed as armor of its type and imposes an
reverence of Croom, mythical founder of the city, arcane spell failure chance equal to 5% per point
more intensely than most humans do. of armor bonus. Scabmettlers cannot use this
Language ability while wearing armor or other heavy
Any original language of the scabmettlers has clothing.
been forgotten at this point, and most speak Salt. Automatic Languages: Salt. Bonus
Thaumaturgy Languages: Ragamoll.
The only common thaumaturgy among the Favored Class: Monk.
scabmettlers relates to healing injuries or to their Level Adjustment: +2.
scab-arts. Difficulty Level: 4 (of 9). Scabmettlers are
Adventurers not common, and the level adjustment is off-
The warrior-like nature of the scabmettlers putting.
lends naturally towards adventuring of almost
any type, although there are not many
scabmettlers to be found outside of Armada.
Stiltspear
SCABMETTLER RACIAL TRAITS: The stiltspear are a strange, private race of quadrupeds
+2 Strength, -2 Charisma. who are very in-tune with the natural world.
Personality
Medium: As Medium creatures, scabmettlers have
no special bonuses or penalties due to their size. The stiltspear live very much in harmony with nature. In
the wilderness, it can be very difficult to tell where natural
Scabmettler base land speed is 20 feet. Although
scenery ends and a stiltspear village begins. They live in small
they are nimble, their stocky stature does not allow
family groups, usually in forests or swamplands. They make
scabmettlers swift overland speed.
no use of industrial or manufactured technology, and use few
Seal Wounds: Scabmettlers are very difficult to kill
tools or implements of any kind, relying instead on their
with piercing or slashing attacks, as their wounds
physical abilities and unique thaumaturgy.
seal instantly. Piercing weapons do half damage.
Being ambush hunters, stiltspears possess a great
Slashing attacks always deal the minimum damage
patience, and this trait dominates their personality.
possible.
Stiltspears speak very little, and small-talk is alien to them.
Quickset Disarm: Whenever a scabmettler is cut by a
Stiltspears are very peaceful, and will only resort to
slashing or piercing weapon, his blood coagulates
fighting when all other measures have been exhausted.
around the weapon almost instantly, giving the
Under normal circumstances, they have completely neutral
scabmettler an attack of opportunity that can be
feelings about interacting with outsiders, neither encouraging
used to disarm the foe. This is a normal disarm
nor discouraging such actions. However, any who disrupt the
attempt; if it succeeds, the weapon is torn from its
natural balance of their environments might face the ire of
owner’s grasp and remains embedded in the
the stiltspears.
scabmettler’s armor. If the attempt fails, the target
Physical Description
may not attempt to disarm the scabmettler in
The most distinctive aspect of the quadrupedal
return. Weapons stuck this way can later be torn
stiltspears are their long, spear-like appendages. At 20
the end of each limb is a grasping appendage containing Large: -1 penalty to Armor Class, -1 penalty on attack
between five and eight digits. Each digit is very long and roles, -4 penalty on Hide checks, +4 bonus to grapple
narrow, and arranged radially around the palm, so that when checks, lifting and carrying limits double those of
open, it resembles a star, or flower. When these digits are Medium creatures.
closed, the nails lock together, and the appendage becomes Stiltspear base land speed is 30 feet.
much like a spearhead. Quadruped: As quadrupeds, stiltspears have a +4
In nature, the stiltspear will use its masterful camouflage bonus on checks to resist bull rush and trip attempts.
to lie in wait, with its spear-hand poised, ready to skewer any They have an increased carrying capacity.
small prey animals that come near. When walking, the Natural Attack: Stiltspears can use their forelimbs as
appendages remain closed, and the four spears serve as stilts. spears, dealing 2d6 piercing damage.
Stiltspear possess a natural grace, making their every Masterful Camouflage (Su): Stiltspears can
movement seem fluid. thaumaturgically camouflage their bodies to appear
The head of the stiltspear sits atop a somewhat long, as trees and other foliage, gaining a +8 racial bonus
flexible neck. A stiltspear’s face is superficially human-like, on Move Silently and Hide checks while in forested
but is very plain and flat, and does not display any emotions. or swampy environments. In addition, they may hide
The body of the stiltspear is covered in a very fine coat of oily in plain sight, (as in the Ranger ability, using Hide
down. even while being observed.)
The stiltspear possess a thaumaturgical gland which Trackless Path (Ex): The DC of any Survival check to
enables them to blend in with their natural environment with follow the trail of a Stiltspear is increased by 10,
exceptional skill. (or 15 if in a swampy or semi-aquatic
Relations environment.)
The stiltspear live off of the land and do not intrude upon Innate Nondetection (Su): Stiltspears are
others. Stiltspear have no enemies, other than any who may difficult to detect by divination spells such as
try to take their land. clairvoyance/clairaudience, locate creature, detect
Some say the stiltspear and the borinatch share a spells, and items such as a crystal ball. If a divination
distant biological relationship. attempt is made on a stiltspear, the caster of the
Stiltspear Lands divination must success on a DC 20 caster
The stiltspear prefer wetlands but can also level check.
be found in forested regions and near rivers Sonic Paralysis (Su): A stiltspear
and streams. They hail from the coastal has the ability to use a special series of
and inland areas between New resonant sounds to immobilize its prey. As a
Crobuzon and Myrshock. standard action, a stiltspear may target
Religion one creature within a 15 foot radius, who
The stiltspear worship no definite must make a Will save (DC 10 + half of
god, but rather revere in the hidden the stiltspear’s character level, round
patterns and energies inherent to all of up.) If the save is not successful, the target will
physical nature. become paralyzed until the effect ends. The target
Language does not get any further save attempts. The
The stiltspear language is direct, yet stiltspear may only make this form of attack if it can
complex. It is deep-structured with courtesy produce the required sounds continuously, without
- to be rude takes effortful and irregular declensions. Due to being interrupted – a stiltspear who is wounded
their isolationism, they rarely bother to learn languages of while producing the sounds, engaged in battle, or
outsiders. performing other strenuous activity cannot do this.
Thaumaturgy The effect will also fail if the target cannot hear
Stiltspears possess a natural thaumaturgic gland which sounds, if the stiltspear is incapable of producing
gives them extraordinary camouflage abilities, allowing them sounds, or if the target is immune to Sonic damage.
to appear as all manner of tree or vegetation. Darkvision: Stiltspears can see in the dark up to 60
More directly, the brand of thaumaturgy which enables feet. Darkvision is black and white only, but is
them to paralyze their prey is a unique kind of somaturgy. otherwise like normal sight, and stiltspears can
With this innate power than can also create simple golems, function just fine with no light at all.
although this is usually considered to be a child’s game.
Automatic Languages: Stiltspear. Bonus Languages:
Adventurers
Ragamoll.
The stiltspear people are deeply committed to their
Favored Class: Somaturge
family units and their home territory, and do not saunter off
Level Adjustment: +1
lightly.
Difficulty Level: 6 (of 9). Stiltspear society and
psychology make adventuring stiltspear rare, and
STILTSPEAR RACIAL TRAITS:
their unique physiology can be ill-suited for
+2 Dexterity, -2 Intelligence.
many situations and environments. 21
represents the savagery of the trow, is favored in some
Trow communities.
Language
The subterranean trow, (also known as troglodytes,) are
The trow’s native tongue is harsh and throaty, described
a somewhat bestial race, and are mostly looked down upon
by humans as animalistic. Trow may learn languages like
by the rest of Rohagi.
Ragamoll, but their pronunciation will always be mangled by
Personality
their overlarge jaws and predatory teeth.
Many humans across Rohagi would describe the trow as
Thaumaturgy
brutal, feral beasts with barely enough intelligence to form
The trow of individual villages may have a shaman of
speech. While there are kernels of truth to this viewpoint, the
some power, but there are few of any real strength outside of
reality is typically much more benign.
Troglodopolis, where their talents are required for the
The majority of trow are not vastly different from the
underground metropolis to prosper.
average human. They seek to live their lives and better their
Adventurers
communities, and do not seek senseless bloodshed. Having
Most trow stay with their communities in the Dancing
said that, the average trow is less intelligent than the average
Shoe Mountains. However, the occasional outcast
human, and quicker to anger. Combined with their
can be found out in the greater world. In
fearsome appearance, these traits have been
addition, certain towns and cities, such as
exaggerated by human rumor and
Shankell, have a minority of trow residents.
have borne a (mostly) unfair
Any of these trow would have what it takes to
stigma against the trow.
be an adventurer, although they would always
Physical Description
bear the stigma attached to their race.
The trow are humanoid
creatures with vaguely reptilian features.
TROW RACIAL TRAITS:
Their eyes are large, as befitting
subterranean beings. They possess sharp -2 Dexterity, +4 Constitution, -2
Intelligence
teeth and claws, as well as a long,
powerful tail. The skin of the trow Medium: As Medium creatures,
is very pale, ranging from ghostly white to a trow have no special bonuses or
sickly gray, and resembles tough leather. penalties due to their size.
Relations Troglodyte base speed is 30 feet.
The largest political body Darkvision: Trow can see in the
of trow, the subterranean city of dark up to 90 feet. Darkvision is black
Troglodopolis, does not maintain and white only, but is otherwise like
many official diplomatic relations normal sight, and trow can function just
with other cities. Scattered villages and communities of trow fine with no light at all.
who live up and down the Dancing Shoe Mountains tend to Trow possess a +4 natural armor bonus from their
keep to themselves and avoid humans. toughened skin.
Most humans who encounter a trow will react with some Immunity to poison.
level of hatred, fear, or disgust. This reaction can range from Natural Weapons: 2 claws (1d4) and bite (1d6).
the violent to the relatively mild. For example, a citizen of +1 racial attack bonus against humans.
New Crobuzon who sees one of the sewer-dwelling trow +2 racial bonus on Listen checks, and to Hide checks
might react with disgust, or alert the authorities, but will not in rocky or shadowy environments.
gather a pitchfork-wielding mob. Automatic Languages: Trow. Bonus Languages: Any
This mindset, while common, is not universal, however. (except secret languages such as Druidic).
Some towns and cities, such as Shankell and Neovadan, have Favored Class: Barbarian
troglodyte citizens who participate in society unmolested. Level Adjustment: +0.
Trow Lands Difficulty Level: 6 (of 9). Most cultures would not act
The trow primarily inhabit the Dancing Shoe Mountain kindly to a trow wandering in to town.
range. Subterranean villages can be found throughout the
range. The largest city of trow, Troglodopolis, is nestled deep
in the mountains, safely underground. Smaller populations
can be found sprinkled throughout Rohagi, including
Vodyanoi
The amphibian vodyanoi resemble hunched humanoid
communities in Shankell and Neovadan. Some trow live
frogs. They are excellent crafters of thaumaturgy and small
hidden in the New Crobuzon sewers, eking out a sad
sorceries. They are quite common in Rohagi, second only to
existence by scavenging from the world above.
humans in number.
Religion
Personality
The expansive trow pantheon currently favors Hugkhul,
Vodyanoi share many traits with humans. They tend to
god of stealth and speed, who protects the burrows of the
live in small family units, whose dwellings contain
trow from the surface dwellers. Zogald, the bestial god who 22
rooms both above and below water. Individually, their water energies. This natural affinity leads many vodyanoi
personalities range the same wide spectrum as humans, down the paths of more advanced thaumaturgical learning.
(although it is uncommon to encounter a jolly vodyanoi,) and Adventurers
vodyanoi can excel at any number of professions, especially The diversity of vodyanoi makes them the equal to
those involving swimming or water in some capacity. humans in adventuring capability.
Physical Description
The frog-like vodyanoi seem smaller than they truly are VODYANOI RACIAL TRAITS:
because of their hunched and squatting posture, and they +2 Charisma, -2 Wisdom
rarely seem to stand much more than 4 feet high. Their true Medium: Medium creatures, vodyanoi have no
size is apparent from their weight, however, as most tip the special bonuses or penalties due to their size.
scales at more than 170 pounds, and the fattest among them Vodyanoi base land speed is 20 feet. Their swimming
weigh 300 pounds or more. Their hands and base speed is 40 feet. Vodyanoi have a +8 racial
feet are lightly webbed, but their fingers are bonus on any Swim check to perform some special
nimble. action or avoid a hazard. They can always take 10 on
Vodyanoi are completely amphibian, a Swim check, even if distracted or endangered.
capable of staying underwater without Vodyanoi can use the run action while swimming,
needing to breathe air, and able to stay on provided they swim in a straight line.
dry land for days or weeks, as long as they Water Dependence: A vodyanoi
can wet down their skins with at least 1 must use at least 1 gallon of fresh water
gallon of fresh water per day. Failing to do per day to keep his skin moist. For every
so will lead to a swift decline in overall health. 24 hours that this does not occur, the
Saltwater and stagnant water are both unhealthy for vodyanoi will suffer a temporary -2
vodyanoi, and are unsuitable for this purpose. Constitution damage until such a time
Vodyanoi can survive in nearly any temperature, as as the vodyanoi can adequately wet his
long as water is present. Tribes can flourish in tropical skin. Additionally, after the first 24
lagoons as easily as in frozen lakes. hours without water, the vodyanoi will
Relations become fatigued; an additional 24
Vodyanoi are so common that in most regions they are hours will result in exhaustion.
not given a second glance. Even the anti-xenian racists of Vodyanoi gain a +2 racial saving
New Crobuzon tend to tolerate the vodyanoi more than they throw bonus against illusion spells or
do the other races. effects.
Vodyanoi Lands Low-Light Vision: Vodyanoi can see
Vodyanoi are nearly as numerous as humans twice as far as a human in starlight,
in mid-Rohagi. Most Rohagi cities have a sizable moonlight, and similar conditions of poor
vodyanoi population, and small tribes flourish along most illumination. They retain the ability to distinguish
waterways and lakes. color and detail under these conditions.
The largest concentration of vodyanoi is in and around Watercraft: Vodyanoi have the incredible ability to
the Cold Claw Loch, which is home to the aquapolis city-state shape water to suit their needs. This ability allows a
of Gharcheltist. Further north is the loose vodyanoi kingdom vodyanoi to affect water as per either the spell
of Jangsach. control water or stone shape (but affecting water
Religion instead of stone,) cast as a sorcerer of a level equal
Many vodyanoi worship Palgolak, a god of knowledge to his class level. A vodyanoi can use this ability a
and learning, although there are plenty of vodyanoi who number of times per day equal to his Charisma
revere other deities. They are so widespread that their modifier. The duration of these spells changes to
religious beliefs vary almost as much as humans’ do. Concentration +3 rounds.
Language All vodyanoi gain a +1 bonus to the DC of all spells in
Most vodyanoi who reside around humans speak either divination, illusion, conjuration (summoning),
Ragamoll, although they do possess their own language, or enchantment (charm). The school must be chosen
which has fractured into numerous distinctive regional when the character is created.
dialects, including Lubbock Vodyanoi (spoken in eastern
+2 racial bonus on Concentration, Jump, and
Rohagi, including New Crobuzon,) Southern Vodyanoi, and Spellcraft checks.
Fellid Vodyanoi (spoken in western and northern Rohagi.)
A vodyanoi who merely passes within 5 feet of a
Thaumaturgy
water source or a permanent spell effect is entitled
All vodyanoi have some skill at watercraft, as they refer
to a Search check to notice it. This ability does not
to elemental water thaumaturgy. This thaumaturgy is not as
tell the vodyanoi any details, such as the school,
formal as human thaumaturgy, but rather is a sort of folkloric
strength, or nature of the spell.
thaumaturgy focused on shamanic channeling and shaping of
Spell-Like Abilities: 1/day – speak with
animals (aquatic animals only, duration 1 23
minute.) A vodyanoi with a Charisma score of at Religion
least 12 also has the following spell-like abilities: The Galaggi vu-murt seem to have assigned a different
1/day – jump, longstrider, mending. Caster level 1st; mythology and personality to each species of tree
save DC 10 + vodyanoi’s Cha modifier + spell level. encountered in the Vumwood Forest.
Automatic Languages: Ragamoll and Vodyanoi Language
(choose one dialect.) Bonus Languages: Any (except Vu-murt have their own language suitable for their
for secret languages such as Druidic.) unique mouthparts, much of which is of a high frequency
Favored Class: Sorcerer. inaudible to humans. They are capable of speaking a high-
Level Adjustment: +0 pitched, buzzing form of Ragamoll, but it requires them to
Difficulty Level: 0 (of 9). Vodyanoi are the second use sounds and motions not present in their own language,
most populous race of Rohagi. and thus it is rare to find an individual who has taken the time
and effort necessary to learn it.
Thaumaturgy
Vu-murt Beyond some shamans and practitioners of moss-magic,
the vu-murt do not boast many thaumaturges among
The vu-murt are a primitive, child-sized race native to the themselves.
Galaggi Veldt who resemble bipedal beetles. Adventurers
Personality Vu-murt are much more likely to tend to their own
The vu-murt are a peaceful people. As testament to this villages than they are to gallivant around the world.
nature, there have been no recorded battles between
organized vu-murt soldiers and any other race. The vu-murt VU-MURT RACIAL TRAITS:
do face many threats, however, and will defend themselves
Monstrous Humanoid.
from them. Habitat loss from encroaching human settlements
+2 Dexterity, -2 Strength
and an increasing number of travelers passing through the
Small size. +1 bonus to Armor Class, +1 bonus on
Veldt are putting ever-increasing pressures on vu-murt
attack rolls, +4 bonus on Hide checks, –4
communities.
penalty on grapple checks, lifting and carrying
Vu-murt live in simple wooden tree
limits 3/4 those of Medium characters.
houses, which are constructed of foraged
Vu-murt base land speed is 20 feet.
material, as opposed to cut lumber. They
live in small communities, although these +2 racial bonus on Climb and Survival
communities are often in close proximity to checks.
each other, and can quickly band together +2 natural armor.
when the need arises. Extra Limbs: Vu-murt have four arms: two
Physical Description primary arms, and a weaker secondary set. Their
Apart from stature and size, there is very weaker limbs are poorly suited for carrying
little to physically distinguish a vu-murt from a weapons or shields, but they do an excellent job
common garden beetle. With iridescent of providing support for the upper limbs.
eyes, swiveling antennae, and a chitinous The vu-murt’s extra limbs allow it to
exoskeleton, the vu-murt are perfectly use weapons one size category larger than
adapted to an arboreal forest normal without penalty. The secondary
environment. They walk on their two rear arms must be free to gain this benefit.
appendages, using the upper four as arms. A vu-murt with at least one empty
Beneath an outer casing, they possess vestigial wings which hand can cast spells with a somatic component.
can allow them to glide down from treetops. At full height, a Vestigial Wings: Vu-murt have a pair of stubby wings
vu-murt adult would only reach the waist of a typical human. under their chitin shell which, while too weak to
Relations provide them with flight, allows them to gently glide
The vu-murt have no quarrel with any group, and in to a soft landing while falling. If a vu-murt falls from
return, the world mostly leaves the vu-murt in peace. The a height, as long as it is capable of taking actions,
human settlements in and around the Veldt do their best not and it is not wearing any armor or garments that
to disturb the vu-murt, with whom they have little actual would restrict the opening of its wing casings, it can
contact with, but nevertheless, the inevitable expansion of float downwards and take no falling damage.
human populations has slowly been pushing the vu-murt Automatic Languages: Vu-murt. Bonus Languages:
tribes into a smaller and smaller region in central Galaggi. Ragamoll, Galaggi.
As natural scavengers and foragers, the vu-murt have Favored Class: Rogue
little of value to trade with humans. Level Adjustment: +0
Vu-murt Lands Difficulty Level: 1 (of 9)
The scattered tribes of vu-murt which inhabit the bulk of
the Galaggi Veldt are the only known communities of the
species. 24
No Aging (Ex): A thanati does not age.
Thanati
affect thanati. These spells turn thanati creatures back into
the living creatures they were before becoming thanati.
The thanati are the regal undead of High Cromlech.
Tongueless (Ex): Once a being has been a thanati for 25
These aristocrats make up the high society of the undead city.
years, the tissues of the face have become so desiccated that
Becoming a thanati is an extensive, expensive, and secret
one can no longer speak normal languages, and must resort
process only known to a select few within High Cromlech.
to quiesy (aka, deadish.)
A very specific and special kind of undead, thanati do not
Turn Immunity (Ex): A great benefit to the thanati process is
possess all of the classic undead traits, but rather the unique
that thanati are not subject to a cleric’s turning ability.
set of traits listed below.
Challenge Rating: Same as the base creature +2.
"Thanati" is a template that can be added to any nonundead, Level Adjustment: Same as the base creature +2.
nonconstruct, nonplant corporeal creature (referred to
hereafter as the base creature). The creature's type changes
to thanati. It retains all type modifiers and subtypes, if
applicable.
Monk
Monks also blend in well, whether they be solitary
figures guarding a remote religious shrine, or simply a rough-
and-tumble hand-to-hand combatant.
Paladin
The lawful-good paladin has little place in Bas-Lag, a
world composed almost entirely of shades of gray. Many of
the variant paladins of other alignments featured in Dragon
#310 & #312 would be much more at home here. Lacking
those, your DM may consider simply allowing your paladin to
be of a different alignment.
27
at any time, assuming he has not yet used up his spells per
31
heavy armor, or using a shield, incurs a chance of arcane spell
PRICE 7,000 GP
Ultimate Thaumaturgy XP COST 1,600 XP
Ultimate Thaumaturgy (Sp): A construct is integrated with a
wand-like item which it is capable of utilizing. Select one spell
from the following list: arcane sight, create food and water,
cure serious wounds, daylight, fireball, fly, gaseous form,
lightning bolt, major image, or stinking cloud. This spell can
be cast once per day as a spell-like ability. The caster level for
this ability is equal to the construct’s Hit Dice – 2. The save DC
for this spell is 10 + 1/2 the construct’s HD + the construct’s
Dexterity modifier. The construct must possess the major
thaumaturgy upgrade to take this upgrade. The metallo-
thaumaturge must be at least 11th level before selecting this
upgrade. This upgrade can be selected more than once. Each
41
somaturge’s caster level for his imbuings is equal to his
42
Table 1–4 - Somaturge
Base Max
Lvl
Attack Fort Ref Will Imbuings Golem
Bonus Save Save Save Special Known Level
1st +0 +2 +0 +2 Imbuings (least), Golem, Golem Creation (mud) 1 1st
2nd +1 +3 +0 +3 Detect Matter 2 1st
rd
3 +1 +3 +1 +3 – 2 2nd
th
4 +2 +4 +1 +4 Golem Creation (corpse), Golem Enhancement +1 3 2nd
th
5 +2 +4 +1 +4 Damage Reduction 1/adamantine 3 3rd
th
6 +3 +5 +2 +5 Construct Mastery, Imbuings (lesser) 4 3rd
th
7 +3 +5 +2 +5 Damage Reduction 2/adamantine 4 4th
8th +4 +6 +2 +6 Golem Creation (wood, ice), Golem Enhancement +2 5 4th
th
9 +4 +6 +3 +6 Constitution Bonus 5 5th
th
10 +5 +7 +3 +7 Vital Surge 6 5th
th
11 +5 +7 +3 +7 Imbuings (greater), Damage Reduction 3/adamantine 7 6th
th
12 +6/+1 +8 +4 +8 Golem Creation (stone, soft metal), Golem Enhancement +3 7 6th
13th +6/+1 +8 +4 +8 – 8 7th
th
14 +7/+2 +9 +4 +9 Greater Golem 8 7th
th
15 +7/+2 +9 +5 +9 Damage Reduction 4/adamantine 9 8th
th
16 +8/+3 +10 +5 +10 Imbuings (living), Golem Creation (iron, hard metal) 10 8th
th
17 +8/+3 +10 +5 +10 Golem Enhancement +4 10 9th
th
18 +9/+4 +11 +6 +11 Constitution Bonus 11 9th
19th +9/+4 +11 +6 +11 Damage Reduction 5/adamantine 11 9th
th
20 +10/+5 +12 +6 +12 Golem Creation (adamantine), Golem Enhancement +5 12 9th
dismisses it (as an immediate action), falls unconscious, or made of. If the golem was not utterly destroyed (such as by a
moves more than 100 feet + 10 feet per somaturge level from disintegrate effect,) and the materials do not dissipate
the golem. A somaturge may only have one golem (not immediately (as most Exotic Construction materials would,)
including actual golems made with the Craft Construct feat or the materials may be used to create a new golem with no loss
purchased) at a time; he must dismiss his current golem (or of mass.
otherwise allow it to be destroyed) before he can create a A golem may not be created within an antimagic field or
new one. similar effect, but the somaturge may hold together a
A golem can follow simple commands (e.g. follow, turn previously constructed golem that enters an antimagic field
this crank, move that direction, attack that enemy, grab that by making a caster level check (DC 15 + effective golem level)
enemy, etc.) without any further input from the somaturge. at the beginning of every hour the golem spends within a
Changing a golem’s instructions (e.g. to change targets, given field.
directions, or modes of combat,) requires that the somaturge Unlike most constructs, somaturgic golems are powered
direct the golem with slight motions of his hands or body. not by magic or mechanisms, but by positive energy. As a
Directing a golem in this manner requires a swift action, and result, they can be healed by positive energy effects or
is subject to arcane spell failure chance from medium or harmed by negative energy effects just as a living creature
heavier armor or from shields. A physically helpless would be. However, they lack a true living anatomy, and as
somaturge (firmly tied up, paralyzed, etc.) may not direct his such retain all other construct immunities.
golem. A grappled somaturge must succeed on a grapple Golem Creation: At 1st level, a somaturge may construct
check (with a +10 bonus, since the movements required are his golems from mud, earth, soft dead plant matter, or any
small) in order to direct his golem. If the somaturge attempts similarly solid material. Golems made from these materials
to direct the golem and fails for any reason, it flails uselessly have no damage reduction.
and effectively does nothing until properly instructed. If your At 4th level, a somaturge may create a golem from the
golem has total concealment or total cover from you, any mass of a corpse or bone (note that only truly dead corpses
attempt you make to command it has a 50% chance of may be used this way, any sort of animated corpse is immune
failure. You must also be able to see any enemies you wish to to the effect). A corpse golem has damage reduction
designate as the golem’s target, though you may instruct it to 3/adamantine. Golems made using this construction method
attack a square you believe contains on unseen foe. For the are always at considered at least 2nd level for the purposes of
purposes of pursuing designated targets, the golem is abilities that rely on golem level.
considered to have human senses. At 8th level, a somaturge may create a golem from dead
The basic stats for any golem are given below (page 46). wood, ice, or a similarly hard material. Golems made from
A somaturge may create a golem of any level up the these materials have damage reduction 5/adamantine. Note
maximum he is able to as listed in the class table. When a that a golem made from ice loses 5 hit points from its
golem dies, it collapses in a pile of whatever substance it is maximum hp per hour per temperature band above 43
cold, unless additional ice is available to replace that which
melts. Golems made using this construction method are
always at considered at least 4th level for the purposes of
Advanced Rules
Extensive examples of golems exist in D&D and Pathfinder
abilities that rely on golem level. Monster Manuals and supplementals. Instead of the basic golem
At 12th level, a somaturge may create a golem from options listed here, almost any of these published golems would
stone, coral, silver (or other soft metal) or other similarly hard make great summons for a studious somaturge.
substance. Golems made from these materials have damage Rules:
reduction 8/adamantine. The attacks of golems made of Golems from these published sources still obey the Bas-
silver (or incorporating at least 500 gp of it for medium, 2000 Lag restrictions and rules pertaining to golems, i.e., they
gp for large, 4500 gp for huge and 8000 gp for gargantuan are not immune to magic (thaumaturgy), etc.
constructs) overcome damage reduction as silver weapons. Otherwise, they retain their extraordinary, spell-like, and
Golems made using this construction method are always at supernatural abilities as listed in the material, as well as
any special reactions to specific spells.
considered at least 6th level for the purposes of abilities that
The specific material which makes up the golem must still
rely on golem level.
be present in sufficient quantities in order to create the
At 16th level, a somaturge may create a golem from iron, golem.
cold iron, or other similarly hard substance. Golems made The challenge rating (CR) of the published golem limits at
from these materials have damage reduction 10/adamantine, what level the somaturge may create it. A somaturge can
and deal damage as if they were one size category larger than create a golem of CR equal to his own level -1. For
they are. The natural attacks of a golem containing 100 gp of example, a golem of CR 1 can be created by a level 2
cold iron for medium, 400 gp for large, 900 gp for huge or somaturge, and so on.
1600 gp for gargantuan overcome damage reduction as cold The following golems would be most appropriate; golems
iron weapons. Golems made using this construction method of an extraplanar nature or made of specialty materials
would not be appropriate for Bas-Lag.
are always at considered at least 8th level for the purposes of
DM discretion and oversight is advised.
abilities that rely on golem level.
At 20th level a somaturge may incorporate adamantine MMI: Clay, Flesh, Iron, Stone
into his golem, constructing a skin around the golem such MM II: Brass, Chain, Stained Glass
that, whatever type of material makes up the rest of it, the MM III: Alchemical, Hangman, Mud, Web.
golem has damage reduction 15/adamantine and its natural MM IV: Fang
attacks overcome damage reduction and hardness as MM V: Force, Magmacore
adamantine weapons and deal damage as if the golem were Cityscape: Siege
Frostburn: Ice
one size category larger than it is. This requires 2,000 gp of
Sandstorm: Sand
adamantine for a medium golem, 8,000 gp for a large golem, Stormwrack: Coral
18,000 gp for a huge golem, and 32,000 gp for a gargantuan Dragon #341: Fungus, Junk, Paper, Tin, Wax, Wood
golem. Golems made using this construction method are PF Bestiary: Clay, Flesh, Ice, Iron, Stone, Wood
always at considered at least 9th level for the purposes of PF Bestiary 2: Adamantine, Alchemical, Carrion, Clockwork,
abilities that rely on golem level. Glass, Mithral
Detect Matter (Sp): At 2nd level, a somaturge gains the PF Bestiary 3: Bone, Brass, Cannon, Fossil,
ability to, at will, detect the presence of any sort of inanimate PF Bestiary 4: Blood, Coral, Junk, Wax
matter he can construct a golem from (so this ability grows the inflexible and inert matter he works with. He gains
more versatile as he gains access to new golem materials). damage reduction 1/adamantine at 3rd level. This damage
This ability functions like detect magic, except that it locates reduction improves by 1 point at 7th, 11th, 15th and 19th levels.
matter rather than magic, and is not blocked by anything Unlike normal x/adamantine damage reduction, this is
short of an antimagic field or other magical means of blocking considered a supernatural quality.
divination. A somaturge who detects something with this Construct Mastery (Ex): From working with his created
ability can tell how much of it there is, roughly where it is and golems, a somaturge gains an insight into building and
what sort of material it is. He cannot tell anything about its animating "real" golems that few others can compete with. At
precise shape or any small movements it might be making. 6th level, a somaturge gains the Craft Construct feat as a
Golem Enhancement (Sp): At 4th level, a somaturge's bonus feat, even if he does not meet the prerequisites for it.
golem is sufficiently charged with positive energy that its Additionally, while the somaturge must purchase all the
attacks and defenses take on an innate magical quality. The material components normally needed to construct a golem,
somaturge's golems gain a +1 enhancement bonus to attack, as well as expending the normal XP and time required, he
damage and natural armor, and their natural attacks now need not cast any of the spells a given construct is listed as
count as magic. The value of this enhancement bonus requiring. Instead, he performs the final animation using only
increases by 1 at 4th, 8th, 12th, 17th, and 20th level. his accumulated skills as a somaturge.
Damage Reduction (Su): As he gains skill in the Constitution Increase (Ex): After a time, a somaturge’s
manipulation of lifeless material around him, a somaturge constant efforts to channel positive energy and imbue the
slowly learns to apply some of his techniques in reverse to his nonliving with life begin to saturate his own body with
own body, turning living flesh into something more akin to positive energy, increasing his health and vitality. At
44
9th level and 18th level, a somaturge gains a +2 bonus to Lightning Golem: Call down lighting from stormy skies, or a
Constitution. handy spellcaster, and give it life.
Vital Surge (Su): At 10th level, a somaturge learns to Greater
release the nascent positive energy that builds up in his body, Wind Golem: Create a flying, invisible golem out of thin air.
providing a sudden surge of healing power. Once per day, as Sound Golem: Create a golem made of sound that damages
a full round action, a somaturge may activate this ability, anything it touches.
gaining fast healing 5 for a number of rounds equal to his Living
class level. Light Golem: Create a golem from sunlight that can blind and
Greater Golem (Su): At 14th level, a somaturge learns to stun enemies.
expand his mastery over matter, bringing in and controlling Shadow Golem: Create a golem from shadow that can
incredible amounts of materials to create his golems. A frighten and weaken enemies.
somaturge of this level may choose to create a golem one Time Golem: Create a short-lived region of living time,
size category larger than it would normally be. In addition to slowing or speeding the area within it.
altering space, reach, and other normal size modifiers, this
changes the creatures’ stats and weapon damage as specified Other Imbuings
in the tables on page 291 of the Monster Manual and, as Least
constructs, gives them additional bonus hit points as specified Buffeting Winds: Enemies may be stopped, knocked prone or
in the table on page 307 of the Monster Manual. blown back by a strong gust of wind.
Clinging Earth: Hinder your enemy's movements or attacks
Somaturge Imbuings with a coating of earth.
Earthen Armor: Create armor of living earth to protect
Vital Essence Imbuings
yourself.
Vital Essence Imbuings represent specialized talents for
Golem’s Eyes: Project your senses into your golem, wherever
certain areas of golem creation that somaturges may pick up,
it is.
increasing the golem’s power or versatility in various specific
Messenger Wind: A gust of wind carries a short message of
ways.
your choosing.
Least
Opaque Air: A thick fog congeals where you command.
Extended Golem: Create a golem that can operate at a greatly
Self-Nourishment: Sustain yourself without food, drink or air.
increased distance from you.
Self-Destructive Urge: Cause object to destroy itself.
Clawed Golem: Replace your golem’s blunt fists with lethal
Treacherous Earth: Weaken and soften the earth, impeding
claws.
movement over it and possibly causing other ill effects.
Lesser
Lesser
Golem Trap: Prepare a golem in advance to be unleashed
Hardened Air: Create a bank of fog so thick it hampers the
when certain conditions are met.
movement of those within it.
Grappling Golem: Create a golem with grasping limbs and a
Hounding Winds: Solidified air performs combat maneuvers
painful grip.
on enemies at range.
Greater
Incite Weapon: Cause a weapon to struggle against whoever
Alacritous Golem: Golem gains an additional natural attack.
is using it.
Explosive Golem: Create a golem that can violently explode
Manipulate Earth: Perform small alterations on objects of
on command.
stone or earth.
Living
Repair Golem: Cure your golem of 4d8 + 1/level damage.
Melded Golem: Create a golem that surrounds you and can
Spines of Earth: Shape earth or stone into sharp spikes that
be controlled with a thought.
slow and damage enemies.
Wind Wall: A wall of strong winds and thickened air blocks
Exotic Construction Imbuings projectiles and impedes creatures.
It does not take long for the average somaturge to figure out Greater
that there is more to golem creation than just rock and dirt. Animate Weapon: Cause a weapon to attack of its own
Almost anything can be forced into form and action with the volition.
careful application of a somaturge’s art, and Exotic Enliven Spell: Dispel or counter magical effects, but with
Construction Imbuings represent this ability. Each Imbuing unpredictable results.
allows a somaturge to create a golem from an unusual Lofting Winds: Gain fly speed with perfect maneuverability.
substance, granting it equally unusual abilities. Part the Earth: Gain burrow speed and 30 foot tremorsense.
Least Raging Earth: Cause earth to explode upward in a line,
Hardened Golem: Create a golem from harder materials than damaging opponents.
you can normally manage. Living
Wave Golem: Create a swimming golem from water. Command Earth: Reshape large amounts of stone with a high
Lesser degree of accuracy.
Flame Golem: Turn an open flame or fire spell into a golem
made of fire. 45
Devouring Winds: Create a powerful vortex of air, which can One with the Earth: Shifting earth slows your enemies and
suck up creatures and objects and send them flying. blocks their attacks.
One with the Winds: Powerful winds protect you and provide Repel Earth: Push metal or stone objects inexorably away
an additional pseudo-golem that can attack enemies near from you.
you.
Table 1–5 - Basic Golem Stats
1st Level Golem 2nd Level Golem 3rd Level Golem
Size/Type Small Golem Medium Golem Medium Golem
Hit Die 1d10+10 (15 hp) 2d10+20 (31 hp) 3d10+20 (36 hp)
Initiative +2 +2 +2
Speed 30 ft. 40 ft. 40 ft.
AC 18 (+2 Dex, +5 natural, +1 size), 18 (+2 Dex, +6 natural), touch 12, 20 (+2 Dex, +8 natural), touch 12,
touch 13, flat-footed 16 flat-footed 16 flat-footed 18
Attack/ +0/-2 +1/+4 +2/+7
Grapple
Attacks Slam +2 melee (1d4+3) Slam +4 melee (1d6+4) Slam +7 melee (1d6+7)
Space/Reach 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Golem traits, darkvision 60 ft., Golem traits, darkvision 60 ft., Golem traits, darkvision 60 ft.,
Qualities low-light vision low-light vision low-light vision
Saves Fort +0, Ref +2, Will +0 Fort +0, Ref +2, Will +0 Fort +1, Ref +3, Will +1
Abilities Str 15, Dex 15, Con 0, Int 0, Wis Str 17, Dex 15, Con 0, Int 0, Wis Str 21, Dex 15, Con 0, Int 0, Wis
11, Cha 10 11, Cha 10 11, Cha 10
Biothaumaturge
Weapons and Armor: The biothaumaturge gains no extra
proficiencies in weapons or armor.
Spellcasting: At 1st, 3rd, and 5th levels, you gain new
spells per day and an increase in caster level (and spells
The biothaumaturge (sometimes called a chirugeon,) is a
known, if applicable) as if you had also gained a level in a
specialist capable of manipulating living flesh to an extent
spellcasting class to which you belonged before adding the
well beyond the capabilities of other practitioners. Most
prestige class level. You do not, however, gain any other
notably, the biothaumaturge is well versed in the art of
benefit a character of that class would have gained. If you
splicing and manipulating bodily appendages and forms – a
had more than one spellcasting class before becoming a
key component of Remaking.
biothaumaturge, you must decide to which class to add each
The most famous work of biothaumaturges are the
level for the purpose of determining spells per day, caster
Remade of New Crobuzon. Some Remade incorporate
level, and spells known.
machinery into their forms, but others resort only to living
Flesh Grafting Capability (Sp): Only the abilities of a
tissues. Many of these pitiable Remade have been deformed
biothaumaturge are sufficient for the task of grafting and
horribly for the sole purpose of torment. However,
melding flesh. Through the use of specialized
there exists and underground market for
clayflesh hexes, this ability allows body parts of
beneficial and combat-oriented Remakings as
various creatures to be spliced and
well. (See pg 64 for a complete understanding
reshaped. This process is complex, time-
of what it is to be Remade.)
consuming, and equipment-extensive.
Role: The biothaumaturge continues to
In order to perform any graft, a
function much like his base class on the
biothaumaturge first needs to purchase the
battlefield. Out of combat, the
equipment necessary to furnish a surgical
biothaumaturge has the ability to
suite. This includes all of the machines,
potentially enhance his allies or mutilate
thaumaturgic implements, and alchemical
his victims.
concoctions necessary to sedate patients, keep them
Abilities: A high Wisdom score is
alive through very long surgeries, keep disembodied
necessary to perform the Profession
parts alive, and splice them together again. This
(biothaumaturgy) checks needed for grafting.
equipment costs 5,000 gp and can be purchased in New
Hit Die: d4
Crobuzon, and in several more of Rohagi’s more
technologically advanced cities.
Entry Requirements Grafting requires materials. These materials
Skills: Heal 8 ranks, Knowledge (arcana) 8 ranks. cost 75% of the listed “price” in the options seen below. The
Special: Ability to cast 3rd level arcane spells. graft also, obviously, requires the body parts which are to be
Alignment: Any nongood grafted onto the subject - in order to graft claws onto a
subject, one must first be in possession of the claws. Finding
Class Skills these can be more of a challenge than the grafting procedure
itself. A very few specialty dealers carry these sorts of parts,
Concentration (Con), Craft (Int), Heal (Wis), Knowledge
and the New Crobuzon Punishment Factories have their own
(Nature) (Int), Profession (Wis), Search (Int), Spellcraft (Int),
private stock, but many times a biothaumaturge or the willing
Use Magic Device (Cha).
subject must track down the required body parts themselves.
Skill Ranks per Level: 4 + Int modifier.
Grafting is never a fast procedure, often taking many
days to complete a single grafting. The time needed for each
graft is given in each listing.
50
PRICE 5,000 GP the subject’s nerves, he becomes slightly resistant to
Tentacle GRAFT DC 21 debilitating pain, resulting in a +2 circumstance bonus to
A tentacle typically replaces an arm or a forelimb, in Fortitude checks. Donor Creature: N/A. Time: 7 days
which case the creature gains a +4 circumstance bonus on
grapple checks. This now-handless limb loses the fine- PRICE 20,000 GP
manipulation skills of a human hand. Donor Creature: Scent, Superior GRAFT DC 30
Octopus or squid. Time: 4 days The subject’s nose and nasal cavity are excavated and
replaced with the donor’s, leaving the subject with a visibly
different nose. Furthermore, the olfactory portion of the
Major Grafts brain is artificially enlarged, to the point of giving the skull a
distended appearance, and the nostrils are similarly enlarged
PRICE 10,000 GP
Arm, Serpent GRAFT DC 25
and exaggerated. The subject gains the Scent ability, but with
a normal range of half a mile, as opposed to 30 feet. Any
The subject’s arm is replaced by a long-flexible snake, stench attack or similar scent-dependent action affects the
head included. The grafted creature can make a bite attack
subject fourfold. Donor Creature: Any creature with the
with his arm, dealing 1d4 points of damage plus poison 1d6
Scent ability. Time: 7 days
Con/1d6 Con, Fort DC 17 negates). The subject takes a -5
penalty on any check involving fine manipulation. The subject
PRICE 15,000 GP
can no longer wear unmodified hand-wear. Donor Creature: Skeletal Reinforcement GRAFT DC 27
Medium venomous snake. Time: 5 days
A thorough procedure adds mass and density to the
subject’s skeleton, resulting in a permanent +2 Constitution
PRICE 25,000 GP
Arms, Extra GRAFT DC 32
bonus, as well as adding 10lb to his weight. Donor Creature:
Bones from any Large creature, or two Medium creatures.
The dream of every combatant is to possess another set Time: 8 days
of arms. This is no easy task: spinal connections, socket joints,
and the required musculature involve very complex
PRICE 14,000 GP
manipulations. Skin, Amphibious GRAFT DC 25
A creature can only possess one extra set of limbs, and
This extensive and invasive graft replaces the subject’s
even that is pushing it. Two-armed bipeds have no instincts or
skin with an amphibious membrane, allowing the subject to
experience regarding the use of these limbs, therefore extra
breathe both air and water, gaining the amphibious subtype.
willpower is required for their effective use. In a situation
Donor Creature: One Medium amphibian or 30 normal frogs.
involving fine motor control (such as a skill check,) or a
Time: 6 days
stressful or demanding situation (such as combat,) the
subject must make a Will save (DC 19) for each action, or
PRICE 11,000 GP
suffer a –6 penalty on all attack rolls, saves, skill checks, and Skin, Bone-Plated GRAFT DC 23
ability checks until the action passes. Use of a shield using
one of these arms in combat requires the same check, and A gruesome procedure inserts flat bone fragments or
failure results in the negation of the shield’s AC value. Use of plates beneath a subject’s skin. The plates grant the subject a
a spell with somatic components using one of these arms +5 natural armor bonus. If the subject had natural armor
requires the same check, failure results in the failure of the already due to a hard shell or some other kind of physical
spell. Donor Creature: Same race as subject. Time: 10 days covering, this replaces that bonus. This lumpy insertion
interferes with the subject’s ability to wear normal armor and
is apparent unless clothing is very baggy or padded. The
PRICE 10,000 GP subject also suffers a -1 penalty to Dexterity. Donor Creature:
Mucus Sheathe GRAFT DC 25 Bones from any Large creature, or two Medium creatures.
A mucus sheathe actually involves extensive skin grafts, Time: 4 days
resulting in the subject being constantly coated in a thin layer
of mucus. This layer adds 10 feet to the creature’s swim PRICE 18,000 GP
speed and gives it a +10 circumstance bonus on Escape Artist Skin, Darkwood GRAFT DC 27
checks. It also reduces the subject’s ability to gain traction, The subject’s flesh is infused with a thin layer of hardy
and thus imposes a -6 penalty on grapple checks and a -1 darkwood. Whenever the subject is successfully hit with a
penalty to melee weapon attacks, as the subject must work critical hit or sneak attack, it has a 25% chance of negating
harder not to lose his grip on what he holds. Donor Creature: the extra damage. Due to the inflexible nature of darkwood,
A dozen slugs, snails, or mudfish. Time: 6 days the subject suffers a permanent -2 penalty to Dexterity.
Donor Creature: One full-grown darkwood tree. Time: 6 days
PRICE 12,000 GP
Pain Reduction GRAFT DC 27
It would be folly to remove one’s sense of pain, but it can
be useful to lessen the sensation. By carefully manipulating 51
PRICE 15,000 GP
Skin, Small-Plated GRAFT DC 25
A complex procedure to entirely replace a subject’s skin,
this graft inserts small armored plates onto the surface of the
body. The plates grant the subject a +2 natural armor bonus.
If the subject had natural armor already due to a hard shell or
some other kind of physical covering, this replaces that
bonus. This does not interfere with the subject’s ability to
wear clothing or armor. Donor Creature: Four pangolins.
Time: 7 days
PRICE 10,000 GP
Skin, Spiked GRAFT DC 23
The skin of the subject is implanted with small, spiky
protuberances. These enable the subject to deal 1d4 lethal
damage in a grapple, as opposed to nonlethal. These
interfere with clothing, and the maximum Dexterity of any
worn armor receives a -2 penalty. Donor Creature: Any
Medium spiky plant or vine, Medium porcupine, a hotchi, or a
cactacae. Time: 5 days
PRICE 10,000 GP
Skin, Spore-Filled GRAFT DC 27
The skin of the subject is imbued with that of a green-
blue fungus, giving the subject the appearance of some
terrible disease. Once per day, the subject can release a cloud
of poisonous spores which affect all living creatures within a
10-foot radius. They must make a Fortitude save (DC 10 + ½
your HD + your Con modifier) or become fatigued. Donor
Creature: Bag of poisonous mushrooms. Time: 6days
PRICE 13,000 GP
Tail, Replacement GRAFT DC 25
This tail replaces the subject’s legs or rear limbs. The
subject’s land speed is reduced by 10 feet, but it can climb or
swim at half of its original land speed. The subject can
constrict creatures of an equal size or smaller; with a
successful grapple check, it deals 1d6 points of bludgeoning
damage plus 1-1/2 times the subject’s strength modifier.
Obviously, it can no longer use footwear. Donor Creature:
Large or Huge snake. Time: 8 days
52
If the chromathaumaturge already possessed low
Geoempath
55
underneath. This sense does not function if the
geoempath is in the air or if something like concrete or steel
lies between him and the earth.
A geoempath is one who has gained the ability to read At 3rd level, the range of this ability increases to a mile.
the earth as easily as the pages of a book. Many backwoods Earth Spells (Su): At 1st level, a geoempath gains the
thaumaturgists have some degree of skill with geoempathy, ability to cast any spells with the [earth] descriptor at +1
but the skills of a geoempath are also valuable in the urban caster level.
setting, where they are utilized for construction planning and Furthermore, the spells stone metamorphosis, stone
resource-discovering purposes. shape, greater stone shape, fortify stone, transmute mud to
Hit Die: d6 rock, and transmute rock to mud are added to his potential
spell list (but, for classes like sorcerers, not their known spell
Entry Requirements list,) if they were not there already. These are available to be
Skills: Knowledge (nature) 6 ranks, Spellcraft 6 ranks. cast at the same spell level a wizard would cast them as.
Spells: Able to cast 2nd level spells. Lesser Tremorsense (Ex): Beginning at 2nd level, a
Special: Must have spent at least six months living close geoempath gains the tremorsense ability with a range of 10
to the land, away from major urban areas. feet.
Alignment: Any. Earth Sight (Su): A geoempath of 3rd level can see
through stone, dirt, or almost any other type of earth (except
metal) to a range of 30 feet as easily as if the substance were
Class Skills not there. The geoempath can still see the presence of the
Concentration (Con), Craft (Int), Knowledge (dungeoneering) earth as a faint outline, so that he does not run into it, and
(Int), Knowledge (nature) (Int), Listen (Wis), Survival (Wis). can otherwise function normally. This does not give the
Skill Ranks per Level: 2 + Int modifier. geoempath the ability to see into darkness or unlit areas.
Class Features
The following are the class features of the geoempath.
Weapons and Armor: The geoempath gains no extra
proficiencies in weapons or armor.
Spellcasting: At all levels except 3rd, you gain new spells
per day and an increase in caster level (and spells known, if
applicable) as if you had also gained a level in a spellcasting
class to which you belonged before adding the prestige class
level. You do not, however, gain any other benefit a character
of that class would have gained. If you had more than one
spellcasting class before becoming a geoempath, you must
decide to which class to add each level for the purpose of
determining spells per day, caster level, and spells known.
Earth Sense (Su): A geoempath is always in tune with the
surrounding earth. At 1st level, he can sense the presence of
major natural features in the earth for a distance of a half
mile. This includes things like detecting the presence and
general size of streams, hills, and other general surface
features, as well as underground deposits of water, minerals,
metals, coal, rockmilk, etc. This sense can detect tunnels or
burrows, but only in a general sense, and cannot detect any
living beings. More banal information, like determining a
certain type of mundane rock, or the general composition of
the soil, are also included in this sense.
This ability only functions when the geoempath is in
direct contact with the rock or soil, or when he is on a natural
Table 2–4 - Geoempath
Base
Lvl
Attack Fort Ref Will
Bonus Save Save Save Special Spellcasting
1st +0 +2 +0 +2 Earth Sense, Earth Spells +1 level of existing spellcasting class
2nd +1 +3 +0 +3 Lesser Tremorsense +1 level of existing spellcasting class
3rd +1 +3 +1 +3 Earth Sight —
of the normal –20) when moving at up to twice
Deep in the interior of the Galaggi Veldt, far from any city advance and do not have the spontaneous casting ability (like
or port, the practice of thaumaturgy is much less structured a cleric or druid does,) you can now spontaneously trade
than it is in many areas of Rohagi. Instead of textbooks and prepared spells for spells of an equal or lower value from the
universities, knowledge is passed from master to apprentice, Plant domain. If you do have the spontaneous casting ability,
and only the most useful and practical abilities are practiced. you exchange the one that you have for the ability to cast
One such discipline is the moss-magic, a basic yet powerful spontaneously from the Plant domain. Once you make this
brand of thaumaturgy focused on the manipulation of plants. decision, it cannot be reversed. If you do not already have
Hit Die: d8 bonus domain spells, you now gain bonus domain spells from
the Plant domain as if you were a cleric with access to that
Entry Requirements domain. If you already have domain spells, you may swap one
Skills: Knowledge (nature) 8 ranks, Survival 6 ranks. of your domains for the Plant domain, if you do not already
Spells: Able to cast 3rd level divine spells. have it.
Special: Must have spent time in the Galaggi Veldt to Moss Revenge (Sp): Once per day, a mossist can unleash
learn moss-magic. the fury of the forest with a devastating moss attack as a full
Alignment: Any neutral. round action. This ability causes grasses, moss, weeds,
bushes, and even trees to sprout from the ground and then
wrap and twist around creatures in or entering the area (30
Class Skills ft. radius, cast within 100 ft.) for the duration of one minute.
Concentration (Con), Climb (Dex), Craft (Int), Handle Animal Creatures that make their save against this ability (Reflex
(Cha), Heal (Wis), Knowledge (nature) (Int), Ride (Dex), DC 12 + mossist’s primary spellcasting stat modifier) are
Survival (Wis). unaffected other than having to move at half speed within
Skill Ranks per Level: 4 + Int modifier. the area of affect. If a creature fails its saving throw, it has
three options: stay perfectly still, attempt to break free from
Class Features the thorns, or continue to act normally.
The following are the class features of the mossist. A creature that fails its save but stands perfectly still is
Weapons and Armor: The mossist gains no extra entangled (–2 attack, –4 Dexterity), and takes 2d6
proficiencies in weapons or armor. bludgeoning damage from the constricting plants each round
Spellcasting: At all levels except 1st, you gain new spells that it is trapped. Anyone entangled in this way loses the
per day and an increase in caster level (and spells known, if entangled condition if they leave the area of the spell.
applicable) as if you had also gained a level in a spellcasting Each round in which a creature remains in the area, it
class to which you belonged before adding the prestige class may spend a full round action extricating themselves from
level. You do not, however, gain any other benefit a character the plants. Doing so allows for a new saving throw. If
of that class would have gained. If you had more than one successful, the creature is unaffected except that it may only
spellcasting class before becoming a mossist, you must decide move at half speed in the area of the spell. Successfully
to which class to add each level for the purpose of breaking free in this way is the only thing a character can do
determining spells per day, caster level, and spells known. that does not cause damage to the character.
Plant Spell Familiarity (Su): Beginning at 1st level, a A failed attempt to break free deals the normal 2d6
mossist has gained a deeper understanding of plant magic damage. Those that attempt actions (such as attack, cast a
and how it operates. A mossist may now modify any spell he spell with a somatic component, or move) take 4d6 points of
knows which has the [plant] descriptor with any metamagic bludgeoning damage from the constricting plants. A creature
feat he has learned without increasing the spell’s level or that tries to cast a spell must also make a Concentration
casting time. This ability can be used a number of times per check (DC 15 + spell level + damage taken) or lose the spell.
day equal to the character’s level in the mossist class The plants provide cover. A creature 5 feet away has
(maximum 3.) cover. Creatures separated by 20 or more feet of this growth
Swift Tracker (Ex): Beginning at 1st level, the mossist can have total cover.
move at normal speed while following tracks, without taking
the normal –5 penalty. He takes only a –10 penalty (instead
Table 2–5 - Mossist
Base
Lvl Attack Fort Ref Will
Bonus Save Save Save Special Spellcasting
1st +0 +2 +0 +2 Plant Spell Familiarity, Swift Tracker —
2nd +1 +3 +0 +3 Plant Affinity +1 level of existing spellcasting class
3rd +1 +3 +1 +3 Moss Revenge +1 level of existing spellcasting class
Prosthetic Grafting Capability (Sp): Successfully
Whereas the biothaumaturge specializes in the meldings is complex, time-consuming, and equipment-
manipulation and addition of limbs and tissues, the extensive.
physicothaumaturge is the master of swapping organic In order to perform any graft, a physicothaumaturge first
tissues with mechanical replacements. Creators of the needs to purchase the equipment necessary to furnish a
industrial Remade, physicothaumaturges often work hand in combination surgical-mechanical suite. This includes all of the
hand with their biothaumaturge compatriots, but are machines, thaumaturgic implements, and alchemical
nonetheless a distinct discipline. concoctions necessary to sedate patients, keep them alive
Role: The physicothaumaturge continues to function through very long surgeries, and manufacture unique
much like his base class on the battlefield. Out of combat, the mechanical parts. This equipment costs 5,000 gp and can be
physicothaumaturge has the ability to potentially enhance his purchased in New Crobuzon, and in several more of Rohagi’s
allies or mutilate his victims. more technologically advanced cities.
Abilities: A high Wisdom score is necessary to perform Grafting requires materials. These materials cost
the Profession (physicothaumaturgy) checks needed for 75% of the listed “price” in the options seen below. This
grafting. usually involves raw materials only, leaving the
Hit Die: d4 physicothaumaturge to fabricate the unique parts
needed for any given operation.
Entry Requirements Grafting is never a fast procedure,
Skills: Knowledge (arcana) 8 ranks, Knowledge often taking many days to complete a
(architecture & engineering) 8 ranks. single grafting. The time needed for each
Special: Ability to cast 3rd level arcane graft is given in each listing.
spells. A great deal of skill is also necessary
Alignment: Any nongood. for these procedures. Each day, a
Profession (physicothaumaturgy) roll is
necessary for progress to be made.
Class Skills This roll must be made once each day
Concentration (Con), Craft (Int), Heal the procedure is being performed – if
(Wis), Knowledge (arcana) (Int), the roll fails, the graft will proceed, but
Knowledge (architecture & engineering) the day’s work will amount to nothing,
(Int), Profession (Wis), Spellcraft (Int), and thus the time needed to complete
Use Magic Device (Cha). the graft will be extended by a day.
Skill Ranks per Level: 4 + Int modifier. Lesser Grafting (Ex): The
physicothaumaturge is capable of
Class Features performing the simplest grafts, typically limited to
The following are the class features of the enhancements that do not require a boiler.
physicothaumaturge. Permanent Graft (Sp): Using unique hexes, the
Weapons and Armor: The physicothaumaturge gains no physicothaumaturge can make it so that any grafting he
extra proficiencies in weapons or armor. performs becomes permanent. Without these hexes, a
Spellcasting: At 1st and 3rd levels, you gain new spells per Remade prisoner could, in theory, replace their detrimental
day and an increase in caster level (and spells known, if remaking with something else; with a permanency hex,
applicable) as if you had also gained a level in a spellcasting however, the graft may never be entirely replaced or
class to which you belonged before adding the prestige class removed without causing the death of the subject, forcing
level. You do not, however, gain any other benefit a character them to live with their malformation.
of that class would have gained. If you had more than one Technical Expertise (Ex): The physicothaumaturge adds
spellcasting class before becoming a biothaumaturge, you his class level to any Craft, Disable Device, Knowledge
must decide to which class to add each level for the purpose (architecture & engineering), and Open Lock checks regarding
of determining spells per day, caster level, and spells known. technology, contraptions, or mechanical prosthetics.
Lesser Grafts
existing legs, granting the subject a +4 circumstance bonus on
any Balance or Jump checks. Time: 3 days
PRICE Varies
Armored Integument GRAFT DC Varies
Sheets of armored plating are inserted under the skin, Greater Grafts
giving the subject a natural armor bonus. This additional PRICE 5,000
material is bulky and immediately noticeable on the subject. Internal Compartment GRAFT DC 20
If the subject already has a natural armor bonus, this value The organs of a subject are rearranged to create an
stacks with the previous. This plating adds 10 pounds to the internal sealed cavity capable of concealing and smuggling
subject’s weight. Subjects which receive Mk. IV or Mk. V small items in the torso. The cavity is capable of holding items
armor are so bulky that they suffer a -2 Dexterity penalty. up to the size of a dagger. A Search of DC 22 or a Spot of 18
Plating Enhance. Time DC Price (without clothing) is required to notice the compartment.
Mk. I +1 2 days 22 4,000 Time: 2 days
Mk. II +2 4 days 24 16,000
PRICE 15,000
Mk. III +3 6 days 26 36,000 Meta-Clockwork GRAFT DC 24
Mk. IV +4 8 days 28 64,000
Mk. V +5 10 days 30 100,000 The subject receives a specialized meta-clockwork
component that performs a single thaumaturgic function
three times per day. Choose three 0-level spells which the
enhancement can replicate. Each function can be used
PRICE Varies
Hand, Clawed GRAFT DC Varies
multiple times per day, but each use counts against the daily
limit. Time: 4 days
One of the subject’s hands is replaced with mechanical
claws. This grants the hand a natural claw attack. The subject
PRICE Varies
takes a -4 penalty on any check involving fine manipulation. Musculature Augments GRAFT DC Varies
The subject can no longer wear unmodified hand-wear. If the
Not-so-subtle clockwork mechanisms are inserted into
subject is not of Medium size, adjust the damage up or down
the arms and legs of the subject, augmenting the subject’s
by the appropriate step. Time: 2 days
strength. These devices must be wound once per day in order
Damage (Med) Time DC Price to function, a task which the subject himself is capable of. The
1d4 2 days 20 4,000 augments add 10 pounds to the weight of the subject.
1d6 3 days 21 6,000
Augment Enhance. Time DC Price
1d8 4 days 22 10,000
Mk. I +2 Str 2 days 22 8,000
Mk. II +4 Str 4 days 28 32,000
Mk. III +6 Str 8 days 34 72,000
PRICE 10,000*
Implanted Weaponry GRAFT DC 24
A single light melee weapon or one-handed firearm can
be implanted into the arm of the subject. Melee weapons
extend or retract as a swift action via a spring-based
clockwork mechanism. The weapon in question must be
physically capable of being inside the subject’s forearm.
Ranged weapons fire through a port on the palm or back of
the wrist. Either type of weapon has statistics identical to its
normal form. Firearms reload through a breach in the arm,
increasing the reloading time of the weapon to a full-round
action, or doubling the reload time if it already takes a full-
round. Detecting an implanted weapon takes a Search or Spot
check of DC 25. Implanted weaponry can be damaged or
destroyed but cannot be disarmed.
The price and weight of the weapon to be implanted are
added to the mechanism’s cost and weight (1 pound.) Time: 2
days
58
spells in question; for example, a Cleric only capable of
Somaturgic Feats
Augment Golem
Your golems are tougher and stronger than the norm.
Prerequisite: Ability to create 3rd level golems, at least two
golem proxy feats.
Benefit: Golems you create have +4 Strength, and additional
hit points equal to twice their hit dice.
60
Skills Gear
Lifecraft (Wis; Trained Only) Communicatrix Booster
This skill is a special one available only to somaturges or Useless to anyone but a communicatrix, this
those who study their craft intensively. The feat is always thaumaturgic device can be used to boost a communicatrix’s
cross-class for any non-somaturge class, regardless of any abilities. The device is a large box, just small enough to be
feats, class features, or racial abilities that might cause it to carried in the arms of one person, with wired attachments
be otherwise. No feat may cause a character to be considered that can affix to the head of the communicatrix. Such devices
trained in this skill without him putting any ranks into it. usually require hand-cranking by a second individual in order
Lifecraft represents a character’s ability to sense the to operate.
intricate flows of positive energy within all living, once-living, While affixed to the communicatrix, her remote
and pseudo-living things, and to identify and work with them. connection ability has its duration doubled and can make
The usage and DCs for the various uses of this skill are contact in half the time. Additionally, this device can be used
described below. to communicate with individuals who would normally be
shielded from such effects.
Usage DC Price: 1,500 GP
Identify an imbuing being 15 + effective spell level
used (you must see the
imbuing’s effects or caster).
Firearms
Simple firearms are a common sight throughout Rohagi.
Identify the level and abilities 15 + golem level or level
See Pathfinder – Ultimate Combat for great items and
of a somaturge’s golem or any imbuings used in
pertinent rules.
the golem’s creation
(whichever is higher)
Identify an ongoing imbuing 25 + effective spell level Mirrored Helmet
or detect the presence (within For those who need to
30 feet) of an ongoing but tackle catoblepas – or worse,
unseen imbuing slake moths – the mirrored
Identify the abilities and any 10 + construct’s hit die helmet is the simplest way to
weaknesses of a construct keep your sanity and/or life.
Perform any task the Heal skill 5 + task’s normal heal DC Price: 50 GP
can be used for
Cactacae Weapons
The cactacae race uses many exotic weapons of its own
design, too large and powerful to be used by many others.
The best known are the rivebow, the chakri, and the
greatcleaver.
The rivebow is the best known of the cactacae
weapons. It is an enormous crossbow that fires 61
TABLE 3–1 - WEAPONS
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Rang Inc. Weight Type.
One-Handed Melee Weapons
Gnoscourge 400 GP 1d4 1d6 x2 – 3 lb. Slashing
Two-Handed Melee Weapons
Greatcleaver 40 GP 2d6 2d8 x3 – 15 lb. Slashing
Stingbox 300 GP 1+1d6 1d3+1d8 x2 – 4 lb. Slashing
electrical electrical
Ranged Weapons
Chakri 10 GP 1d4 1d6 x2 20 ft. 1 lb. Slashing
Rivebow 200 GP 1d10 2d6 19-20/x3 40 ft. 14 lb. Slashing
large spinning buzz blades. Because the cactacae lavish by khepri merchants to those they trust, and cost 10 gp per
such attention and resources on the weapon, masterwork box charge.
rivebows are actually relatively easy to find.
The chakri are disc-
bladed throwing
weapons that can
Artifacts
Artifacts are unique or extraordinarily rare items. Their
also serve as
legendary status makes them worthy plot devices or end-
ammunition for a campaign rewards.
rivebow.
A greatcleaver is a
slashing, two- The Possible Sword
handed melee The possible sword is an incredibly powerful artifact
weapon with a 10- allowing its wielder to make every possible strike
foot reach. Lore: Dating from the days of the Ghosthead Empire, this
3,000 year old sword has faded in and out of legend. Most
famously wielded by Uther Doul, a renowned pirate from
Khepri Weapons Armada, the sword is an artifact from a time when anything
was possible – literally. The Ghosthead “mined possibilities,”
The metalwork device known as the stingbox is only
found among the khepri, who use it to electrocute or stun in order to benefit from a situation’s best possible outcomes.
their targets. Description: The possible sword is a very sharp ceramic
The stingbox resembles a squared-off box with a handle longsword of ancient make. Attached to the pommel of the
at one end and two whiplike flails at the other; the flails have sword are a series of wires that attach to a special battery,
a reach of twenty feet. These ends are extendable and are typically worn at the waist.
whipped out to catch the Activation: While anyone can wield the possible sword
enemy, and then a and gain its basic bonuses, its true powers are much more
powerful electrical charge is difficult to activate. The sword requires possible-energy to
sent through the line. While work, and the bearer must be physically altered by expert
the base damage is biothaumaturgical surgery to use the weapon at its full
minimal, each strike also potential (this surgery requires a DC 23 Profession
deals electrical damage. [biothaumaturgy] check and a DC 20 Heal check). In addition,
Creatures struck by a due to the imprecise nature of the weapon, only those who
stingbox must make an are not proficient in its use can unlock its power. Characters
immediate DC 13 Fortitude who are proficient in longsword use must take Exotic
save or be stunned for 1d3 Weapon Proficiency (possible sword) to learn how to
rounds. improperly wield the sword (the wielder must take the -4
Using a stingbox without penalty requires an Exotic nonproficiency penalty.) This is because the sword mines all
Weapon Proficiency; in addition to the usual non-proficiency possible strikes that it could potentially make with each swing
penalties, any untrained user of a stingbox who rolls a 1 on an of the blade; an expert will more often than not hit his
attack roll shocks himself for normal damage and must save intended target, and thus out of all his possible strikes, most
or be stunned. are in the same spot. The point of the possible blade is to
Stingboxes are charged items and must be recharges inflict many strikes at once – a wild, novice swing could
after twelve successful attacks. Stingbox charges are sold only potentially land in a much greater number of possible
locations.
62
A wielder who statue, the user's body will start to mutate into a more
meets these aquatic form.
requirements must Aura/Caster Level: Overwhelming illusion; CL 23rd
turn on the word, a Weight: 1 lb.
free action, to gain its
benefits.
Effects: The Helm of Toro
possible sword is a +2 The mechanical helm of the late vigilante of New
sword of wounding in Crobuzon, Toro, this unique device is as iconic as it is useful.
the hands of most Lore: Created by parties unknown, this bull-shaped
wielders. When the helmet was worn by the infamous vigilante of New Crobuzon
sword is powered on named Toro. Few ever saw the legendary Toro, and fewer still
(and used by a wielder
had any inkling that the social-hero’s helmet had any sort of
who meets all the
special power.
prerequisites,) the
sword’s true potential Description: The Helm of Toro is a large, heavy, metal
becomes apparent. For helmet in the shape of a bull’s head, complete with
each attack made, the longhorns.
wielder makes a single Activation: The powers of the helm are activated by
attack roll and resolves thought alone.
it normally. In addition, the sword also makes 19 additional Effects: The helm allows the wearer to cast the spell
attacks, with each one resolved as if the die rolled had teleportation as a spell-like ability 3 times per day. As any sort
naturally rolled on each number on the die (1 through 20, of teleportation ability is extremely rare in the world of Bas-
leaving out the actual roll made by the wielder.) Each of these Lag, the helm can present unique opportunities to those who
phantom attacks that hit deal half damage, while all the possess it.
attacks that miss deal 1 point of damage. Unless the wielder
Aura/Caster Level: Overwhelming conjuration; CL 20th
rolls a natural 20, none of these attacks results in a critical hit
Weight: 10 lb
and none of the attacks, except the one made by the wielder,
activates the sword’s wounding property. Attacking with the
sword in this way is a full-round action and consumes one
battery charge (which typically has 20-120 charges when
found.) If the wielder rolls a natural 1 on his attack roll, all of
the attacks miss and one charge is consumed. When the
possible sword is turned off, the wielder takes 1d4 points of
Constitution damage and is fatigued for 1d4 hours +1 hour
per round used.
Aura/Caster Level: Overwhelming transmutation; CL 30th
Weight: 6 lb.
64
Somaturgy Imbuings
Thaumaturgy
Thaumaturgy is the “magic” of Bas-Lag.
The specific art of somaturgy deals with imbuing
nonliving materials with living energy. The following are the
“imbuing” spell-like abilities available to the Somaturge class.
The term “magic” is not used in this campaign setting Alacritous Golem
because it implies something fundamentally supernatural and Greater, 5th, Vital Essence
mysterious. For most spellcasters in Bas-Lag, this is not the A golem created with this vital essence imbuing gains an
case at all. Thaumaturgy is considered a science, just like additional natural attack of the same type as its existing
physics or biology, and is treated as such. primary natural attacks at its full base attack bonus. In
In a traditional campaign setting, a wizard may walk into addition, any movement speeds it has increase by 10 feet.
a tavern and be treated as a god by the simple townsfolk. In
Bas-Lag, though, a thaumaturge who walks into a bar trying Animate Weapon
to impress people would probably have no more luck than a Greater, 5th
stage magician, engineer, or dock worker. You bring a manufactured weapon within close range to
Most Dungeons & Dragons and Pathfinder spells will fit in life and command it to attack a chosen target. The weapon
just fine in Bas-Lag. Some, of course, are not to be found in flies into the air and moves unerringly toward the target. You
the actual source material, such as spells dealing with other must have both the target and the weapon in sight when you
planes of existence, as well as teleportation, summon activate this imbuing, though afterward it continues so long
monster, and resurrection spells, but don’t sweat it too much. as either you or the weapon have line of sight. You may
animate a weapon up to one size smaller than the size of the
The following are just some examples of the various largest golem you can create. If the chosen weapon is held by
branches of thaumaturgy studied and practiced throughout an opponent, that opponent is allowed a reflex save to retain
Bas-Lag: his hold on the weapon – if he succeeds, the imbuing fails.
Abyssothaumaturgy – the science of communicating This imbuing lasts for 1 round/level. When it ends,
with and traveling to other planes of existence. This field is in animated weapons simply fall to the ground.
its infancy. An “abyssonaut” explores these planes.
Biothaumaturgy – the science of applying thaumaturgy An animated weapon behaves as follows:
to living flesh, typically the physical alteration of flesh. Animated weapons are treated as constructs, similar to
Crisis-thaumaturgy – a ridiculed idea that no one takes normal animated objects, with "hit die" (irrespective of
seriously, having to do with fundamental energy of reality hp) equal to you caster level.
Chemico-thaumaturgy – the science of producing
Animated weapons have a fly speed of 60 feet (perfect)
thaumaturgic substances, chemicals, and potions.
Animated weapons have hardness and hp as a normal
Chromathaumaturgy – the science of manipulating light
weapon of its type and size (see table on page 166 of
using thaumaturgy.
PHB).
Communicaturgy – the science of communicating via
Animated weapons have size bonuses/penalties to AC
thaumaturgy.
according to their size (2 sizes below intended wielder's
Elementurgy – summoning and studying elemental
size for light, 1 for one-handed, 0 for two-handed)
beings.
Animated weapons receive a natural armor bonus to AC
Elyctro-thaumaturgy – the science of using elyctricity
equal to your wisdom modifier, and a deflection bonus
with thaumaturgy.
equal to their enhancement bonus (if any).
Geothaumaturgy – the science of manipulating the earth
using thaumaturgy. Animated weapons attack with a base attack equal to
Karciology – summoning and studying non-elemental your caster level (allowing iterative attacks on a full
extraplanar beings. This field is in its infancy. A “karcist” is a attack) and strength equal to your wisdom. They deal
demon summoner or one who communicates with them. damage and crit normally as a weapon of their size and
Metallo-thaumaturgy – the science of bending type, and gain the full benefit of any magical
machinery to thaumaturgical purpose. enhancements on them that were active when they
became animated.
Metereomancy – the science of manipulating weather
using thaumaturgy. To be used on a large scale, this currently Animated weapons’ saving throws are equal to 2 + half
requires very large machinery. your caster level.
Physicothaumaturgy – the science of melding flesh with
machinery via thaumaturgy. You may only have one animated weapon active at any
Somaturgy – imbuing nonliving materials with living given time. Animated a new weapon while one is already
energy. animated causes the imbuing on the first weapon to end
Subvocalurgy – using quiet vocalizations to control the immediately.
actions of others. 65
Buffeting Winds Compendium pg. 239), except that you may only have one
Least, 2nd active at any given time.
You fill the air in front of you with positive energy, and
imbue it with a desire to surge forward, causing a strong blast Earthen Armor
of wind to emanate from your hands. This imbuing functions Least, 1st
identically to the gust of wind spell, except that it functions in You imbue a patch of earth with life and an
a 60 foot cone rather than a 60 foot line. overwhelming desire to protect you from harm, causing it to
sweep over you and cover your body in an ever-shifting coat
Clawed Golem of living armor that reacts to incoming blows, reshaping and
Least, 2nd; Vital Essence hardening itself to meet them. This imbuing lasts 24 hours
You shape your golem’s club-like arms into deadly claws. and grants you an armor bonus equal to 4 + one third your
Your golem’s slam attacks are replaced with claw attacks and caster level, rounded down. This imbuing may only be used in
your golem gains the Improved Natural Attack (claw) feat. an area containing loose earth or clay (though afterwards it
Additionally, if the golem hits with two or more of its claw continues to function regardless of surroundings).
attacks, it rends its opponent, dealing an amount of
additional damage equal to its base claw damage plus 1-1/2 Enliven Spell
times its Strength modifier. Greater, 6th
You fill the weave of magic itself with positive energy,
Clinging Earth granting it a short lived life and will of its own. Spells effected
Least, 2nd in this way buck and writhe, distorting and reforming into
You command dust and earth around you to cling to your unpredictable forms, with unpredictable effects.
enemy, impeding his movements. Your target takes a penalty This imbuing functions as greater dispel magic, except
to dexterity equal to 1d6+1 per two caster levels and his that only the targeted dispel and counterspell options may be
movement speed is halved. A successful reflex save halves used. Additionally, any spell that is successfully countered or
the Dexterity penalty and negates the slowing effect. dispelled by this imbuing is replaced by a Rod of Wonder
Alternatively, you may target this ability on a weapon, effect. The "wielder" is the somaturge and the target or point
causing dirt and mud to cover it. An affected weapon deals origin of non-targeted effects is the dispelled creature (for
half its normal damage. An attended or magical weapon gets targeted dispel) or countered spellcaster (for counterspell).
a reflex save to negate the affect, and someone wielding an Unlike in an actual Rod of Wonder effect, a result of 98-100
affected weapon can attempt another reflex save to clean it on the d100 now causes the spell in question to immediately
off as a full round action that provokes attacks of manifest near the target as a Living Spell (MM3 pp. 91), which
opportunity. Even natural weapons may be affected by this attacks everyone around it indiscriminately. Also, any save
imbuing, though they are considered attended by their DCs against the resulting effects are equal to the save DC of
owners and receive saves as normal. the dispelled spell, even if the spell did not allow a save.
This imbuing lasts 1 round/level.
Explosive Golem
Command Earth Greater, 6th, Vital Essence
Living, 7th A golem created with this vital essence imbuing can
You infuse massive amounts of stone with positive explode violently either when commanded to (as a standard
energy, and order it to reform into almost any shape you action) or when it dies. The golem only explodes upon death
desire with a great deal of precision. This imbuing functions if you set it to do so. Setting an explosive golem to explode or
identically to the wall of stone spell, except that it can only be not explode is a free action and may be done as often as the
used in an earthy or stony area, and has two different modes casting somaturge desires, but only on his turn.
of usage. The first summons forth a given amount of stone (as When a golem explodes, it deals d6 damage per hit die to
described in the wall of stone spell) and the second removes all creatures within a distance from it determined by its size:
an equal amount of stone, allowing you to instantly remove small – 5 feet, large – 10 feet, huge – 15 feet, gargantuan – 20
castle or dungeon walls, collapse bridges, or trip opponents feet. A successful reflex save versus this imbuing halves the
(all in area succeed on a reflex save or fall prone). You may damage.
choose only one mode of usage each time you activate this If the golem has a special ability from an exotic
imbuing. construction imbuing that deals non-physical damage (either
energy or untyped) then an explosive version of that golem
Devouring Winds deals that type of damage when it explodes. If the golem has
Living, 9th abilities that deal different types of damage, then the
You create a rising spiral of enlivened air, which grows in explosion damage is split evenly among those different types.
strength and quickly develops into a full-blown tornado. This If the golem has no such abilities, the explosive damage is
spell functions as the greater whirlwind spell (Spell fire.
66
Extended Golem disable device check of the same DC (with the chance of
Least, 2nd; Vital Essence triggering it on a failure, as with any trap). The casting
You imbue a bit more of yourself in your golem than is somaturge knows immediately when the trap is triggered or
normal, allowing you to maintain and control it at much removed.
greater distances. The distance at which you can command Once the trap is triggered, the readied golem (with any
and hold together the golem is multiplied by ten. Note that exotic construction feats or other abilities applied to it as
you must still be able to see your golem in order to issue new normal) appears immediately, and, barring extraordinary
commands to it (though the Golem’s eyes ability functions circumstances, receives a surprise round. The golem may be
perfectly well for this purpose). given one simple command when the trap is created, most
often to attack the triggering creature (creatures other than
Flame Golem the triggering creature cannot be specified in this command)
Lesser, 4th, Exotic Construction that it begins following as soon as it is triggered. If the casting
somaturge wishes to issue further commands, he must be
Energy Absorption: Fire, 2nd level or higher
You bring fire to life, and form it into a golem to do your within line of sight and normal golem range and issue them
bidding. A flame golem may be constructed from an existing normally (or use the Golem’s Eyes imbuing to command the
flame up to two sizes smaller than the golem is to be. golem from a distance). Once triggered, a golem trap only
lasts for one round per caster level before collapsing into the
Flame golems act as normal except as follows: materials it is made from.
If a golem trap is triggered but the material that was to
Flame golems have damage reduction X/magic, where X
be used to construct the golem is not available, the trap
is the highest damage reduction the casting somaturge
dissipates harmlessly.
could attain by building his golem from the materials
listed under the Golem Creation ability.
A flame golem has the fire subtype, granting it immunity Golem’s Eyes
to fire damage and vulnerability to cold. Least, 2nd
Targets struck by the attack of a flame golem or striking You project your mind into your golem, allowing you to
the golem with a natural weapon take fire damage perceive the world through its senses while your body
determined by the golem’s size: small – 1d4, medium – remains in place. All of the somaturge’s senses – any forms of
1d6, large – 1d8, Huge – 2d6, Gargantuan – 3d6. This fire sight, hearing, scent and touch, including blindsight,
damage is also dealt once per round on the fire golem’s blindsense, tremorsense and any other extraordinary sense –
turn to any creatures grappling it. are active (but not enhanced) when this ability is in use, but
Anyone who takes fire damage from a flame golem must are centered on the golem’s position rather than his own.
succeed on a reflex save verses this imbuing or catch fire. While this ability is active, the somaturge can take no actions
The fire deals 1d6 damage per round and lasts for 1d4 other than to direct his golem (as normal, a swift action) or
rounds. Creatures may take a move action to put out the end the imbuing. The imbuing continues until the somaturge
fire. dismisses it as a standard action or falls unconscious. Your
golem is always considered to be in line of sight so long as
Flame golems are immune to harmful fire-based effects
this imbuing remains active.
such as spells with the fire descriptor.
70
could attain by building his golem from the materials Sound golems have no damage reduction
listed under the Golem Creation ability. Sound golems have no attacks, but anything entering a
Shadow golems can see clearly out to any distance in sound golem’s space takes d4 sonic damage per golem
either mundane or magical darkness. hit die. A given target is only subject to this effect once
Shadow golems shed magical darkness everywhere they per round. A successful fortitude save halves this
go. All spaces within 15 feet of the golem become one damage.
degree darker. Dimly illuminated spaces (as determined Living creatures that take sonic damage from a sound
by a given observer’s senses) become non-illuminated golem must succeed on a fortitude save versus this
spaces, and all brightly illuminated spaces become dimly imbuing or be deafened for 1d4 hours.
lit. Listen checks made by creatures within the area of a
The roiling darkness that makes up a shadow golem is sound golem automatically fail (effectively deafening
uniquely disturbing to look upon, as half-seen shapes and them as long as they remain within the golem), and
images bubble up out of nothing, flicker, and are gone checks made within 10 feet of them are at a -10. This
just as fast as they appeared. Shadow golems thus have a penalty decreases by 1 for every 10 feet of distance
gaze attack with a range of 15 feet. between the listener and the golem (so someone 60 feet
Any creature struck by the gaze must make a will save or away would have a -4).
be frightened for 2d4 rounds. This is a mind-affecting Sound golems cannot exist within the area of a silence
fear affect. spell or similar effect, and are immediately destroyed if
The attacks of shadow golems snake and ooze around they enter one.
defenses raised against them. All of a shadow golem’s Sound golems are immune to harmful sound-based
natural attacks ignore armor and shield bonuses to AC. effects, such as spells with the sonic descriptor.
Every touch of a shadow golem’s body leaves behind a
thin residue of darkness that seeps into its victim’s body, Spines of Earth
chilling and weakening them. Creatures struck by the Lesser, 4th
attack of a shadow golem or striking the golem with a You shape the earth into sharp protrusions which blend
natural weapon take cold damage determined by the with the surrounding environment and tear into any
golem’s size (small – 1d4, medium – 1d6, large – 1d8, creatures passing over them. This imbuing functions
huge – 2d6, gargantuan – 3d6) as well as 2 strength identically to the spike stones spell, except that you may only
damage. A successful fortitude save halves the cold and have one instance of this imbuing active at any given time.
strength damage. This effect also afflicts creatures Using this imbuing again while another instance of it is active
grappling a shadow golem once per round on the golem’s immediately dispels the older instance.
turn. Undead and constructs are immune to the ability
damage but not the cold damage. Time Golem
As a full round action, a shadow golem may project a 60 Living, 9th, Exotic Construction
foot cone of shadow. All creatures in the cone’s area take You give life to time itself, and bend it to your whims.
5d6 cold damage and 2 strength damage, and are Unlike other golems, a time golem requires only a full round
frightened for 2d4 rounds (as a mind-affecting fear action to create. Once created, a time golem does not act,
affect). A successful will save negates the fear and a and persists for 1d4+1 rounds (in the somaturge’s time
successful fortitude save halves the cold and strength frame). A time golem has two modes of usage. The first mode
damage. freezes all those within its area in time, preventing them from
Shadow golems are immune to harmful shadow-based taking any action until the golem dissipates. The second
effects such as spells with the shadow descriptor. mode vastly speeds up time within the golem’s space (which
must include the somaturge), allowing anyone within the
Sound Golem space to act for 1d4+1 rounds while the outside world stands
Greater, 6th; Exotic Construction apparently unmoving.
Energy Absorption: Sonic, 2nd level or higher No object or effect may pass through the borders of a
When you create a sound golem, you let out a shout, time golem. Anyone within a time-slowing time golem is
which, instead of dying down as it leaves your throat, grows completely immune to any outside effect as long as the
in volume and begins to shift and oscillate, eventually golem persists, as is anyone outside of a time-speeding time
coalescing into a golem of pure sonic energy. golem. Supernatural abilities directed at a time golem simply
dissipate harmlessly, and physical attacks slide off of its
Sound golems act as normal golems except as follows: surface. Spell durations and other timed effects do not count
Sound golems are invisible and incorporeal (with the down inside a slowing golem or outside a speeding one.
incorporeal subtype) with a move speed equivalent to Creating a time golem is an incredibly disruptive process,
their normal move. Most significantly, this means they and after it is completed the local timestream is filled with
lose their natural armor bonus and gain a +1 deflection ripples and contortions. Because of this, creating a time
bonus to AC. Unlike other incorporeal creatures, sound golem within 200 feet of where a time golem was
golems are always easily audible. created in the past 10 minutes requires a DC 31 caster 71
level check. The DC of the check increases by 5 for each time Wind Wall
golem beyond the first that was created within 200 feet and Lesser, 4th
10 minutes. This imbuing allows you to animate the air in a thick
curtain in front of or around you. It functions as the wind wall
Treacherous Earth spell, except that moving through it requires 5 additional feet
Least, 2nd of movement and a DC 10 strength check. Creatures that fail
You soften and weaken the earth, either under your the strength check lose the remainder of that move or full
enemy’s feet or over their heads. This imbuing functions round action (in the case of charges, run actions or attempts
identically to the soften earth and stone spell. to disengage) and are knocked prone. Flying creatures take a
-5 on the strength check, and stall if they fail the check (see
Wave Golem movement rules). Additionally, any melee attacks made
Least, 1st; Exotic Construction through the wall suffer a -2 circumstance penalty.
Energy Absorption: Water, 1st level or higher
This exotic construction imbuing allows you to create a
golem from water, or similarly viscous liquids (note: not lava).
Wind Golem
Greater, 5th; Exotic Construction
Energy Absorption: Air, 3rd level or higher
This exotic construction imbuing allows you to form a
golem out of nothing more than the air around you.
72
whose residents use it to publish scholarly and intellectual
Languages
Bas-Lag is a world of many languages. In New Crobuzon
work in Gnurr Kett.
Khadohi: The language of the island nation of Khadoh
uses a pictographic moonscript alphabet.
Low Cymek: A language common throughout the Cymek
region, this tribal tongue is sometimes considered a trade
and the other human settlements of eastern and central
language.
Rohagi, the most common is Ragamoll, but the babble of
Llorgiss: Language of the llorgiss people, practiced
dozens of others is common in many areas.
primarily on Yanni Seckilli Island.
Manfish: The true name of this language is only
Anophelii: It is physically impossible for those without an
pronounceable underwater. Used by the menfish race.
anophelii’s mouthparts to speak this language.
Perrickish: The language of the Mandrake Islands and
Borinatch: Very few individuals besides the borinatch
neighboring Perrick Nigh.
themselves speak this tongue.
Quiesy (Deadish): The language of High Cromlech, more
Corokanth: This racial language of the corokanth has
often called Deadish, sounds nothing like most tongues. Most
many dialects, and can only be pronounced properly while
of its sounds are made in the back of the throat or are
underwater. When spoken above water, it is still
barked, as many Quiesy speakers have little fine motor
understandable, but loses much of its subtle nuance.
control over their lips and tongues, or have lost those parts
Cray: The common language of the cray people. There
entirely. Its silences are as important as some of its sounds,
are many versions of this language.
and there are modes of the language that are suitable for
Fellid: The language of Fellid shares a distant root with
thanati nobles with mouths sewn shut, or with rotted voice
Ragamoll, although a speaker of one would have a very
boxes. Some modes of the language are spoken with eyes and
difficult time understanding the other. It is most commonly
hands rather than with the mouth.
spoken by human settlements near the Fellid Forest,
Ragamoll: The most common tongue of humans is
including the Brothers and Maru’ahm.
spoken throughout Rohagi, although it is less popular in the
Galaggi: Galaggi shares much with the Fellid tongue, but
west, where Fellid and Galaggi tend to dominate. This is the
it nonetheless a distinct language. It is spoken mostly by
official language of New Crobuzon.
human settlements in the Galaggi Veldt.
Salt: The language of sailors on every ocean (and
Garuda, Cymek: The language of the garuda who hail
especially on the pirate city of Armada,) Salt is a patois and
from the Cymek Desert. There are a dozen dialects, but most
polyglot mess that linguists have yet to untangle, made up of
are similar.
words taken from Ragamoll, Sunglari, and others. Despite the
Garuda, Shotek: The language of the garuda who hail
mess, native Ragamoll speakers usually find it fairly easy to
from the continent of Shoteka. It is similar to Cymek Garuda.
pick up. It is rarely written down except in its Armada
Gessin: The language of the gessin people is spoken
incarnation, as many of its speakers are illiterate.
primarily by the gessin themselves. Many humans in the
Sign Language: The method through which khepri are
Wormseye region can at least partially understand this
forced to communicate with other races.
language.
Stiltspear: The complex language of the stiltspear people
Grindylow: No one knows whether the grindylow have a
is nearly unknown to other races.
single language or many, but their speech is both arcane and
Sunglari: The language of the cactacae, used in Dreer
powerful. Some scholars speculate that their liquid language
Samher and Shankell. A soft language with whistling
contains an especially harmonic or arcanophilic grammar, or
elements, it carries well over winds and rain.
that their phonemes are thaumaturgically resonant.
Tesh: Sometimes called “Teshi,” this language is almost
Khepri, High: The religious written language of the khepri
exclusively spoken by those who hail from the city of Tesh.
women used in New Crobuzon. It is the most common
Trow: The language of the trow, spoken by most
written language of the khepri.
individuals, especially in the Dancing Shoe Mountains and
Handlinger: The secret dialect of the handlingers is
Troglodopolis.
known only to them.
Vodyanoi, Fellid: The dialect of the vodyanoi language
Hotchi: The tongue of the hedgehog-folk of the
which is spoken in Gharcheltist and Jangsach and the
Rudewood is harsh sounding to most human ears.
surrounding regions.
Jheshul: The language spoken throughout Jheshull, (also
Vodyanoi, Lubbock: The dialect of the vodyanoi language
known as the Pirate Islands.) The language shares a few
which is spoken in New Crobuzon and eastern Rohagi.
words in common with Ragamoll, but not many.
Vodyanoi, Southern: The dialect of the vodyanoi
Kettai, Base: The everyday language of Gnurr Kett; a
language which is spoken in southern Rohagi.
much simpler form of High Kettai.
Vu-Murt: The high-pitched sound of the vu-murt people
Kettai, High: A scholarly, elevated tongue used on Gnurr
is restricted to their home region of the Galaggi Veldt.
Kett only for ritual and traditional occasions. It uses the
Ragamoll script but is derived from a very different root. The
written form of the language is used on the anophelii island,
73
operations, while other cities seem to have learned how to
History of Bas-Lag kill or drive away Ghosthead occupiers without ever raising
armies.
At some point during the Sloughing Off, the cactacae
race first appeared. Whether they were born naturally or
created is a debated point. The records describe a Ghosthead
The ancient past of Bas-Lag witnessed at least two great
retreat during this period but no one knows how to contact
empires, one mythic and extraplanar, one bloody and brief. their distant plane or guard against their return. After the
Sloughing Off, the Ghosthead Empire disappeared as
The Ghosthead Empire mysteriously as it came, and the allegiances between groups,
tribes, and races that helped the rebellion succeed collapsed.
This long-vanished empire is a great source for ancient The politics of Rohagi splintered into infighting and cultural
instruments of power, obscure lore, and possibility-based degeneration, and the First Umbric Age began.
thaumaturgy – but it is also very poorly understood.
Its rulers arrived from beyond the bounds of Bas-Lag
around 2000 BNC, apparently fleeing the destruction of their
own homeland. Their arrival was violent enough to smash
The Malarial Queendom
open the world-reality itself, birthing the Fractured Land. On Also sometimes known as the Anophelii Empire, the
Bas-Lag, they established a surreal, violent, and impossibly Queendom was a brutal feudal monarchy ruled by
strange empire. The Ghosthead themselves were clearly bloodthirsty anophelii females who needed warm avian or
extraplanar, and few records of the time seem to be able to mammalian blood to feed their incredible intelligence, speed,
describe them or their technologies; Bas-Lag was far too and thaumaturgical insight. It expanded rapidly to feed their
primitive to understand what the Ghosthead brought, and hunger, and all its subject races worked and bled until they
the Ghosthead were in no mood to explain. Instead, they died.
conquered all of Rohagi and most of Shoteka, at least. Stories The Queendom existed around 750 BNC, more than
about the Ghosthead don’t make much sense, as they seem 2,500 years before the present day. It was short-lived, lasting
to have existed along dimensional axes that human and not much more than 50 years, but it left a deep impact. Its
xenians alike don’t comprehend. The two most reliable heart was in Shoteka, the continent south of Rohagi.
accounts claim they were “human, with ghostlike heads, However, the anophelii queens had outposts in southern
occasionally tentacular,” and “invisible but clearly Rohagi, and also in the Shards, a huge archipelago a long way
cephalopodish, with insectile heads and mechanical east, and in some islands in between – any place with a warm
ovipositors.” Neither description seems helpful to current climate and fresh water. The whole thing collapsed when
scholars; neither description seems entirely sane, either, but there were no more easy conquests, the blood sacrifices ran
this is a recurrent problem with the Ghosthead. out, and the female anophelii turned from smart, powerful
In any case, the Ghosthead fought with the khepri insect killers to mindless, powerful killers.
empires of Bered Kai Nev, the huge eastern continent. That Their lost treasures include powerful tomes of
fight seems to have been a draw, largely based on the khepri summoning and conjurations, technothaumaturgical fusions,
ability to throw vast numbers at the problem, but records are and geared engines for harnessing elementals. Any explorer
very sparse. fool enough to risk unleashing the anophelii females on the
These days, the empire is considered half-mythic. Bizarre world again might find these lost caches quite lucrative. The
histories claim that the Ghosthead Empire reached the cactacae claim to have plundered all of the hoards of the
moons, built metal fish to swim the stars, and practiced the Queendom, since they are immune to the wrath of the
lost art of possibility-mining along the Scar. Artifacts from this mosquito-folk, possessing no blood for them.
time are uncovered every decade or so, often in new shapes.
The Ghosthead rulers and their precise form of
government are hard to establish because of the weird mix of Flesh-Eater Wars
secrets, myths, and archaeology surrounding them. They In the year 798, (roughly 1000 years ago,) a decades-
ruled firmly for about 600 years or so, then a slow-building long, on-again-off-again series of conflicts began, the purpose
rebellion grew among the Rohagi subject races. During this of which was to wipe High Cromlech off of the map. The city
first stage, this revolt was called the Contumancy and seems of the undead, viewed my most people as an unholy affront
to have been largely a matter of attacking Ghosthead to nature, was never popular, but a religious movement for
institutions, representatives, and devices. The surviving its eradication gained traction in several major cities.
records speak of “possibility fraud” and “demonstration As this movement soon found out, though, it is very
devices” and other strange (or at least untranslatable) forms difficult to defeat an enemy who can raise your own fallen
of rebellion – it may be that not all of it was violent. soldiers as zombies and send them back at you. Eventually,
Later, around 1350 BNC, it exploded into an outright the gruesome “Flesh-Eater Wars” lost momentum, and High
rebellion, known as the Sloughing Off – a century-long Cromlech went back to being an unobtrusive, isolated city.
process of revolt. Attacks and reprisals were fierce; many
cities and towns simply vanished in “thought cleansing” 74
The inhabitants pulled up stakes and moved inland to
New Crobuzon
The world of Bas-Lag boasts a multitude of populous
where the River Tar meets with the Canker, just a few miles
upriver from its meeting with the sea. Although the people
renamed it New Crobuzon, the dating system from the first
settlement’s founding on Iron Bay was retained, (meaning,
for example, that New Crobuzon was founded around the
cities, distinctive townships, and overall bizarre environs. But
year 100.)
through the centuries, one city has stood above the rest in
The most prominent historical figure from this early era
numerous ways: politically, militarily, technologically, and –
was a cleric of Darioch named Jabber. Jabber would become
above all – economically. This is the city of New Crobuzon.
known as the founding father of New Crobuzon, being
Over time, its hard-working citizens (and hard-scheming
credited with creating parliament, writing the city’s legal
politicians) have made this powerful city-state a true force to
code, establishing the trade policies crucial to the city’s
be reckoned with. Its manufactories are a vast, sprawling,
prosperity, and dozens of other feats. His influence became
industrial mess, producing enough goods to extend New
so vast that at some point he was deified, and the worship of
Crobuzon’s reach thousands of miles in every direction. The
“St. Jabber” would grow into the most prominent of the city’s
city has created great art and advanced sciences, funded rail
religions.
travel and gliding aerostats, utterly destroyed one of its rival
cities, and brought others to heel – all while making its
merchants and politicians very, very wealthy indeed.
Pirate Wars
New Crobuzon now suffers the inevitable diseases of a New Crobuzon continued to prosper as it became an
proud industrial metropolis: alchemical wastes flow into the ever-larger trading and manufacturing center. Unfortunately,
Gross Tar through the Brock Marsh, the crowds strain its whenever wealth congregates in the world, there will be
streets and rails, and while its newer buildings tower ten and those who wish to usurp it. Pirates and other maritime
even twenty stories high, every mass of concrete, tar, and powers continuously harassed New Crobuzon (and each
brick is rotting at the base. Many of its districts are slums, other,) but this antagonism reached its peak around the year
rebels and unions threaten the wealth of the overlords, and 1,100, and thus began the Pirate Wars.
its citizens are barely held in check by the brutal militia. Fought in two rounds, the first Pirate War lumbered
Welcome to New Crobuzon, the greatest city-state of the along for about four hundred years. It was fought among New
world. Crobuzon, Jheshull, Gnurr Kett, Suroch, and many other
island and maritime powers. Allegiances shifted all the time.
Major Metropolis (conventional); AL LE The Pirate Wars were also called the Slow Wars, or the
Government Mayoral/Parliamentary; Tech Level 5 False Wars, as the fighting was desultory and trade and
Gold Guinea Limit ₲ 7,000,000; Assets ₲ 2,450,000,000 interaction continued between the “enemies” at the same
time. Its effects were more industrial and economic than
DEMOGRAPHICS military – although there were real military face-offs – and
Population 3,510,000 New Crobuzon came out of it quite well. During the Battle of
Type mixed (74% human, 11% vodyanoi, 9% khepri, 3% the Torpid Coast in 1352, New Crobuzon soundly beat
cactacae, 3% other races) – does not include wyrmen or Khadoh, a northern island nation. This boosted New
Remade Crobuzon’s economy and made it the top dog during the
Religions many, principally St. Jabber; Languages many, Pirate Wars, ushering in the Full Years, which was a bit of a
principally Ragamoll golden age for technology and the economy that lasted a
AUTHORITY FIGURES couple of centuries.
For the first four centuries, these conflicts weren’t so
Mayor Triesti, Lord Mayor, leader of the Fat Sun party; Alessa
much a real war, but more of an intense rivalry. When most
Handsome, leader of the New Quill party; Jorge Sebash,
people refer to the Pirate Wars, they mean the Second Pirate
Lord Captain of the militia; Lucia der Belsevere, Chancellor
Wars, the sudden flaring up of the conflict again around 1510,
of the University of New Crobuzon; Khoinesheril,
when it turned into a real and bloody military conflict. In
harbormaster.
1544, New Crobuzon deployed a secret weapon on their
worst enemy, the northern coastal city of Suroch – the
History
Torque bomb, which harnessed the same chaotic madness as
the Cacotopic Stain (see pg 94). This created a new, smaller
torque zone, with all of the horrible chaos that entails,
The original city of Crobuzon was founded roughly 1,800 including reality itself coming undone. The result was so
years ago as a small village near the coast of Iron Bay at the heinous that New Crobuzon tried to keep its victory a secret,
outflow of the Gross Tar River, near to the present location of dropping a series of colourbombs on the remains of Suroch in
Tarmuth. It quickly flourished as a trading settlement, and 1545 in an attempt to destroy the madness. Official public
thus became a favorite target of pirate attacks. A mere 100 records made no mention of torque bombs, and insisted that
years after its founding, one such raid burned Crobuzon to it was the colourbombs that ended the war, (although
the ground. only a quarter of those bombs actually worked.)
75
With this thorough victory, the number of countries and Half-a-Prayer, and illegal underground newspapers like the
city-states seeking negotiated resolutions in favor of military Runagate Rampart.
solutions rose dramatically, and New Crobuzon has been
home to a multitude of embassies ever since. Recent Years
Unrest Spreads About thirty years ago, in the year 1779, New Crobuzon
faced a mysterious and terrifying season. Now called the
A century later, New Crobuzon finally mounted a Midsummer Nightmare, (or the Dream Curse, or Nocturne
scientific expedition to examine the new Cacotopic Stain of Syndrome,) it was a period of time when the entire city was
Suroch, which included a heliotypist named Sacramundi. plagued by nightmares. Every man, woman, and child
Seeing the horror of the stain firsthand, upon his return he experienced dreadful dreams on a nightly basis, dreams so
defied the government’s orders for secrecy by publically disturbing that sleep became something to dread.
distributing “Sacramundi’s report,” which informed the Concurrently, each night would reveal several victims who
masses about the dreadful reality unleashed by New remained in a coma-like stupor, never to rise again. Then, just
Crobuzon. This sparked the Sacramundi Riots in 1689, which as suddenly as it had appeared, the problem vanished. The
came very close to bringing the entire government down. public never knew the source of the Midsummer Nightmare,
Almost concurrently with the riots, the Khepri exodus but the government knew the true cause: a group of
began arriving on the shores of the city, escaping the terrible otherworldly slake moths had escaped confinement, and had
Ravening of their homeland. Many found work and refuge in been feasting on the thoughts of the city.
the city, and their population began to rapidly swell. For many centuries, the militia of New Crobuzon prided
The city’s government held on by a thread for a decade, themselves on remaining largely unseen – a kind of invisible
and had only just begun to make headway in restoring its threat, made all the more insidious by remaining out of sight.
former power when a terrible drought occurred which But the situation was forced to change in 1793 during the
threatened the entire city’s food supply. In 1701, a social brief but furious Construct Wars. Somehow, some of the
bandit calling himself Bridling became the mouthpiece for the city’s clockwork-driven construct servants spontaneously
discontent of the populace. Almost single-handedly, Bridling gained sentience. A viral consciousness began to spread
churned the city’s agitation to a broil, a time which would among the servitors, who began to think, feel, and value self-
become known as the Week of Dust. preservation. The fear of a machine revolt was so strong that
Driven to desperation, Parliament approved a violent the militia made their presence publically felt for the first
retaliation on the city’s malcontents. All protests were met time in decades, and gave every citizen in the city the same
with lethal force and extreme prejudice. Remarkably, this mandate: find and eradicate all constructs. The mechanical
show of strength did not come back to bite the government, servants were eradicated before much true damage was
and actually succeeded in scaring the city’s populace into line. caused. Today, the possession and creation of constructs
From that point on, only a tiny percentage of the city dared to remains tightly controlled, and thus thaumaturgic
openly oppose official policies, like “hero of the people” Jack golems are far more prevalent.
76
Around this time, civil unrest reached an all-time high,
The Tesh War with massive open rebellion on the streets. Entire districts of
the city sealed themselves off from the government, forming
It was somewhere around this time, close to the turn of
the century, that the war with Tesh began. No one is exactly “the Collective” of free citizens. They put up a good fight, but
certain when war was declared, or for what reason, but the in the end, the newly appointed Mayor Triesti used the militia
war with Tesh would prove costly, both monetarily and in to ground down all resistance and crush the movement,
terms of lives lost. killing thousands.
A recession was already building as the turn of the According to the New Crobuzon government, the war
century approached, when one day Teshi merchant ships was officially declared over after this, with the Teshi
suddenly stopped arriving at New Crobuzon’s harbor. emerging on the losing side. The full reality of the situation,
Simultaneously, all of New Crobuzon’s merchant ships sailing however, is still murky. Trade and mercantilism have picked
in the vicinity of Tesh and the Firewater Straits were up, and the recession has itself nearly receded, but many
brutalized and destroyed. New Crobuzon was at a loss until intelligent citizens have lingering doubts and fears about the
Tesh’s secretive, hidden ambassador to the city informed nature of the conflict and further fallout from the war. The
them that the two states were at war. What’s more, the Tarmuth shipyards are busily rebuilding New Crobuzon’s
Witchocracy emerged as a strong supporter of Tesh against fleet, and ships from the Witchocracy still have not visited the
New Crobuzon. city’s ports.
Sights
New Crobuzon suffers from a remarkable lack of city
Barrackham
Middle Class
Despite the overall tendency for south New Crobuzon to
planning. Open sewers flow through slums, houses are built be penniless and dirty, Barrackham stands as a beacon of
rather at random, and roads, street lighting, and transport well-living, although the beacon has been slowly fading for
vary widely in both quality and quantity from place to place. many decades. Barrackham was once home to very wealthy
Wealthy districts show off their fortune in many ways. families, but most have since left the district, leaving the
Money, power, knowledge, and influence can be found on middle-class behind. The old grand estates are in a state of
proud display in the richer parts of town, which tend to disrepair, their current residents unable to maintain their
cluster near the center and northeast of the city. These parts long-ago splendor. Towards the north of the district lie some
poor neighborhoods and a handful of underused factories. 81
Bonetown
more obscure form of knowledge, Brock Marsh is the place to
Bonetown find its practitioners. Its businesses include private libraries,
book binders, herbalists, renting libraries, makers of
Poor
Named after the Ribs that arch over it so prominently, glassware and copper tubing, scale and balance makers, and
Bonetown is a shabby place where nothing good lives. Often other artisans who cater to the scientific trade. Small hordes
called “the Thieves’ District,” it is a syncretic mesh of of badgers scamper through the streets, familiars by tradition
industrialism and cross-bred architecture, urban scrubland, to the learned, and waddle through special flaps in the store-
shantytowns, and abandoned docklands which line the river fronts and doors of these shops.
shore, littered with thick-stemmed weeds. The crime lord Mr. The favored locales of the scientific class are pubs. The
Motley keeps his base of operations in Bonetown. Danechi’s Dying Child on Umber Promenade is particularly popular and
Bridge joins Bonetown to Brock Marsh across the Canker. is run by Silchristcheck, a vodyanoi who rarely leaves his bath.
Another favorite is the Moon’s Daughters, an inn near
The Ribs Danechi’s Bridge, which links Brock Marsh with Bonetown.
Ivory shards of a leviathan, these arching ribs of a fallen
giant almost meet about two hundred feet above the ground.
The land around them is unlucky; tools break, projects run
Canker Wedge
Wealthy
away into the dust and dirt, and nothing prospers. For this
One of the most prosperous districts, Canker Wedge is
reason, the center of the vast chest cavity remains devoid of
home the affluent and the posh. The residents here live the
buildings; plans to fill in the hole somehow always come to
easy life, many inhabiting mansions and pursuing decadent
nothing. Fifty feet down, archaeologists had found vertebrae
leisure activities. Being where the Canker first enters the city,
the size of houses, but after a series of accidents, exploration
the waters here have not yet been polluted by runoff, and
stopped. No other skeletal parts have ever turned up, and no
pleasure craft which row the water for fun and sport are
one is certain what the original creature looked like, although
common. The district is also home to the Canker Wedge Zoo,
it has been dubiously named Gigantes Crobuzon.
which houses strange beasts from far and wide. One of the
Despite all that, the Ribs make a useful landmark to
city’s long-disused aeromorphic weather-controlling engines
visitors; just look up, and if you see the Ribs, you can orient
is also in the Wedge.
yourself. The Ribs themselves are a bit of a draw for gawkers,
One of the city’s best known “secret” enterprises is also
so most residents here are hawkers, buskers, sales-people,
in Canker Wedge. Cadnebar’s Soaps and Tallow was once a
and street acrobats.
respectable shop, but now is officially listed as a warehouse.
Brock Marsh Unofficially, it is home to spectacular (and illegal) ring fights
and gladiatorial matches. Despite the illegality of these
Scientific Quarter activities, the establishment is consistently ignored by
Brock Marsh is a triangular slice of the Old City low authorities, because many of the fights’ top sponsors are
ground, wedged between the city’s two rivers as they meet; parliamentarians, wealthy industrialists, and eminent
its location near Strack Island makes it important enough to bankers. Cadnebar’s attracts large crowds on a nightly basis.
rate a militia tower which anchors a short skyrail over to
Strack Island.
Brock Marsh is known as the Scientific Quarter. Some of
Chimer
Industrial Slum
its denizens are scientists and thinkers, including physicists,
Chimer is comprised primarily of smog-spewing factories
chimerists, biophilosophers and teratologists, chymists,
and the dilapidated homes of their poor employees. Most of
necrochymists, mathematicians, karcists and metallurgists,
and vodyanoi shaman. If it’s an obscure branch of an even 82
the factories spew out common mechanical and household
items, and many employees are trapped in unfavorable long-
term contracts.
The Crow
Wealthy
Notable Mercantile Individuals Flyside shares much in common with its neighbor,
Riverskin. Full of cramped and cheap housing, Flyside is still
several steps above the city’s slums in terms of living
Splits Rib: Guildmaster of the Swole Solar Merchant guild (CN
conditions, (although one or two blocks are nearly as bad.) It
male cactacae expert 10)
Khoinesheril: Harbormaster and Customs Collector (LN male
has also managed to keep out most gangs and violent
vodyanoi aristocrat 2/rogue 7) activities, making it one of the best possible choices for poor
Feshejheltis: President of the Vodyanoi Stevedores’ Guild. (N workers who want to raise a family in a safe environment.
female vodyanoi rogue 4/sorcerer 3) The population here has a higher than average percentage of
Bartol Sedner: Head of Sedner’s Bank of Commerce (LG male xenians.
human expert 5)
Mashek Ghrashietnichs: Head of Paradox Concerns (LN male
vodyanoi expert 7)
Gallmarch
Dhrachshachet: Financier, founder of the Drach Bank (LE Middle Class
male vodyanoi expert 2/somaturge 5) A fairly unremarkable middle class suburb, Gallmarch has
few distinguishing characteristics, aside from a thin strip of
Dryside luxury apartments on the outer edge of the city, which bill
themselves as having an impressive view of the Rudewood
Wealthy forest. Gallmarch also holds an annual fair, complete with
Caught between the marginally more wealthy districts of rides and carnival attractions of all kinds, including rare
Canker Wedge and Flag Hill, Dryside gets little opportunity to exhibits and foreign delicacies.
shine. Mostly a residential district of large manors, Dryside
also features a healthy smattering of the upper-middle-class,
and some impressive shopping centers to cater to them.
Gidd
Middle Class
Echomire This old, noble district is split between East Gidd and
West Gidd, divided by the Canker River. It’s characterized by
Industrial wide streets, and a distinctive style of elegant, baroque
This savage industrial zone features extensive docks and architecture.
the many industries that come along with them. Canals, One of West Gidd’s primary attractions is the Gidd
warehouses, massive storage tanks, and dark alleys exemplify Library, more commonly known as Palgolak’s Library. Priests
this district. Residents are poor, and are mostly involved with and disciples of the god of knowledge operate the library,
the docks in some capacity. The docks of Echomire merge which does not lend out books, but is open day and night.
with neighboring Kelltree to create a truly massive complex. The library is one of the best in Bas-Lag, rivaling the
The few New Crobuzon Perrickish immigrants live mostly University’s own library, and featuring the world’s best
in Echomire. collection of religious manuscripts.
Whereas most foreign embassies lie within Perdido
Street Station, a small few reside in the heart of East Gidd.
Some upscale factories, mainly for high quality textiles, also
reside in the district.
84
Glasshouse
86
Kinken
Sheck Spatters
Poor Slum
So well-known for anti-xenian unrest that it has its own At the edge of Rudewood, this slum of desperate shacks
militia tower, Sheck is technically a step above the slums. It is is the garuda ghetto, the worst of the worst. Unlike the other
separated from Kinken by a couple of small parks, and for slums, it isn’t a collapsed section of city buildings, but a pure
many it is the first step out of poverty and into the petty shanty town, built shack by shack from refuse and cast-offs. It
bourgeois. Despite this, Sheck is an area that often supplies is the home of Savage Peter, a gang lord who is not so much
funds to the rebellions elsewhere, and many union respected as he is feared. The garuda circling over the alleys
organizers, journalists, and others who disturb the rich and and byways of Spatters are said to be part of his gang.
powerful live here, close to their contacts. As such, right-wing Spatters is such an eyesore that the city uses the
reactionaries from Gross Coil, the Crow, and the Glasshouse, buildings of Vaudois Hill to deliberately block its view of the
as well as Brock Marsh’s bully-boys and organizers for the decrepit landscape.
New Quill, all seem to have friends in Sheck. Xenians rarely
visit Sheck any longer than they absolutely must. Spit Hearth
Skulkford Middle Class
Part of Old Town, Spit Hearth is built of many old stone
Industrial houses and has a lively industry in the form of restaurants,
Skulkford shares much in common with its neighbor, specialty workshops, and clothing boutiques. Many churches
Gross Coil. This old part of the city is built on layer upon layer also dot the district, which has historically been a haven for
of buildings which have sunk into the muck. Currently, the those with dissenting religious philosophies. However, there
district is best known for its cramped sweatshops – a dubious are also two less savory aspects to this district.
claim to fame, to be sure. One of these are the punishment factories. These
Smog Bend subterranean warrens are where the city’s Remade are
created. Although mostly hidden, the terrible screams of the
Industrial tormented can occasionally be heard on the streets. Most
Ages ago, these neighborhoods bore the name “Didacai residents choose to stoically ignore this hidden economy.
Village,” but this term is antiquated, stemming from a time The second is perhaps the city’s worst-kept secret: the
when the district was but a small collection of buildings red-light zone. This brothel quarter does not cater to the
outside the gates of the city proper. To this day, the two great poor, but rather is a center of organized and relatively upper-
pillars which comprised the gates of the Old City still stand, scale prostitution. The outer edges of the zone cater to
although their ruined surfaces are hardly inspiring, being traditional human and xenian tastes, but in the dark corridors
largely vandalized by graffiti. of the interior, the most bizarre and devious fetishes are
In modern times, most of Smog Bend has been given to catered to. There are even illicitly created Remade, who exist
industry. Warehouses and factories dominate much of the for the sole purpose of catering to those with the most
riverside landscape, which have given the district its modern outlandish of sexual desires.
name.
St. Jabber’s Mound
Currency
10 brass sheckles to the mark; 10 copper marks to the stiver;
Slum
The slumping hillside shanties of St. Jabber’s Mound
constantly threaten to slide into the next district
10 silver stivers to the gold guinea. whenever a storm washes out the slopes. This state of 89
affairs is especially sad, since this is where (according to
legend,) Jabber made his proclamations which would shape
the future of New Crobuzon.
Sunter
Industrial
Syriac Well
Slum
The series of slums that make up Syriac Well spread
outward from Tincture Prom, the main thoroughfare linking
Syriac, Pelorus Fields, and Syriac Well. One location of note
within Syriac Well is the city’s largest charity medical facility,
the Veruline Hospital, maintained and operated by the
Veruline Monks. It is not a top-of-the-line facility, but for
Strack Island many of the city’s sick and injured, it’s the best they could
hope for.
Governmental
Parliament is a dark edifice, a set of smoky black walls
that jut from Strack Island like a shark’s tooth or a stingray’s
Tar Wedge
Middle Class
jag, some monstrous organic weapon rending the sky. The As one walks westward across Tar Wedge, one would
Parliament building at the confluence of the Canker and the slowly leave behind the affluence of Canker Wedge and
Tar is actually a sprawling complex of government offices, emerge into the squalor of Raven’s Gate. In general, this
laboratories, holding cells for high-level political prisoners, averages out into a middle-of-the-road district. There are
and archives of all city records. The living quarters of the Lord several prominent towers in Tar Wedge, both of temples and
Mayor and his ministers are also here, for use in times of residential complexes.
unrest or civic disturbance. Although the weather manipulating cloudtowers no
The primary section of Parliament is the legislative longer serve their primary function, the city’s primary tower
building itself, home to the constant deliberations, bribery, is located in Tar Wedge, and from there the city’s
and brinksmanship that make up New Crobuzoner political meteoromancers still monitor and predict the weather.
life. Numbers of politicians vary from session to session, as
new rules of order are adopted by each Parliament to govern
the size of the succeeding one, but generally between 300
Vaudois Hill
Poor
and 500 members of Parliament work and live on Strack
Built on a long, narrow hill on the outskirts of Lichford,
Island during the height of the sessions.
Vaudois Hill performs one important function: blocking the
The mayor’s office in Parliament is the Lemquist Room, a
city’s sight of the ugly Spatters squalor. The classier sections
veritable mini-fortress, with soundproof walls and exquisite
of Lichford like to pretend that Vaudois Hill marks the city
decorating. If he so chose, the mayor could govern from this
limits, so that they needn’t worry at all about the festering
room alone, using a multitude of speaking tubes to
sore which is Spatters. The apartments of Vaudois are mostly
communicate with sections of the city.
lower-class.
The island is not open to the public. The waters
surrounding the island are patrolled by vodyanoi militia. The
Mendican Foothills
two metamagic effects to the spell without raising the level of
the spell, or any other penalty. The caster does not need to
know the metamagic feats in question. The component is
These leftovers of the Dancing Shoe Mountains are by
destroyed upon use.
and large utilized for farmland and the rearing of livestock. In
Price: 1,500 gp per ounce
a sense, the Mendican Foothills are the little brother of the
Grain Spiral; just like the Spiral, the food and goods produced
Ghost Wood in the Hills go almost entirely toward feeding New Crobuzon.
Unlike the Spiral, though, which has a deeply ingrained and
On the northern shore of the lake deep within Rudewood
is an area where nothing new seems to grow. The landscape closely monitored relationship with the city, the farmers of
is dotted with ancient dry tree husks and little else. Local the Hills are much more like free agents. (They also tend to
legends persist that the cause of this stagnation is tied to dark be poorly educated and bigoted.)
magic and strange, terrible beasts. A team of researchers Bandits are a fairly frequent sight for travelers in these
from the University of New Crobuzon, however, theorize that parts, especially just at the feet of the mountains, an area
the lake periodically belches poisonous fumes originating known as the Cold Dust.
from algal blooms, which kill anything in the immediate area.
Whatever the cause… the place sure is spooky. Pig-Town
This ramshackle collection of buildings is less of a town
Grain Spiral (pigs and goats outnumber people at least 5 to 1,) and more
of a rural communal trading post. Although, to its credit, it is
The millions of residents of New Crobuzon consume vast
quantities of food. This necessitates a huge expenditure of actually a fairly decent trading post. Pig-Town acts as a hub of
time, logistics, and resources. At the foundation of this effort: communication and transportation, offering the scattered
vast swaths farmland. farmers of the Mendican Foothills a way to sell their goods
That’s where the Grain Spiral comes in. Sprawling over and get them to New Crobuzon. There are even a few
the majority of the peninsula, this breadbasket of the city is passenger aerostats available for rent.
full to bursting with farmland, cattle pastures, milk dairies,
and all manner of food production facilities. It is here that Rudewood
practically all of the food which graces the plates of the city’s Although one of the smaller forests of Rohagi, the
masses originates. Rudewood has nevertheless earned its reputation for
92
being a bastion of nature in an increasingly urban world. medicinal value of some rare bog plants are an attractive
The Rudewood is notorious for being difficult to tame. enough prospect for some humans to make a living in the
The verdant trees of the forest tend to grow back with a wetlands. Many of these individuals congregate in Skugford,
vengeance when felled, making it a challenge to claim the largest settlement in the region. Deeper in the swamp,
farmland or real estate from the woodlands. As such, there though, a hearty breed of vodyanoi have their own
are relatively few humans who call the Rudewood home, and underwater communities.
only a few outsider villages exist within its confines – and
those tend to be on the outskirts of the forest.
The forest is far from deserted, though. As the ancestral
home of the hotchi, a great many hedgehog-folk dwell within
Tarmuth
If one followed the Gross Tar River from New Crobuzon
the Rudewood, primarily living in small, close-knit to where it meets the Iron Bay fifteen miles later, one would
communities. As a rule, hotchi are very tolerant of outsiders, run right into Tarmuth, the city’s principle satellite town.
but are usually more than happy to remain at home. A fair
few stiltspear have also colonized the forest’s southern Large Town (conventional); AL LE
regions. Government Extension of New Crobuzon; Tech Level 3
The northern reaches of the Rudewood abut New Gold Guinea Limit ₲ 19,000; Assets ₲ 3,650,000
Crobuzon itself. This stretch of the forest went untouched for DEMOGRAPHICS
years, but the new Grande Tramway cuts through the edges
Population 3,215 permanent, (6,230 with day-workforce)
of the forest as it leaves the city. One might imagine that the
Type mixed (74% human, 9% cray, 7% cactacae, 7% khepri,
unclaimed woods near the city would be rife with vagrants,
2% menfish, 1% other races).
but wild predators and a scarcity of edible plants temper this
notion. AUTHORITY FIGURES
Jornelius Ramsdun, Alderman of Tarmuth; Jeoffry Stine,
Skugford
Dockmaster; Ronaldo Tynz, Sheriff
Perched on the edge of Sully Swamp, this small In many ways, Tarmuth is not a separate city, but a direct
backwater community lives off the land – or, muck, as it extension of New Crobuzon. Under the watchful eye of the
were. Alderman, (a post appointed directly by the Lord Mayor of
New Crobuzon,) the people of Tarmuth dutifully play their
Small Town (conventional); AL CN role in the great economic machine of the city.
Government Mayoral; Tech Level 2 The town itself is long and narrow, following the shore a
Gold Guinea Limit ₲ 1,000; Assets ₲ 250,000 mile or so north and south of the estuary, split in two by the
DEMOGRAPHICS river. A few thousand individuals reside in the town, but
Population 937 (scattered) many more make the daily journey from New Crobuzon by
Type human dominant (92% human, 4% vodyanoi, 2% boat and cart to work – not to mention the multitude of
cactacae, 1% stiltspear, 1% other races). visitors and sailors who visit this bustling port.
Tarmuth’s main role is that of ship building. As a coastal
AUTHORITY FIGURES mercantile city-state, New Crobuzon obviously requires a vast
Runnshin Lark, Mayor; Jessup Abersnatch, Sheriff fleet of both trading vessels and warships, and almost
universally, these are born in Tarmuth. The coastline is dotted
A fairly ramshackle collection of buildings, (only some of with scores of shipyards, ceaselessly churning out both
which are on dry land,) the village of Skugford is home to wooden trade ships and ironclad naval vessels. Each yard is
those rugged individuals who make a living off of Sully serviced by tangled networks of private railways which
Swamp. deliver raw materials.
Skugford proper has a small town square with amenities The town’s secondary function is to serve as a receiving
common to minor rural communities and a few scattered dock for goods being shipped to New Crobuzon. In the distant
homes, although most town “residents” have stilt-bound past, New Crobuzon did not have enough docks or
homes a great distance away from the town’s center. infrastructure to handle all of the required shipping traffic
The animal skins, rare plants, and exotic meats produced itself. In modern times this has been rectified, and most
by the residents of Skugford are sent down the Tar River, reputable ships sail past Tarmuth in order to dock at the city
(which is nearby,) departing from Skugford’s very own directly. As a consequence, Tarmuth’s trade docks rarely
docking facility. reach past half capacity. However, tramp traders and
independent captains who do not wish to pay the high fees
required to do business with the city directly instead opt to
Sully Swamp unload their goods in Tarmuth, where they will eventually
make their way to New Crobuzon.
With the dubious claim to fame of being Rohagi’s largest
swamp, Sully is an area generally avoided by most folk.
However, the tough leathery skins of its natural fauna and the
93
Bas-Lag
Bas-Lag is a world whose enormity is only now being
Torque: Game Rules
Entering Cacotopoi: Even being near a Torque Zone brings the
risk of becoming chaos-touched, aka contracting Torque
sickness. Every creature within the bounds of the “outskirts” of
glimpsed by the races detailed within this volume. a cacotopoi has a chance of becoming afflicted.
Every 24 hours, any living creature within these bounds is
Planetary Matters subject to the DM rolling a d10 for each being. A roll of 10
The seasons and rotation of Bas-Lag conform to the results in the creature becoming chaos-touched (see page 26).
normal standards of most worlds. Of distinction are Bas-Lag’s Thaumaturgy: The laws that govern the use of thaumaturgy
moons: they consist of one large primary body, which in turn break down in these areas. Any time a spell is cast or other
is orbited by two smaller “daughters.” This arrangement similar thaumaturgic effect (i.e. magic item) is utilized within
crops up in myths and religious texts all across Rohagi. these boundaries, a caster must make a successful caster level
check (1d20 + spellcaster level) against a DC of 15 + the level of
Continents the attempted spell or effect. A failed check means the spell is
subject to the following table of random Torque effects:
The continent on which New Crobuzon resides is called
Rohagi, and it is the best explored landmass of Bas-Lag. Torque Thaumaturgic Effects
Shoteka to the south and Bered Kai Nev to the east have d% Effect
been only lightly explored, and plentiful islands dot the 1-10 The spell simply fails.
oceans. Rumors persist of other far-off and hidden lands. 11-25 The spell rebounds on the caster with normal effect. If
the spell cannot affect the caster, it simply fails.
Oceans 26-35 The spell fails, dealing 2d6 damage to the caster.
The best-charted ocean lies on the eastern shores of 36-45 The spell affects a random target or area. The DM
should randomly choose a different target from among
Rohagi, and is called the Swollen Ocean. It is home to several those in range of the spell or center the spell at a
aquatic races and civilizations. To the north of the continent random place within range of the spell. To generate
lies the icy Rime Ocean. Other oceans of the world include direction randomly, roll 1d8 and count around the
the Boxash, the Vassilly, the Tarribor, the Teuchor, the Clock, compass, starting with north. To generate range
the Hidden, and the Muted, in addition to the Gentleman’s randomly, roll 3d6. Multiply the result by 5 feet for
close range spells, 20 feet for medium range spells, or
Sea, the Black Sandbar Sea, and the Spiral Sea.
80 feet for long range spells.
Torque & Cacotopoi 46-55 The spell functions normally, but any material
components are not consumed. The spell is not
Torque is the name given to a naturally occurring miasma expended from the caster’s mind (a spell slot or
of unknown origin which brings about random chaos in all prepared spell can be used again). An item does not
that it touches. It has a nature that is fundamentally lose charges, and the effect does not count against an
unknowable and unpredictable. item’s or spell-like ability’s use limit.
Bas-Lag and New Crobuzon in particular had some scant 56-65 The spell does not function. Instead, everyone (friend
or foe) within 30 feet of the caster receives 2d6 chaotic
knowledge of Torque prior to 500 years ago, but all of Rohagi
damage.
became very well acquainted with the phenomenon at that 66-70 The spell does not function. Instead, a reverse gravity
time, when a massive eruption of Torque sprung into effect covers a 30-foot radius around the caster for 1
existence which covered thousands of square miles of round.
western Ragamoll. It was quickly dubbed the Cacotopic Stain 71-80 The spell does not function, but shimmering colors swirl
(from “cacotopos,” literally, “bad place.”) Some scholars still around the caster for 1d4 rounds. Consider this a
glitterdust effect with a save DC of 10 + the level of the
take exception to this name, as Torque is not inherently spell that generated this result.
“bad,” but mindless and motiveless in the most random way. 81-85 The spell functions strongly. Saving throws against the
(The plural form is “cacotopoi.”) spell suffer a –2 penalty. The spell has the maximum
The effects of Torque are less frequent on the outskirts possible effect, as if it were cast with the Maximize
of the Stain – the same goes for any Torque Zone – and grow Spell feat. If the spell is already maximized with the
feat, there is no further effect.
progressively worse further in. Passing through the edges can
86-91 The spell works, but the geometry of the ground itself
have disastrous consequences, as the nature of reality is reacts, randomly buckling. Every creature in a 20 ft.
fundamentally warped. Random, bloodless holes may appear radius will trip and fall prone, Reflex saving throw DC 15
in the body; extra, alien appendages may sprout; body parts + the level of the spell than generated the result.
or machinery may gain minds of their own – almost anything 92-96 The spell fails, and the caster is affected as though by a
one can imagine is a possible consequence of Torque targeted dispel magic, using the caster’s own caster
level for the dispel check.
exposure (also known as Torque sickness.) 97-99 The spell works, & randomly select a chaos-touched
Natural beasts that have been warped by Torque, as well effect (see page ) to affect the caster for 1 hour.
as alien beings spawned entirely from Torque itself often 100 Roll two above effects.
emerge into the countryside, and settlements of the region
have adapted in order to handle these confounding threats.
94
The inner regions of any Torque Zone are impassible, as To the south sprawls the human kingdom of Kar Torrer,
the chaotic effects of Torque grow worse and more frequent while in the east festers the Gengris, lair of the murderous
further in. Hopeful observers peering inwards often see grindylow. In the center of the Cold Claw lies the isolated
objects and events that defy comprehension – some have Yanni Seckilli Island, the strange home of the llorgiss.
even gone mad from the sights. Beneath the waves, corokanth and a few cray have
Based on experience and observations, it seems that longstanding communities, although none of these societies
these zones have a set lifetime. They emerge suddenly, slowly comes close to rivaling the vast undersea empires of the
decay, and eventually evaporate. However, it would seem Swollen Ocean.
their lifespans are exceptionally long, at least 1,000 years,
and perhaps even longer.
There are three known Torque Zones in Rohagi. One
small, old zone lies far to the northwest; the Cacotopic Stain
The Gengris
The homeland of the terrifying grindylow (see pg) is an
itself lies in the heart of the continent, posing an impassible
amphibious badland, about which the civilized world knows
barrier; and the man-made zone over the ruins of Suroch (see
next to nothing. It stretches across the southeastern reaches
page 108) sits in the northeast.
of the Cold Claw Sea, from the muddy lake bottom all the way
Torque Storms
up to Flint Ridge.
Occasionally, a Torque storm will sweep across the land,
The Gengris is something between an island, a half-sunk
bringing a small taste of Cacotopic chaos to far-flung lands.
city, and a myth. Imagine a festering bog as far as the eye can
These storms may originate within a known zone, or may be
see – in places, the water is shallow enough to wade through,
random manifestations. Around New Crobuzon, these
while in others, vast murky depths lie in wait. A few islands of
phenomena were most common after the Cacotopic Stain
dry land are scattered here and there, upon which are built
first appeared, about 500 years ago, and have steadily grown
imposing structures of dark stone.
more infrequent, today being quite rare. From this data, it
It has no near neighbors, which is just as well, given the
would seem that the phenomena are some sort of side effect
grindylows’ paranoia and their horrible treatment of those
from a new zone that naturally forms.
who fall into their hands. Rumors tell of “limb-farms” and
The effects of Torque storms are mild compared to a true
forced labor “bile workshops” where the grindylow grind up
Cacotopic Zone, but are still quite disturbing. Monstrous
any creature unfortunate enough to cross their path.
births, spontaneous mutations, and buildings with suddenly
Government
altered geometry are the most common effects.
No outsider has the faintest clue as to how the grindylow
govern themselves. Their way of doing things is so alien that
Rohagi
no easy parallels can be drawn between their culture and the
rest of the world. It does appear, however, that the grindylow
function as a completely harmonious entity – those rare
Rohagi is the home continent to the city-state of New individuals who have dealt with them and lived to tell the tale
Crobuzon. It also contains vast inner seas, long stretches of say that the concept of secrecy is almost foreign to the
mountains, and the impassable Cacotopic Stain which makes grindylow, as it almost never occurs to them that a fellow
overland travel from the east to the west difficult or grindylow could misuse information or inflict harm upon a
impossible. For this reason, New Crobuzon and many other brother.
powers have a great dependency on the coastal waters for Economy
transport and defense. The vast majority of Rohagi
Most of the influential powers in Rohagi consist of (those who have even heard of the
powerful city-states which hold sway over vast tracks of Gengris, that is,) believe the region
sparsely populated territory. In the modern era, traditional to be 100% insular, but this is not
warfare is rare, and most nations maintain diplomatic ties to entirely the case. Like every
one another – although most of them would still likely rejoice advanced culture, the
from the destruction of their neighbors. grindylow need materials that
they themselves cannot
Jangsach
Jangsach is a large but decentralized vodyanoi country
made up of independent fiefdoms, each ruled by a vodyanoi
baron or chieftain.
98
Military
The mounted cavalry and armored legions of Kar Torrer
have not been tested in a full-scale war for many generations,
but the occasional grindylow raiding group is enough to keep
the armed forces on their toes. The nation’s navy is similar.
Religion
Traditional human deities, such as Darioch and Solenton,
are favored in Kar Torrer.
Gazetteer
Palace Cicatrix is home to the Marred King, a castle of
exquisite construction but purposefully hodgepodge
design. It stands as a luminary in a city mainly comprised
of grey, square buildings.
The Hall of Humility is an open-air public monument
featuring enormous statues of each Marred King in the
kingdom’s history.
Adventure Seeds
Royal heirs are being killed off; unsure who to trust, the
Marred King hires a group of outsiders to get to the
bottom of this mystery.
Long thought uninhabited, devilish beasts have begun
attacking from the Gibbing Water. What could be behind
this turn of events?
100
Military
Dreer Samher The sheer power of a boarding party using rivebows and
carrying enormous boarding axes able to sever a ship’s mast
This tough cactacae city lies in the very southern tip of
makes the Samheri feared pirates; most vessels surrender
the Cymek Desert, and it has given birth to a strong and
without a fight once their ships are caught.
pragmatic sailing culture.
Historically, Dreer Samher is in a perpetual low-level war
Metropolis (city-state); AL CE with Perrick Nigh and the Mandrake Islands.
Government Dictatorship; Tech Level 4 Religion
Sandnote Limit 4,000,000 sn; Assets 1,625,000,000 sn Dreer Samher is not particularly pious. As in the rest of
the Cymek, worship of Sanshad and the Timeway pantheon
DEMOGRAPHICS are common practices, especially Hytlal, god of ocean
Population 1,216,000 voyages. Many sailors simply offer praise to the sea itself –
Type cactacae-dominant (81% cactacae, 11% human, 3% more of a strong superstition than an actual religion.
garuda, 2% cray, 2% corokanth, 1% other races). Gazetteer
Religions Sanshad; Languages Sunglari, Ragamoll While every major city has a bustling black market, few
AUTHORITY FIGURES are as open and accessible as Chiarosc Plaza.
Spiky Pete, Leader of Dreer Samher; Passes Under Sun, The sprawling docks of Dreer Samher are legendary for
Minister of Foreign Affairs; Long Toe, Head of the their taverns and chimpanzee-fighting arenas.
Department of Recruitment & Mercenary Affairs Adventure Seeds
Your fledgling crew of raucous adventurers has decided
The sprawling city of Dreer Samher may appear chaotic that the surest path to riches is enlisting in the Samheri
to the untrained eye, but the structures and residents within navy.
the city itself are not why the world knows Dreer Samher. A maritime misunderstanding has embroiled you in a plot
Rather, it is the Samheri fleet which is responsible for the between the Samheri and the forces of Perrick Nigh.
fame, respect – and fear – that the city enjoys. Official agents of New Crobuzon, your mercenary team
The Samheri fleet is part mercantile, part police force, has come to retrieve a valuable item pirated by the
and more than a little piratical. The bulk of the fleet is made Samheri.
up of wooden vessels which are equal parts freighter and
fighter. These ships sail far and wide, ferrying and distributing
cargo, and earning piles of gold in the process.
On their journeys, Samheri vessels have a policy of
Shankell
A sprawling cactacae-run trade city on the north shore of
stopping any other ship they come across. If the ship belongs the Cymek Desert, Shankell is the home of both brutal
to a foreign power which has made a trade pact with Dreer gladiatorial bouts, and the worship of Sanshad, the sun god.
Samher – such as New Crobuzon, or Tesh – the vessel is free
to go, since its government has “prepaid” its safe passage. Metropolis (city-state); AL CN
Other vessels have the choice of giving the Samheri a hefty Government Oligarchy; Tech Level 4
bribe, or else have their entire cargo and vessel seized by Squarepence Limit 5,000,000 sp; Assets 1,975,000,000 sp
force.
But the reputation of the Samheri sailors is not entirely DEMOGRAPHICS
bleak. Dreer Samher’s cactacae sailors are among the most Population 2,103,000
gifted of storytellers. Known as fablers, these cactusfolk can Type cactacae-dominant (83% cactacae, 10% human, 4%
make their voices hypnagogic, lulling their audiences into an garuda, 2% corokanth, 1% other races).
almost dreamlike state. Religions Sanshad, Timeway; Languages Low Cymek, Sunglari,
Government Ragamoll
The ruler of Dreer Samher is whoever has the strength to AUTHORITY FIGURES
seize power. The wealthiest captain with the largest and most Lakmar of Shankell, Prime Minister; Blessed Blossom,
powerful fleet usually leads the Samheri, and takes a cut of High Priestess of Sanshad; Roaring Smitty, Proprietor of
the other captain’s profits. Jingnar’s Gladiator Dome
The state has trade pacts with many of the world’s
maritime powers, so that their vessels may pass unmolested Shankell – also known as Borridor, the Salt-Hole, the Sun-
through Samheri waters. The elite vessels of Dreer Samher’s Jewel, and numerous other titles – is a city with as many
navy are also sometimes rented to foreign powers as muscle. facets as it has names.
Economy Principally, Shankell is a trading port. Although New
Dreer Samher’s economy is both mercantile and piratical Crobuzon is the king of the merchant game, Shankell is a
without too much division between the two. Its ships are strong contender for second place. Outside of the hustle and
crewed partially by trained chimpanzees, obeying the bustle of the docks, markets, and bazars, though, Shankell
whistled and shouted commands of their masters, because possesses both a lighter and a darker nature.
the cactacae sailors are too heavy to climb the rigging.
101
On the one hand, Shankell is the holy city of Sanshad, the city. On top of this, the city is
primary god of the Cymek region and the cactacae people in very tolerant about other
particular. On the other, the brutal gladiatorial arenas of religions.
Shankell are known throughout all of Rohagi. Gazetteer
The residents of Shankell – known as The Solarium is the
Shankellites – are predominately temple which houses the leaders
cactacae. As the Cymek is the ancestral of the faith of Sanshad. It is a popular
home of the cactusfolk, this is only pilgrimage destination. Graceful arched
natural. Humans have spread to doorways are surrounded by flowing stained-
Shankell as well, just as they have glass patterns and glittering windows.
nearly every corner of the known The punishment pits at the center of the trade
world. district are purposefully conspicuous. Pickpockets,
While Shankell’s reach is felt throughout cheats, and thieves receive brutal punishments here in
the region (and beyond,) it technically only claims full view of the public.
a relatively small slice of territory – about a The Corkscrew Citadel is the city’s tallest structure, home
hundred miles in every direction, and the few paltry to the Shankellite government facilities.
islands of the Meagre Sea. Jingnar’s is the most lucrative and brutal of the
Government established gladiatorial arenas. Its fleshpits and hookwire
The governmental structure of Shankell is cages draw many onlookers.
relatively straightforward. Every three years the residents of Adventure Seeds
the city’s fifteen districts vote to elect a representative to the Your adventure group meets for the first time as lowly
city’s council. This council then votes to appoint a separate gladiators, who must rise up through the unforgiving
individual – usually one of the city’s most prominent underbelly of Shankell to become legendary champions.
businessmen – to the position of Prime Minister. Unknown ships have been slipping past the city’s
Economy defenses and plaguing merchant fleets. Your group has
Shankell is a wealthy nation, thanks to the mountains of been hired to uncover the mysterious fleet’s origins.
goods which pass into and out of its many ports on a daily A priceless artifact of Sanshad has been burgled by
basis. Like any large city, much of Shankell’s freight is parties unknown. Uncover the foes behind the
legitimate, and a fair amount is less so, destined for the city’s conspiracy.
thriving black market.
The Shankellite merchants travel far and wide. The
majority of ships, though, run ferries and supplies across the
Meagre Sea to Myrshock, and ultimately to New Crobuzon.
Other Sights of the Cymek Desert
Shankell also sees a substantial influx of funds related to
the gladiatorial business. The city is celebrated far and wide
Forbidden Lees
Very strange things have been known to occur in this
for its thriving gladiatorial scene; anything from classic
swampy river delta. Settlements that attempt to tame the
matches to exotic showdowns in hookwire cages and
area invariably fail, and strange beasts seem to appear from
fleshpits take place on a daily basis. Large amounts of money
nowhere during the night. Common wisdom holds that the
are won and lost on just about every fight.
source of this misfortune is the set of incredibly ancient,
Thanks to the city’s laws, many convicted criminals are
scattered ruins which dot the landscape - ruins which are
forced to participate in these brutal fights.
attributed to the mythic Ghosthead Empire. These relics are
Military
not towering, tempting edifices, but rather are squat, barely
While only moderate in size, Sanshad’s naval fleet has a
recognizable structures, half buried in the muck. Few who try
reputation for ruthlessly enforcing order in the Meagre Sea.
to explore these ruins ever return.
Unlike the fleets of neighboring Dreer Samher, most
Shankellite vessels are crewed by non-cactacae. The Fraln
The police force of Shankell has a similarly brutal This broad, slow river is the widest and deepest in
reputation, although their primary concern is keeping the Rohagi. In some locations, the bottom of the river has never
wheels of commerce moving; justice is a secondary matter. even been reached. In some of the deepest explored regions
Religion of the Fraln lie enormous submerged statues, possibly of
The worship of the sun god Sanshad is the official religion Ghosthead origin.
of the city. Moreover, Shankell is considered the holy city of Originating in the Cobberfall Mountains, the mighty Fraln
the faith, and it is the central location for all of Sanshad splits several times on its journey towards the sea, (which is
worship. The Solarium is a giant, picturesque glasshouse highly unusual for a river – perhaps this can be attributed to
church devoted to Sanshad, and it is a major tourist draw. Ghosthead manipulation.) To the east, it eventually becomes
The Timeway faith, which also features Sanshad and is the Swashallam and the Te, and to the south it spreads into
popular throughout the Cymek, has a large following in the the Forbidden Lees. The banks of each of these rivers
102
is lush and fertile compared to the bleak sands of the greater In general terms, the veldt is the region contained within
Cymek. the Fellid Forest, the Fraln River, and the mid-continental
mountain ranges. The northern veldt, which contains few
Ehlarn large settlements and consists mostly of prairie-like
Unusual for a coastal settlement, the small city of Ehlarn grasslands, is separated from the southern veldt by the
is not a trading post or a shipping port. Rather, it is a religious Vumwood. The southern veldt receives more rainfall, and is
holy land. Devoted to the Timeway faith, Ehlarn is centered sprinkled with small woodlands and vineyards. Some
on the Path of Temples – a large, circular boulevard of residents of the southern veldt take exception to applying the
churches, each one devoted to a different Timeway deity. name “Galaggi” to the northern reaches of the territory.
Many practitioners of the faith make the pilgrimage to Ehlarn The region is predominately occupied by humans,
each year. including the two large powers of the region, Maru’ahm and
Draka Tesh. Communities of cactacae extend westward from the
Cymek into Galaggi, although these tend to be small rural
The small city of Draka, at the mouth of the Swashallam
River, might seem to be in an ideal location for a shipping settlements. Within the Vumwood live the diminutive vu-
port, but unfortunately for this perpetually-struggling city, murt, who rarely venture beyond the borders of their forest,
other factors are at play. Harsh ocean currents and jagged and tribes of borinatch and stiltspear are not an uncommon
reefs make the sea in this area difficult to navigate, and most sight in the southern veldt.
ships give Draka a wide berth.
Cymek Library
One of the greatest libraries in existence won’t be found
Maru’ahm
Welcome to Maru’ahm, home of the Casino Parliament,
on any map. Like all garuda clans, the librarian clan is where laws and bills are but stakes in the roulette game of
nomadic. Each time they travel, they carry with them life. Enjoy your stay.
thousands of volumes, packed neatly into trunks. An
enormous tent village is erected where they land. Metropolis (city-state); AL CN
Government Parliamentary; Tech Level 4
Dollar Limit $4,500,000; Assets $2,355,000,000
DEMOGRAPHICS
Population 2,348,000
Type human-dominant (92% human, 6% vodyanoi, 1%
scabmettler, 1% other races).
Religions Salter, Darioch, Solenton; Languages Ragamoll,
Galaggi
AUTHORITY FIGURES
Rosbertta Chalvon III, Queen; Tralson Jambini, House
Speaker; Sir Leonard Ralsburry, Proprietor of Lady Luck’s Bitch
Galaggi Veldt
The Galaggi Veldt boasts some of the most picturesque
appears to be a huge summer playground for the wealthiest
people of western Rohagi.
Government
The governmental system of Maru’ahm is by far its most
scenery in all of Rohagi. Here, gently sweeping hills and vast
defining attribute.
rolling grasslands are interrupted only by verdant deciduous
When painted in broad strokes, not much would
forests.
make Maru’ahm’s government stand out; it is ruled
103
by a hereditary monarch, who, in actuality, holds little direct The royal palace, outrageously lavish, draws hundreds of
power. The primary functions of government are decided by tourists per day.
the parliament. This all seems fairly straightforward… but the Grandbridge is an engineering marvel connecting the city
devil is in the details. to the mainland. It features multiple lanes and levels,
Once a year, the parliament begins its session, and the including a railway.
laws of the land are brought into review. However, when Adventure Seeds
members of Maru’ahm’s parliament wish to make a change According to legend, in the distant past Maru’ahm
to the legal code, there is no debate, no appointment funded many exploratory expeditions into
of committees, nor even any voting. No, in the the western seas, only to suddenly
Casino Parliament, everything hangs on halt in their aspirations. What lies out
the threads of fate. beyond that horizon? Your crew might
Laws, regulations, and be crazy enough to break into the
legislation are decided purely government’s high security records
by games of chance. Senators vault in order to find out.
wager bills and proposals over Your party has been hired to
games like quincehand, black provide extra security for a special
sevens, roulette, and grandbridge. event at a luxurious resort.
Winners get their laws enacted; losers The queen has hired your talented
get nothing. band to represent her during this year’s
Appointment to the parliament is done session of parliament. Try not to get
on a year-by-year basis, and powerful political embroiled in too many shady political
factions often hire the best gamblers around to dealings.
be their chosen senators. It is considered quite the
honor to be hired to represent the Queen herself.
High-rollers can also buy their way into parliament
independently (although the price tag for this is staggering,)
Tesh
passing their own wild laws. Tesh, the City of the Crawling Liquid, is just about as alien
Cheating in these games in strictly prohibited, but it is a place as you’re likely to find on Rohagi. And remember, this
still a wildly common practice. Accusations of cheating are is a continent with a floating frog metropolis and a city of
usually followed by a challenge to a duel – typically of the zombie aristocrats, so, that’s really saying something.
“ten paces then turn” variety.
Economy Metropolis (city-state); AL LE
Maru’ahm has relatively few large trading partners, as Government Kingdom; Tech Level 5
the long and perilous voyage to eastern Rohagi prevents the Ducat Limit Đ 6,200,000; Assets Đ 2,245,000,000
city from doing much business with New Crobuzon or DEMOGRAPHICS
Myrshock. Nevertheless, its economy is robust, thanks mainly Population 3,209,000
to the vast territories that the city commands. A small but Type human-dominant (89% human, 5% scabmettler, 3%
significant portion of the nation’s overall income comes from vodyanoi, 3% other races).
foreign high-rollers who travel vast distances to partake in Religions Manifold Horizon*; Languages Tesh
the city’s legendary casinos.
AUTHORITY FIGURES
Military
Eric Valdae, Crying Prince; Partrov Ginghall, Minister of
While the city maintains enough of both ground troops
Armed Forces; Zalraka Pitrov, Tear Master
and naval vessels to patrol and secure its territory, it is far
from the greatest military power in Rohagi. Maru’ahm’s first
Tesh is odd. Its government is backwards, its people are
line of defense is keeping its neighbors in a good mood with
peculiar, its customs are bizarre, and its thaumaturgy is alien.
chorus girls and raucous good time.
Even though cities like New Crobuzon, Sanshad, and
Religion
Maru’ahm are all very different places with unique laws and
Many of the old human gods popular in New Crobuzon,
like Darioch and Solenton, have their own followings in customs, if one were to travel to any of those locations, one
would still instinctively know the basic lay of the land. Take
Maru’ahm. Some call Maru’ahm the unofficial holy city of
the same individual, though, and place him in Tesh, and he
Salter.
likely wouldn’t know whether he was coming or going. Things
Gazetteer
are just that different.
Grand casinos and luxury resorts are found all
This confusing quality is made doubly impenetrable by
throughout the city. The most famous of these
Tesh’s self-imposed isolation. While the city regularly trades
establishments is Lady Luck’s Bitch.
with other nations and isn’t strictly closed to outsiders, it
Of the many high-rise apartment buildings, Olondo’s
certainly does not do anything to encourage casual visitors or
Tower has achieved legendary status as being the crem
cultural exchange. Reaching the city by land is
de la crem.
104
extremely difficult, due to harsh terrain, vicious beasts, and a Is Tesh restarting its war effort? New Crobuzon hires
series of legendary moats. your mercenaries for a secret black-ops mission.
The city itself is among the most visually impressive in
Rohagi. Visitors report gleaming crystal towers, glass statues,
and exquisitely clean streets.
Other Sights of the Galaggi Veldt
Government The Chelona
The exact details of Tesh’s governmental structure are In and around the Vumwood reside the legendary
unknown. It is known that Tesh has a king, but by tradition or chelona, enormous tortoises more than a hundred yards in
law, he is a recluse. The individual who seems to actually lead length. These creatures would be an inspiring sight on their
the nation in daily concerns is known as the Crying Prince. own, but even more impressively, many of these beasts have
Foreign embassies are not in Tesh proper, but in a different actually been transformed into mobile villages. By building
location outside of the city, and Tesh’s own scarce houses and towers on the backs of these behemoths, entire
ambassadors to foreign lands live as homeless vagrants. communities are able to share a symbiotic existence with
Economy these peaceful titans.
As a relatively small nation, Tesh depends heavily on its
trading partners. These are primarily the Brothers, the Cobberfall Mountains
Witchocracy, and Maru’ahm, although it sends its fleet of This short range is the second highest in Rohagi, behind
merchants to all of the coastal cities of Rohagi. Tesh imports only the Shatterjacks. Its tremendous melt waters feed many
mainly mundane goods, such as foodstuffs, and exports rivers, including the Fraln’s.
primarily high-dollar items like unique artwork and
thaumaturgical devices.
Darl’s Pass
This break between the Incient Peaks and the Cobberfall
Military
Mts. is the only overland route that leads from eastern to
Tesh’s military was strong enough to give New Crobuzon
a serious challenge in the recent conflict between the two western Rohagi. Unfortunately, the close presence of the
Cacotopic Stain makes this a perilous route, and best avoided.
city-states. Both its naval fleet and its armies of foot soldiers,
although smaller in number than New Crobuzon’s, are armed Fellid Forest
with strange and unique Tesh technologies and tactics that Denser and slightly larger than the Ragamoll, the Fellid
make up for their small numbers. The city’s thaumaturgists, Forest is the largest forest on the Rohagi continent. The
as well, bring a number of devastating and unique techniques forest is primarily deciduous but melds into evergreen in its
to the battlefield. northern reaches. The Fellid is so dense that it makes an
It’s widely believed that the Tesh war machine has been effective land barrier between the Brothers and Galaggi.
dealt a severe blow by the conflict with New Crobuzon, but as Some regions of the Fellid are tame, inhabited by small
with everything involving Tesh, the accuracy of these claims is communities of many races, primarily human and vodyanoi.
difficult or impossible to verify. The northwestern regions are claimed by the Brothers. The
Religion deepest reaches of the forest, however, are entered only by
The citizenry of Tesh appear to be particularly impious. the foolhardy. Tales of torque-beasts and ancient ruins are
This is not to say that they are atheists – rather, the Tesh popular and draw the attention of adventuring bands the
“religion” (if such a term can actually be applied to it,) is world over.
simply a thing unsuited to common folk, and it is overseen
exclusively by dedicated monks in remote monasteries. This Rontsville
odd “Manifold Horizon” (see pg 125,) is quite unlike any other A small city with very little wealth, Rontsville prides itself
known belief system. on its independence, which it maintains mainly by virtue of
Gazetteer being in the middle of nowhere. Although the city-state of
One reason for Tesh’s security and isolation are the Maru’ahm is considered to be a benevolent master by the
Catoblepas Plains which encircle the city. This region is multitude of subjects that dwell within its vast territories, the
filled with herds of catoblepas, (see pg 135,) which can residents of Rontsville take an almost religious pleasure in
kill with a single look. rejecting the city’s lordship, standing just outside of
An imposing series of moats encircle the city which are as Maru’ahm’s territories.
beautiful as they are effective. Likewise, the city is
riddled with artful creeks and waterfalls, some of which
Tashek Rek Hai
The dangerous ruins of Tashek Rek Hai are perhaps the
flow up – giving the city its colorful sobriquet.
most fabled ruins in the known world. Hard facts about these
Along the boulevard leading to the royal palace lies a
ancient remnants are few and far between, but a few things
double row of enormous glass statues – of cats.
are known for certain. It is known that Tashek Rek Hai was, in
Adventure Seeds
the distant past, occupied heavily by trow, and many trow
It is no secret that the weapons, devices, and
relics and treasures have been removed from the ruins.
thaumaturgical techniques of Tesh are as effective as
Today, common wisdom holds that the ruins have been
they are exotic. A powerful party has hired your group to
throughout picked clean.
infiltrate Tesh and receive such a powerful item.
105
Less certain are the origins of the ruins. No one has been
able to determine their exact age, and a popular theory holds
that they were not built by the trow at all, but rather, are
originally of Ghosthead origin. Every so often, adventurers
still claim to have struck it rich in the deserted catacombs.
Vineyard Country
The temperate climate of southern Galaggi is ideal for
growing many crops, and vineyards are especially plentiful in
the region. Specialty wines made from the vinhog can only be
cultivated here.
Vumwood
This forest is the home of the vu-murt (see pg 24),
primitive tree-dwelling beetlefolk. It is also frequented by the
giant chelona.
Wallsborough
A moderately large city, Wallsborough gets its name from
the city’s past life as a fortress town. Today it is the primary
satellite city of Maru’ahm, and is something of a trade hub for
Galaggi’s many farms and communities.
settlements sprang up along its slopes that today are bustling
neighborhoods on the mountain-spanning city of Snakehorn.
Hinter
The region loosely known as Hinter consists primarily of
The coal from Snakehorn is shared with Great Heap, the
peak approximately 80 miles to the southeast, which in turn
shares its greater deposits of metals. Rather than being
perched on the mountain’s slopes, like its brother, the city of
semiarid fields and grasslands. It lies between the Fellid
Pilsington is clustered around the Great Heap’s expansive
Forest in the south and the Shatterjack Mountains to the
base.
north. The portion near the Fellid is green and lush, but the
Together, these cities are the Brothers. They stand
terrain quickly dries as one proceeds north.
together in all things as an inseparable entity. This kinship is
In this region, the Brothers control a sizable chunk of the
so deep that residents of one of the cities do not think of
western Hinter, whereas the vodyanoi nation of Gharcheltist
themselves as “Snakeborns” or “Pilsingters,” but always as
dominates the Cold Claw Loch.
“Brothers.”
Government
The Brothers The Brothers are ruled as a single unit by a ruling council.
Members are not elected; rather, any resident who has the
Two mountain-bound cities whose histories are power or wealth to appoint himself, (and defend his
inexorably intertwined, the Brothers are for all practical appointment,) sits on the council.
purposes a singular entity. Economy
The economy of Great Heap is deeply linked to the
Metropolis (double-city-state); AL N economy of Snakehorn, and vice versa. The Brothers main
Government Plutocracy; Tech Level 4 exports are metals, mostly copper and iron.
Ruble Limit ₴ 4,500,000; Assets ₴ 1,950,000,000 While the Brothers have no greater or fewer traders than
most nations, somewhere along the line the merchants from
DEMOGRAPHICS
the Brothers gained a widespread reputation for their shrewd
Population 2,621,000 (total)
deals, which is why the Brothers are sometimes called the
Type human-dominant (90% human, 6% vodyanoi, 4% other).
“Dealers.”
Religions Sobki; Languages Fellid, Ragamoll
In order to exchange their respective natural resources,
AUTHORITY FIGURES there are many routes of expedited travel between the cities.
Lord Jim Hongsin, Lord of Snakehorn; Sir Linn Dransma, In times past, enormous crocodilian species native to the
Head of Pilsington region were used as beasts of labor to haul vast loads,
(leading to another of the city’s monikers, the Crocodile City.)
Near Rohagi’s western coast sit two lone mountains. Not This mode is still used today, but is heavily supplemented
part of any chain, these impressive solitary peaks each boast with railways, dirigibles, and even a fast-travel skyrail.
a wealth of natural resources just below the surface, Military
including gold, copper, coal, and occasionally, even rockmilk. In order to maintain order within the city’s reach, (which
To the northwest, Snakehorn Mountain sits atop a large extends hundreds of miles,) the Brothers maintain a
coal deposit. As the mountain was gradually mined, respectable ground force; although the region’s 106
natural barriers (the Fellid Forest to the south, and the open Rohagi. Most governmental offices are
expansive grasslands to the north) mean that this force is located in the city proper.
smaller than it would be otherwise. The Brothers do not Economy
boast much of a navy. Gharcheltist is on good terms
Religion with just about every other nation of
As in most cities, a large number of religions are followed Rohagi and has the trade
in the Brothers. One of the most popular is the following of agreements to prove it.
Sobki. Military
Gazetteer Although it has been some
Stretching from high up the slopes of each mountain, the time since the defenses of
80-mile skyrail is supported by hundreds of massive Gharcheltist have been called
pillars, and is the most expedient (and expensive) way to upon, it is said that the
travel between the cities. waters of the Cold Claw Loch
After centuries of mining, much of the mountains’ are very well defended.
interiors are massive hollow caverns and honeycombed Supposedly, the waters
passages. themselves can be called upon
Adventure Seeds thaumaturgically to repel invading
The favorite tall-tale to be heard in the local taverns forces.
involves finding hidden treasure in the vast networks of Religion
mining tunnels within the mountains. Who knows what’s Practitioners of many
really down there? faiths live in Gharcheltist,
although the reverence of Palgolak is perhaps
the most common.
Gharcheltist
Gazetteer
Gharcheltist University is a leading institute in any and all
Rising high above the waters of the loch, the gleaming
hydrological fields, including hyrdothaumaturgy.
silver towers of Gharcheltist – the vodyanoi aquapolis – are a
The primary governmental building, known colloquially
sight to behold.
as the Bright Belfry, is the highest and most ornate tower
in the city.
Metropolis (aquapolis); AL LN
Adventure Seeds
Government Democracy; Tech Level 5
Disgruntled corokanth dissidents have committed
Noble Limit ₦ 5,340,000; Assets ₦ 2,100,500,000
terrorist attacks in the city, clamoring for greater
DEMOGRAPHICS representation. Uncover the plot’s orchestrators.
Population 1,249,000 A thanati vodyanoi from High Cromlech has decided to
Type vodyanoi-dominant (89% vodyanoi, 5% menfish, 3% return to his original home in Gharcheltist, which has
corokanth, 3% cray). caused quite a stir. You’ve been hired to find out his
Religions Palgolak; Languages Fellid Vodyanoi ulterior motives.
AUTHORITY FIGURES
Glarflechl, Prime Chancellor; Bremarlsh, Minister of
Foreign Affairs; Shelllwhep, Premier of Gharcheltist Other Sights of the Hinter
University
Cold Claw Loch
As the most influential and wealthy of the two large This southern extension of the Cold Claw Sea, home to
vodyanoi nations, Gharcheltist enjoys a high degree of the vodyanoi nation of Gharcheltist, is not as frigid as the
prosperity. areas around Jangsach. It is a freshwater body primarily
The crown jewel of Gharcheltist is the shining city itself. inhabited by vodyanoi, but with a smattering of other aquatic
Rising from the lake’s surface, gleaming silvery towers stretch races as well.
up to twenty stories into the air, and extend downwards to
the lake bottom, to which they are attached.
In addition to the city proper, small vodyanoi
Cold Claw Sound
This long, relatively narrow waterway connects the
communities, (both submarine and floating varieties,)
northern Cold Claw Sea to the southern Cold Claw Loch.
dominate most of the Cold Claw Loch.
Government
Gharcheltist is a more organized vodyanoi nation Julara River
compared to Jangsach. United under a central administration, Boasting the fastest currents in Rohagi, long portions of
the governmental structure of Gharcheltist is both efficient the Julara are treacherous whitewater areas what plow
and modern. Impartial experts have said that the current through deep, beautiful canyons.
Gharcheltist government is among the least corrupt in 107
Ruin Crater Adventure Seeds
This large crater is home to a variety of excessively large Not all of the experimental colourbombs dropped on
rodents. Expeditions to the crater’s interior typically return Suroch went off. Deep in the insanely dangerous torque
empty handed, although some evidence suggests that those zone, these weapons of mass destruction lie in wait for
who come back from such journeys exhibit greater than anyone foolhardy enough to try and claim them.
average misfortune.
Suroch Although few humans live on these peaks, they are far
from uninhabited. A hearty breed of cactacae populate the
The city of Suroch was once a thriving trade city on par chain, their smaller stature better suited for the thinner
with New Crobuzon. Now, it lies in ruins, thanks to the atmosphere and steeper terrain. There are also persistent
ferocity of the Pirate Wars. It was hit by a New Crobuzon tall-tales of mysterious “stone men” of the mountains.
torque bomb in 1544, creating a new cacotopic area – a place
where chaos rules and the laws of reality go out the window. Drench Hold
The last somewhat-official expedition to the ruins of Suroch This dour town huddles in the shadow of the Suroch
was made in 1688, during which it was discovered that the Stain. Its storm-lashed buildings are built of waterlogged
effects of the bomb (even after a century) could still affect, driftwood and flotsam from wrecked ships. An infamous
mutate, and even kill – which happened to several of the tavern called the Flattened Frog stands at Drench Hold’s edge
crew. and is known for its remarkably high murder rate.
Cockroach trees, fifty-horned carapace-covered goats,
living gear-machines descended from train engines, and
Lubbock Scrub
Far south of Suroch, this dry scrubland is only sparsely
herds of things that might once have been human but have
populated. A few human villages dot the area, but these are
clearly devolved into apelike bestiality, all haunt the region.
outnumbered by vodyanoi villages which surround the many
Most people steer well clear of Suroch these days, as
streams that flow from the Bazhek Peaks.
those who get too near can contract torque sickness (see pg
26), becoming deformed themselves. Visitors risk psychic Suroch Stain
assault, thaumaturgical mutation, cancer, and madness. This is the general term for the cacotopic area that now
Suroch is now a name used to frighten children and warn surrounds the ruined city.
of the dangers of meddling with Torque.
Torpid Coast
The waters surrounding Suroch are contaminated with
Torque Bomb the same torque that doomed the city. Ocean currents sweep
these waters north, spreading the cacotopic effect through
Torque, the monstrously foul substance responsible for the the region known as the Torpid Coast.
Cacotopic Stain, is the stuff of nightmares. Most experts are
Middling Sweeps
under the impression that torque is a natural phenomenon only,
and has never been created by man. This, however, is untrue. In
1544, New Crobuzon secretly developed and deployed torque
bombs on its hated enemy, Suroch. The results were so The region at the center of Rohagi is known as the
horrendous that even power-mad New Crobuzon banned their Middling Sweeps. This dry, not-quite-barren region is
creation and covered up the whole incident. As a ruse, they later
inhabited by the tough, the exiled, and the desperate. It
dropped colourbombs on Suroch in an attempt to cover up their
war crimes.
encompasses the feared Cacotopic Stain, as well as the cities
of Vadaunk and Neovadan, and all of the land within the
Colourbomb mountainous boundaries of the Incient, the Splitter, and the
Dancing Shoe Mountains, terminating near the edge of the
Colourbombs are fiendishly destructive creations of New Ragamoll Forest.
Crobuzon, designed to level very large areas. While horrendous,
they pale in comparison to torque bombs. Each bomb is created
using top secret processes and a significant expenditure of
resources. Tesh is rumored to possess an equivalent weapon. 108
Government
Neovadan is ruled by an elected council. The city’s
government maintains loose ties to far-off nations but mainly
focuses on the city’s direct needs.
Economy
As the poorest major city in Rohagi, Neovadan has little
to offer in trade. Luxuries are rare in the city.
Military
All citizens serve time in the city’s defense force, which is
constantly tested by raiders from Vadaunk. This constant
experience makes the Neovadan defenders surprisingly
effective.
Religion
Although the residents of Neovadan often have to fight
in order to defend themselves, they revere Darioch, hoping
that one day his power will lead them to a place where they
no longer have to depend on violence.
Gazetteer
The city’s layers of walls and defense towers are an
impressive sight and make attacking Neovadan a
daunting task.
Vadaunk
Metropolis (conventional); AL LN
Government Democracy; Tech Level 2
Chip Limit ₡ 1,140,000; Assets ₡ 427,000,000 The “mercenary kingdom” of Vadaunk is historically one
DEMOGRAPHICS of the most martial nations of Rohagi. Here, might makes
Population 741,000 right, as brigands and bandits plague caravan routes and
Type human-dominant (86% human, 5% trow, 4% vodyanoi, warlords hold office.
3% cactacae, 1% gessin, 1% other races).
Religions Darioch; Languages Ragamoll, Fellid Vodyanoi Metropolis (conventional); AL CE
Government Military Junta; Tech Level 3
AUTHORITY FIGURES
Grunall Limit ₪ 1,910,000; Assets ₪ 1,839,000,000
Lynda Turnbell, Council Leader; Ronstad Wornstrom,
Captain of Defense; Trid Ramfer, Farmer’s Guild Leader DEMOGRAPHICS
Population 1,008,000
Neovadan was founded centuries ago by outcasts from Type human-dominant (85% human, 11% vodyanoi, 2%
Vadaunk, mainly those who dared to dream of a life not cactacae, 2% other races).
driven by violence and warfare. It exists as a kind of safe Religions Solenton; Languages Ragamoll, Fellid, Fellid
haven, although the neighboring mercenary kingdom and the Vodyanoi
desolate climate conspire to ensure that prosperity never AUTHORITY FIGURES
blesses Neovadan. Grabthar the Thick, Warlord; Jhonn Stabbington, Leader
As a poor city in an isolated region, Neovadan would be of the Swordblades; Lord Raddson von Lundin, High Priest of
forgotten by the world at large if it weren’t for two factors. the Disciples of Gloom
First, the city’s walls, although crude, have been built up over
time to the point of being nearly impenetrable. This fortress- Vadaunk is the city of warriors. Yet these warriors are not
like nature is impressive enough to fuel many a legend and like the well-trained shock troops of Tesh, or the modern
tavern tale. Secondly, although it is not a luxurious place to soldiers of New Crobuzon. No, Vadaunk is home to barbarian
live, Neovadan has a reputation of welcoming any and all hordes, mercenary armies, and savage thugs.
outcasts and exiles. It is one of the few major settlements in The people of Vadaunk are a rugged and surly
Rohagi where humans and trow live and work side by side. lot, fiercely territorial and independent. There are 109
many different groups – gangs, cabals, even religious sects,
which only stand united by their perceived enemies and the
ways of the warrior. They present a unified front when
Cacotopic Stain
Warped by the vastly uncontrollable thaumaturgic force
dealing with foreign powers, but in truth, theirs is a very
called Torque, the Cacotopic Stain is the largest of several
loose alliance.
known cacotopoi. It first appeared about 560 years ago.
Government
The presence of this roiling tear in reality effectively
The leader of Vadaunk – the Warlord – is the man whose
divides the Rohagi continent into two halves, blocking most
military might is the greatest. He rules the kingdom through
overland routes from east to west. Those who are desperate
brute force, but he does not command unfaltering obedience;
enough may skirt its edges and still survive, although this
the leaders of the many Vadaunk factions would love to see
often leads to bizarre and random thaumaturgical effects
his head on a platter, so that they might take his place.
(such as people turning into giant cytoplasms, or growing
Economy
tentacles for eyes.)
Traditionally, the economy of Vadaunk has largely been
The edges of the stain are frequented by terrible and
fueled by the plunder of its brigands and the bounties earned
otherworldly beasts who have been warped by the chaos of
by its mercenaries. In recent decades, however, this has been
torque, like the insatiable inchmen (see pg 145.) The deeper
greatly supplemented by more legitimate means. The
regions of the stain, however, are utterly incomprehensible.
discovery of a rich vein of precious metals has allowed
(See pg 94 for information about cacotopoi and their
Vadaunk to begin exporting genuine trade goods, which New
effects; see pg 26 for the Torque-Touched template.)
Crobuzon has taken a great interest in. In fact, the diplomatic
ties between the two nations have never been stronger.
Military
Many different fighting hosts make up the mercenary
Other Sights of the Middling Sweeps
kingdom. As often as not, these groups squabble among
themselves as much as they do outsiders. Most of these
Blitzbaums
One of the region’s most spectacular sights is the forest
armies are available for hire to anyone with enough funds. of luminous lightning trees, the blitzbaums. These forking
Vadaunk itself is something of a fortress, constantly miles-high “trees” seem to be lightning that has become
being built and rebuilt. The city is laid out in a rough diamond
perpetually frozen in place.
pattern, with layered partitioning walls built to slow the
progress of invaders. Dozens of watchtowers mount the
walls.
Religion
Barbarians and mercenaries tend to not be the most
pious of individuals, and so the citizens of Vadaunk rarely pay
heed to any god. A few groups do revere some of the more
warlike deities, but overall they make up only a small
percentage of the populace.
Residents of Vadaunk are, however, surprisingly
superstitious, although this behavior is more cultural than
religious. Citizens often practice a number of superstitious
rituals both large and small, including important and intricate
seasonal ceremonies that are supposed to provide good luck
on the battlefield.
Gazetteer
Defense towers and raiding outposts dot the nearby
countryside.
The mine of precious metals and its refineries are among
the best defended compounds in the region.
Splitter Peaks
This short mountain range extends from the Gibbing
Adventure Seeds Water to Cold Claw Loch, creating an effective barrier
New recruits in one of Vadaunk’s mercenary armies, your between the Middling Sweeps and the Kar Torrer Kingdom.
party forms a pact, and vows to rise through the ranks
together to achieve glory.
Your party impersonates a famous mercenary band in a
bid to get close to the Warlord, and steal his power for
Wailing Ridge
your own. Named for the terrible sounds occasionally heard in the
Fearing a disastrous war, Neovadan has hired you to region, these steep hills are avoided by those who can, and
infiltrate and sow discord amongst Vadaunk’s forces. are traversed rather quickly by those who cannot.
110
Con games are common, as is smuggling. Not everyone
Ragamoll
The region dominated by the ancient Ragamoll Forest
who wears a weapon has a right to do so. Forgery is a
booming business, but difficult to prosecute.
Military
features the large cities of Cobsea and Myrshock, extending The city is thoroughly walled and guarded, in order to
from the east coast all the way to the Cobberfall Mountains. protect form both raiders and wild beasts warped by Torque,
which regular wander the region. The walls are thick stone,
with wooden fortifications atop and behind them.
Cobsea Religion
The mix of religions found in Cobsea closely mimic those
The dusty inland city of Cobsea is one of New Crobuzon’s
of New Crobuzon, with the exception of St. Jabber followers.
primary trading partners, and the two cities have just been
Gazetteer
connected via a vast railway.
The newly completed Grande Tramway has spurred the
development of many industries on the eastern side of
Metropolis (city-state); AL CN
town.
Government Plutocracy/Anocracy; Tech Level 4
Togra Limit ₮ 3,500,000; Assets ₮ 1,100,000,000 Flargsan’s Zoo of Wonders is an establishment which,
uniquely, attempts to hold and display creatures twisted
DEMOGRAPHICS by Torque. They are only marginally successful.
Population 1,425,000 Cobsea’s open-air market features colorful tents and
Type mixed (83% human, 10% cactacae, 4% vodyanoi, 3% stalls, featuring goods from many far-off lands.
other races). Adventure Seeds
Religions Darioch, Solenton; Languages Ragamoll A greater than average number of twisted Torque-beasts
AUTHORITY FIGURES have attacked the region lately. Is something sinister
Zedshyl Remsfort, Supreme Chairman; Flargsan II, afoot?
Proprietor of Flargsan’s Zoo of Wonders; Wendelle Jones, You’ve been hired to accompany and protect a
Chief Guard combination freight/passenger train departing on the
new and exciting Grande Tramway.
On the boundary between the fertile Ragamoll Forest
Myrshock
and the drier regions near the coast, Cobsea endures harsh
summers and winters alike. Although the city is more than
one hundred miles from the Cacotopic Stain proper, strange Myrshock is a small, ugly city, which in many ways is like
chaotic phenomena dot the region, and as such, the residents New Crobuzon in miniature: racially mixed with a lot of
of Cobsea are used to defending themselves from Torque- vodyanoi who live in a canal ghetto, a few freebooting garuda
touched beasts. from the Cymek, and a smattering of cactacae.
Cobsea is remarkable for two main reasons. First, it’s
mercantile success; most of Rohagi’s truly prosperous cities Metropolis (city-state); AL CN
are wealthy in large part due to their coastal location, which Government Parliamentary; Tech Level 4
grants them access to the world’s best means of trade. The Ahn Limit ₳ 3,890,000; Assets ₳ 1,840,900,000
fact that Cobsea has managed to flourish so far inland is truly
noteworthy. DEMOGRAPHICS
Secondly, Cobsea is renowned – many would say Population 1,071,000
infamous – for its disgracefully unstable government, which Type mixed (82% human, 8% cactacae, 6% vodyanoi, 2%
undergoes vast political changes on a regular basis. khepri, 2% other races).
Government Religions Salter; Languages Ragamoll, Sunglari
Cobsea is run by an unstable city council which is AUTHORITY FIGURES
dominated by mercantile interests. The city government is so Jimhelm IV, City Mayor; Wanchertlkin, Harbormaster;
notoriously variable that it is considered business as usual Stephen Kornlson, High Cantor of Salter; Ludwig Himmens,
when one authority stages a coup and sweeps aside another. Trainmaster of the Grande Tramway
With few governments lasting more than several months,
their regular collapse is accepted as the way of things in Life in Myrshock is centered on trade and commerce,
Cobsea. which in turn is centered on the docks. A bustling port city,
Economy Myrshock has made a name for itself for being open to all
Cobsea’s mercantile sector is quite prosperous, although ships and for being a place to find any service imaginable.
the city lacks the heavy industry of New Crobuzon. The city’s Myrshock was not built to follow a coherent path or
weavings and its wines are both prized, and business seems pattern, and it certainly shows. Streets rarely meet at right
to get done without the help of either parliament or angles, and picturesque palaces lie next-door to factories and
merchant subsidies. hovels. Its temples feature somewhat elegant
minarets, but these are obscured by the city’s 111
many dirigible mooring posts. Overall, the architecture of the
city appears hodgepodge, with no cohesion or purpose. This Smokestone Fields
general ugliness has become one of the city’s most defining Southeast of Cobsea lies a dangerous and otherworldly
characteristics. area, the smokestone fields. At first, this place may seem like
Government nothing more than a collection of odd stone formations, but
Myrshock is governed by a city parliament, led by a make no mistake. These stone columns form from geysers of
mayor. Parliamentarians are elected on a regular basis, and dust which unpredictably erupt from the ground, turning
the elections are even mostly fair. quickly to stone and trapping forever anything unlucky
Economy enough to be caught in the blast.
Myrshock has an industrial, port-based economy, but it is
Shatterjack
built around a saltwater harbor rather than an estuarine one.
This has advantages and drawbacks. While the vodyanoi
cannot serve as stevedores here, ships pulled by bridled
seawyrms can enter directly into the harbor rather than being North of the dry Hinter grasslands lie the Shatterjack
unloaded offshore. Mountains, some of the most imposing peaks on Rohagi.
A fair amount of traffic passes directly between Between a nasty Torque zone and the fearsome city of the
Myrshock and Shankell, offering travelers a speedy undead, few travel this land without a very good reason.
alternative to traversing the long coastline.
The newly opened Grande Tramway, connecting
Myrshock to New Crobuzon and Cobsea, has caused a recent
boom in the market.
High Cromlech
On the western side of the foreboding Shatterjack
Military Mountains lies High Cromlech, the city-state of the abdead,
Myrshock’s home defense force contains enough troops (i.e. undead,) where the living are second-class citizens – or
and vessels to protect the port and police the streets, but worse.
little else.
Religion Metropolis (city-state); AL LE
Salter, Darioch, Solenton, and many other deities have Government Aristocracy; Tech Level 4
temples within Myrshock. Arcane Bawbee Limit 5,617,000 ab; Assets 2,690,000,000 ab
Gazetteer
DEMOGRAPHICS
Dozens of floating factories inhabit the harbor area,
churning out smog and goods in equal quantities. Population 439,000
The ramshackle Myrshock port is ugly but impressive in Type abdead-dominant (82% thanati, 14% human (living), 2%
both scale and efficiency. vampir, 2% other abdead) - (does not include zombies).
Many dirigibles offer anything from local tours to long- Religions Khyriad; Languages Quiesy
haul passenger transport. AUTHORITY FIGURES
Adventure Seeds Deadman Reginald, Executive of the Housing Comittee;
Rumor has is a greedy merchant summoned a Deadwife Mushi, Administrator of the Zombie
Weaver which has now gone on a killing spree. Factories
You’ve been hired to put a stop to this…
somehow. The streets of High Cromlech seem dead.
There is little movement, no throngs of
pedestrians going about their business, and
Other Sights of Ragamoll most distinctive of all, absolutely no noise.
There is a good reason for this pervading quiet.
Dusttown In High Cromlech, the dead rule. The highest
Rather than dying when the mine ran dry, this social class consists of a particular variety of
old town has become something of a rural trading abdead known as thanati. These lich-like gentry
settlement with an open-secret of renting out old are, in most senses, literally dead corpses which
mining tunnels to outlaws and other groups who wish have been animated, and retain their consciousness.
to remain hidden. As the years wear on, the bodies of thanati practically
mummify, becoming dry and leathery. They move and
Ragamoll Forest go about their day with great care, as not to damage
The second largest forest in Rohagi, the their frail bodies. Most lose the ability to speak
Ragamoll Forest is a region rich in history, traditional languages as their tongues and vocal
industry, and culture. The forest is not chords vitrify, and have their mouths sewn
especially dense, and many large clearings dot shut. Socially, thanati carry the title
its interior; as such, a great many small and “deadman” or “deadwife.”
medium-sized communities can be found within its borders.
112
The living inhabitants of High Cromlech – called “the
quick” – are lesser citizens who live in Liveside, a ghetto on
the southern edge of the city. Some few are respectable
Thanati
working class and small businesspeople, carrying the title of Becoming a thanati is both an expensive process, and a
“liveman” or “livewife.” These citizens are allowed to inhabit nearly sacred one. See the thanati template on page 25 for
the city because there are certain jobs that the slow and details.
brittle thanati cannot themselves perform, and jobs too
delicate to trust to mindless zombies. Price: 25,500 GP
The wealthiest of livemen aspire to buy their way into The Bonestrasse, High Cromlech’s grandest boulevard,
the upper echelons of thanati culture, affording the specific features great houses looming to either side on ornate
treatments necessary to rise as an abdead. catafalques.
The rest of the city’s living citizens, though, are slum- The zombie factories and human farms occupy many
dwelling underclass. They are not oppressed, but they are large, rectangular structures.
less socially powerful than the dead and the living gentry. Liveside, the ghetto of the living, is shabby and cramped
Most of the living souls in High Cromlech, though, are not in comparison to the posh neighborhoods of the thanati.
free citizens – they are farm-bred human cattle, raised in Adventure Seeds
cages, whose only lot in life is to be killed and risen as a High Cromlech has never before sold zombie armies to
mindless zombie slave. These “zombie factories” are famous outsiders, but you employer has sent you to attain this
throughout Rohagi, usually spoken of only in fearful whispers. goal.
Thanati are not the only abdead inhabitants of High
An old enemy of yours, long thought dead, may in fact
Cromlech. Other, less savory and less common varieties of
have fled to High Cromlech in order to become a thanati.
abdead also call the city home. Vampirs, for example, are
allowed to live in High Cromlech because they are abdead,
but they are not rulers. Quite the reverse – vampirs are
considered rather pathetic junkies who are kept alive on the Other Sights of Shatterjack
whim and sufferance of the High Cromlech living.
Little other information about High Cromlech is available
The Northern Torque
This cacotopic area was most likely as large as the
to most scholars, although it is known that the abdead gentry
Cacotopic Stain in the distant past, but like all naturally
of Armada emigrated from High Cromlech.
occurring torque zones, it has gradually shrunk in size over
Government
many centuries. Today, it is less than half the size of the
Unlike the mortals of the living world, the abdead
famous Stain, and its remote location ensures that it is easily
aristocracy has little need for enforced order. High society
avoided.
creates its own structure, and the nobility govern themselves
There is evidence that at least two large ancient cities
as such.
once existed in the area, but these were annihilated centuries
The city, isolated both culturally and geographically,
ago when the Northern Torque first burst into Bas-Lag. Their
keeps only the slightest of diplomatic channels open to the
ruins are very gradually becoming accessible as the Torque
outside world.
recedes.
Economy
In High Cromlech, currency is much more of a standard Shatterjack Mines
symbol than anything else. Only the quick of Liveside use On the eastern side of the Shatterjack Mountains lies the
currency in the traditional sense. What little raw materials entrance to the famous Shatterjack Mines. These mines are
required by the city are produced in the nearby Shatterjack owned and operated by High Cromlech and produce many
Mines. metals. Extensive freight railway lines snake their way
Military through the mountains, both above and below ground,
The zombie factories have, in times of conflict, produced between the mines and the city.
more than enough cannon fodder to ensure High Cromlech’s
safety, such as during the Flesh-Eater Wars. Shatterjack Mountains
There have always been rumors that High Cromlech These mountains are the highest in Rohagi. Their great
possesses giant floating vessels, moonships, but such reports height alters weather patterns and is responsible for the dry
are unconfirmed. condition of most of the Hinter. Many strange and foul beasts
Religion are known to live in the mountains.
Those thanati with pious leanings favor Khyriad, the deity
Wormseye Scrub
credited with creating the first abdead upon Bas-Lag. Living
humans of High Cromlech tend not to be religious, but often
invoke Khyriad’s name as a figure of speech.
Gazetteer Surrounded by the Bezhek Peaks and the Dancing Shoe
A busy funicular railway transfers materials between the Mountains, the Wormseye Scrub is a vast swath of grasslands
city and the Shatterjack Mines. and grain fields.
113
Troglodopolis Yoraketche
The underground center of trow civilization, Yoraketche is a weak, warlike country northwest of New
Troglodopolis is a testament to the spirit of the trow people. Crobuzon.
114
a kind of singing scholar. The island is also home to an
Other Sights of Wormseye important publishing industry of theoretical tracts.
Its capital is Kohnid, a small but important center of
Dancing Shoe Mountains scholarship. For a few scholars, Kohnid is an intellectual
This is the longest uninterrupted mountain range in paradise, as High Kettai theory is important and relatively
Rohagi, extending from the southernmost point of the rare. Gnurr Kett keeps a secret colony of anophelii as sort of
Gibbing Water all the way to New Crobuzon. Spine Peak is pet scholars, using the (safely bloodless) cactacae of Dreer
one of the tallest mountains in the range, and lies at the Samher their wardens, through a three-way trading loop.
southern tip of the range. Their knowledge finds its way to Kohnid, but many crucial
The trow city of Troglodopolis lies within these primary works published there never leave the islands.
mountains.
Hebdomad
The Rohagi Coast
The Hebdomad is the name used to refer to a collection
of small islands not too far from New Crobuzon. While it
contains innumerable unnamed and uninhabitable islets
The eastern and southern coasts of the Rohagi continent which are home only to birds and the wildlife that flies or
are home to a large number of islands. Big and small, swims between them, many of the islands are large enough
powerful and inconsequential, lands of all types dot this to support multiple small fishing and whaling villages, and
region of the Swollen Ocean. even some full-fledged agricultural communities.
Bartoll
Gnurr Kett This small island has an awe-inspiring, mountainous
landscape, featuring thick forests and windswept gullies. Its
Gnurr Kett is an island nearly 2,000 miles south of New interior is not populated but its coasts hold many small
Crobuzon, 500 miles east of the Cymek Desert. Its inhabitants fishing villages.
don’t trade much with New Crobuzon, mainly dealing with
the cactacae of Dreer Samher. Gnurr Kett and Dreer Samher Basilisk Channel
are independent, but have a close working and trading This is the primary route taken by vessels leaving New
relationship. Gnurr Kett’s population is primarily human, with Crobuzon for Jheshull, Khadoh, and Bered Kai Nev.
a cactacae coming in a healthy second place.
Gnurr Kett possesses a mercantile culture with a mostly
Cancir
Cancir holds no permanent residents, but is remarkable
peaceful tradition of quiet scholarship and competence. Its
for certain rare medicinal plants that can occasionally be
economy includes indigenous farming, fishing, sea-trade, and
found hiding in the cracks of the dry earth here.
an important stratum of intellectuals and a cadre of cantors –
115
still plays host to a large number of less-than-legal maritime
Chet ventures.
Chet has only a small population, most of which work a Individuals from Jheshull are called “Jheshul.” The
number of small mines that cross the island. It is a poor land, spelling difference is intentional.
ironically famous for just how poor many of its residents are.
The well-known Chet stone-riddle originates here.
Cyrhussine Khadoh
Cyrhussine boasts an engineering marvel, the 25-mile- A largely self-sufficient nation, Khadoh has somewhat
long Cyrhussine Bridge. This footbridge was constructed by distanced itself in recent times from the world at large. The
the Order of Cyranaline, an order of monks who devote their spiritual culture of Khadoh is focused on the moon, and their
lives to meditation and contemplating the balance of the written language is in the form of lunar pictograms, known as
cosmos. It connects the city of Sibala with the Order’s moonscript.
monastery on a neighboring island which, by the traditions of
the monks, bears no name.
Dancing Bird Mandrake Islands
Mainly composed of brick-red volcanic rock, Dancing Bird A collection of six main islands and many small islets, the
Island features sheer cliffs and hunched peaks. The poor, ugly Mandrake Islands form a nation which is mostly left alone by
fishing port of Qé Banssa would be negligible, if it weren’t for its neighbors, chiefly because invading the Mandrake Islands
its single claim to fame - the New Crobuzon embassy wouldn’t be worth the time or the effort. The channels
responsible for relations with all of the Hebdomad. between the islands are notoriously dangerous and are
The Finns perilous to sail without detailed knowledge of the strong
currents and submarine reefs found there.
Little more than jagged cliffs jutting from the sea, the
Finns are small and uninhabitable. Most of the islands in this The Mandrake Islands have traditionally been allies with
chain have no flat surface, consisting solely of serrated rock. Perrick Nigh and enemies with Dreer Samher.
Rumors persist of hidden caves and pirate coves.
Gnomon Tor
Lush and green, Gnomon Tor is a small island only a few
Perrick Nigh
Perrick Nigh is a fairly wealthy island nation roughly 600
miles distant from the cray city of Salkrikaltor. It is not
miles east of Myrshock. Most of its wealth originated in the
actually a part of the commonwealth, as no cray live on the
island’s diamond mines, and Perrick Nigh also came out on
land here, but the cray do favor Gnomon Tor as a hunting
top of the old Pirate Wars.
ground; just as humans enjoy a good fish for dinner, so do
The stereotype for Perrickish is that they are all rich,
cray enjoy a nice coney. noble-blooded, violin-playing, parasol-twirling heiresses. This
Isadóre image holds some measure of truth, as the average family on
Volcanic and foreboding, this island exports obsidian and Perrick Nigh is far above the poverty line, but like all
pumice. stereotypes, it is an exaggerated image of reality.
In order to defend their wealth, Perrick Nigh’s naval
North Morin forces are fairly ruthless. In recent years, a militant culture
This dark, mountainous island is home to a primitive tribe has gradually become more and more prevalent, and
that is known to despise outsiders. Perrickish privateers are known to have very powerful ships.
Pliny The island’s lavish capital city is Figh Vadiso. Perrick Nigh
has traditionally been allies with the Mandrake Islands and
The flattest of the large Hebdomad islands, Pliny is home enemies with Dreer Samher.
to several tropical fruit plantations and orchards.
South Morin
This island would not be worth mentioning, if it weren’t The Shards
for the fact that its name seems to imply that there is some This large archipelago is said to lie far to the east.
sort of meaningful connection with North Morin. There is not.
Swollen Ocean
The Swollen Ocean is the name most often given to the
standard council-based government. Most of Armada’s
menfish live here.
Booktown, centered on the Psire, holds most of the city’s
vast body of water off the eastern and southern coasts of khepri population, and is ruled by a khepri triumvirate. It
Rohagi, although there are dozens of different monikers for also houses Armada’s vast library.
various regions of the sea. Curhouse Riding, centered on the Gentleman’s Caller, is
Aquatic races are plentiful on Bas-Lag, and there are the most democratic riding. It holds several publishing
many kingdoms under the seas. These typically have little houses.
interaction with the land-based nations of Rohagi, but this is Dry Fall Riding, centered on the moonship Uroc, is a
not always the case. “protectorate” ruled by a benevolent vampir called the
Brucolac. Citizens pay a “goretax” of donated blood.
Garwater Riding, centered on the impractically large
Armada Grand Easterly, was, until recently, the most powerful
riding in Armada. Its future is now uncertain.
The wildest pirate city in existence is a mobile
Jhour Riding, centered on the Saskital, is ruled by a
constellation of ships, rafts, barges, and hulks that serves as a
"solar kingdom" with the cactacae Dynish on its throne.
floating base for a powerful pirate fleet – and its existence
An important airship manufactory is based here.
has been one of the world’s best-kept secrets for centuries.
Shaddler Riding, centered on the Therianthropus, is the
Armada is an ancient city, with its earliest incarnations
scabmettler riding, and is ruled by a strict general.
dating back hundreds of years. It is believed that Armada has
Three-and-Thine Riding, centered on the Salt Godling, is
been all but destroyed at least twice, (once during the Pirate
led by the trader-king Friedrich. It is regarded as a
Wars, and a second time fairly recently,) but it still survives to
somewhat lawless neighborhood where everything is for
this day. Its core is a set of ships built and outfitted for war by
sale.
New Crobuzon and other combatants of maritime wars.
The Haunted Quarter is not an actual riding, but an
As Armada is a secret, a large portion of its residents are
abandoned and feared area of Armada. A mere dozen or
actually conscripts. In order to grow, Armada sends out
so ships tucked away at the fore-port corner of the city, it
raiding ships which capture and bring back vessels and crews
borders Thee-and-Thine and Dry Fall. Strange sounds are
which are absorbed by the main mass of the city. As many of
heard at times, birds refuse to land on its masts, and
these captured individuals were slaves, prisoners, or poverty-
anyone crossing over to investigate returns either pale
stricken deckhands, a life on Armada is a significant step up
and silent – or not at all.
for them. Those who do not acclimate, however, are
imprisoned and eventually executed.
117
More than 100,000 beings are crammed into this floating
city, and practically all races of Bas-Lag are represented here,
even undead. There are religious temples to many gods,
Thkanth
A corokanth empire south of Salkrikaltor’s territory,
though chiefly to Croom and to lunar and sea gods. The
Thkanth has a history of being much more militaristic than
language of Salt is overwhelmingly preferred on Armada.
Kronssk. It is ruled by a hereditary emperor who supposedly
has the blessings of the gods.
Elsewhere on Bas-Lag
are officially independent, but in reality, they are effectively
owned by the Witchocracy. One such island is Geshen.
Darioch
Domains: Law, Metal, Protection, War
Favored Weapon: Spiked Gauntlet
Greater Deity
Alignment: Lawful Good A relatively new religious group known as the Godmech
Domains: Creation, Destiny, Good, Inquisition, Law, Nobility, Cogs worship an entity that they call the One True God. They
Protection believe that the cosmos itself is mechanized, and that it was
Favored Weapon: Heavy Spiked Shield designed and created by the One True God. They
revere the use of machines and contraptions, and 120
their general goal is to see all aspects of life and society Salter is known as the Secret Taker, but he’s also known
mechanized. (and feared) for telling those secrets to those who aren’t
The Godmech Cogs are a peaceful egalitarian group, meant to hear them. He’s said to do this in order to teach the
although their members tend to be quite assertive in their lesson that keeping secrets is immoral; just as a salted garden
beliefs, with many younger members gaining a reputation for will never grow again, a person who sees his secrets and lies
starting heated theological debates. Members of the unravel before his eye is supposedly deprived of the ability to
Godmech congregation mark their forearms and other body hoard another secret. The name “Salter” is actually a
parts with tattoos of interlocking gears. bastardization of his ancient name, “Salziér,” based on this
comparison.
It’s generally held that Salter doesn’t care whose secrets
Palgolak he’s stolen or who he leaks them to. This is
mostly true, but Salter isn’t fond of causing
Intermediate Deity
massive disasters, and is believed to have
Alignment: Lawful Good
actually prevented certain catastrophes by
Domains: Good, Humility, Knowledge, Law, Magic
sharing his hoarded knowledge.
Favored Weapon: Quarterstaff
Salter doesn’t have a very large
following. His few clerics are not
Palgolak is a popular deity who
proselytizers, but rather are proficient spies.
champions the causes of knowledge and
learning. He is an amiable, pleasant deity, a
sage whose existence is entirely devoted to
the collection, categorization, and Solenton
dissemination of information. Originally a Greater Deity
vodyanoi god, worshippers of Palgolak Alignment: Chaotic Good
(known as Palgolaki,) are now spread far Domains: Chaos, Destruction, Good, Pleasure,
and wide, and include many humans. Protection, Strength, War
The Palgolaki are proselytizers, holding Favored Weapon: Longsword
that everything known by a worshipper is
immediately known by Palgolak, which is Solenton is the twin brother of Darioch,
why they are religiously charged to read and the philosophies of the two gods are
voraciously. But their mission is only very similar, with one major difference –
secondarily for the glory of Palgolak, and whereas Darioch promotes prosperity
primarily for the glory of knowledge itself, through peace, Solenton promotes the
which is why they are sworn to admit all who same via strength of arms. Both are
wished to enter into their vast libraries. Rather classically considered to be deities of
than traditional churches, libraries are the humans, and are said to care for and protect
favored place of worship for Palgolak, although mankind, but where Darioch would find a
some of these structures blend the aspects of bloodless solution to conflict, Solenton
both. The largest of these libraries is in New would gleefully charge forth into glorious
Crobuzon, and it is one of the most extensive libraries in the battle. He does not wantonly slaughter, nor does he
known world. champion unjust causes, but he is always ready to solve any
Palgolak is depicted either as a fat, squat human reading problem with his legendary Sword of Righteousness.
in a bath, or a svelte vodyanoi doing the same, or, mystically, The church of Solenton is slightly more popular than that
both at once. of Darioch, although both pale in comparison to the
popularity of St. Jabber. The name of Solenton is often
invoked by those who find themselves in danger and in need
Salter of protection.
Intermediate Deity
Alignment: Chaotic Neutral
Domains: Chaos, Greed, Illusion, Knowledge, Trade
Favored Weapon: Dagger
Speculation
Given Bas-Lag’s tenuous connection with the Outer Planes, it’s quite possible that some of this world’s deities are actually representations of
beings known by other names on other worlds. Palgolak shares many traits with Delleb, and the One True God has a great many similarities
with Primus, of the plane Mechanus. It’s entirely possible that his image has just been slightly warped by incomplete information, just recently
obtained by Bas-Lag’s fledgling planar explorers.
121
St. Jabber Dahnesch
Lesser Deity Lesser Deity
Alignment: Lawful Good Alignment: Chaotic Evil
Domains: City, Courage, Glory, Good, Healing, Law, Mysticism Domains: Chaos, Destruction, Domination, Evil, Greed
Favored Weapon: Light Crossbow Favored Weapon: Scythe
The story of St. Jabber is complex, confusing, and often Although the garuda do not worship any gods or follow
contradictory. What is unmistakable, though, is that he is by any religious doctrine, their legends and mythology do
far the most worshipped idol in and around New Crobuzon. feature a sort of devil-figure, Dahnesch. Dahnesch typically
Religious scholars agree that St. Jabber began life as just stands for the principles which the garuda abhor. Religious
an ordinary cleric of Darioch who lived around the time of the scholars debate as to whether Dahnesch is a real eidolon, or a
founding of New Crobuzon. He is said to have been purely fictitious character.
instrumental in many key events in the city’s early history;
various stories credit Jabber with creating parliament, writing
the city’s legal code, establishing the trade policies crucial to
the city’s prosperity, and dozens of other feats. Scholars
Khyriad
Intermediate Deity
debate how much truth lies in these tales, but regardless of
Alignment: Lawful Evil
their factual accuracy they soon became the stuff of legend.
Domains: Death, Deathbound, Evil, Law, Pestilence, Vile
It is said that Jabber “disappeared,” leaving the city after
Darkness
a nasty series of Torque storms in search of their source, for
Favored Weapon: Morningstar
the purpose of putting an end to their chaotic effects. While
it is true that the frequency and severity of the Torque storms
The abdead of High Cromlech pay homage to Khyriad,
has lessened since the city’s early history, whether or not
the god who they say bestowed the gift of abdeath to Bas-
Jabber had anything to do with this is unknown. To this day,
Lag. Legends say that at the dawn of creation, he saw how
though, many individuals still refer to Torque as “Jabber’s
terribly wasteful it was for mortals to only live for a brief
Torque.”
time, and thus gave his faithful the means with which they
The stories and legends of Jabber steadily grew until he
could worship him indefinitely. He is credited with the
was officially deified by the church of Darioch. Little did they
creation of vampires, zombies, and all manner of similar
know at the time that Jabber’s influence would grow to
beings.
surpass even that of his patron. Today, St. Jabber is the god of
As long as his worshippers among the abdead pay the
choice (and the curse of choice,) in New Crobuzon and its
occasional homage to him, Khyriad is regarded as a fairly
environs.
hands-off deity.
Khepri Pantheon
After the events of the Ravening and the Tragic
The goddess known as the Nurse is said to watch
over and heal any injured or sick khepri. Her presence
is particularly felt in hospitals and other locations
Crossing, the surviving khepri attempted to devoted to healing the sick, and her most devout
eradicate all cultural knowledge from their worshippers are healers by trade, although nearly all
collective memory, but religion is a tenacious faithful khepri recognize her importance and revere
subject. While most of the khepri pantheon has her accordingly. Her only form of worship is the act
indeed been lost to time, there are some ancient of caring for those who physically cannot care for
deities who remain with the khepri to this day, themselves.
including Awesome Broodma, the Artspitter, the Nurse,
and the Tough Sisters.
The spiritual void that was left surrounding these The Tough Sisters
lone goddesses cried out to be filled, however, and a Intermediate Deity
number of radical and less savory goddesses have Alignment: Neutral Good
spawned strange cults that are slowly gaining in Domains: Protection, Strength, Pride, Endurance
popularity. Favored Weapon: Stingbox
The cult of the Wingsister believe that in the most Freyn Wind is a constant force in the desert. Whether it
ancient past of the khepri, they had been blessed with the gift will be a minor annoyance or a deadly obstacle is decided by
of flight. This gift was supposedly stripped from the khepri as Freyn. He is also seen as the god of wanderers and travelers.
a punishment for some ancient misdeed, resulting in the
useless beetle-wings that all khepri now possess tucked inside
Hytlal Ocean-based commerce is vital to much of the
Cymek peninsula, and many sailors pray to Hytlal the sea god
their head-scarabs. Those who pray to the Wingsister “sing” for favorable voyages.
hymns into the night sky, praying for flight.
Zarth The few crops that grow in the region are said to
be a gift from Zarth, god of earth and agriculture.
124
Each Moment of the Horizon has a devoted order of
Luurn As Sanshad rules the sweltering day, Luurn specialized monks, each of which has its own unique internal
presides over the bitterly cold nights. structure. These monks have the power to beg boons from
Srelalen Most every religion has a devil figure, in this their respective Moments, although there is usually a hefty
cost involved.
case Srelalen, god of misfortune and, in particular, drought.
Prayers to him are meant to appease his ill will. The Moments described below are a sampling, and do
not make up the entirety of the Manifold Horizon.
Te The region’s few rivers are a crucial means of travel
and are relied upon for water supplies. The goddess Te is said * Indicates a new domain which MUST be selected as one
to watch over the streams and annual floods. of the cleric’s options.
Hyronn
7 Srelalen Chaos, Death, Destruction, CE Inter.
Evil, Trickery, Sand
8 Te Good, Travel, Water, Celerity LG Less.
9 Brynth Balance, Rune, Knowledge,
Magic, Spell
N Great.
Moment of Desiccation
10 Tegab Animal, Good, Protection, NG Inter. Intermediate Deity
Summoner, Hunt
11 Graij Evil, Force, Avarice, City, LE Less.
Alignment: Neutral Evil
Community, Law Domains: Desiccation*, Suffering, Sand, Thirst, Wrath
12 Emebb Healing, Protection, Good, NG Less. Favored Weapon: Heavy Mace
Luck
Hyronn stands to the right of Teshara within the
Manifold Horizon, and shares a close connection with both
To become enfolded within the Moment of Zaori, the Tellzr Goddess of fish, sharks, and rays.
devote monk partakes of the sacred wine, and falls deathly ill
for an entire fortnight. The experience is said to be beyond Yrn God of death and the afterlife.
excruciating. After this price has been paid, any time hence
that the monk drinks wine, he will receive a vision of the
future from Zaori. Its usefulness and relevance are measured
against the price paid, which in this case is illness. The tiniest 127
strange realms can be inhabited by beings whose powers
Trow Pantheon
The trow pantheon, like most, is expansive. Here are
would dwarf even those of the mightiest thaumaturge. But
taking the leap to calling these beings “gods” who are worthy
of worship and devotion rubs many individuals the wrong
some prominent trow deities. way.
Zogald
Intermediate Deity
Alignment: Chaotic Evil
Domains: Chaos, Death, Destruction, Evil, Madness
Favored Weapon: Scimitar
Hugkhul
Greater Deity
Alignment: Chaotic Neutral
Domains: Celerity, Chaos, Travel, Trickery
Favored Weapon: Spiked Chain
Atheism
Given the preceding passages, one would be forgiven for
believing Bas-Lag to be a deeply theological world. In truth,
this is often far from the case.
Modern scholars are especially impious. It is true that
many believe wholeheartedly in the existence of other planes
of existence – they can, after all, be communicated with, and
even visited, at times – and they acknowledge that these
Published Domains
Book of Exalted Deeds: Community, Endurance, Glory, Herald, Joy, Pleasure, Wrath – Book of Vile Darkness: Bestial, Greed
Complete Devine: Celerity, Cold, Community, Competition, Creation, Domination, Dream, Force, Glory, Inquisition, Liberation, Madness, Mind,
Mysticism, Oracle, Pact, Pestilence, Purification, Summer, Weather – Complete Warrior: Courage, Fate, Nobility, Planning, Tyranny
Dragon Magazine #290: Winter – DM #312: Beguilement – DM #323: Avarice, Envy, Gluttony, Lust, Pride, Sloth, Wrath
DM #340: Emotion, Hope – DM #342: Hunt, Night – DM #355: Charity, Chastity, Generosity, Humility, Patience, Temperance, Zeal
Draconomicon: Greed – Expedition to the Ruins of Greyhawk: Suffering – Heroes of Horror: Spite – Lords of Madness: Vile Darkness
Races of Destiny: City, Destiny – Races of the Wild: Sky – Sandstorm: Repose, Rune, Sand, Summer, Thirst
Spell Compendium: Balance, Charm, Deathbound, Family, Illusion, Metal, Scalykind, Spell, Time, Trade, Windstorm
Stormwrack: Blackwater, Ocean, Seafolk, Storm 128
2 Desiccate Sand: Deals 1d6 desiccation damage per
Domains
The Moments of the Manifold Horizon, due to their
3
4
two levels
Rage KK-VD: Target enters a barbarian rage and is
forced to attack the nearest opponent
Desiccating Bubble SpCo: Deal desiccation damage in
a sphere
unique nature, have new domains. Every cleric follower of 5 Ferocity of Sanguine Rage DM: Gain a bonus on
one of the Moments must have chosen that Moment’s weapon damage
unique domain as one of his two available domains. 6 Desiccation, Mass Sand: As desiccation, multiple
targets
Unearthly Heat Sand: Deal lethal and nonlethal heat
CALCULATION DOMAIN
7
damage
Deity: Cadmer 8 Blood Sirocco SpCo: Summon a dehydrating
Granted Powers: You gain +4 Intelligence on top of your windstorm
existing ability scores, but lose -4 Charisma as a result (to a 9 Deadly Sunstroke CM: Deal massive heat damage to a
minimum of 1 Charisma.) In addition, all Charisma-based skills target
suffer a further -4 penalty upon each skill check.
Lost Domain Spells 9 Hindsight SpCo: See into the past for a given location
2
speak) all languages
Glimpse of Truth BoVD: Get a usually-correct answer
SNOW DOMAIN
Deity: Pharru
to a yes or no question
Granted Powers: You may utilize, at will, the spell spread
3 Vision of Fear DM333: Know target's greatest or most
of contentment (Book of Exalted Deeds).
recent fear
Using this ability comes with a price. The first use of this
4 Know Vulnerabilities SpCo: Determine subject’s
ability in a given day lowers your maximum HP by 1d6 per
vulnerabilities and resistances
caster level. This cannot be blocked, circumvented, or
5 Find the Path PHB: Shows most direct way to location
restored by any means until one day has passed, upon which
6 Shadow Form SpCo: +4 Escape Artist, Move Silently,
time your HP returns to normal. Subsequent uses of this
Hide; concealment; etc.
power in a given day will take 1d8, 1d12, and then 1d20 HP.
7 Discern Location PHB: Learn exact location of creature
Thus, each use of this ability brings you closer to death. It is
or item
possible to die using this ability.
8 Invisibility, Superior SpCo: As greater invisibility but
9
including scent and sound alike
Hide the Path WotC: Defeats find the path Snow Domain Spells
1 Ice Slick Frost: Creates a 20-ft. square of slippery ice
2 Blood Snow Frost: Snow patch, 1d2 Con damage on
MEMORY DOMAIN 3
touch + nauseated
Binding Snow Frost: Half speed in snow
Deity: Tekke Shesim
4 Ice Shape Frost: Sculpts ice into any shape
Granted Powers: You can see and hear into the past of a
5 Hibernal Healing Frost: Absorb snow, etc., heal self
specific object or creature (but not a general location,) that
10/lvl (max 150)
you are currently touching, to a maximum of one week into
6 Heartfreeze Frost: Target is exhausted and dies in
the past per caster level. The caster can view and hear the
1d3+2 rounds, else 5d8 cold damage
target and surrounding environment (approximately 10 ft.
7 Aura of Cold, Greater Frost: As aura of cold, lesser
radius), and the vision continues for a period of time up to
except 2d6 damage/round
one minute per caster level. Only the caster experiences the
8 Freeze KK-PG: Target freezes solid; after duration,
visions, which include both sight and sound but no other
second failure means 5d8 damage
senses. Treat this as a supernatural ability with a one-minute
9 Frostfell Frost: Lower temp. by 3 bands; creatures turn
casting time.
to ice, else 1d6/lvl
This ability can be used once per day. At level 10, you can
share your vision with one other recipient.
As a price for this ability, your Intelligence and Wisdom
scores suffer a permanent -2 penalty upon selection of this TEARS DOMAIN
domain, and you become rather forgetful and absent- Deity: Teshara
minded. Further, whenever you make use of this special Granted Powers: You may become immune to Mind-
ability, your Intelligence will suffer an additional -2 penalty Affecting abilities for one minute per day per caster level. You
for one hour. may activate this ability as an immediate action. The time
must be spent in one go, and not divided.
Memory Domain Spells Additionally, you gain the use of the create water spell,
which you can utilize once per caster level per day.
1 Identify PHB: Determine all properties of a magical
2
item
Confluence DL-LotT: See if a known person/object has Tears Domain Spells
ever been at this location 1 Animate Water SpCo: Create a small water
elemental that must stay close to the source 130
2 Shape Water KK-Sea: Shape water or make ice that
won't naturally melt for duration
3 Water Breathing PHB: Targets can breathe
underwater
4 Rushing Waters SpCo: Wave bull-rushes and moves
5 Control Currents Storm: You alter the flow of water
6 Wave Stride KK-Sea: Move from one body of water to
another
7 Curse of Spilt Water DM334: Transform subject into
water
8 Spread of Contentment BoED: Calms hostile creatures
within 10ft/lvl
9 Flashflood Sand: Wave of water smashes & damages
everything, and floods
WINE DOMAIN
Deity: Zaori
Granted Powers: Once per week, you may receive a
vision of the future from Zaori by drinking wine. Its usefulness
and relevance are measured against the price paid, which in
this case is illness. The tiniest of visions may cause a
headache, while the greatest may cause incapacitation or
even death. You may not control the content of these visions
– they may be relevant, or not.
Note: This ability requires considerable DM creativity.
Your DM is encouraged to extract creative and meaningful
prices in exchange for using your ability.
134
Catoblepas CR 14 Chelona CR 9
135
Construct, Crowd Suppression CR 7 Construct, War CR 14
136
Echinoid Rex CR 5 Elementals
Medium Vermin (aquatic) - Always N
Initiative: -4; Senses: all-around vision, low-light vision, scent, True elementals are simple creatures, thriving spirits
tremorsense 30 ft; Listen +1, Spot +1 animating bodies of pure elemental matter. Elementals are
Armor Class: 20 (-4 Dex, +14 natural), touch 6, flat-footed 20 fairly uncommon in the material plane, but certain
hp: 57 (6 HD) summoners, such as the elementarii (see pg 28), specialize in
Fort +10, Ref -2, Will +3 calling and binding all manner of elemental beings.
Defensive Abilities stability; Immune mind-affecting effects
Speed: 10 ft. An elemental has the following features:
Melee: 3 spines +9 (1d8+5 plus poison)
Space/Reach: 5 ft./5 ft. Immunity to bleed, paralysis, poison, sleep effects, and
Base Attack +4; Grapple +9 stunning.
Attack Options: spines Not subject to critical hits or flanking. Does not take
Abilities: Str 21, Dex 3, Con 20, Int —, Wis 13, Cha 2 additional damage from precision-based attacks, such as
Special Qualities: amphibious sneak attack.
Skills: Listen +1, Move Silently +7, Spot +1 Proficient with natural weapons only, unless generally
Advancement: 7-10 HD (large); 11-13 HD (huge)
humanoid in form, in which case proficient with all
Poison (Ex): Echinoid rex venom is shockingly painful and simple weapons and any weapons mentioned in its entry.
feels acidic at the moment of contact—though the worst of
Proficient with whatever type of armor (light, medium, or
the pain fades after a moment. The save DC is Constitution-
heavy) it is described as wearing, as well as all lighter
based.
types. Elementals not indicated as wearing armor are not
Spines—injury; save Fort DC 18; frequency 1/round for 6
proficient with armor. Elementals are proficient with
rounds; effect 1d2 Con and stunned for 1 round; cure 1
shields if they are proficient with any form of armor.
save.
Elementals do not breathe, eat, or sleep.
Spines (Ex): An echinoid rex’s spines can swivel to face any
approaching creature. Any creature that attacks a great
diadem urchin with an unarmed strike or a natural attack, or
any Large or smaller creature that attacks with a one-handed
weapon or light weapon, is automatically attacked by the
echinoid's spines as an immediate action. If the spines hit,
they can poison the target as well.
137
specialized whip – rather, a dedicated magical device akin to
Elemental, Fegkarion CR 17 a large cannon is used for the initial summoning, and the
cooperation of several elementarii simultaneously is required
Gargantuan Outsider (elemental, extraplanar) - Always N
Initiative: +14; Senses: darkvision 60 ft; Listen +41, Spot +41 to complete the lengthy ritual.
Armor Class: 30 (+10 Dex, +14 natural, -4 size), touch 16, flat-
footed 20
hp: 378 (36 HD); Immune: Fire, Mind-Effects; DR: 15/-
Fort +20, Ref +33, Will +14
Speed: Fly 60 ft. (perfect)
Melee: Slam +34 (6d6+11/19-20 x2)
Ranged: Beam +34 ranged touch
Full Attack: 2 Slams +34 (6d6+11/19-20 x2) or 2 beams +32
ranged touch
Space/Reach: 20 ft./20 ft.
Base Attack +27; Grapple +50
Special Actions: Beams, Blinding
Abilities: Str 32, Dex 30, Con 22, Int 12, Wis 15, Cha 17
Special Qualities: elemental traits, immunity to fire,
vulnerability to [darkness] damage
Feats: Alertness, Blind Fight, Dodge, Great Fortitude,
Improved Critical (Slam), Improved Initiative, Improved
Natural Attack (Slam), Lightning Reflexes, Mobility, Precise
Shot, Spring Attack, Weapon Finesse [B], Weapon Focus
(Ray), Rapid Shot
Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +41,
Listen +41, Sense Motive +15, Spot +41, Tumble +24
Beams (Su): Once per round, a fegkarion can project a beam
Elemental, Ferrum
of concentrated moonlight to damage an opponent. The Elementals of metal are known as ferrum.
effective range of the beam is 300 ft. The beam deals 8d8
damage with a save Fort DC of 34 for half damage View the stats of ferrum of various size categories here.
(Constitution based).
Blinding (Ex): Once per minute as a full round action, a
fegkarion can increase the intensity of the light it produces
by spinning very quickly. Any creature within 100 ft. that
views the fegkarion must make a Fortitude save or be
blinded for 24 hours. Treat this as a gaze attack. The DC of
the save is Fort DC of 34 (Constitution based).
View the stats of fulmen of various size categories here. View the stats of luftgeists of various size categories
here.
139
Elemental, Proasm CR 10 Elemental, Salinae
Large Outsider (elemental, extraplanar) - Always N Elementals of salt water are known as salinae.
Initiative: +1; Senses: darkvision 60 ft; low-light vision, Listen
+2, Spot +2 View the stats of salinae of various size categories here.
Armor Class: 26 (+1 Dex, +16 natural, -1 size), touch 10, flat-
footed 25
hp: 89 (10 HD); DR: 5/adamantine
Fort +5, Ref +4, Will +5
Speed: 30 ft., climb 30 ft.
Melee: 4 claws +15 (1d10+7 plus rend)
Space/Reach: 10 ft./10 ft.
Base Attack +9; Grapple +17
Special Actions: berserk, rend (4 claws, 1d4+10)
Abilities: Str 24, Dex 13, Con 22, Int 120, Wis 15, Cha 5
Special Qualities: elemental traits
Feats: Great Fortitude, Mobility
Skills: Climb +15, Listen +2, Spot +2
Berserk (Ex): When a proasm enters combat, it may
choose to enter a state identical to a barbarian’s rage ability.
140
Elemental, Tenebris Elemental, Yag
Elementals of darkness are known as tenebris. Elementals of fire are known as yags.
View the stats of tenebris of various size categories View the stats of yags of various size categories here.
under the “Shadow Elemental” entry of Dungeons & Dragons
- Tome of Magic, page 164.
Elemental, Undine
Elementals of freshwater are known as undine.
141
Ghul CR 1 Glucliche CR 3
Medium Undead - Always CE Medium Magical Beast - Always N
Initiative: +2; Senses: darkvision 60 ft; Listen +7, Spot +2 Initiative: +2; Senses: low-light vision; scent; Listen +8, Spot
Languages: Ragamoll +6
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Armor Class: 16 (+2 Dex, +4 natural), touch 11, flat-footed 13
hp: 13 (2 HD); Immunities: undead traits hp: 32 (4 HD)
Fort +2, Ref +2, Will +5 Fort +6, Ref +6, Will +2
Speed: 30 ft. Speed: 40 ft., fly 30 ft. (average)
Melee: bite +3 (1d6+1 plus disease and paralysis) and 2 claws Melee: bite +13 (2d6+6 plus trip), gore +8 (2d6+2/19–20)
+3 (1d6+1 plus paralysis) Space/Reach: 5 ft./5 ft.
Space/Reach: 5 ft./5 ft. Base Attack +3; Grapple +8
Base Attack +12; Grapple +21 Attack Options: bite, gore, trip
Special Actions: paralysis (1d4+1 rounds, DC 13, elves are Abilities: Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 6
immune to this effect) Feats: Feats Skill Focus (Listen, Move Silently)
Abilities: Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14 Skills: Hide +5, Listen +8, Move Silently +7 (+11 in tall grass or
Special Qualities: undead traits heavy undergrowth), Spot +6
Feats: Weapon Finesse Advancement: 5-9 HD (large); 10-15 HD (huge)
Skills: Climb +6, Jump +4, Listen +7, Move Silently +7, Spot +2,
Swim +3
Advancement: 3-9 HD (large) Found near Shankell, the glucliche is a predatory animal
Disease (Su): Ghoul Fever: Bite—injury; save Fort DC 13; resembling a bony hyena with bat wings. Glucliche are
onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex nocturnal, and tend to travel together in small bands. They
damage; cure 2 consecutive saves. The save DC is prefer to scavenge, but will actively hunt when the
Charisma-based. opportunity presents itself.
Small villages in the Shankell region are often plagued by
Ghuls are scavenging beasts which feast on both glucliche packs that prey on their livestock.
decaying corpses and living victims alike.
These foul creatures lurk at the edges of civilization,
often infesting graveyards and sewers. Congregations of ghuls
must be frequently hunted and eradicated from these
locations.
142
Little is known about grindylow society, as few outsiders
Grindylow CR 6 ever return from their lands. It is generally agreed upon that
powerful grindylow sorcerers (who call themselves magi) rule
Large Aberration (aquatic, amphibious) - Usually NE
their society. These magi are said to construct figurines of
Initiative: +0; Senses: darkvision 60 ft; Listen +11, Spot +11
wondrous power to hold a portion of their Thaumaturgy.
Languages: Grindylow, Ragamoll
When outside their native lands, the grindylow often function
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17 as part of a raiding party, bent upon achieving some greater
hp: 65 (10 HD)
goal. This party is always led by a magi who makes most of
Immune: cold the decisions.
SR 16 Grindylow range in length from 9 to 12 feet long, most of
Fort +5, Ref +3, Will +9 which is taken up by their powerful tail. When out of water,
Speed: 30 ft., fly 10 ft. (perfect), swim 50 ft. grindylow “swim” through the air by levitating their bulky
Melee: tail slam +11 (1d8+7) and 2 claws +9 (2d4+5) bodies and using their long eel-like tails to wriggle. The typical
Ranged: trident +6 (2d6+5) adult weighs approximately 600 pounds, the bulk of which is
Space/Reach: 10 ft./10 ft. their long tail. In comparison their torsos are tiny, but they
Base Attack +7; Grapple +16 possess powerful claws and a set of long wicked teeth
Attack Options: Combat Expertise resembling steak knives.
Spells Known (CL 5th)
2nd (5/day) – darkness, detect thoughts (DC 14)
1st (7/day) – chill touch (DC 13), hypnotism (DC 13), mage
armor, Thaumaturgy missile
0 (6/day) – detect Thaumaturgy, mage hand, ghost sound,
prestidigitation, ray of frost, read Thaumaturgy
Abilities: Str 20, Dex 10, Con 14, Int 13, Wis 15, Cha 14
Special Qualities: amphibious, levitation
Feats: Alertness, Combat Expertise, Improves Natural Attack
(claw), Multiattack
Skills: Concentration +11, Intimidate +9, Knowledge (arcana)
+7, Listen +11, Sense Motive +5, Spot +11, Swim +13
Advancement: by character class
Favored Class: Sorcerer _____________________________
Spellcasting (Sp): A standard grindylow casts spells as a 5th-
level sorcerer.
Amphibious (Ex): Grindylow can survive indefinitely on land.
Levitation (Su): When out of water, grindylow “swim”
through the air by levitating their bulky bodies and using their
long eel-like tails to wriggle horizontally. This ability grants
them a fly speed of 10 ft.
144
inchman’s hands are rough and knobby, with long talon-like
Inchman CR 5 nails.
The teeth of an inchman are long and sharp, like steak
Large Monstrous Humanoid - Always CN
knives, and are as black as obsidian. The eyes are small and
Initiative: +3; Senses: Scent; darkvision 30 ft.; Listen +9, Spot
entirely black, and recessed so far into the creature’s skull
+3
that at first glance, it might appear to have no eyes at all.
Languages: None
Indeed, the inchman’s sense of vision is poor; it relies much
Armor Class: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-
more on its senses of hearing and smell to track down prey.
footed 18 The distinctive hindquarters are what give the inchman
hp: 51 (7 HD); DR 3/bludgeoning its name. The colossal caterpillar body which makes up the
Immune: acid, chaos
majority of the creature is studded with tufts of hair, and
Resistance: 5 fire small breathing holes which constantly open and close. It has
Fort +7, Ref +4, Will +5 a clutch of little pulsing legs at its front, below its pale torso,
Speed: 20 ft.; burrow 10 ft. and one or two stubby pairs of prolegs at the very rear.
Melee: 2 claws +11 (1d8+6), bite +10 (1d8+6) To move, and inchman pulls its stern up in a great arch,
Special Attacks: Rend (2 claws, 1d8+9) vises its rear legs into the earth for traction, takes the weight
Space/Reach: 10 ft./5 ft.10 of its forebody, and lifts it off the ground in its entirety,
Base Attack +6; Grapple +11 straightening the tube to propel the humanoid torso forward.
Abilities: Str 22, Dex 9, Con 17, Int 4, Wis 11, Cha 6
Special Qualities: rapid burrow, mighty shriek
Feats: Great Fortitude, Improved Initiative
Skills: Climb +10, Listen +9, Move Silently +6, Spot +3
Advancement: 8-12 HD (large), 13-16 HD (huge)
__________________________ ___
146
Remade, Horse CR 3 Remade, Nashorn CR 14
Large Animal (remade) - Always N Huge Animal (remade) - Always N
Initiative: +4; Senses: low-light vision; scent; Listen +9, Spot Initiative: +4; Senses: scent; Listen +11, Spot +2
+8 Armor Class: 25 (+15 natural, -1 size), touch 9, flat-footed 25
Armor Class: 17 (+4 Dex, +4 natural, -1 size), touch 13, flat- hp: 109 (5 HD)
footed 13 Fort +15, Ref +4, Will +3
hp: 36 (5 HD) Speed: 20 ft.
Fort +9, Ref +7, Will +3 Melee: gore +16 (3d8+13)
Speed: 55 ft. Ranged: cannon +8 (2d6+1)
Melee: bite +5 (1d4+5), 2 hooves +2 (1d8+3) Space/Reach: 15 ft./5 ft.
Space/Reach: 10 ft./5 ft. Base Attack +6; Grapple +16
Base Attack +1; Grapple +7 Abilities: Str 28, Dex 10, Con 21, Int 2, Wis 13, Cha 3
Abilities: Str 22, Dex 18, Con 22, Int 2, Wis 17, Cha 11 Special Abilities: Trample (Ex)
Feats: Endurance, Run Feats: Diehard, Endurance, Great Fortitude
Skills: Jump +8, Listen +9, Spot +8 Skills: Listen +11, Spot +2
Carrying Capacity: A light load for a remade horse is up to Small Arms Immunity (Ex): Small arms fire immunity.
300 pounds; a medium load, 301-500 pounds; and a heavy
load, 501-800 pounds. It can drag 4,000 pounds.
Cost: A trained remade horse typically costs about 3000 gp. A heavily modified rhinoceros, this two-story-tall tank
features a drill-bit horn and a rear gunnery turret, as well as
Created in New Crobuzon and used extensively by the bulletproof ironclad armor. These behemoths are developed
military, remade horses have increased strength and stamina and used exclusively by the New Crobuzon militia.
compared to the mundane variety.
147
Rooster, Giant CR 2 Seawyrm CR 12
Large Animal - Always N Gargantuan Magical Beast (aquatic) - Usually N
Initiative: +2; Senses: low-light vision; scent; Listen +8, Spot Initiative: +6; Senses: darkvision 120 ft; low-light vision;
+9 Listen +8, Spot +10
Armor Class: 14 (+2 Dex, +3 natural, -1 size), touch 12, flat- Armor Class: 25 (+2 Dex, +17 natural, -4 size), touch 8, flat-
footed 12 footed 23
hp: 26 (4 HD) hp: 187 (15 HD)
Fort +6, Ref +6, Will +4 Fort +16, Ref +13, Will +7
Speed: 50 ft. Defensive Abilities elusive; Immune cold; Resist fire 30
Melee: bite +6 (1d8+4), claw +1 (1d6+2) Speed: 20 ft., swim 60 ft.
Space/Reach: 10 ft./5 ft. Melee: bite +23 (4d8+22/19-20 plus grab), tail slap +18
Base Attack +2; Grapple +10 (3d6+6 plus grab)
Abilities: Str 12, Dex 21, Con 14, Int 7, Wis 7, Cha 8 Space/Reach: 20 ft./20 ft.
Feats: Endurance, Run, Sure-Footed Base Attack +15; Grapple +35
Skills: Jump +18, Listen +8, Spot +9 Attack Options: capsize, constrict (3d6+18), swallow whole
Advancement: 5-6 HD (huge) (4d8+18 bludgeoning damage, AC 18, hp 18)
Carrying Capacity: A light load for a giant rooster is up to 200 Abilities: Str 34, Dex 14, Con 25, Int 2, Wis 11, Cha 11
pounds; a medium load, 201-400 pounds; and a heavy load, Feats: Improved Bull Rush, Improved Critical (bite), Improved
401-600 pounds. It can drag 3,000 pounds. Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill
Cost: A trained riding rooster typically costs about 400 gp. Focus (Stealth), Stealthy
Skills: Hide +13, Listen +8, Move Silently +11, Spot +10, Swim
+20
Utilized primarily by the hotchi of Rudewood, giant
Advancement: 16-20 HD (gargantuan)
roosters make excellent mounts for traveling on uneven
Capsize (Ex): A seawyrm can attempt to capsize a boat or ship
terrain. Slightly temperamental, these flightless birds are
of its size or smaller by ramming it as a charge attack and
prized by the relatively primitive hotchi.
making a combat maneuver check. The DC of this check is
25 or the result of the boat captain's Profession (sailor)
check, whichever is higher.
Elusive (Su): As a full-round action while in water, a sea
serpent can use pass without trace. In addition, except
when in combat, a seawyrm is considered to be under the
effects of a nondetection spell. Both of these spell effects
are at caster level 20th and cannot be dispelled.
148
Slake Moth CR 16
Large Aberration - Always NE
Initiative: +6; Senses: darkvision 60 ft.; Listen +17, Spot +17
Languages: Slake Moth psychic communication
Armor Class: 25 (-1 size, +3 Dex, +12 natural), touch 12, flat-
footed 19
hp: 255 (16 HD)
Immune: psionics
Fort +8, Ref +6, Will +10
Speed: 30 ft., fly 40 ft. (average)
Melee: 2 claws +18 (3d8+7) and tongue +17 (3d8+7/19-
20/mind rot)
Space/Reach: 10 ft./10 ft.
Base Attack +14; Grapple +22
Attack Options: Flyby Attack, power Attack, mind rot
Abilities: Str 26, Dex 16, Con 21, Int 13, Wis 13, Cha 14
Special Qualities: hypnotic wings, impossible bulk, induce
nightmares
Feats: Ability Focus (hypnotic wings), Flyby Attack, Improved
Initiative, Iron Will, Power Attack
Skills: Listen +17, Spot +17
Advancement: 17-22 HD (large), 23-39 HD (huge)
__________________________ ___
Mindrot (Su): On a successful critical hit with its tongue nightmare of ruined dreams and comatose victims in a matter
attack, a slake moth’s prehensile tongue slithers into its of weeks, as New Crobuzon woefully discovered a few years
victim’s brain and begins sucking out the consciousness. ago.
This deals 1d4 points of Wisdom and Charisma drain per Slake moths prefer to hunt rich territories full of sentient
round. creatures. Cities are their natural hunting grounds, but to
Hypnotic Wings (Su): Any creature viewing the unfurled avoid being burnt out or hunted themselves, they prefer to
wings of a slake moth is paralyzed for 1d6 rounds unless he disguise their presence, attacking only solitary individuals or
makes a successful DC 22 Will save. Creatures can avoid (if multiple slake moths are hunting together,) small groups.
viewing the wings as they could a gaze attack (Dungeon They are strictly nocturnal. A slake moth’s only desire is to
master’s Guide 294), but due to the shimmering colors, the feed and the expense of all other sentient creatures nearby.
chance of not having to make a saving throw is only 30% After hatching from small, brightly colored eggs, slake
rather than 50%. Viewing the wings through mirrors avoids moths live in a larval form, eating a special narcotic extruded
their hypnotic powers. The save DC is Charisma-based. by the elders, and other solidified forms of dream-matter.
Impossible Bulk (Su): A slake moth can fold its enormous bulk Their eggs are extremely rare. When the larvae grow as large
through spaces that seem much too small for it. It can pass as cats, they spin cocoons and soon assume their adult forms.
through spaces as small as 2 feet by 2 feet, folding its This form is unlike any real moth – the size of a horse with a
wings, bones, skull, and sheer bulk through the tiny prehensile tongue, slab-teeth, deep sunken hollows that are
opening. This move requires a standard action. anchors for antennae that serve in the place of eyes, and two
Induce Nightmare (Su): The presence of slake moths within ½ wings patterned with ever-shifting but perfectly reflected
mile of a sleeping creature resonates on the level of patterns. They have six legs, a varying number of clawed
dreams and desires, inducing a fitful sleep full of elaborate arms, and many smaller, dark appendages along their sides,
fantasies and lurid imagery. Victims of a single night of such like whips or enormous cilia. An adult typically stands 8 to 9
agitated sleep must make a DC 19 Will save or become feet tall and weighs nearly 800 pounds.
fatigued. This DC increased by 1 each night of continuous Some savants suggest their origins are on a plane of
exposure. Failing a second saving throw results in dream; others believe they are a species vomited forth by the
exhaustion. The save DC is Charisma-based. Cacotopic Stain.
They do not speak aloud, and typically have no interest in
Slake moths are not native to Rohagi, or any known land, the languages of other races.
and as such they are exceedingly rare to encounter. They
come from the chaos-strewn realm of the Fractured Land.
Slake moths are creatures with strange nutritional needs;
they feed on sentience in the form of dreams, guilt, lists, and
worries. Consummate hunters and stealthy assassins, a small
group of slake moths can turn an entire metropolis into a
149
Throng-Bear (Swarm Form) CR 8 Throng-Bear (Bear Form) CR 8
Tiny Magical Beast (swarm) - Always N Large Magical Beast - Always N
Initiative: +5; Senses: blindsense 20 ft.; low-light vision; Initiative: +5; Senses: low-light vision; Scent; Listen +10, Spot
Listen +15, Spot +15 +12
Armor Class: 18 (+5 Dex, +3 size), touch 18, flat-footed 13 Armor Class: 19 (+1 Dex, +9 natural, -1 size), touch 11, flat-
hp: 68 (10 HD) footed 18
Immune: weapon damage hp: 95 (10 HD)
Fort +5, Ref +12, Will +6 Fort +13, Ref +8, Will +6
Speed: 5 ft., fly 40 ft. (good) Speed: 40 ft.
Melee: swarm (4d4) Melee: 2 claws +14 (2d6+7 plus grab), bite +14 (1d8+9)
Space/Reach: 10 ft./0 ft. Space/Reach: 10 ft./5 ft.
Base Attack +2; Grapple — Base Attack +8; Grapple +19
Attack Options: Flyby Attack Special Actions: transform
Special Actions: distraction (DC 13), transform Abilities: Str 26, Dex 13, Con 21, Int 2, Wis 14, Cha 10
Abilities: Str 4, Dex 20, Con 14, Int 2, Wis 14, Cha 4 Special Qualities: iron grip
Special Qualities: swarm traits Feats: Endurance, Improved Initiative, Run, Skill Focus (Spot)
Feats: Flyby Attack, Lightning Reflexes, Skill Focus (Spot) Skills: Listen +10, Spot +12
Skills: Listen +15, Spot +15 Transform (Su): At will, as a standard action, a throng-bear
Distraction (Ex): A creature with this ability can nauseate the may switch between swarm and bear forms.
creatures that it damages. Any living creature that takes
damage from a creature with the distraction ability is
nauseated for 1 round; a Fortitude save (DC 10 + 1/2 In its second form, the swarming mass of small creatures
creature's HD + creature's Con modifier) negates the effect. coalesce into the form of a great bear. This bear does not
Transform (Su): At will, as a standard action, a throng-bear resemble a black bear or a grizzly – rather, the bear retains
may switch between swarm and bear forms. the shifting, seething appearance of a swarm of small
creatures, yet somehow simultaneously acts like a solid
The throng-bear is a beautiful, yet deadly creature, able being.
to shift its physical body between two different forms. This form is typically the one a throng-bear will assume
In one form, the throng-bear exists as a coherent flying while on the hunt, or when physically threatened.
swarm of creatures, primarily butterflies and songbirds, but Throng-bears can be found in the Ragamoll region and
also a significant number of other kinds of insects and birds, the wilds to the west and south of New Crobuzon.
as well as bats. In this form, the throng-bear is majestic to
view, appearing to shift and sway the same way a school of
fish in the ocean would.
A swarming throng-bear can be dangerous, as it overruns
and pummels its prey with its component parts.
150
Vinhog CR 1/3 Wake-Tree CR 11
Medium animal - Always N Huge Plant - Usually CE
Initiative: +1; Senses: low-light vision; Listen +5, Spot +3 Initiative: +3; Senses: tremorsense 60 ft; Listen +19
Armor Class: 13 (+1 Dex, +2 natural), touch 12, flat-footed 12 Armor Class: 21 (-1 Dex, +14 natural, -2 size), touch 7, flat-
hp: 7 (1 HD) footed 21
Fort +6, Ref +3, Will +1 hp: 115 (11 HD)
Speed: 30 ft., fly 60 ft. (average) Fort +13, Ref +4, Will +6
Melee: bite +1 (1d4) DR 10/magic; Immune plant traits; Resist electricity 10, fire
Space/Reach: 5 ft./5 ft. 10; SR 22
Abilities: Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4 Speed: 5 ft.
Feats: Great Fortitude Melee: 4 branches +16 (2d6+9 plus grab)
Skills: Listen +5, Spot +3 Space/Reach: 15 ft./15 ft.
Advancement: 2-4 HD (large) Base Attack +8; Grapple +19
Attack Options: constrict (2d6+9)
Spell-like Abilities (CL 16th):
A common breed of livestock in the Galaggi Veldt, the 5/day--charm person (DC 18)
vinhog is essentially a large pig that has grapevines naturally 2/day--dominate person (DC 19)
growing out of its body. These animals are usually cultivated Abilities: Str 28, Dex 9, Con 23, Int 3, Wis 13, Cha 18
for their vines, not their flesh, as the flavor of the unique Feats: Alertness, Improved Initiative, Iron Will, Lightning
grapes can be used to create the colorful wines unique to the Reflexes, Power Attack, Weapon Focus (branch)
region. Skills: Hide +6, Listen +19
Advancement: 12-16 HD (huge)
151
become dazed for 1d4 rounds. The save DC is Charisma-
Weaver CR 15 based.
Chain of Consequences (Su): A weaver can see the future
Large Outsider (chaotic) - Always CN
effects of particular actions more clearly than most,
Initiative: +4; Senses: darkvision 60 ft.; Listen +15, Spot +18
although this is not exactly prophecy and a weaver rarely
Aura: Fear (10 ft., DC 21)
tells anyone of these visions. Weavers can often force a
Languages: Ragamoll, telepathy 60 ft.
particular vision to come to pass by pulling on the strings
Armor Class: 28 (-1 size, +4 Dex, +15 natural), touch 13, flat-
and levers behind the visible, everyday existence. This work
footed 24; Dodge, Mobility requires 2d4 hours and is equivalent to a limited wish spell
hp: 153 (18 HD); DR 10/lawful cast by an 18th-level wizard. Note that very small effects,
Fort +15, Ref +15, Will +14 such as duplicating a spell of 2nd-level r lower, require only
Speed: 30 ft., fly 30 ft. (perfect) 1 round.
Melee: 4 claws +24 (2d10+6/18-20/x3) Unfettered (Su): Weavers are only partially on our plan of
Space/Reach: 10 ft./15 ft. existence and can move about without regard for gravity or
Base Attack +18; Grapple +28 other impediments. As such, they can fly with perfect
Attack Options: Combat Reflexes, Power Attack, Spring maneuverability and are never slowed by terrain, webs,
Attack, augmented critical, decapitate, impale walls, or slick surface.
Special Actions: chaos chatter
Spell-like Abilities: (CL 18th) Weavers are outsiders with an overdeveloped sense of
3/day – cloak of chaos, quickened dimensional door, word aesthetics. They see the world as a spider’s web, and each
of chaos (DC 24) action, event, or thing as a thread. This alone might not be so
At will – blink, dimension door, plane shift (DC 22) strange, but weavers have opinions about what might make
the web prettier and the power to rearrange the world to fit
Abilities: Str 22, Dex 19, Con 19, Int 23, Wis 17, Cha 24
their vision. With a mystical understanding of the
Special Qualities: chain of consequences, unfettered
consequences, they can weave the world to their liking.
Feats: Combat Reflexes, Dodge, Mobility, Multiattack, Power
Weavers rarely speak to humanoids unless bribed. The
Attack, Quicken Spell-Like Ability (dimension door), Spring
forms these bribes take vary from weaver to weaver, and
Attack
their tastes change over time. One month they might rabidly
Skills: Balance +19, Climb +16, Concentration +25, Disable
collect chess sets, the next month they lust for scissors made
Device +19, Escape Artist +22, Hide +23, Intimidate +25, Jump
of paper, or the perfectly polished shells of vineyard snails.
+25, Knowledge (arcana) +27, Knowledge (history) +27,
Offering the wrong gift or forgetting to bring one is often
Knowledge (the planes) +27, Listen +15, Move Silently +22,
fatal. The human study of weavers is called textorology, and
Sense Motive +24, Sleight of Hand +15, Spellcraft +27, Spot
their unique brand of thaumaturgy has been dubbed
+18
materiothaumaturgy.
Advancement: 19-30 HD (large), 31-54 HD (huge)
__________________________ ___ Weavers speak Ragamoll and many other languages, but
Fear Aura (Su): A creature in the area must succeed on a DC they speak in such a babbling stream of consciousness that it
21 Will save or be affected as though by a fear spell (caster is difficult to divine their meaning.
level 15th). The weaver can suppress or resume this aura as Weavers resemble enormous spiders with sharp clawed
a free action. legs ending in 18-insh-long talons, eight red eyes (two of
Augmented Critical (Ex): A weaver’s claws are incredibly them much larger than the others,) and small black hands
sharp. They threaten a critical hit on a natural attack roll of resembling those of human children. They stand about 9 feet
18-20, dealing triple damage on a critical. The claws are not tall and weigh up to 1,200 pounds, but since they are not
subject to keen edge or any similar ability. bound by gravity, can exert as little weight as they like.
Decapitate (Ex): A weaver’s bladed claws can decapitate a Weavers move precisely and delicately; no move is wasted.
foe. Upon a successful critical hit, the claw severs the Their mouthparts are enormous and wicked. Weavers enjoy
opponents head (if it had one) from tis body. Creatures combat; they seem to see their enemies coming, and often
with no heads or central nervous systems are not affected pop through various dimensions in a fight.
by this.
Impale (Ex): If the weaver strikes successfully with two or
more of its claws, it may automatically make a grapple
check to grip and hold the creature in its claws. If the
grapple succeeds, the weaver can deal 4d10+6 points of
damage the following round with a successful grapple
check.
Chaos Chatter (Su): The speech of a weaver is disorienting
and maddening. As a standard action, the weaver can spout
its madness to all within the range of its telepathy. Those
who hear it must make a DC 26 Will saving throw or
152
Wyrman CR 1/3 Zombie CR 1/2
Small Monstrous Humanoid - Often CN Medium Undead - Often NE
Initiative: +0; Senses: Listen -2, Spot -2 Initiative: +0; Senses: Darkvision 60 ft.
Languages: Ragamoll Armor Class: 12 (+2 natural), touch 10, flat-footed 12; Dodge
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14; hp: 12 (2 HD); DR: 5/slashing; Immune: Undead traits
Dodge Fort +0, Ref +0, Will +3
hp: 5 (1 HD) Speed: 30 ft.
Fort +1, Ref +2, Will +0 Melee: slam +4 (1d6+4)
Speed: 10 ft., fly 30 ft. (poor) Space/Reach: 5 ft./5 ft.
Melee: bite +2 (1d3) Base Attack +1; Grapple +4
Space/Reach: 5 ft./5 ft. Abilities: Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Attack +1; Grapple -3 Special Qualities: Staggered
Abilities: Str 10, Dex 11, Con 12, Int 6, Wis 7, Cha 9 Feats: Toughness
__________________________ ___
Special Qualities: Aerial Tumble Staggered (Ex): Zombies have poor reflexes and can only
Feats: Dodge perform a single move action or standard action each
Skills: Perform (comedy) +1, Tumble +6 round (it has the staggered condition.) A zombie can move
Advancement: by character class up to its speed and attack in the same round as a charge
Favored Class: Rogue action.
__________________________ ___