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  Freebooter’s Guide
  to the Razor Coast
  the
  
  ii
  Razor Coast: Freebooter’s Guide
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  System Reference Document Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
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  The Freebooter’s Guide to Razor Coast ©2013 Frog God Games, LLC.; 
  Authors Lou Agresta, Tom Knauss, John Ling, RA Mc Reynolds, Greg 
  Vaughan
  
  iv
  Razor Coast: Freebooter’s Guide
  
  v
  Introduction
  Chapter 1: Races  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .1
  Chapter 2: A brief history of the  
  Razor Coast  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Chapter 3: Port Shaw  .  .  .  .  .  .  .  .  .  .  . 8
  Chapter 4: Organizations  .  .  .  .  .  .  .  .  . 15 
  Chapter 5: Religions   .  .  .  .  .  .  .  .  .  .  . 18
  Chapter 6: Equipment   .  .  .  .  .  .  .  .  .  .24
  Chapter 7: Spells  .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  Chapter 8: Magic Items  .  .  .  .  .  .  .  .  .  .34
  Appendix I: Flora & Fauna   .  .  .  .  .  .  . 38
  Appendix II: Gazetteer
   On the Land
   
  Blacksink Marsh  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
   
  Dreadsmoke Mountains .  .  .  .  .  .  .  .  .  .  .  .  .  .  .42
   
  Cove of Dead Gods  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .43
   
  Nagshead Hill   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .43
   
  Lost Colonies  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .43
   On the Razor Sea
   
  Anchor Bay  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .43
   
  Bainwright Island  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 44
   
  Beacon Island  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 44
   
  Bonedown  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .44
   
  Carcass  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 44
   
  Darkol  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 44
   
  Dragon’s Dredge Rift  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 44
   
  Halgrin’s Rest  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 45
   
  Isle of Grey Whispers  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 45
   
  Isle of Maht  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 45
   
  Kakeou  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 45
   
  Koa Island  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 45
   
  Moonfall Atolls  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 46
   
  The Pearl Eye Atolls   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 46
   
  Sammerlock Sails  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 46
   
  Shark’s Folly  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 46
   
  Skull Sargasso   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 46
   
  Sloth-Eye’s Doldrums   .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 47
   
  Witch’s Teeth  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 47
  Table of Contents
  Freebooter’s Guide
  to the Razor Coast
  the
  
  Foreword 
  Steel your resolve and tighten your flesh against the lash of 
  the Razor! Like the blood of a keelhauled sailor blossoming 
  across the surface of still seas, so do the ideas and 
  inspirations of the twisted visions of genius game designer 
  Nick Logue ebb and flow through these pages. Those 
  familiar with Nick’s style of sinister horror, cinematic 
  description, and epic challenges that hammer upon the souls 
  of his players know why they have waited for the arrival of 
  Razor Coast, and those unfamiliar will soon know what 
  the hype is all about. I too have waited years and have bled 
  myself into these pages, for Nick has taught me to game 
  without fear. It is time now for the rest of the world to gaze 
  into his creation… so draw your blades and plunge into the 
  vicious waters of the Razor Coast! Yar!
  — Tim Hitchcock 2013
  
  vii
  Introduction to the Razor Coast
  Rule the Razor you say? 
  A fool’s ambition. Here land and sea murder at the whim 
  of ancient gods and men’s smiles hide a thousand knives. 
  Those fooled into believing that the Kraken’s tentacles 
  are more fearsome than its schemes soon find themselves 
  cruelly enlightened. The Razor is too vast and its terrors 
  too countless for even the bravest adventurer to conquer. It 
  won’t stop them from trying though, and that means good 
  business for me. I thank the gods daily for sending so many 
  fools into this world. 
    
   
   
  —  Saldrin Seaheart, local guide and 
  purveyor of “adventuring supplies” 
  I
  n
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  viii
  Razor Coast: Freebooter’s Guide
  Razor Coast, a devil’s paradise, where a man’s fortune can 
  bleed out quicker than a spitted pig, and where the dawn 
  sky blazes across endless oceans. Oceans that for centuries 
  hid a lost people of whom legend whisper were born into 
  these wild reaches as the sons of sharks. Here, within in 
  the kraken’s clutches, law means little while gold breaks all 
  boundaries and blood, pearls, and rum pay for all sin. 
  Islands poke their toothy ridges up from the depths, 
  angry and defiant, like the maw of a great leviathan intent 
  on rending and devouring ships. Indeed, beneath the rolling 
  waters stretch miles of jagged shoals and empires of coral 
  reef that cut down vessels like wheat before a scythe. Over 
  the years, these hazards have claimed the ships of hundreds 
  of explorers and freebooters, and throughout the Razor, 
  there are many tales of missing ships and the lost treasures 
  hidden within sunken hulks.  
  Then there are those places that the colonists call 
  “civilized.” Filthy boom ports, their shorelines lined with 
  shantytowns crammed with eager profiteers who come 
  quickly, take what they can, and leave behind ruin in their 
  careless wake — convicts, preachers, and those seeking 
  freedom, new identities, or new lives. Depending on one’s 
  morals, there is work aplenty for these newcomers. Rum, 
  whaling, and slavery are all big business, while merchants 
  who deal in the supplies needed to keep these businesses 
  running make cool profits, especially when supplies 
  run low. Few of these ports stay open for more than a 
  few decades, thus their inhabitants invest little in their 
  structures or maintenance. Those with wealth usually live 
  on their ships, traveling from port to port, while those 
  without cobble together wooden shacks sealed with whale 
  fat or tarred paper. When the trade routes change or an 
  island’s resources wink out, the shacks are abandoned and 
  the populations venture off to the next boom port to seek 
  fortunes anew. 
  Conversely, thriving ports are hotbeds of excitement. 
  Ships of all kinds crowd slipshod docks. Oozing with 
  the wretched stench of blubber and blood, merchants 
  hawk their wares to passing sailors, anything from ropes, 
  harpoons, and foodstuffs to more questionable items such 
  as poisons, drugs, or treasure maps. Ashore, a boom port’s 
  crowded alleys swim with drunks, vagrants, and others 
  come to make whatever coin they can before the port goes 
  bust. Street pugilists hold brutal matches run by shady 
  managers who hedge bets, beggar bards promise to make 
  legends of incoming freebooters for the coast of a few coins, 
  and painted whores keep their nimble fingers poised to 
  pleasure customers or slit their throats, whichever looses 
  the most gold. Thickly scarred slaves pilfered from all ends 
  of the world walk in heavy irons beneath the yoke of their 
  masters, eagerly awaiting the opportunity to rise up against 
  the cruelness of their fate. Indeed, today’s slave is often 
  master upon the ‘morrow while near as easily, a master can 
  wake to find himself in leg irons.
  Outside of the boom ports, life is far different. The 
  islands of the Razor remain untamed. These are lands 
  where violent monsoons and lush steaming jungles blanket 
  frothing volcanic isles surrounded by beaches of deep 
  black sand that spill into a crystalline blue sea. They strike 
  a chord both peaceful and ominous, for here beauty and 
  wonder often walk arm in arm with danger and death. 
  Human settlements are few, consisting almost entirely 
  of small tribes of indigenous Tulita. Ongoing struggles 
  between these original heirs of the Razor Coast and foreign 
  colonists keep most them wary, if not entirely hostile. In 
  other regions lurk foul beasts, agents of the mysterious 
  powers of the deeps and wild, feral addicts who chew upon 
  the noxious maht root and fly into frenzied hallucinations 
  during which they drink entrails of their foes.
  Life on the Razor
  The gnashing isles and savage lands of the Razor Coast 
  lure adventurers with dangerous exploits upon which 
  they can build their fortunes and carve their names into 
  the annals of history. Here, one’s success transforms into 
  legend, while failure leads down the harder road of poverty, 
  suffering, and death. From a distance, its mild temperatures, 
  sparkling waters, and fertile shores seem a utopia. Yet by 
  its very nature, the beacon of paradise draws evil to its 
  breast. Men and women with conquest in their merciless 
  hearts, freebooters who slaughter the innocent for gain, and 
  inscrutable sea monsters all flock to the Razor to find their 
  riches or hunt their prey. Upon the isles, there lies no place 
  for those unskilled with blade or spell, and only the most 
  hardened adventurers make their livelihood on the Razor.
  How To Use This Book 
  The Freebooter’s Guide to the Razor Coast is a 
  reference guide designed for use with the Swords & 
  Wizardry Complete rules and Nick Logue’s Razor 
  Coast. While its primary function is to help players create 
  characters using the optional rules if they are to be used 
  in a Razor Coast adventure, it contains many elements 
  which a player or Referee could easily drop into an existing 
  campaign world. Overall, Razor Coast’s premise involves 
  the recent discovery of new lands and islands in a previous 
  unexplored semi-tropical environment, thus creating a 
  golden age of exploration feel.
  The book itself provides everything a player character 
  or a Referee needs to get started playing in these new 
  lands. It contains an array of new material flavored to life 
  in the Razor Coast, as well as a detailed overview of Port 
  Shaw, the largest and most “civilized” settlement in the 
  coastal frontier. It also provides the Referee with a gazetteer 
  providing further details on the surrounding isles that lay 
  in wait for the future exploits of daring adventurers. Lastly, 
  it offers a wealth of new equipment, materials, magic items 
  and spells. 
  
  1
  Chapter One: Races
  R
  a
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  e
  s
  of
   t
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   R
  az
  or
   C
  oa
  st
  Despite a range of settlers and native inhabitants, Razor 
  Coast remains dominated by humans. Native tribes of the 
  Tulita, the ethnic humans who dwell upon these lands, 
  make up the majority of the populace, while the remainder 
  consists of colonists from distant and foreign lands. Less 
  commonly encountered are dwarves, elves, halflings, half-
  elves and half-orcs. Like colonists, these races are outsiders 
  and not native to the region. Lastly, there are those races 
  native to the Razor Coast that include the menehune and 
  the accursed dajobasu.
  Human Colonists 
  The colonists of the Razor Coast are a mixed lot. Some 
  arrive out of desperation for a chance at a new life while 
  others seek to sate their avarice. These colonists stream in 
  from all over, many as sailors or pirates wishing for a more 
  settled life, others from seafaring communities, following 
  tavern rumors. A melting pot of seafaring cultures, there is 
  no average look to the colonists. Most skin color is either 
  light or once fair skin brazened by the sun from sea travel 
  and hard work, but duskier tones make a pronounced 
  appearance as well. 
  Favored Religions: Any, the religious beliefs and 
  practices of immigrants vary as widely as the range of their 
  ethnicities. 
  Names: Human can vary wildly according to their point 
  of origin. While some keep their birth names or familial 
  surnames, an equal number leave their old lives behind 
  adopting new names to reflect their dreams, desires, or 
  trades. 
  As common remains the dominant language among 
  outsiders, most take on common equivalents of their own 
  names.
  Female Names: Almyra, Asa, Bess, Bethany, Charity, 
  Chastity, Cynthia, Edith, Elizabeth, Eudora, Fiedelia, 
  Ch
  ap
  te
  r 
  On
  e
  
  2
  Razor Coast: Freebooter’s Guide
  Florence, Genevieve, Hattie, Hettie, Josephine, Leah, 
  Lenora, Matilda, Mercy, Minerva, Natalie, Orpha, Phoebe, 
  Rowena, Samantha, Theodosia, Winifred.
  Male Names: Albert, Alonzo, Ambrose, Asar, Barnabas, 
  Bartholomew, Benedict, Calvin, Clinton, Edsmith, Daniel, 
  Ezra, Franklin, Gideon, Harland, Hiram, Horace, Jacob, 
  Julius, Lewis, Lucius, Meeshach, Merrill, Nathaniel, 
  Obadiah, Oscar, Reuben, Roderick, Rufus, Silas, Simon, 
  Thaddeus, Theodore, Uriah, Victor, Zebulun.
  Tulita
  The Tulita are native to the wild lands of the Razor 
  Coast. While most foreigners see them as a single ethnicity, 
  the Tulita people encompass a number of different tribes 
  and cultures. As a whole, the Tulita people stand fierce 
  and proud.  Individual tribes maintain extremely complex 
  social mores, that vary from tribe to tribe, as well as both 
  strong shamanic and monastic traditions. Once a force 
  to be feared, they repelled not only the most ferocious 
  of sahuagin raiding parties, but also brutal attacks by the 
  Karikanti tribes of Blacksink Marsh. 
  For centuries, they lived in small communities that 
  survived by subsistence farming and fishing. They appeased 
  the spirits of Whale, Turtle and Dolphin with offerings and 
  rituals, hoping to keep the Shark at bay forever. The Tulitas’ 
  only contact with other civilizations was limited to their 
  association with a locathah kingdom below the waves.
  Although the Tulita have suffered greatly at the hands 
  of the colonists, most continue to cling to their traditional 
  lifestyle. For many, this means moving further inland, or 
  traveling to outlying islands to begin life anew elsewhere, 
  while those in the slums around Port Shaw survive by 
  scraping out what livings they can.
  The precise number of Tulita ethnicities remains 
  unknown, though there were at one time thought to be over 
  a dozen. During the early years of violent conquest, colonist 
  wiped out at least two of the older and more powerful 
  groups while others have become more reclusive and 
  vanished into the wilds. Aside from the common Tulitu, 
  those of mixed Tulitu ethnicity, the four most prominent 
  sub-groups are the Kamu, Moamasu, Nakosha, and the 
  Sugalo. Along with these are the distant Aizanes-Tulita of 
  the eastern Razor Sea, though they are seldom found along 
  the Razor Coast.
   
  Kamu are squat and tend to be portly, the latter 
  being a characteristic they believe displays their wealth 
  and prominence. They live in matriarchal tribes with 
  high-ranking females taking up to a dozen husbands. They 
  practice both fire and water magic and enhance their 
  powers with detailed, stylized tattoos.
   
  Moamasu are coastal dwellers, slender and light 
  with long black hair. Known as spear fishermen and pearl 
  divers, they can hold their breath for near impossible 
  lengths as they pluck natural treasures from the sea floor. 
  Skilled artists, they are also known for their detailed coral 
  carvings.
   
  Nakosha are fierce but reclusive hunters that live 
  in the inland wilderness. Though extremely short—just 
  over five feet tall—they are famed for their manufacture of 
  deadly poisons and are avid headhunters.
   
  Sugalo are famed as the keepers of Tulita lore. 
  Taxed with the duty of protecting many centuries of deep 
  and secretive oral traditions, they know all there is of the 
  sacred tribal knowledge.
   
  Aizanes-Tulita are the inhabitants of the Aizanes 
  Islands at the farthest eastern extent of the Razor Sea. 
  Their culture has been shaped by centuries of contact with 
  traders and diverges greatly in many ways from that of their 
  western kin. This is primarily demonstrated in their belief 
  in and devotion to the Loa, elemental spirits of near deific 
  power who hold great influence over every aspect of their 
  lives. While the Aizanes-Tulita still recognize Pele, Whale, 
  Turtle, and Dolphin, their reverence long ago turned to the 
  Loa making them something of a pariah among their kin on 
  the Razor.
  Favored Religions: Pele, the three (Whale, Turtle, 
  Dolphin), various island spirits, the Loa (among the 
  Aizanes-Tulita).
  Names: Tulita names are traditionally unisex: Aikane, 
  Ailani, Alana, Aolani, Eleu, Hawika, Hiapo, Hiwalani, Ikaika, 
  Ka Hiwa, Ka Nui, Kaila, Koa, Konani, Laka, Lalama, Lana, 
  Lea, Leialoha, Maka Koa, Maka Nani, Makamae, Mano, 
  Meli, Nalani, Noa, Nui, Palani, Pili Lani, Polunu, Punahele.
  Dajobasu
  Every so often a Tulita child is born with subtle but 
  disturbingly monstrous features; tough and leathery skin, 
  thick crocodilian teeth, and pale golden eyes. Tribal elders 
  refer to these children as dajobasu, roughly translated 
  as spawn of the Shark God. The birth of such a child is 
  typically viewed as a curse, a black punishment upon either 
  the child’s parents or the village for some transgression 
  against Dajobas. In rare instances, a tribe may instead view 
  the birth of a dajobasu as a gift, believing that the child 
  was sent to strike down the tribe’s enemies or liberate 
  them from oppressors. While such individuals become 
  venerated champions, most Tulita treat dajobasu with 
  fearful contempt, quickly ostracizing them from their 
  communities.
  Neither are the dajobasu readily accepted into colonial 
  society. Colonists tend to explain such birth as the results of 
  Tulita interbreeding or as proof of their violent and tainted 
  
  3
  Chapter One: Races
  bloodlines. Ultimately, the precise cause of this tragic 
  phenomenon remains unknown.
  Though monstrous by human standards, a dajobasu’s 
  features remain subtle enough that at a distance one might 
  easily mistake them for a Tulita. Their skin is similarly 
  colored and they share roughly the same builds and hair. 
  Only on closer inspection does one readily perceive the 
  differences. Their skin is thick with hard ridges, almost like 
  the callused hide of an alligator and a few even have short, 
  vestigial tails. Their brows are broad, their teeth are wide 
  and jagged, and the pupils of their golden eyes slit sideways. 
  Dajobasu bare a noticeable resemblance to the Karikanti 
  gator men, another group of humanoid also believed to 
  have once been a Tulita tribe cursed by Dajobas.
  Darkvision: Dajobasu can see in the dark up to 60 feet.
  Swamp Dweller: Dajobasu move through marshy 
  terrain with ease, ignoring the difficult terrain in marshy 
  environs. 
  Waterborne: Dajobasu may hold their breath for a 
  number of rounds equal to three times their constitution 
  before they risk drowning. 
  Menehune
  Blessed by the fires of their patron deity Pele, the small 
  and industrious menehune live deep within the Razor 
  Coast’s thick tropical forests, far from the eyes of the Tulita 
  and colonists of the coast. Since the coming of the foreign 
  colonists, the menehune have maintained little contact with 
  the outside world, though they remain on favorable terms 
  with other children of Pele, particularly fire giants. While in 
  centuries past, they were close with the Tulita, the race has 
  taken a decidedly neutral position and removed themselves 
  from the affairs of mankind. As for foreigners, few have 
  seen a menehune and a many doubt their existence. Still, 
  the menehune have left behind examples of their culture 
  and craftsmanship throughout the Razor Coast region, 
  with ancient temples, fishponds, stone houses, and long 
  forgotten roads. Similar and size and stature to halflings, 
  menehune complexions range from light olive to darker 
  skin tones. They have thick visibly raised veins through 
  which races their fiery blood, and they easily flush when 
  angered or excited. Menehune take great pride in their 
  coarse and wild hair that naturally juts and kinks, coloring 
  it exotic colors with plant dyes and fashioning it into long 
  spikes with lime, blood, and goat dung. 
  
  4
  Razor Coast: Freebooter’s Guide
  While they once lived in large cities, the menehune 
  have returned to a simpler life, living in smaller agrarian 
  communities that subsist by herding, farming, fishing, 
  and trading with other menehune villages. During the 
  darkest nights of the year, they hold multi-community 
  burning celebrations, unrestrained parties where they roast 
  slaughtered boars, wrestle, drink fermented goat’s milk, 
  trade, tell tales, and meet lovers from neighboring villages. 
  Despite their reclusive nature, when young menehune 
  come of age they are expected to travel for a few years 
  in order to experience the world before settling down. 
  The menehune people call this tradition “taming the fire”. 
  During this time, young menehune wander the Razor 
  Coast, seeking adventure, fortune, philosophy, and whatever 
  else the outer realm might offer them. When their curiosity 
  is finally slaked, the menehune either returns to his former 
  village or adopts a new one and settles down.
  Small: Menehune are small creatures much like 
  halflings. Menehune thieves gain the same bonuses as 
  halflings to thieving skills. 
  Fire Resistance: Menehune have +2 to saving throws 
  vs. fire.
  Pyromaniac: Menehune magic-users are treated as 
  one level higher when casting spells dealing with fire. This 
  ability does not give the menehune early access to level-
  based powers; it only affects powers that they could already 
  use. If a menehune has a Charisma score of 11 or higher, 
  also gains the following spell-like abilities: 1/day—dancing 
  lights, faerie fire. 
  Fire Assault: Once per day, menehune can draw upon 
  the elemental power lurking in their veins to shroud their 
  arms in fire. Unarmed strikes deal an additional 1d4 points 
  of fire damage. This lasts for a number of rounds equal to 
  the menehune’s character level. The menehune may end the 
  fire assault at any time.
  Low-Light Vision: Menehune can see as twice as far as 
  humans in conditions of dim light.
  Cold Vulnerability: Menehune have a vulnerability 
  to the cold.  They take a –2 penalty to all saving throws vs. 
  cold.
  Link to Pele: Menehune will not willingly leave the 
  Razor Coast area. If they are somehow shanghaied and 
  taken elsewhere, they will seek to return at first opportunity.
  Other Core Races 
  Beyond human colonists, a number of other humanoid 
  races have immigrated to the Razor Coast, including elves, 
  dwarves, half-elves, half-orcs, and halflings. Despite the 
  fact that these additional races are not native to the region, 
  players should consider them as core races. Such individuals 
  are most commonly encountered in Port Shaw and similar 
  boom-ports, or as crewmembers aboard foreign sailing 
  vessels.
  Elves: The elves that come to Port Shaw have displayed 
  humility since Sammerlock Sails became an enduring 
  testimony of their tragic hubris. Elven merchants invest 
  in many deals with the trading companies and even hire 
  pirates on occasion. Elven colonists prefer the edges of Port 
  Look at the Pretty Lights
  DANCING LIGHTS
  Spell Level: Magic-User, 1st Level
  Range: 40 feet + 10 feet/level
  Duration: 2 rounds/level
  Depending on the version selected, up to four 
  lights resembling lanterns or torches, or up to four 
  glowing spheres of light which look like will-o’-wisps, 
  or one faintly glowing, vaguely humanoid shape.  The 
  dancing lights must stay within a 10-foot radius area 
  in relation to each other but otherwise move as you 
  desire.  A light winks out if the distance between the 
  caster and it exceeds the spell’s range.
  
  5
  Chapter One: Races
  Throughout the Razor Coast, despicable men (and 
  women) seek to satisfy their lustful natures. On occa-
  sion, these wonton trysts are with “less-civilized” races 
  of the Razor. Half-orcs are the result of one such type of 
  crossbreeding. When seen by civilized races, half-orcs 
  are considered monstrosities, the result of perversion 
  and violence—whether or not this is actually true. Half-
  orcs are rarely the result of loving unions, and as such 
  are usually forced to grow up hard and fast, constantly 
  fighting for protection or to make names for them-
  selves. Half-orcs as a whole resent this treatment, and 
  rather than play the part of the victim, they tend to lash 
  out, unknowingly confirming the biases of those around 
  them. A few feared, distrusted, and spat-upon half-orcs 
  manage to surprise their detractors with great deeds 
  and unexpected wisdom—though sometimes it’s easier 
  just to crack a few skulls. Some half-orcs spend their 
  entire lives proving to full-blooded orcs that they are 
  just as fierce. Others opt for trying to blend into human 
  society, constantly demonstrating that they aren’t mon-
  sters. Their need to always prove themselves worthy 
  encourages half-orcs to strive for power and greatness 
  within the society around them. 
  Half-orcs average around 6 feet tall, with powerful 
  builds and greenish or grayish skin. Their canine teeth 
  often grow long enough to protrude from their mouths, 
  and these “tusks,” combined with heavy brows and 
  slightly pointed ears, give them their notoriously bestial 
  appearance. While half-orcs may be impressive, few ever 
  describe them as beautiful. Despite these obvious orc 
  traits, half-orcs are as varied as their human parents.
  Unlike half-elves, where at least part of society’s dis-
  crimination is born out of jealousy or attraction, half-
  orcs get the worst of both worlds: physically weaker 
  than their orc kin, they also tend to be feared or at-
  tacked outright by humans who don’t bother making 
  the distinction between full orcs and half-bloods. Even 
  on the best of terms, half-orcs in civilized societies are 
  not exactly accepted, and tend to be valued only for 
  their physical abilities. On the other hand, orc leaders 
  have been known to deliberately spawn half-orcs, as the 
  half breeds make up for their lack of physical strength 
  with increased cunning and aggression, making them 
  natural leaders and strategic advisors. Within orc tribes, 
  half-orcs find themselves constantly striving to prove 
  their worth in battle and with feats of strength. Half-orcs 
  raised within orc tribes are more likely to file their tusks 
  and cover themselves in tribal tattoos. Tribal leaders 
  quietly recognize that half-orcs are often more clever 
  than their orc cousins and often apprentice them to the 
  tribe’s shaman, where their cunning might eventually 
  Half-Orc
  strengthen the tribe. Apprenticeship to a shaman is a 
  brutal and often short-lived distinction, however, and 
  those half-orcs who survive it either become influential 
  in the tribe or are eventually driven to leave.
  Half-orcs have a much more mixed experience in hu-
  man society, where many cultures view them as little 
  more than monsters. They often are unable even to get 
  normal work, and are pressed into service in the military 
  or sold into slavery. In these cultures, half-orcs often 
  lead furtive lives, hiding their nature whenever possible. 
  The dark underworld of society is often the most wel-
  coming place, and many half-orcs wind up serving as 
  enforcers for thieves guilds or other types of organized 
  crime. Less commonly, human cities may allow half-orcs 
  a more normal existence, even enabling them to de-
  velop small communities of their own. These communi-
  ties are usually centered around the arena districts, the 
  military, or mercenary organizations where their brute 
  strength is valued and their appearance is more likely 
  to be overlooked. Even surrounded by their own kind, 
  half-orc life isn’t easy. Bullying and physical confronta-
  tion comes easy to a people who have been raised with 
  few other examples of behavior. It is, however, one of 
  the best places for young half-orcs to grow up without 
  prejudice, and these small enclaves are one of the few 
  places where half-orc marriages and children are truly 
  accepted and sometimes cherished.
  Even more rarely, certain human cultures come to 
  embrace half-orcs for their strength. There are stories 
  of places where people see half-orc children as a bless-
  ing and seek out half-orc or orc lovers. In these cultures, 
  half-orcs lead lives not much different from full-blooded 
  humans.
  Half-orc characters have a penchant for the dark; the 
  less people see of them in the bright light the better. 
  Half-orc characters take a –1 penalty to hit anytime 
  they are in bright light. Conversely, when in darkness or 
  when striking from hiding, they receive a +1 to hit.
  Half-orcs can also see in the dark. They have darkvi-
  sion out to 60 ft.
  Half-orc characters are limited to Fighters, Thieves, 
  and Assassins. A half-orc who is purely a Fighter may ad-
  vance beyond 7th level only if the warrior has Strength 
  of 17 (maximum 8th level) or 18 (maximum 9th level). In 
  the Thief and Assassin class, a half-orc may advance with 
  no maximum level limit. Half-orc assassin is a special 
  exception to the rule that assassins are only human.
  The half-orc is a supplemental character race for use 
  in the Razor Coast campaign; you will need Referee per-
  mission to create a half-orc character, since it’s not part 
  of the “official” Swords & Wizardry rules.
  
  6
  Razor Coast: Freebooter’s Guide
  Shaw, laboring as gentlemen’s gentlemen on plantations 
  if poor, or running those plantations if affluent. For those 
  whom urban life is necessary, the Silk District holds the 
  greatest concentration of elves in Port Shaw.
  Dwarves: While most dwarves avoid the open seas; 
  greed and opportunity drove a number of these gruff 
  “earthmen” to the wilds of the Razor. Like most immigrants, 
  the dwarves tend to settle in colonized regions such as Port 
  Shaw. In such places they typically form dwarven ghettos 
  and take up new trades as brewers, craftsmen, merchants, 
  and even whalers. 
  Halflings: Halfling colonists coming to Port Shaw, 
  settled primarily within the Jade District. Halflings 
  have worked their way into government, merchant 
  houses, trading companies, craftsmen guilds, and even 
  entertainment - taking every opportunity to advance.
  Half-Elves: Unlike most of the other humans, a fair 
  number of half-elves are second or even third generation 
  natives, born to some of the first colonists to permanently 
  immigrate to the coast. Half-elves can be found in 
  any major settlement, but rather than form their own 
  neighborhoods they tend to integrate into human society.
  Half-Orcs: Many half-orcs come to the Razor to seek 
  out their fortunes as sellswords. Unlike in many regions 
  that fear their monstrous heritage, such things are quickly 
  overlooked on the coast, where one’s survival is often 
  tested by strength and steel. Anywhere laborers, warriors, 
  thugs, and rowers are needed, one can find a few half-orcs 
  in their midst. Still, few folk trust those born of monstrous 
  couplings and the more civilized a region becomes, the 
  tougher it is for the half-orc to survive. 
  Additional Abilities 
  The following abilities are appropriate for any non-native 
  core race characters and can be substituted for specific 
  racial abilities. 
  Magic Abilities
  Lucky Tattoo: You were plagued by bad luck until you 
  purchased a “lucky tattoo” from a mysterious traveling 
  artist. On that day, your luck did, indeed, seem to improve 
  for the better. Once per game session, when called upon to 
  make a d20 roll, you may roll two dice and choose the better 
  result. The lucky tattoo isn’t a magical tattoo. 
  Totem Tattoo: You bear a tattoo depicting one of the 
  totems (Whale, Turtle, Dolphin). You gain a +1 bonus on 
  saving throws. The totem tattoo isn’t a magical tattoo. 
  
  7
  Chapter Two: History
  Year of the Shark
  It was in year of the Shark, at the rise of first blood moon 
  when the omens of the Maku Arun rode in wicked silence 
  across the black waters, towering vessels with their great 
  sails in the balmy winds of paradise like pale and ravenous 
  ghost vultures. Five times the size of a Tulita war canoe, 
  these foreign ships hammered through the waves spitting 
  smoke from dozens of angry metal maws. Like Lakano Mua, 
  the Red Misery, and other legendary dragons of old they 
  sailed into Kai Bay blotting out the sky with their stretched 
  canvas wings. 
  Soon after the first explorers stepped ashore, merchant 
  cogs, three-masted frigates, and whaling ships arrived in 
  droves. Giant dromons and slave barges from the far off 
  hell of Carcass laid siege to the Tulita as well. All manner of 
  strange men and women rode these wooden monstrosities. 
  Humans, elves, dwarves, orcs, and other races soon 
  established settlements in the area, though the Razor’s 
  savage mysteries as swiftly snuffed out most.  
  The Tulita believed the old gods of the sea sent these 
  travelers and attempted to accommodate their needs at 
  first, but it soon grew apparent these newcomers’ ways 
  were not in accordance with the Tulitas’. Many abused 
  Tulita hospitality and destroyed land the People held dear. 
  The travelers butchered the Whale, spreading a red stain 
  of blood across the ocean, until this totemic defender of 
  the Tulita ceased to visit Kai Bay or treat with the shamans. 
  Other newcomers sold whole tribes into wretchedness at 
  the pox-ridden slave markets of Carcass. 
  A
   B
  ri
  e
  f 
  Hi
  st
  or
  y
  The First Tulita Wars
  Some of the Tulita, seduced by newcomers’ weapons 
  and riches, delayed the tribes’ responses to these affronts, 
  but finally the stalwart among the many Tulita tribes went 
  to war. The resulting conflicts sprayed the coast in blood. 
  In the end, the newcomers’ steel and powder proved too 
  much for even the fiercest or smartest Tulita. The original 
  inhabitants of the Razor Coast, fragmented in their 
  leadership and outnumbered by ever-arriving waves of 
  foreign ships, tore apart from within, as some Tulita swore 
  allegiance to the newcomers in exchange for powerful, easy-
  to-use weapons – and then turned to settling past feuds.
  So it came to pass that the mighty Tulita, who once 
  slaughtered the aboleth enclaves of Shaldroon and pushed 
  their hideous skum armies back into the depths, suffered 
  dismal defeat. In the wake of the war, the newcomers forced 
  the Tulita Grand Lodge to grant honors, land, and the titles 
  of chief and elder to the most powerful and influential of 
  their conquerors. 
  The Tulita became prisoners in their own lands. Many 
  believed mother Pele had turned her back on them, 
  and hundreds converted to the myriad religions of their 
  oppressors. Others fled to outlying islands or retreated 
  deeper into the monster-ridden interior. One way or 
  another, the invaders forced them from their sacred enclave 
  of Kai Bay forever. 
  After the conflict, more explorers, adventurers, 
  merchants, farmers, missionaries, and whalers arrived, 
  accumulating in the settlement of Port Shaw, which grew 
  like a tumor. Kai Bay, once a paradisiacal cove forbidden 
  to all but blessed pilgrims and the great kings of the Tulita 
  peoples, now housed Port Shaw, a den of unwashed whalers 
  and scurvy pirates. Their continued predations drive Whale 
  further from the shore each passing year. Grandfather 
  Turtle, his eggs snatched from beaches and senselessly 
  smashed by the newcomers, no longer visits the Razor. 
  Dolphin’s cries are silenced, strangled in the fishing fleet’s 
  vast nets.
  of
   t
  he
   R
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  Tw
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  8
  Razor Coast: Freebooter’s Guide
  Port Shaw stands as the largest and most infamous of the 
  Razor Coast’s boom ports. It sits upon the most strategic 
  point along the coast, near dead center, overlooking Kai 
  Bay at the headwaters of the sacred River of the People. 
  This location made Port Shaw a bustling hub for all sea 
  trade as well as the center of trade and foreign culture. Not 
  surprisingly, Port Shaw is not the first settlement built on 
  this prized location. The surrounding region once marked 
  the heart of ancient Tulita culture. Upon the crucible where 
  Pele’s fires smoldered in the sea and birthed land, Port Shaw 
  now squats, dumping its muddy waste into the once-blessed 
  waters.  
  Founded by the notorious Captain Aldrin Shaw, the 
  secluded waters of Kai Bay proved the ideal location for the 
  renegade privateer to build his growing fleet of freebooters. 
  Upon his initial landing, Aldrin launched several violent and 
  brutal campaigns against the native Tulita, and in the wake 
  of his butchery, he claimed the bay as his own. Captain 
  Shaw and his men built the port town by hacking plank and 
  board from the surrounding forest and constructing dozens 
  of long piers that pierce the sanctity of the bay like so many 
  knives. They raised houses, chandlers, inns, warehouses, 
  taverns, and brothels to lure trade and accommodate the 
  host of explorers and treasure hunters who descended like 
  locusts upon the ripe, virgin coast. 
  Port Shaw attracted a dangerous breed of brigand and 
  cutthroat, and the bayside settlement quickly grew perilous 
  for any traveler off his guard. Smugglers, pirates, outlaws, 
  and outcasts filled out the population. In Port Shaw, the 
  streets are unruly, the docks deadly after dark, and the only 
  law in town remains the crushing iron fist of the Municipal 
  Dragoons.
  Today Port Shaw is divided into loose districts. Like 
  many a boomtown, there are no legal boundaries of any 
  kind, and the districts themselves grow and shrink with 
  P
  o
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  t
   
  S
  h
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  Th
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  9
  Chapter Three: Port Shaw
  each passing year. The Dragoons patrol each, though 
  anarchy reigns in Tide and Bawd districts after dark. They 
  blithely ignore most murders, assaults, and robberies unless 
  a powerful member of the Lodge takes an interest or a 
  violent act disrupts a wealthy merchant’s lucrative business 
  endeavors. 
  The People of Port Shaw
  There are honest, hardworking people in Port Shaw right 
  alongside those who would turn a quick coin by exploiting 
  someone else’s labor. Among hopeful colonists, subjugated 
  and oppressed Tulita, swaggering pirates, and exotic sailors; 
  life ekes by on the coast, and one never knows whom one 
  might meet around the corner.
  The Lodge
  After the war against the Tulita ended, the victorious 
  colonists determined to police both themselves and the 
  conquered Tulita natives, and so co-opted the Tulitas’ 
  political organization, renaming their own ruling body the 
  Lodge after it.
  Once revered for their experience and spiritual wisdom, 
  Lodge members no longer number among the most sage 
  of the Tulita. Since the conflict, most who sit the Lodge 
  are merely wealthy foreigners or Tulita puppets who dance 
  to their tune. Today’s Lodge “Elders” are mere merchants 
  with their hands on the gold, pearls, and sunken treasure 
  beneath the Razor’s waves, as they busily rape the bounty of 
  the coast’s natural treasures. 
  Other Elders are displaced or disgraced aristocrats 
  who fled their own lands and now play god in Port Shaw. 
  Most of these bought their titles with gold and mercenary 
  blades and now take obscene liberties, indulging their every 
  debauched whim. Port Shaw’s ruling body does little good 
  for its citizens, while parasites suck as many riches from the 
  region as possible – then retire in luxury. 
  Citizens of Note
  Elder Barrison Hargrove: Considered the most 
  influential member of the Lodge, the Hargrove family has 
  been a staple on the Port Shaw community since its early 
  days. Barrison Hargrove makes no effort to hide his dislike 
  Melting Pot
  Port Shaw is a melting pot, and several words from 
  different languages (especially Tulita) have worked 
  their way into the common tongue. Some of these 
  include Mahga Ah’i, which meant to “light a fire” but 
  has come to mean “fire your weapon”; Mai’a refers to 
  the bananas grown on the island, Upena means net, 
  and Eke is used for bags and sack but occasionally to 
  reference an unpleasant spouse of either sex.
  of all Tulita.
  Elder Alastair Crimmeran: A member of the Lodge 
  since shortly after its founding, this aged, blue-blooded elf 
  simply purchased the title Elder. Crimmeran represents 
  the elven interests in Port Shaw and often accompanies the 
  Elven Ambassador, Viscount Senegar Deepwarder.
  Elder Nakuakaua: This Tulita still holds the title 
  Elder due to skilled manipulations rather than being some 
  colonist’s puppet. He is not fast to act, fearing a misstep 
  could cost him all, but holds steady on his commitment to 
  find ways to gain greater power for himself and his people.  
  Municipal Dragoons
  The Lodge created the Municipal Dragoons to ensure 
  order in Port Shaw, their capital city – for themselves, not 
  their citizens. When drunken whalers wreak mayhem in 
  the streets and pirates prey on fat cargo freighters with 
  abandon, the elders’ precious profits stand in jeopardy. 
  They formed the Dragoons, a force of sellswords and 
  militiamen, most of whom were pirates or smugglers 
  before signing up for a regular salary, to keep the streets 
  safe at night and the waters pirate-free. Though they 
  bedeck themselves in royal blue uniforms with tasseled 
  shoulders and carry shining sabers, in practice the 
  Dragoons bear more resemblance to a gang of pirate 
  marauders than civic peacekeepers – only these cutthroats 
  are on the Lodge’s leash. 
  Gregory Bonedeuce, the current leader of the Dragoons, 
  commands Fort Stormshield and captains Bonedeuce’s 
  Pride, the most impressive man-o-war ever to slice the 
  waves of the Razor Sea.  
  The Districts
  The following are the major districts of Port Shaw, but 
  many smaller neighborhoods cling to the cracks between 
  them or nestle within their larger fellows.  
  Silk District
  Home to Port Shaw’s artisans and artists, where many of 
  the town’s tailors, coopers, dressmakers, apothecaries and 
  other artisans ply their trades and keep their quarters. More 
  than a few artists exiled from their homeland maintain 
  exhibition halls and meager residences in Silk. The avant-
  garde of Port Shaw are a mishmash of artists from diverse 
  cultures, hailing from all across the world. 
  Tulita traditional arts and performance (most notably 
  their dance and musical traditions) add to the mix, making 
  Silk District a melodious and entertaining quarter to visit 
  both day and night. Many of the Tulita arts practiced 
  and taught here cater distinctly to tourists and are highly 
  demystified – watered down and oversimplified to cater to 
  the lowest cultural denominator. The lure of Silk District’s 
  coin and pleasures commercializes the natives’ culture; an 
  aspect of Port Shaw constantly criticized by the remaining 
  
  10
  Razor Coast: Freebooter’s Guide
  traditionalist Tulita tribes along the Razor. 
  Dontorian’s House of Haberdashery
  This famous hat and fashion shop, located in Silk District, 
  produces the most capital hats on the coast. Everyone on 
  the docks or among the rich and famous of Jade District 
  wears a Dontorian design. Each hat is perfectly tailored to 
  the customer’s brow to provide either a piratical or noble 
  flair as requested. A quite fetching standard hat costs 10 gp. 
  Finely made top hats—dashing!—cost 25 gp, and a Dontorian 
  special design—there are no words—costs 100 gp. 
  Sagacious Samuel’s Magic Emporium
  Adventurers seeking potions, lotions and other magical 
  accouterments can track down this stately shop, on the edge 
  of Silk and Tide, garishly decorated with arcane symbols and 
  the shimmering illusion of an elven maiden enticing passers-
  by. Owner Sagacious Samuel offers any potion available in 
  the Swords and Wizardry Complete rulebook. He also 
  offers scrolls of any 3rd level or lower magic-user spell. 
  Native’s Delight
  The Tulita have long tradition of tattooing their own in 
  a style that much of the rest of the world considers exotic. 
  The Native’s Delight in Silk District keeps a staff of several 
  native craftsmen skilled in this Tulitan style of tattooing, 
  and many seek out their mastery of ink, some regulars even 
  frequenting almost daily.
  Campus of Cartographers and Explorers Guild
  This former plantation offers members of the Guild a 
  safe and respectable place to stay on the outskirts of the 
  Silk District. Several of the outer buildings have converted 
  to new purposes, including communal housing for visiting 
  junior members, guesthouses for important persons, and a 
  summer cottage for the hunt club.
  The Cartographers and Explorers Guild is detailed in 
  Chapter 4: Organizations.  
  Jade District 
  The lair of Port Shaw’s wealthiest upper crust – or at 
  least where most aristocrats of the Coast maintain their 
  “city residences.” Many of the richest citizens of Port 
  Shaw also own plantations on the outskirts of the city, or 
  spend some of the year aboard luxurious pleasure barges, 
  intermittently restocking at Jade.
   Shops and upscale markets cater to these displaced 
  aristocrats, offering the latest fashions from far-off ports-
  of-call and every decadent tea, spice, textile or other 
  amenity the rich simply cannot live without. The personal 
  bodyguards of these pampered debutants prowl the streets 
  here. Many of these warriors fashion themselves after the 
  knights of distant Foere across the ocean and swear oaths of 
  allegiance to the loathsome aristocrats they serve, displaying 
  whatever ridiculous crest or insignia their employer takes 
  for a coat-of-arms. The oaths of these ruthless mercenaries 
  
  11
  Chapter Three: Port Shaw
  are only as binding as the weight of their masters’ gold; 
  still, anyone who looks like they do not belong in Jade gets 
  tossed. 
  The Kraken’s Gullet
  Located right inside Jade District on Hargrove 
  Boulevard, a red roof caps this impressive three-story, all-
  koa-wood inn. Sculpted in the shape of its namesake, a large 
  tentacled kraken, the roof glowers down on all who enter. 
  Here those with the gold can hobnob with Port Shaw’s 
  upper crust, while noteworthy local nobles and merchants 
  rub elbows with respected officers and sea captains. 
  The Gullet maintains a strict dress code for its common 
  room, and they allow no riffraff in smelly armor past the 
  door. A patrol of Dragoons is always present outside the 
  Gullet to see that the code is enforced. At the Gullet, rooms 
  are spacious, secure, clean and beautifully decorated, and 
  its third level suites supply a breathtaking view of either the 
  mountains or the sea, depending on the room’s facing.
  The Invisible Hand Society Parlor
  This parlor is the meeting place of members of the Razor 
  Coast Trading Company and maintains a well-disciplined 
  security force on hand. As befitting of its status, members 
  and guests must follow the dress code, but it allows former 
  military members to wear parade armors. Most of the 
  successful merchants and several business owners within 
  Port Shaw have membership here.  
  Coppers from the Heavens
  Even within the Jade District money can be hard to 
  come by, but for those who are willing to deal with the devil, 
  riches are within reach at Coppers from the Heavens. This 
  small sandstone building hosts one of the most successful 
  moneylenders in the city, LaBuel Rouge (Thf7), who charges 
  usury rates from those desperate enough to agree to his 
  terms. LaBuel keeps two minotaurs on staff to protect him 
  and keep his building secure.
  Fort Stormshield
  Fort Stormshield is over 100 years old, built even before 
  the founding of Port Shaw by an elven shipping guild 
  attempting to reclaim territory once held by elves during 
  Sammerlock Sails’ intrusion into the Razor. These elves 
  purchased the plateau east of present-day Port Shaw and 
  erected Fort Stormshield to protect them from pirates. They 
  abandoned the Fort when their guild – overwhelmed by sea 
  raider’s predations – fled the area. Elder Hargrove, rumored 
  to be the architect of the pirates’ full-blown war on the 
  elven shipping fleet, purchased the fort for a pittance. Now 
  the Municipal Dragoons of Port Shaw use the fort as their 
  base of operations. 
  Stormshield’s name stems from its design, with fortress 
  wall constructed from thick stone blocks and mortar, 
  strong enough to resist the Razor’s punishing tropical 
  storms.
  Bawd District
  The low-burning, smoky tar lanterns of Bawd call sailors 
  and other visitors to her dark twisting alleys and dock-ways, 
  luring them to experiment with exotic and far-ranging 
  narcotics, to lose their shirts (and occasionally their teeth) 
  at gambling dens, to enjoy Port Shaw’s infamous houses 
  of ill-repute, and to attend her myriad entertainments: 
  performances from the Speckled Eyes snake charmer’s 
  guild, baboon fights, gourd-gazing seers, legendary scorpion 
  baths, noose races, and other wild spectacles. 
  Bawd district is also home to The Broken Skull tavern, 
  a well-known pugilists’ den, where nightly matches of grit, 
  stamina, and blood on sawdust entertain the drinking 
  crowd. Gangs and guilds of beggars and thieves are a 
  constant nuisance in this quarter, most of who kick up 
  “tribute” to the Municipal Dragoons in exchange for 
  freedom to pursue their business interests. Gang wars 
  occasionally break out resulting in bloody mayhem that can 
  go on for weeks at a time. Eventually the Dragoons step in 
  and quell these conflicts, usually by taking the highest offer 
  from one warring faction and wiping out their adversaries. 
  The Broken Skull
  Located in the heart of Bawd District, where both tight-
  fisted women of loose morals and slow-swaggering rogues 
  with quick blades prowl, the Broken Skull shines like a 
  beacon to the downtrodden. 
  Fiddlin’ in Port Shaw
  Residents of Bawd go mad for a good fiddle tune. The 
  sounds of fiddles sing throughout Bawd day and night, 
  and most bards who plan to earn their way choose this 
  stringed instrument most favored by the common people 
  of Port Shaw. Pirate, sailor, trader, Tulita, knifer, and noble 
  alike all enjoy the twangy screech of a fiddle played with 
  relish. Truly spectacular fiddlers in Port Shaw can do no 
  wrong so long as they are plucking at their strings. There is 
  a strange tradition related to the fiddle in this city of cor-
  ruption and scum—anyone who can saw a good fiddle 
  can do as they please while playing, and anything they do 
  when “the devils are a’fiddlin’ through ‘em” is excused. 
  Perhaps the most noted example of this tradition oc-
  curred 7 years ago when Thodris Blount kicked in old 
  Wigby Dernt’s skull, leaving a gory mess on the floor, but 
  the crowd just clapped and stamped to the tune of his 
  smoking fiddle strings while he stamped Wigby to mush. 
  Afterwards, there was much back patting and laughter, 
  and they casually slipped old Wigby’s corpse into the tide 
  before continuing their imbibing. 
  Gregory Bonedeuce—a highly talented fiddler in his 
  own right—occasionally takes advantage of this tradition 
  to duplicate Blount’s escapades against inconvenient 
  persons. 
  
  12
  Razor Coast: Freebooter’s Guide
  Because of the noise and general bedlam, few rent 
  rooms at the Skull. Most occupants of the dingy quarters 
  below street level are contenders waiting for a shot at one of 
  the Skull’s esteemed prizefighters. The rooms are damp and 
  dirty. They reek of sweat, blood, and urine. 
  Pit fights are the tavern’s true draw. No-holds-barred 
  bare-knuckle contests rage from sundown to sunrise. The 
  pit’s five current favorites bash newcomers pulpy to the 
  crowd’s delight. Betting is forbidden by official order of the 
  commandant, Gregory Bonedeuce, but most of the patrons 
  gamble to their hearts content anyway. Dragoons do not 
  come here, and it is commonplace for pit fights to spill over 
  into full-fledged tavern brawls. 
  The Sailors’ Kiss
  Within the Bawd District, this unassuming tattoo parlor 
  services the sailors and other residents that make their home 
  within Port Shaw. The artists working at the Sailors Kiss often 
  only tattoo from the preconceived and well-practiced designs 
  that cover the interior walls here like artwork displays. The 
  Sailor’s Kiss specializes in green ink tattoos.  
  Miss Molly’s Bathhouse and Laundry
  This large, three-story building has a water tower atop 
  it painted with a buxom lass elbows deep in soap suds. A 
  sailor looking to wash the stink of the sea off his skin and 
  clothing would find no better place to do so. A steaming 
  hot bath runs a silver piece ever half hour. Clothes are 
  cleaned and mended for 2 cp for each article. The famous 
  Miss Molly (Female Thf3) posed for that water tower 
  painting well over a dozen years ago, but it has weathered 
  well as she pays good coin for skilled artists to touch it up 
  whenever necessary.
  Captain’s Wheel
  This small inn has a good reputation of comfort for 
  those who can afford it. The Captain’s Wheel is popular 
  with senior officers on leave from their ship, as well as with 
  older sailors who have done well for themselves.  
  Spyglass and Hook
  This spacious inn with its interior courtyard is notorious 
  for the rowdy behavior among its guests. The inn’s sign 
  has an old brass spyglass and hook hand mounted to it 
  and contains no writing. It us run by an old peg legged sea 
  cook by the name of Torch (Elderly Thf6), and his wife, and 
  they cater to the more rambunctious crowd. Rooms can be 
  pricey, but those who are light of coin can make do with 
  camping in the courtyard for a more modest weekly fee.
  The Pig’s Whistle
  The sign above this tavern displays a pig-headed man 
  in a naval uniform blowing a boatswain’s whistle. This 
  hospitable eatery serves hot pork dishes and rum. On any 
  given night, the Pig’s Whistle is a packed location, with 
  many of the seats and booths filled and a fiddler or two 
  playing a lively tune.
  Tide District
  The docks of Tide District are the epicenter of 
  the town, where the constant comings and goings of 
  merchant, fishing, and whaling vessels create permanent 
  bedlam on the boardwalks. Few goods or services in the 
  world cannot be procured in Tide, for the right price. In 
  this bustling district ships restock their holds, off-load 
  their cargo and trade their goods from distant shores 
  in exchange for local commodities, angling to fetch a 
  handsome price in a far-off port.
  The Run Aground Tavern
  This ramshackle little cabin of a tavern in the Docks 
  District is a haven for the many destitute, good-hearted 
  folk of Port Shaw. The owner, Falgor Finney, a kindly old 
  dwarf, allows the homeless and penniless a seat at his bar, 
  a free tankard of ale and a bowl of stew whenever he can 
  spare it. Other innkeepers in Port Shaw call the poor souls 
  who make up Finney’s clientele “driftwood” and never allow 
  them past their thresholds. 
  Chapterhouse of the Church of Quell
  Located at the edge of Tide and Silk, the Chapterhouse 
  once served as the heart and soul of Port Shaw. People 
  citywide made the journey each day to worship at Quell’s 
  altar. Fisher folk prayed for the bounty of the sea, captains 
  for a peaceful voyage and simple folk for Quell to keep the 
  great waves and monsoons from their shores. A young 
  priest from overseas recently reopened services at the 
  Chapterhouse and is often found caring for Port Shaw’s 
  poor and holding regular services. 
  Old Fish’s Supplies
  From the outside, this ramshackle building seems nothing 
  more than a small warehouse converted into a bait and 
  tackle shop. Its grimy windows, well-worn exterior and 
  none too clearly marked sign drooping by a single rusty 
  chain above the doorframe, do not speak highly of the 
  quality of products peddled inside. However, for those in 
  need of hard to find bait, tackle, or other fishing gear, or 
  fishing gear and fish traps repair – this is the place to find it.
  Imperial Mercantile League Warehouse and Inn
  A squat, sprawling warehouse connected a small 
  townhouse, this building flies the Imperial Mercantile 
  League flag above it. Any members of the League can 
  stay within the townhouse for a minimal fee, as well as 
  quartering any shipments within the warehouse. 
  The Imperial Mercantile League is detailed in  
  Chapter 4: Organizations.
  Nets and Knots
  The Tulita frequent this small dingy shop famed for 
  its sturdy, well-crafted fishing nets and fiber ropes. The 
  proprietor, a retired skipper named Hale, is always willing 
  to buy the native nets and sells them to many of the port’s 
  fishing and whaling ships.
  
  13
  Chapter Three: Port Shaw
  The Eight Pence
  This old tavern sits within a stone’s throw of the docks. 
  Once an old meat pie building, it has since expanded, now 
  catering to those sailors with too much coin and not enough 
  sense to spend it wisely. Certain other comforts besides a 
  hot meal of chowder or water ale are available here for the 
  right price as well.
  Outskirts, Plantations, and Beyond
  Beyond the outer periphery of Port Shaw, the endless 
  jungle interior of the island presses against the colonists’ 
  attempt to tame the land. Only the most adventurous 
  mainlanders try to brave the interior, and only the desperate 
  or bereft live in the Outskirts.
  Plantations
  Fields of pineapple, taro patches, sugar cane, mango 
  trees and other delicacies worth a king’s ransom ring the 
  interior-facing side of Port Shaw. These sprawling estates 
  look like paradise from a distance, their colorful treasures 
  undulating in the cool breeze. Closer inspection reveals the 
  perspiry sheen of indentured Tulita workers and the lash 
  beatings of their overseers.
  The plantations are a place of misery. Their verdant lands 
  no longer belong to the native peoples who now work them, 
  slaving away for barely enough food to feed their families. 
  The conditions at different plantations vary. Some owners 
  treat their indentured workers as valued employees, others 
  like rented mules.
  The Sewers 
  The citizens of Port Shaw avoid the sewers at all costs, 
  and all manner of horrible tales tell of the unnatural 
  inhabitants within. Work on the sewers halted after over 
  100 Tulita workers lost their lives. While the newly placed 
  foreign members of the Council of Elders cared nothing for 
  the senseless deaths of the natives, they eventually decided 
  further attempts to expand the sewers would waste time, 
  not to mention good slave labor. 
  As a result, the small sewer system of Port Shaw 
  remains woefully inadequate. While the brilliant design of 
  its seawater intake system far outstrips most other cities’ 
  sanitation solutions, the insufficient size of the sewers 
  causes numerous problems. Pockets of explosive sewer gas 
  accumulate in tunnels, and drainage conduits often flood 
  during high tide, blocking sewage from depositing into 
  the once pristine, now cesspool-like Kai Bay. Pollution of 
  the seawater in the harbor is only one of many concerns, 
  although it is likely responsible for the deadly sewage-
  tainted water elementals that prowl the harbor and the 
  tunnels below the city. 
  The Dragoons bar anyone from entering the sewers without 
  
  14
  Razor Coast: Freebooter’s Guide
  their Writ of Official Business. This does not keep interested 
  parties of adventurers from probing the murky depths 
  below Port Shaw without such sanction, chasing hastily 
  discarded valuables or rumors of lost treasures left behind 
  by either the prior elven settlers or former occupants of the 
  catacombs. Those brave and desperate enough to face such 
  dangers for a chance at profit are known as “sewer pirates,” 
  the most noted of whom is Lester Farrows.
  The Outskirts
  Life on the Razor forces many of the unfortunate and 
  impoverished to eke out meager existences beyond Fort 
  Stormshield on the outskirts of Port Shaw, subsisting as 
  outcasts at the edge of a harsh wilderness teeming with 
  monsters. Most of the local Tulita linger in the Outskirts, 
  as do those who need to hide from the rulers of Port Shaw 
  without leaving the city’s shadow. 
  In the Outskirts, struggling against disease, famine, and 
  aggressive predators, some proud Tulita cling to life with 
  the strength of their ancestors, even as their gods turn away 
  from them. Others have lost hope. More than half the Tulita 
  population living here toil under the backbreaking yoke of 
  the plantation owners. Many of the rest – brothers, fathers 
  and sons – take berths on whaling ships, leaving their loved 
  ones to struggle in their wake.
  Those left behind hope their loved ones on the waves 
  will return with enough gold to buy their freedom and 
  perhaps some land. However, those who depart rarely 
  return, as slavers often raid the whaling fleets and make 
  a beeline for Carcass with their human cargo. These 
  unfortunates’ orphaned families persist in the Outskirts, 
  filled with hope, anger, and despair in equal measure.
  
  15
  Chapter Four: Organizations
  In the wild, near lawless lands of the Razor Coast, even 
  those without country or cause remain bound to codes of 
  conquest and piracy, and allies become a vital commodity. 
  The following collection gangs and guilds operate 
  throughout the waters and boom ports of the Razor. Some 
  law abiding, some more freewheeling, adventurers seeking 
  allies, shipmates, or trading alliances can seek them out, 
  either as resources or to join their ranks.
  Characters who join the ranks of an organization may 
  earn added benefits based on their character level. 
  Imperial Mercantile League
  “Profitability and Preeminence”
  Touting itself a legitimate trading company, the ruthless 
  members of the Imperial Mercantile League have bullied 
  and butchered their way to the top of the sea trade. 
  Organized by a group of struggling city-states and retired 
  pirates, the League specializes in the export of drugs, 
  poisons, and similarly contraband items readily available 
  in Port Shaw. In the world beyond the Razor Coast, The 
  Imperial Mercantile League portrays itself as a reliable and 
  highly respected company when in fact they readily sell 
  their services to the wealthy foreigners performing such 
  tasks as smuggling, blockade runs, and outright piracy.
  The average Imperial Mercantile League member 
  operates aboard a cargo ship, plying the ocean and sea trade 
  routes. Each ship might have many junior members serving 
  under an experienced captain, else might be owned and 
  operated by a single merchant with a paid complement of 
  sailors, soldiers, and cutthroats. These ships are a force to 
  be reckoned with, and though showing restraint with other 
  League members, they are willing and able to attack any 
  other ship on the open seas if the payout seems worthwhile.
  The Imperial Mercantile League operates on the 
  O
  r
  g
  a
  n
  iz
  a
  ti
  on
  s
  principle that nothing should stand in the way of an 
  individual’s right to avarice, not even the League itself. 
  No matter what the endeavor, so long as there is profit to 
  be made, a League member is sure to undertake it. Each 
  member worries about themselves first and others later. 
  Within Port Shaw, the headquarters and main storage 
  for the Imperial Mercantile League claim space in a squat 
  warehouse connected to a small town home. A conniving, 
  ruthless bloated woman by the name Eliza Mudborne 
  (Half-Orc female Thf8) runs the townhouse. She is a 
  notorious spendthrift, and fancies herself as quite the 
  fetching catch, much to the dismay among handsome new 
  recruits.
  The League is always looking for fresh talent, and all 
  membership requires is signing aboard a League ship for 
  a three-month tour of duty. At the end of the tour, the 
  League offers membership along with a tattoo of the Sphinx 
  of Boros on the left forearm, or the right if there is no 
  left forearm to ink. League members rank themselves by 
  profit, wealth, power and prestige. Anyone who achieves 
  these gains renown within the organization quickly. Risky 
  ventures, coming out ahead in backbiting deals, and 
  desperate gambles that pay off sizably are also considered 
  acclaim worthy.
  Benefit
  Members of the Imperial Mercantile League can take 
  the following benefits:
  Sure-footed Seaman: You have devoted much time to 
  training and working while serving at sea. While aboard any 
  vessel afloat on water, you gain a +1 bonus to saving throws. 
  Requirement: Character level 2 +.
  Bravado: You are defiant and able to present a false 
  show of bravery even when you are anything but. You gain a 
  +1 bonus on saving throws versus charms and suggestions. 
  Requirement: Character level 4 +.
  Ch
  ap
  te
  r 
  Fo
  ur
  
  16
  Razor Coast: Freebooter’s Guide
  Expert Duelist: In your youth, you spent countless 
  hours perfecting the art of the duel, focusing your feints on 
  defeating a single foe. You gain a +1 to hit and a +1 bonus 
  to your Armor Class so long as you are adjacent to a single 
  foe. This bonus does not apply to your Armor Class against 
  multiple opponents or missile weapons. Requirement: 
  Character level 7 +.
  Cartographers and  
  Explorers Guild
  “To The Edge of The Map”
  “Here be monsters” inscribed on any map calls out 
  as a challenge to those who wish to see the edges of the 
  world. The Cartographers and Explorers Guild is based out 
  of Cantelburgh on the mainland of Akados but casts its 
  members in all directions in an effort to expand the known 
  world. In backwater ports and seedy towns, one can find a 
  guild house full of great beast hunters, brave explorers, and 
  bookworm librarians. 
  The edge of the map is an unknown that taunts Guild 
  members, spurring them to discover what lies beyond it. 
  Cartographer members often act as navigators aboard ships, 
  updating and double-checking existing maps in the hope 
  that an opportunity to expand those maps might present 
  itself. Explorer members work at filling in the details on 
  those maps, and often many clerks and librarians chronicle 
  travel guides for others.
  The Cartographers and Explorers Guild has a sizeable 
  campus area on the outskirts of the Silk District. Once 
  a plantation before Port Shaw expanded to engulf it, the 
  Guild bought it up and made it the center of its operations 
  in this part of the world. 
  Gaining Prestige
  The Cartographers and Explorers Guild’s primary 
  motive is to seek out and expanding their knowledge of 
  distant locations, maps, trade routes, and undiscovered 
  wonders. Similarly, those protective of the Guild and its 
  members also gain renown.
  The Maki 
  “The Accursed Walking” 
   
   
  In the year after the seven storms, a plague spread 
  through the Tribes of the Children of Papauku, a strange 
  and incurable flesh-rotting disease of supernatural origin. 
  At a gathering of the priests, the same illness suddenly 
  struck down the high chieftain. In the wake of this tragedy, 
  the mad prophet Aolani Akuto revealed his belief that 
  the chief fell prey to a terrible curse known as Makti. 
  Cast upon the people by the serpent Walutahanga—the 
  gathering disbanded the counsel and fled in fear. Soon after, 
  the sickness began spreading. Leaders felt they had little 
  choice but to banish from their tribes those who became 
  sick. Known as the Maki (or diseased ones) these exiled 
  victims bonded together for survival. In scattered tribes, 
  they search the coasts for the fabled waters of Tapu, a cove 
  partially fed by a sacred spring whose waters the people 
  believe will lift the curse. In the meantime, the Maki walk 
  the wild beaches and bays of the Razor Coast, searching 
  the many sand bars, coral beds, jagged volcanic rocks, lost 
  wrecks sunken beneath the seas, and other unseen water 
  hazards to salvage whatever treasures they can to support 
  themselves.
  Ever wandering, the Maki can be encountered anywhere 
  along the coastline, stopping at various locations to 
  camp for a week or two while scavenging. Only on rare 
  occasions do the Maki attempt to enter a boom port or 
  other encampments, and then only to trade salvage for what 
  resources they can. Most colonists remain unaware of their 
  plight and willingly deal with them, while Tulita settlements 
  tend to shun them. Regardless, if given the opportunity, 
  they set up small kiosks and booths in ports such as Port 
  Shaw, where they sell magic items and salvage for basic 
  goods.
  Benefits
  Members of the Scavengers of the Sea gain the following 
  benefits:
  Scavenger: You have a fast eye for picking out valuable 
  objects. On a roll of 1 on d6, you may pick the highest 
  valued item from a group of items (you do not know the 
  value). Requirement: Character level 2 +.
  Improvised Crafting: You can make functional items 
  from what others consider junk. This includes armor, basic 
  tools, clothing, waveboards, and weapons. Whenever you 
  Tendrul in Recline, Sketch by  
  Guild Explorer Savern Definiset
  
  17
  Chapter Four: Organizations
  encounter wreckage or rubbish, you can rummage through 
  it for a number of rounds equal to half the cost in gold 
  pieces of the item you wish to craft, in order to produce 
  enough materials to build the desired item. Any items you 
  craft from junk are considered inferior, but functional. Any 
  weapon or armor crafted as a result imposes a –1 penalty to 
  either Armor Class, attacks, or damage rolls. Requirement: 
  Character level 4 +. 
  The Broken
  “Return the Razor Coast to its Rightful People”
  In darkness and secrecy, the Tulita whisper of a 
  legendary band of resistance fighters battling to liberate 
  their people from the shackles of foreign oppression.  The 
  Broken are folk heroes among most Tulita, but slavers, 
  plantation owners, and their allies brand them as a rabble 
  of bloodthirsty criminals. While the Broken frequently 
  resort to sabotage, arson, and murder to achieve their goals, 
  many Tulita view their violent acts as a necessary means to 
  correct the brutal injustices perpetrated against the Tulita 
  people. 
  Irrespective of how Port Shaw’s residents perceive The 
  Broken, the upper echelon of Tulita religious hierarchy 
  covertly supports the organization with logistical assistance 
  and sanctuary. Tulita pledged to the old ways share their 
  leaders’ sentiments. The Broken draw inspiration from these 
  spiritual leaders, but it lacks centralized leadership. 
  The Broken fight against the crimes committed against 
  their people by foreigners, and they strive for a return to the 
  old ways of living in balance with nature. They will not rest 
  until the land returns to the tropical paradise it once was. 
  The organization operates against the laws of Port Shaw 
  but for the betterment of the Tulita. Yet many members of 
  the Broken have felt the stinging lash of zealous overseers, 
  engendering within them a blood thirst, and as a result, for 
  as much good as the Broken may grant to those it helps, 
  many - including innocents - have suffered for their actions.
  Benefits
  Members of the Broken gain the following benefits:
  Uncanny Stealth: A skilled hunter, when tracking 
  your prey you move with absolute silence and purpose. 
  You gain a +1 bonus to hit when attacking from hiding. 
  Requirement: Character level 3 +.
  Revered Brother: Your facial tattoos reveal your 
  affiliations. Whenever you encounter Tulita, you can roll 
  3d6. If the total is less than your charisma score, you are 
  able to sequester aid either in food, basic equipment, 
  lodging, or transportation of a value equal to 10 gp 
  multiplied by your highest character level. Requirement: 
  Character level 7 +.
  
  18
  Razor Coast: Freebooter’s Guide
  Beliefs of the Tulita
  The Tulita believe that their people arose when the 
  fires of the goddess Pele met the cold spray of the sea. 
  Where these sparks struck water at the edge of Papauku 
  (the Maternal Earth) and cooled in great clouds of steam, 
  the first of the Children of Papauku emerged — the Tulita. 
  Beloved of Pele yet ever fearful of her wrath, the Tulita 
  took their canoes upon the surface of the Father Ocean 
  and spread far and wide across the face of the world and 
  its many islands that comprise what is now known as the 
  Razor Sea. However, the sacred waters of Kai Bay, where 
  they believe Pele’s fiery wrath first formed their people, has 
  ever remained a holy ground open to only pilgrims and the 
  sanctified shamans of their tribes. That this sacred enclave 
  is now polluted by the presence of foreign invaders and the 
  urban sprawl that is Port Shaw has done much to shake the 
  faith of the Tulita in their old ways and the powers of their 
  gods and goddesses.
  Pounua Carvings
  Tulita shamans mark their most sacred lands with 
  huge, wooden posts elaborately carved with the designs 
  and faces of revered deities. Known as Pounua Carvings 
  these great posts can be interpreted by shamans to tell a 
  story. They connect the spirit of the people to Pele through 
  Maternal Earth and Father Ocean, and document their 
  spiritual lineage and mutual obligations to both gods and 
  ancestors. Others tell of their legendary past, marking sites 
  of historical significance such as ancient battlegrounds or 
  places where ancient leaders received divine epiphanies. 
  R
  e
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  g
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  o
  n
  s
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   t
  he
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  Gods of the Razor
  The native Tulita have a rich religious history of gods, 
  ancestral heroes, and divine arbiters. Following are the 
  primary deities revered by the Tulita of the Razor Coast 
  and surrounding islands — or at least those who have not 
  converted to the foreign ways of the mainland colonists.
  Ch
  ap
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  19
  Chapter Five: Religions
  Great Pele, Mother of Fire
  Alignment: Neutral
  Areas of Influence: Anger, flames, islands, land, lava, light-
  ning, righteous vengeance, storms, volcanoes, wind
  Symbol: Smoking volcano
  Garb: Traditional Tulita garb with headdress and tiki mask
  Favored Weapons: Battle poi
  Form of Worship and Holidays: Ritual prayers held be-
  fore a great bonfire or on special occasions at the rim of 
  an active volcano crater. The use of fire resistant magic is 
  forbidden in these rituals, causing severe burns to many 
  adherents
  Typical Worshippers: Tulita, fire giants, menehune, crea-
  tures of elemental fire, fire cults
  Pele is the mother figure and creator to the Tulita peo-
  ples. Said to reside in the volcano of Fiery Heart north of 
  Port Shaw, only the extremely devout or extremely foolish 
  would dare to approach her fuming home. Fiery, furious, 
  and full of wrath it was by her will that the isles of the Razor 
  bubbled up from the oceans, and this activity continues as 
  she brings the smoldering lava from her heart to pierce the 
  cold waters to continually make new islands. Despite her 
  role as the creator of the People, the Tulita do not picture 
  her as a maternal figure but rather as a vengeful matriarch 
  who demands of them purity and devotion lest they face 
  the purifying wrath of her molten anger. She is a ruthless 
  defender of her islands and her children and can be called 
  upon to rain vengeance and fury upon those who would 
  dare to exploit them.
  Lakua Mao, The Red Misery
  Alignment: Chaotic
  Areas of Influence: Combustion, dominance, misery, pain, 
  suffering
  Symbol: Draconic eye with a flaming pupil
  Garb: Scaled armor, fire-blackened robes, scars from ritual 
  burns
  Favored Weapons: Spear
  Form of Worship and Holidays: None known, but likely 
  included burning of live sacrifices
  Typical Worshippers: Deranged cultists, madmen, arsonists
  One of the Atua, Lakua Mao is an ancient deific dragon 
  that lives beyond the sky. In ancient times, she is said to 
  have raged across the world burning and devouring every-
  thing in her path. Legends tell how Lakua Mao almost de-
  feated Pele, however she finally extinguished the dragon’s 
  fires by throwing her into the ocean.  During this battle, 
  some tribes of Tulita were able to imprison several of Lakua 
  Mao’s draconic children in magical cauls and inter them 
  in sacred places where they would siphon their magical 
  energy to use it for their own purposes. Now the cults of 
  Lakua Mao are all but extinct as an organized religion. Only 
  a few madmen and pyromaniacs on the fringes of society 
  seek to venerate her name by destroying in fire the world 
  around them.
  The Great Totem Gods: The 
  Three and Dajobas
  According to Tulita legend, during a time known as 
  the Dawn Wars, the first children of the Sky and Earth 
  were born—the totem gods Dolphin, Turtle, Whale, and 
  Shark. When the children of Sky and Earth fought against 
  the Dread Atua, the Shark Totem, Dajobas, betrayed his 
  family and sided with the elder gods after he was promised 
  command over the seas. 
  At the height of the Dawn Wars, the remaining totems 
  Dolphin, Turtle, and Whale, now called the Three, drove 
  Dajobas into the metaphysical out-of-space, known as “The 
  Deeps” which lies at the beginning of the world.
  The Tulita consider every dolphin, turtle, whale and 
  shark as one of their avatars.
  Tumatenga, Grandfather Turtle,  
  Old Angry Face
  Alignment: Lawful
  Areas of Influence: Balance, focus, industriousness, law, 
  longevity, patience, stubbornness
  Symbol: Stylized turtle, viewed from above
  Garb: Traditional Tulita garb, usually with a tortoise shell 
  shield, amulet, or tattoo to identify with Turtle
  Favored Weapons: Net
  Form of Worship and Holidays: The nights of the new 
  moon when sea turtles climb the beaches to lay their eggs. 
  Groups of warriors are assigned to protect these laying 
  grounds until the turtles have hatched and crawled safely 
  back to into the waves.
  Typical Worshippers: Tulita leaders, warriors
  Tumatenga, the great turtle spirit is one of the great 
  totem spirits of the Tulita known as the Three. In the time-
  less years, Tumatenga was forced to subdue and tame his 
  wilder and less disciplined siblings in order to protect the 
  fledgling race of mankind. By his example, he brought the 
  people law and balance along with the darker aspect of 
  defense, the art of war.
  Tohoraha, Whale, The Lore Keeper,  
  The Watcher
  Alignment: Neutral
  Areas of Influence: Creativity, intuition, energy, history, 
  prudence, the sea, tribes, vigilance
  Symbol: Stylized whale with its nose touching its tail
  Garb: Traditional Tulita garb and gray sealskin robes with 
  
  20
  Razor Coast: Freebooter’s Guide
  white headdresses
  Favored Weapons: Tewhatewha
  Form of Worship and Holidays: Sacrifices of valuable 
  goods made over the deepest parts of the sea. Known 
  as the Running, twice a year when the whale pods pass 
  through the area on their great migrations, worshippers 
  take canoe and seek these travelers out in order to pray 
  to them and ask their blessing. A canoe that is sunk in this 
  sometimes dangerous endeavor is considered to have 
  been ill favored.
  Typical Worshippers: Tulita whale riders, totemic tribes, 
  fishermen
  The great traveler of the waves, Tohoraha is the Whale, 
  the force that embodies the Deeps and the many secrets 
  they hold. It is said that everything that has ever transpired 
  upon or beneath the waves is known by Tohoraha and is 
  remembered, so Tulita and mainlander sailors alike are 
  known to make small offerings to him in order to propitiate 
  him for any past offenses they may have committed. Even 
  the basest pirate has been known on occasion to pitch a 
  chest of gold or spill the blood of some valuable prisoner 
  overboard to prevent any potential wrath from the Whale. 
  Whalers have the hardest time with this as their very pur-
  pose is an affront to Tohoraha, yet more than one whaling 
  vessel has been known to make offerings in hopes of avert-
  ing his anger nevertheless.
  Papahu, Dolphin, The Herald 
  Alignment: Lawful
  Areas of Influence: Compassion, love, freedom, magic, 
  messages, tribal brotherhood
  Symbol: Leaping Dolphin
  Garb: Traditional Tulita Garb with blue robes
  Favored Weapons: Short sword
  Form of Worship and Holidays: Every full moon, the fol-
  lowers of Papahu take to their canoes to hunt sharks in 
  honor of their goddess. Each shark jaw taken is dedicated 
  to Dolphin and incorporated into icons and shrines.
  Typical Worshippers: Tulita explorers, messengers, arcane 
  spellcasters, fighters of oppression, lovers.
  One of the Three, Papahu is precocious and wild. She 
  embodies both love and freedom. She was the first to give 
  the gift of sorcery to the people, teaching them the arts 
  of scrying and how to shapeshift into her form. When Pele 
  learned she had taught mortals how to use magic, she 
  became angered with her. To avoid her wrath, she fled from 
  her Pele and dove into the raging seas.
  Dajobas, The Shark God,  
  Devourer of Worlds 
  Alignment: Chaos
  Areas of Influence: Cannibalism, carnage, hunger, the 
  ocean, war, blood, sharks, alligators, swamps, ruin
  Symbol: Open shark’s jaws
  Garb: Blood-stained tatters of whatever was being worn 
  before transforming into wereform. Scars from the infect-
  ing bite are prominently displayed among weresharks.
  Favored Weapons: Sharkstooth club or punch dagger 
  fashioned out of a large shark’s tooth. Once per day you 
  may eat the flesh of a slain foe as a ritual, and recover a 
  spell slot of up to the foe’s hit dice in level. You also gain 
  the Chosen of the Shark God Gift of Dajobas.
  Form of Worship and Holidays: Blood moon (the full 
  moon when a group victims of newly infected by the Kiss 
  of Dajobas make their first transformation into weresharks). 
  Worship usually takes place in the form of ritual infection 
  of new populations of victims or wanton slaughter and 
  devouring of such populations. There is little organized 
  worship.
  Typical Worshippers: Weresharks, sahuagin, sharks, can-
  nibalistic pirates
  Cast off by his worshippers, Dajobas was hurled into the 
  black depths of the ocean’s deepest rift where the night-
  waters flow cold and the only sustenance are cold blood-
  less things, tube worms, and wretched slimy sacs of spur-
  like bone. There he wallows, his hunger raging, and dreams 
  
  21
  Chapter Five: Religions
  darkly of revenge and slaughter. His bloody dreams streak 
  through sea and mist, cling like barnacles to passing ships, 
  or crawl a-land, spewed out by the sea like venomous hu-
  mors. These cancerous thoughts, born from Dajobas’ rage 
  and hunger sometimes take hold in the hearts of sahuagin 
  warlords, hunting dire sharks, blood-drenched corsairs 
  and vikings, and priests of other sea gods, led astray by the 
  Shark God’s promise of terrible power.
  The Loa
  The Tulita tribes of the Aizanes Islands far to the east 
  of the Razor Coast have their own religious practices 
  influenced by the generations of Libynos traders that have 
  landed upon their shores. These semi-deific elemental 
  spirits are known as the Loa and are considered to have 
  great influence upon every aspect of their worshippers 
  lives in even the smallest things, so that the Aizanes-
  Tulita seek to propitiate one or more of the Loa before 
  undertaking most tasks, great or small. The rituals for these 
  undertakings are quite elaborate sometimes and usually 
  involve some sort of fetish or spirit object.
  Though each Loa is its own entity, they are all 
  considered part of a greater divine whole, individually 
  something less than a deity but together a complete faith 
  system. As a result, a follower of the Loa may have one that 
  they revere in particular yet makes obeisance and draws any 
  clerical powers from all of them collectively.
  Most of the Tulita along the Razor Coast are completely 
  unfamiliar with the Loa, however, as few of the Aizanes-
  Tulita make the journey that far west across the Razor Sea.
  Loa 
  Alignment: Any
  Areas of Influence: Varies
  Symbol: Each Loa has its own individual veve as described 
  below
  Garb: A mixture of traditional Aizanes-Tulita garb and Liby-
  nos robes with an assortment of fetishes worn as jewelry
  Favored Weapons: See below
  Form of Worship and Holidays: Few and varied formal 
  times for ceremonies, but multiple rituals for different cir-
  cumstances and occasions.
  Typical Worshippers: Aizanes-Tulita, Libynos tribes, trad-
  ers
  Aizan is the Loa with dominion over Water, especially the 
  sea. She is often called the Mistress or Mother of the Sea. 
  Often considered a deity of commerce, her colors are gold, 
  yellow, and white, and her veve is a palm frond. She is re-
  garded as the archetypal Priestess (and her husband Loco 
  is likewise ‘the great Priest’). Her Areas of influence are di-
  vine luck, magic, ocean travel, trade, and water. Her favored 
  weapon is the pouwhenua.
  Damballa, ruler of Air, may be a super-Loa. She is consid-
  ered by the Aizanes-Tulita to be the goddess of the sky, and 
  is sometimes called the primordial creator of all life. Her 
  colors are blue and white, and her veve is a pair of serpents. 
  Her Areas of Influence are the chaos, clouds, flight, the sky 
  and the weather. Her favored weapon is the shortbow.
  Legba (often “Papa Legba”) is the intermediary between 
  the Loa and humanity. The patron Loa of speech and un-
  derstanding, he is the first and last spirit invoked in any 
  ceremony involving the Loa, as his permission is required. 
  He opens and closes the doorway to the spirit-world. His 
  only color is white, and his veve is either a dog or a crutch 
  (or cane). Papa Legba’s Areas of Influence are animals, de-
  fense and protection, knowledge, the law, loyalty, resolve, 
  strength and thought. His favored weapon is a quarterstaff.
  Oggun, lord of Earth, presides over hunting and metal. 
  Some claim he has dominion over both politics and war. He 
  is the patron Loa of smiths. His colors are brown and green, 
  and his veve is a blade (machete or saber). He is the arche-
  typal Military General (Fighting Man). His Areas of Influence 
  are animals, the earth, leadership, metals, mining, nobility, 
  tactics and war. His favored weapon is a longsword.
  Samedi (often “Baron Samedi”), the Loa of Death, is also 
  a spirit of Fire. The most fearsome of all the Loa, his is the 
  realm most closely associated with the Aizanes-Tulita be-
  liefs commonly called voudu, or death-magic. His colors are 
  red and black, and his symbol is a coffin. His ‘wife’, the Loa 
  “Maman Brigitte,” is technically a cohort in his black arts, 
  though more often his servant than partner. His Areas of 
  Influence are darkness, death, fate, fire, the law, loss, luck, 
  repose, souls, and the undead. His favored weapon is the 
  trident.
  Imported Gods
  Though a deep and complex system of religious beliefs 
  existed on the Razor long before the first mainland explorer 
  set foot there, the newcomers nonetheless brought their 
  own religions and deities with them. Veneration of these 
  mainland deities is primarily found aboard trade ships and 
  in major settlements like Port Shaw, and almost all colonists 
  and traders with any sort of religious beliefs revere these 
  gods (over those of the native cultures). However, more 
  than a few of the Tulita have converted to these religions as 
  well.
  Almost any religion found upon Akados or Libynos is 
  represented somewhere upon the Razor, but only those 
  that are extremely commonplace or have been represented 
  within the Razor Coast campaign are presented here. Feel 
  free to include additional religions among the colonists that 
  now inhabit the Razor.
  Several of the gods and domains presented herein 
  appeared originally in Bard’s Gate by Necromancer 
  Games and are updated here for your convenience.
  
  22
  Razor Coast: Freebooter’s Guide
  Quell, The Sea King, Lord of the Blue
  Alignment: Lawful
  Areas of Influence: Oceans, seas, sailors, maritime explora-
  tion and trade, sea ports
  Symbol: Sea king seated upon a giant clam shell throne
  Garb: Practical shipboard clothing in blues and grays and 
  long coat with a blue collar
  Favored Weapons: Harpoon or trident
  Form of Worship and Holidays: Equinoxes are special 
  celebrations of the seasons and tides with the sounding of 
  conch shells and the giving of gifts. Daily prayers are held 
  with the changing of the tides.
  Typical Worshippers: Explorers, sea traders, sailors, people 
  that rely on the sea for their livelihood
  Quell is a god of ancient Hyperborea that has found his 
  way into the pantheon of every culture to occupy Akados 
  since the days of that great empire. He represents the 
  dangers of a life upon the sea and those who brave them 
  either to earn a living or for the sake of adventure. Most 
  major ports have a Chapterhouse of Quell where a sea 
  priest conducts blessings upon the fleets and provides 
  guidance of coming weather patterns. As a god of hearth 
  and home for seafarers, the Chapterhouses of Quell also do 
  charitable work for the poor and destitute of their home 
  cities seeking to ease suffering, feed the poor, and heal the 
  sick. They only charge those who can afford to pay for their 
  services from.
  Quell has become the most prevalent god upon the 
  Razor Coast, certainly within Port Shaw, and perhaps sup-
  planting even the veneration of the native gods by the 
  Tulita, such is his influence. Many Tulita that look to the sea 
  for their survival and feel abandoned by their totem gods 
  have turned to the worship of Quell in hopes of capturing 
  some of the prosperity that seems to cling to the main-
  lander colonists.
  Belon the Wise, God of Travel,  
  Wanderer in White
  Alignment: Neutral
  Areas of Influence: Common sense, magical knowledge, 
  overland journeys, roads, travelers, worldly wisdom
  Symbol: Clear quartz crystal or flawless diamond
  Garb: Travelers clothes and long white traveling cloaks
  Favored Weapons: Quarterstaff
  Form of Worship and Holidays: Offerings of silver given at 
  the beginning and end of long journeys.
  Typical Worshippers: Rangers, wandering magic-users, 
  those who make their living traveling.
  Belon appears to his worshippers as an elderly man 
  wearing flowing white robes and carrying a walking staff. 
  Belon is the embodiment of things learned upon the road, 
  be they magical or mundane knowledge. Priests of Belon 
  often serve as guides, educating themselves in local cus-
  toms in order to afford better traveling conditions for those 
  in their care.
  Bowbe
  Alignment: Neutral
  Areas of Influence: War, Chaos, Strength, Vengeance
  Symbol: Crossed Sword and Hammer of Bowbe
  Garb: Furs, skins and pelts over battle armor
  Favored Weapons: Two-handed sword, warhammer
  Form of Worship and Holidays: Great feasts and blood 
  sacrifice precede battles. After battle, the treasures, arms
  and armor of defeated foes are offered to the god. Those 
  that he doesn’t keep belong to the victors. His priests
  specialize in wild cursing and imaginative insults.
  Typical Worshippers: Barbarians, raiders, reavers and 
  plunderers.
  Bowbe is the embodiment of barbarian wrath and 
  frenzy. He appears as a mighty barbarian dressed in the 
  pelt of Urson the Great Bear, whom he can summon to his 
  side by tossing the pelt to the ground and calling its name. 
  Bowbe carries the two-handed sword Bm’fob in one hand 
  and warhammer Wytch-Killer in the other. Bowbe revels in 
  war and the slaughter of his foes. His battles against giants 
  are legendary, as is his hatred for the undead, magic-users, 
  lawyers, guardsmen, and most other civilized authority 
  figures. Unlike other gods, Bowbe aids only those who take 
  his name in vain. Thus it is not uncommon to hear berserk-
  ers cursing their god for his indifference as readily as they 
  curse their foes. Bowbe only grants the raising of one of 
  his followers if that follower immediately seeks blood ven-
  geance against his killers. Bowbe grants no healing spells 
  higher than 4th level.
  
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  Chapter Five: Religions
  Kunulo
  Alignment: Chaos
  Areas of Influence: Chaos, frenzy feeding, oceans, sea 
  creatures, shipwrecks, whirlpools
  Symbol: Tentacles wrapped around a gaping maw in the 
  midst of a whirlpool
  Garb: Sea-foam green and black vestments
  Favored Weapons: Trident
  Form of Worship and Holidays: Sacrificial victims are 
  flung into the waves or fed to ravenous sea beasts. Mid-
  summer and midwinter are Kunulo’s most holy days.
  Typical Worshippers: Pirates, evil sea creatures
  An evil sea deity, Kunulo is largely unknown to surface-
  dwellers. Usually depicted as a combination of sea serpent, 
  shark, and squid, Kunulo is the embodiment of pure, alien 
  evil, combining the ruthless law of nature and the cruel 
  chaos of the sea. As such he is revered by evil pirates who 
  feed his minions victims that are bound and thrown, still 
  alive, into the sea.
  Pekko, God of Ale and Spirits
  Alignment: Neutral
  Areas of Influence: Ale, brewing, camaraderie, harvest 
  festivals, spirits, travel
  Symbol: Beer barrel suspended from a pole
  Garb: Brewer’s apron
  Favored Weapons: Quarterstaff
  Form of Worship and Holidays: Harvest Festival, Feast of 
  Fools, Brewer’s Fest
  Typical Worshippers: Most often revered by halflings, 
  dwarves, and humans
  Pekko takes many guises among his worshippers, often 
  appearing as a gnome, human, or dwarf of portly girth, 
  wearing a leather apron and carrying a beaker for measur-
  ing and sampling ale. In all guises he carries a staff in one 
  hand and a barrel of ale over his shoulder. Pekko may be 
  boisterous and emotional, laughing one minute or brood-
  ing and tearful the next, but always quick to recover and 
  share his good mood once again.
  Vanitthu, God of the Steadfast Guard
  Alignment: Neutral
  Areas of Influence: Law, Protection, War, Healing
  Symbol: A gray shield emblazoned with a stylized black 
  fortress tower
  Garb: A gray tabard with a black tower sigil
  Favored Weapons: Spear
  Form of Worship and Holidays: Prayers are often said to 
  Vanitthu at the start of sieges or by guardsmen prior to
  heading out on the beat.
  Typical Worshippers: Barristers, judges, guards, profes-
  sional soldiers, military officers and nobles. 
  Some claim that Vanitthu is the son of the great god 
  Anumon; others go so far as to say that Vanitthu is yet an-
  other aspect of the great god (this schism has caused con-
  siderable conflict within the faith). In either case, Vanitthu 
  is the embodiment of martial perfection, law, the strength 
  of the state, and the punishment of the guilty. A grim and 
  resolute deity, Vanitthu is always shown bearing a spear 
  made of lightning, and a polished mithral shield. He often 
  appears to his followers on the field of battle, especially to 
  those engaged in or defending against sieges.
  
  24
  Razor Coast: Freebooter’s Guide
  Armor
  Effect on AC
  Weight
  Cost
  Armored Coat
  -1[+1]
  20 lbs
  50 gp
  Parade Armor
  -3[+3]
  20 lbs
  25 gp
  Sharkhide Suit
  -4[+4]
  25 lbs
  75 gp
  Sharkhide Shirt
  -2[+2]
  18 lbs
  50 gp
  Tulita Leaf Suit
  -2[+2]
  20 lbs
  500 gp
  Wooden Armor
  -3[+3]
  25 Lbs
  20 gp
  Body Shield
  -2[+2]
  45 lbs
  30 gp
  Armored Coat
  This leather coat is often worn over parade armor by 
  officers within the navy, along with pirate captains and 
  others seeking more protection from weapons but wish to 
  quickly escape the armor if washed overboard.
  The coat can be donned or removed in a single round. If 
  worn over other armor, add both the Armor Class bonuses 
  to get the AC total. If wearing magical armor and a magical 
  armored coat, only the coat’s magic effects apply. An 
  armored coat can be worn with any armor up to ring armor.
  Body Shield
  This thin shield is the length of a person or more. 
  Special: An additional function, when placed into the 
  water it acts like a long board.
  Armor
  E
  q
  u
  i
  p
  m
  e
  n
  t
  Parade Armor
  The parade armor is more appropriate for uniformed 
  sailors, fancy pirate outfits, and other more distinguished 
  individuals. While wearing the parade armor, it is much 
  easier to influence a person from that organization.
  Sharkhide Shirt and Sharkhide Armor
  These two sets of armor are both made form layers of 
  sharkskin. Because of the hide used in making it, whenever 
  the wearer is struck with a natural weapon, the attacker 
  takes 1 point of damage. 
  The sharkhide shirt covers the torso, upper arms, and 
  neck. The sharkhide suit covers the torso, upper arms, neck, 
  and upper legs.
  Tulita Leaf Armor
  The Tulita adapted the elven techniques for treating 
  leaves to make armor for themselves. Leaf armor is always 
  high quality and has the same game statistics as leather.
  Wooden Armor
  The Tulita treat wood plates and attach them to a leather 
  suit, to make water safe armor that is more resistant than 
  leather alone. The armor is buoyant and does not hamper 
  swimming.
  Ch
  ap
  te
  r S
  ix
  
  25
  Chapter Six: Equipment
  Weapons
  Melee Weapons
  Damage
  Weight  (lbs.)
  Cost
  Adze
  1d6
  2
  1sp
  Battle Poi
  1d4 fire
  2
  5 gp
  Belaying Pin
  1d4
  3
  —
  Bracers, Coral
  1d6
  2
  30 gp
  Conch Gauntlet
  1d4
  1
  20 gp
  Club, Sharktooth
  1d6
  3
  5 sp
  Cutless
  1d6
  5
  8 gp
  Dagger, Cup-Hilt
  1d4
  1
  50 gp
  Dagger, Swept-Hilt
  1d4
  1
  40 gp
  Docker’s Hook
  1d6
  2
  6 gp
  Helicasta Spear
  1d6
  10
  50 gp
  Hook Hand
  1d3
  1
  10 gp
  Ieku (War Oar)
  1d8
  10
  15 gp
  Island Hook
  1d8
  10
  30 gp
  Pouwhenua  
  (short spear)
  1d4
  6
  —
  Pouwhenua 
  (quarterstaff)
  1d6
  6
  —
  Rapier, Case of
  1d6-1 (x2)
  10
  250 gp
  Rapier, Cup-Hilt
  1d6
  5
  75 gp
  Rapier, Swept-Hilt
  1d6
  5
  50 gp
  Spined Sea Whip
  1d4
  1
  25 gp
  Tewhatewha
  1d6
  8
  25 gp
  Urchined Spine 
  Bracers
  1d6
  2
  50 gp
  Missile Weapons
  Damage
  Rate of Fire
  Range
  Weight
  Cost
  Net
  —1
  1
  10 ft.
  20
  3 gp
  Harpoon
  1d6
  1
  10 ft.
  203
  5 gp
  Helicasta Spear
  1d6
  1
  5 ft.
  10
  —2
  Highway Pistol
  see chart
  see chart
  5 ft.
  3
  2,350 gp
  Urchin, Throwing
  1d4
  2
  10 ft.
  1
  10 gp
  1Entangled (–2 to hit and damage, –2 to saving throws, one quarter movement)
  2Usually pried from the cold, dead hands of the sahuagin; on the open market, 50 gp.
  3Includes 50ft of hemp rope
  Adze
  This small axe-like tool consists of a wide blade or 
  stone or shell, set into hefty wooden shaft. It is usually 
  used to carve wood sculptures or boats, however it can be 
  effectively wielded in combat. It is quite fragile, and on an 
  attack roll of 1 on d20, it shatters.
  Battle Poi
  Poi is the performance art of dancing with weighted 
  chains. The battle poi is an adaption of the Tulita, whereby 
  the chain’s weighted ends are whale oil-soaked torch heads. 
  Igniting the weights takes 1 round, weights burn for 2d6 
  rounds before the oil burns out. The flames burn with the 
  brightness of a torch and similarly, can be used to ignite 
  flammable objects. Extinguishing the flames requires 1 
  round.
  Belaying Pin
  Used on most sailing ships, belaying pins are readily 
  available weapons for self-defense as well as for dispensing 
  disciplinary measures. A belaying pin functions as a club.
  Conch Gauntlet
  These gauntlets are fashioned from hard conch shells 
  whose back are studded with sharp ridges. They inflict 1d4 
  damage and on a 19 or 20 the gauntlet has a 30% chance of 
  smashing to shards (after they inflict damage).
  Coral Bracers
  These bracers made of jagged coral strapped to tanned 
  whale hide are wrapped around the wielder’s forearm. 
  Anyone trained in their use gains a +1 bonus to their AC 
  while they are equipped. The coral bracers can be used as a 
  primary weapon inflicting 1d4 points of damage.
  Cutlass
  One of the premier weapons of the Razor Coast, A 
  cutlass is a short, broad sabre or slashing sword, with a 
  straight or slightly curved blade sharpened on the cutting 
  
  26
  Razor Coast: Freebooter’s Guide
  edge, and a hilt often featuring a solid cupped or basket 
  shaped guard.
  Dagger, Cup-Hilt
  Sometimes called a main-gauche, this dagger actually 
  has a large triangular hand-guard and quillons. When using 
  a cup hilt dagger and fighting defensively (taking a penalty 
  of –2 to your attack), you gain an additional +1 to AC. This 
  bonus is in addition to the bonus for using a cup-hilt rapier. 
  See Cup-Hilt Fighting sidebox for more details.
  Cup-Hilt Fighting
  According to the rules in Swords &Wizardry Complete, 
  fighting with a weapon in each hand normally gives a  
  +1 to hit, in rounds in which the attacker wins initiative.  
  This can be a bit complicated with the bonuses and  
  penalties with cup-hilt weapons. Never fear!
  If an attacker uses a cup-hilt dagger and a cup-hilt 
  rapier at the same time, and fights defensively (tak-
  ing a penalty of –3 to your attack), the attacker gains 
  a +2 to Armor Class, in rounds in which he wins initia-
  tive. The intent to fight defensively must be declared 
  before the initiative roll, just as spell declaration. If he 
  does not win initiative, he still takes the –3 penalty to 
  hit for that round. While it is a step price to pay, fre-
  quently in age of sails campaigning, it is more impor-
  tant not to be hit, than to hit. Again, these are only 
  suggestions; I personally prefer the highway pistol to 
  the dagger & rapier!
  —Skeeter
  Dagger, Swept-Hilt
  The swept-hilt dagger has a complex guard made up of 
  heavy wire forming a swirl-patterned basket, designed to 
  entrap an opponent’s blade. When using a swept hilt dagger 
  you receive a +1 bonus on attempts to bind (see Binding, in 
  the Art of the Duel indulgence) an enemy wielding a one-
  handed sword, rapier, or similar bladed weapon.
  Docker’s Hook
  Theses common instruments used by dockhands to help 
  load and unload cargo are shaped like a fishhook attached 
  to a perpendicular handle. 
  Harpoon
  A harpoon is a barbed spear with an attached rope 50 
  feet or less in length.
  Highway Pistol
  Smaller and lighter than a normal pistol, the highway 
  pistol trades concealment for more limited range. 
  Special: The damage dealt by a highway pistol decreases by 
  1d4 for every range increment after the first, to a minimum of 
  1d4–1. Normal range increment penalties also apply.
  5 Feet 
   Dmg
  10 Feet 
  Dmg
  15 Feet 
  Dmg
  20 Feet 
  Dmg
  Highway Pistol
  3d4
  2d4
  1d4
  1d4-1
  Size: Normally, without a holster, you can only carry 
  four pistols at one time: one in each hand and two through 
  your belt. A highway pistol is smaller and lighter, allowing 
  you to fit three through your belt. 
  Concealment: Normally, pistols are too large to 
  conceal. Not so with a highway pistol. A concealed highway 
  pistol is only noticed on a roll of 1 on d6.
  Hook Hand
  Those who lose a hand and have no recourse to magical 
  healing may resort to using a hook.
  Hook hands generally do not interfere with routine 
  activities but you cannot use another weapon two-handed 
  if you have a hook hand attached. You cannot use any type 
  of weapon if both your hands are hook hands, and you may 
  have trouble with routine activities. It takes 1 minute to 
  attach or detach a hook hand.
  Ieku (War Oar)
  Adapted from the oars used with their canoes, the Tulita 
  adapted this weapon for self-defense against mainland foes. 
  This six-foot oar has a hardened paddle, sharpened for use 
  as a bladed polearm.
  Net
  Anglers most often use nets, but desperate or skilled 
  individuals use nets in combat to entangle their enemies. 
  This has become a popular weapon of bounty hunters and 
  slavers. A target caught in a net is entangled (–2 to hit and 
  damage, –2 to saving throws, one quarter movement).
  Pouwhenua (Carved Staffs)
  These fighting staffs are elaborately carved and 
  decorated with images of family ancestors, spirits, animals, 
  and scenes from nature. They possess a broad head for 
  potent impact when striking. Pouwhenua are fighting 
  staffs that are long-handled with a club-like broad head for 
  striking on one end and a sharpened point on the other. 
  This weapon can be used in two ways; one end acting like 
  a quarterstaff and the other as a spear. A plain pouwhenua 
  is free to acquire, but an elaborately carved staff costs a 
  minimum of 100 gp.
  
  27
  Chapter Six: Equipment
  Rapiers, Case of
  These twin rapiers are designed to fit in elegantly in 
  one sheath and be drawn and wielded in concert. They are 
  lighter than standard rapiers and less sturdy, suffering –1 to 
  damage, but grants the wielder +1 to hit (in rounds where 
  the attacker wins initiative; see Swords and Wizardry 
  Complete, “Specific Situations,” for more information). 
  Rapiers, Cup-Hilt
  The cup-hilt rapier has quillons as well as a large 
  bell-shaped guard over the hand. This guard can be used 
  defensively in combat. When using a cup-hilt rapier and 
  fighting defensively (taking a penalty of –2 to your attack), 
  you gain an additional +1 to AC. This bonus is in addition 
  to the bonus for using a cup-hilt dagger. See Cup-Hilt 
  Fighting sidebox for more details.
  Rapiers, Swept-Hilt
  The swept-hilt rapier has a complex guard made up of 
  heavy wire forming a swirl-patterned basket. These wires 
  are neither simply decorative nor just protection for the 
  hand. They are specifically designed to entrap an opponent’s 
  blade. When using a swept-hilt rapier, you receive a +1 
  bonus on attempts to bind (see Binding, in the Art of the 
  Duel indulgence) an enemy wielding a one-handed sword, 
  rapier, or similar bladed weapon.
  Sharkstooth Club
  These clubs, also called leiomano by the Tulita, are 
  usually made of koa wood, which is incredibly sturdy but 
  lightweight. The sides of the club are then studded in ridges 
  or rows of sharks’ teeth. Sometimes weapon-makers insert a 
  dagger into the hilt of the club.
  Spine Sea Whip
  This whip fashioned from a stingray’s tail is then studded 
  with spines. This whip is made of incredibly tough sinew 
  and inflicts 1d6 points of damage affecting even armored 
  opponents.
  Tewhatewha
  This weapon is favored by many Tulita warriors. Entirely 
  carved from one solid piece of wood, one end resembles a 
  fat flattened axe-shaped blade about half a foot wide. The 
  head rests atop a five-foot shaft that tapers into a sharpened 
  point. From a cord tied through holes in the bottom of the 
  axe-head dangle brightly colored feathers used to distract 
  opponents. Sometimes designs are carved into the wide flat 
  portion of the head. While the weapon looks like an axe, 
  it is instead wielded making forward strikes and counter 
  attack slashes.
  Throwing Urchins
  The carcasses of dozens of sea urchins wash up in Kai 
  bay daily, most are smashed to bits of dried detritus, but 
  some are left mostly undamaged by the tides. These whole 
  urchins are coated in koa resin and left to bake in the sun 
  for days. The spines of one of these urchins splinter in the 
  flesh of a foe causing terrible pain as they shred flesh and 
  meat. Anyone struck with a throwing urchin suffers a –1 
  penalty to attacks and saves until someone painstakingly 
  removes the shards (which takes one minute), or the 
  application of curative magic. This penalty increases from 
  multiple urchin spine wounds, but never exceeds –4. 
  Urchin Spine Bracers
  These bracers are identical to coral bracers except they 
  are also studded with dozens of urchin spines as well. The 
  spines of one of these urchins splinter in the flesh of a foe 
  causing terrible pain as they shred flesh and meat. Anyone 
  struck with the bracers suffers a –1 penalty to attacks and 
  saves until someone painstakingly removes the shards 
  (which takes one minute) or curative magic is applied. This 
  penalty increases from multiple urchin spine wounds, but 
  never exceeds –4.  
  Other Equipment
  Common Equipment on the Coast
  On the docks as well as throughout Port Shaw, 
  characters may purchase numerous products from overseas: 
  exotic fruits and vegetables, strange alcoholic spirits from 
  island kingdoms thousands of leagues away, the latest 
  fashions from the East and West, supplies for whaling, 
  fishing and any other nautical pursuits, and any daily 
  amenities. 
  In addition to all the equipment found in the Swords 
  and Wizardry Complete rulebook, dockside chandlers 
  also sell the following items:
  Ambergris
  This valuable substance, harvested from the intestines of 
  sperm whales, is used to make perfumes. It is very rare and 
  difficult to obtain, and a gallon usually runs at least 30 gp.
  Baleen
  The comb-like filters located in the mouths of baleen 
  whales, once cut into strips, make hoop skirts, umbrellas 
  and combs. The going price is 10 gp per foot. 
  Cigars
  Locally produced Tulita cigars are priced at 1 gp per cigar. 
  High quality imported Montrose cigars are valued less at 5 sp 
  each. The cheapest and often only option for most sailors and 
  whalers is the poorly made Jeagervilles, priced at a bargain 2 
  cp each. Tobacco plantations inland from Port Shaw, many 
  owned by Barrison Hargrove, produce most of these cigars. 
  
  28
  Razor Coast: Freebooter’s Guide
  Fine Tea Leaves
  Green (1 gp per ounce), black (5 sp per ounce), 
  chrysanthemum (4 gp per ounce), and Heaven’s Leaf (10 gp 
  per ounce) are all available.
  Ice
  Freshly chipped from the bergs, this ice can be 
  purchased for 2 gp per round. 
  Kava Root Extract
  This pulped root is a potent muscle relaxant used by 
  the Tulita in religious rites and for recreation. It costs 3 sp 
  per ounce. Anyone who ingests kava takes 1d6 points of 
  subdual damage (save for half damage); however, it also acts 
  to neutralize poison (as per the spell).
   Sextant
  This item is a necessity on board any vessel and used 
  to determine course and heading when no land is in sight. 
  Any sailing check made at sea by a character without a 
  sextant takes a –1 modifier. A masterwork sextant gives any 
  character a +2 to their check. A sextant costs 35 gp, a truly 
  excellent specimen costs 150 gp. 
  Sperm Oil
  Burning hotter than whale oil (see below), sperm oil is 
  often used to work metals. It also makes a very effective 
  lubricant for anything with moving parts and can be applied 
  to swords, firearms and metal tools to protect them from 
  rusting in the Razor Coast’s balmy environment. Sperm oil 
  costs 10 gp per gallon.
  Tar
  A bargain at 3 sp per gallon, tar is a commodity to any 
  shipwright or captain. The black greasy substance is applied 
  to hulls, planks and masts to protect them from the salt 
  water and blistering sun.
  Whale Oil
  Used to light lamps and lanterns, the need for this 
  substance is what fuels the aggressive whaling trade of the 
  region. Whale oil is 5 gp per gallon, and each gallon yields 
  five flasks.
  Illicit Items
  In the lawless lands of the Razor flows a steady stream 
  of illicit contraband. Profitable substances such as drugs 
  and poisons are all readily available and freely traded. In 
  addition to those listed in the Pathfinder Core Rulebook, 
  the Razor Coast boasts number of other substances not 
  found elsewhere in the world. 
  Drugs
  While the Razor Coast is well known for the 
  hallucinogenic leaves that grow on the Isle of Maht, there 
  exist a few other, lesser-known drugs.  
  DRAGONSMOKE
  Price: 25 gp
  Effects: Delusions lasting for 1 hour 
  DESCRIPTION
  Dragon Smoke alters the user’s thoughts and perception 
  of reality, causing disorientation and hallucinations 
  accompanied by intense euphoria and a pervasive sense 
  of well-being. While affected, the character suffers from 
  confusion (as per the spell of the same name; save avoids).  
  Sarpa Heads
  Price: 90 gp
  Effects: Delusions lasting for several hours 
  DESCRIPTION
  When eaten, the head of a sarpa fish triggers intensely 
  vivid delusions which users describe as being able to see 
  into another world or parallel reality. While many describe 
  the effects as pleasurable, some take a darker course in 
  which the individual suffers from horrid and terrifying 
  visions. Tulita shamans have been known boil down the 
  heads into a broth which they use as a medicine. The effects 
  of the broth are far more mild, and last only for a few hours. 
  UNGICHI OYSTER
  Price: 125 gp
  Effects: Enhanced stamina 
  DESCRIPTION
  Ungichi oysters were traditionally consumed by tulita 
  deep water spear fishermen to help them hold their breath 
  on long dives. Their popularity has since spread to colonists, 
  largely through whorehouses who tout it to their patrons as 
  an aphrodisiac.
  A serving of ungichi oysters allows the ingester to hold 
  their breath for twice as long as normal for 1 hour. After 
  the effects wear off, the ingester usually falls ill (save at –4), 
  suffering a –2 to all dice rolls for 2 hours.
  
  29
  Chapter Six: Equipment
  New Ships
  LONG BOARD
  The longboard is primarily a single finned wooden 
  plank shaped with a large rounded nose and length of 9ft or 
  more and weighing as much as 150 pounds. Occasionally, 
  additional fins are added to the bottom, to increase speed 
  and turning capabilities. A rider must paddle with either 
  their arms, or rarely may stand on the board upright and 
  row with a longboard oar (or paddle).
  OUTRIGGER CANOE
  The outrigger is a type of canoe featuring one or more 
  lateral support floats which are fastened to one or both 
  sides of the main hull. Smaller canoes often employ a single 
  outrigger on the port side, while larger canoes may employ 
  a single- or double-outrigger. Using an outrigger greatly 
  increases the stability of the canoe. Compared to other types 
  of more common canoes, outrigger canoes are faster and 
  more durable in rougher water. Outrigger canoes can have a 
  length of 10ft or more, and vary in width from 2 ft to 5 ft.
  WAR CANOE
  The war canoe is a larger, sturdier version of the 
  standard outrigger canoe, usually sporting double 
  outriggers for stability while engaged in combat.
  Sample Ships 
  For those enterprising souls who wish to make their own 
  way as merchant captains, sailors, freebooters, smugglers, 
  or even as feared pirates; their first stop is the docks to 
  enquire about a ship. The following ships are available for 
  sale on the docks to any who possess the coin.
  Baron of the Tide 
  This sleek darkwood freighter once belonged to the 
  infamous smuggler Baron Desmond Shade. After his 
  capture on the high seas through the joint efforts of 
  Bonedeuce’s Pride and the Albatross – followed by Shade’s 
  summary execution – the Dragoons now own the Baron of 
  the Tide. Gregory Bonedeuce seeks to sell the ship in order 
  to fill the Dragoons’ coffers. The Baron handles extremely 
  well and is faster than any other ship on the Razor save the 
  Quell’s Whore; however, the vessel lacks both armament 
  and the endurance to withstand cannon or tentacle. 
  Cost 9,550 gp. 
  Black Rider
  Among the more infamous ships to sail the Razor in 
  recent years, the Black Rider was a slaver, responsible for 
  over three decades of misery ferrying unfortunate captives 
  to Carcass. The docks and taverns buzz with the tale of how 
  Bethany Razor, Captain of Quell’s Whore, boarded the Black 
  Rider last month, slew the crew and liberated the captives. 
  Bethany and her crew steered the slave ship back to Port 
  Shaw, and now Captain Razor looks to sell it. 
  Black Rider is very durable but also slow. Her helm was 
  designed for the flea-bitten orcs who piloted her, and only 
  someone of considerable strength can steer her. The Black 
  Rider mounts no cannon, but her former owners outfitted 
  the ship with two large ballistae. Bethany’s asking price is 
  not high, and she feels obligated to warn any prospective 
  purchaser that, with the capture of the Black Rider being so 
  recent, many captains remain unaware she changed hands. 
  Until the Black Rider’s capture, even the Dragoons held 
  standing orders to fire upon and board the vessel on sight. 
  Thus, Dragoon frigates returning from long-range patrols 
  likely have yet to receive news of the Rider’s capture, and 
  trouble might ensue. 
  On the other hand, the ship’s nefarious reputation may 
  prove useful if the future owner plans to enter pirate waters. 
  Other raiders usually give the Black Rider a wide berth, and 
  are unlikely to question the intentions of anyone aboard her. 
  Cost 10,500 gp
  Once owned by Harok McFarrows, he named this 
  simple and sturdy fishing sloop after his late wife. Harok’s 
  cousin Relgin is auctioning the Rita because Harok awaits 
  the gallows and Relgin is no seaman. Rumors of a curse 
  on Harok and his family make the ship a difficult sell, and 
  Relgin recently lowered his asking price to a pittance. 
  Cost 1,500 gp
   
  Ship Rowing 
  Speed
  Wind Directly 
  Behind
  Wind 
  Indirectly 
  Behind
  Wind Directly 
  Ahead
  Wind 
  Indirectly 
  Ahead
  Hexes 
  Between 
  Course 
  Adjustments
  Cost
  Long Board
  1/6/12
  +1
  No effect
  -1
  No Effect
  0
  50 gp
  Outrigger Canoe
  2/12/18
  +1
  No Effect
  -1
  No Effect
  0
  450 gp
  War Canoe
  3/15/24
  +1
  No Effect
  -1
  No Effect
  0
  2,250 gp
  
  30
  Razor Coast: Freebooter’s Guide
  Salvation
  A large cog freighter, the Salvation once carried grain, 
  flour and vegetables to far-off colonies. She is seaworthy 
  and very sturdy. Never a ship to carry valuable cargoes, no 
  one ever bothered to outfit the Salvation with cannons.
  Cost 12,000 gp
  Thunderstrike
  This three-masted warship saw recent action in a 
  campaign against the Pirate Confederacy far to the Razor’s 
  east. Unable to afford repairs, her captain, Tomas Garell 
  – himself a pirate badly wounded in the fighting – seeks 
  to sell his ship and put the grim memories of sea battles 
  behind him. The Thunderstrike is a fine warship, outfitted 
  with four sixers (cannons firing 6-pound balls), two on 
  each side, and a long nine (a cannon firing a 9-pound ball) 
  at her prow. If properly repaired, the Thunderstrike proves 
  formidable against other warships, even if technically 
  outclassed by Dragoon frigates. However, Thunderstrike 
  lost a great deal of rigging in her last engagement, and this 
  reduces her speed. Until someone pays a drydock to repair 
  her damage, Thunderstrike’s helm answers awkwardly. With 
  this detriment in mind, Tomas Garell is selling her for a 
  reduced price.
  Cost 11,200 gp
  
  31
  Chapter Seven: Spells
  Buoyancy 
  Spell Level: Magic-User, 2nd Level
  Range: 120 feet
  Duration: 1 round/level
  This spell makes the receiving creature more or less 
  buoyant in water, as the caster directs. The caster can move 
  the recipient up to the surface by 20 feet per round, make it 
  neutrally buoyant, or sink it by 40 feet per round. The spell 
  provides no protection against the bends or against the cold 
  of the depths, and can be used offensively to sink foes into 
  the oceanic abyss. An unwilling target is allowed a saving 
  throw to negate the effect. Even if the saving throw fails, the 
  victim can use its own movement to partially counteract the 
  rising or falling movement of the spell. 
  Deep Dive 
  Spell Level: Magic-User, 4th Level
  Range: Touch
  Duration: 1 hour/level
  This spell grants the target creature’s immunity to the 
  effects of deep water, including immunity to all normal cold. 
  Moreover, it grants darkvision to 120 feet and immunity to 
  the bends and surfacing effects.
  Freedom of Movement
  Spell Level: Cleric, 4th Level
  Range: Touch
  Duration: 10 minutes/level
  This spell enables you or a creature you touch to move 
  and attack normally for the duration of the spell, even under 
  the influence of magic that usually impedes movement, such 
  as paralysis, slow, and web. The subject automatically escapes 
  S
  p
  e
  l
  l
  s
  a grapple or any creature with the grab special ability.
  The spell also allows the subject to move and attack 
  normally while underwater, even with slashing weapons 
  such as axes and swords or with bludgeoning weapons such 
  as flails, hammers, and maces, provided that the weapon 
  is wielded in the hand rather than hurled. The freedom of 
  movement spell does not, however, grant water breathing.
  Primal Warrior
  Spell Level: Druid, 4th Level
  Range: Touch (personal)
  Duration: 1 round/level
  A feral gleam fills your eyes when you cast this spell 
  as primal instinct guides your actions. While under the 
  influence of this spell, you cannot take any action requiring 
  higher thought, such as casting spells or using magic items 
  with command words. You may attack as a fighter of the 
  same level as your own, with all the fighter class benefits.  
  Rain of Pumice
  Spell Level: Druid, 3rd Level; Magic-User, 3rd Level 
  Range: 240 feet
  Duration: 1 round/level
  Magical glass and porous stones, spit from a volcano’s 
  heart, rain down upon casting this spell, dealing 2d6 points 
  of damage to every creature in the area. This damage only 
  occurs once, when the spell is cast. The pumice liquefies 
  upon contact with the ground and becomes a sticky morass 
  of fast-drying concrete. Any creature in the area that does 
  not move during its turn must make a saving throw or they 
  are stuck to the concrete. Creatures trapped in this manner 
  cannot move and take a –2 penalty on attack rolls and a 
  –4 penalty to their dexterity. Creatures that are larger than 
  man-sized or flying cannot be stuck to the concrete.
  Ch
  ap
  te
  r 
  Se
  ven
  
  32
  Razor Coast: Freebooter’s Guide
  Creatures stuck to concrete can break free by making 
  an Open Doors check or by dealing 15 points of damage 
  to the concrete with a blunt weapon. Creatures striking at 
  the concrete do not need to make an attack roll. Hitting 
  the concrete is automatic, after which the creature that hit 
  makes a damage roll to see how much damage he dealt to 
  the concrete. The concrete dissolves into water when the 
  spell expires, and all stuck creatures are freed.
  Rogue Wave
  Spell Level: Druid, 2nd Level; Magic-User, 3rd Level 
  Range: 120 feet
  Duration: 1 round/level
  You create a wave of water that travels in a direction 
  designated by you. The wave continues moving in that 
  direction until it reaches its maximum range at which time 
  the wave suddenly dissipates. Living creatures struck by the 
  wave are allowed a save or be knocked flat. The wave cannot 
  capsize a boat or ship; however all creatures aboard the 
  vessel are also required to make a saving throw or be thrown 
  flat. Creatures adjacent to a solid object, such as a railing 
  or a mast, gain a +2 bonus to their save. Creatures that are 
  thrown flat in vulnerable locations, such as atop a crow’s nest 
  or along the ship’s outer railing, are thrown overboard or 
  hurtled to the ship’s deck unless they make another save.
  Second Sight
  Spell Level: Cleric, 1st Level; Magic-User, 1st Level
  Range: Touch (personal)
  Duration: 10 minutes/level or until discharged
  The subject glimpses the outcome of future events. The 
  subject may reroll an initiative check that he just made. The 
  subject must take the results of the second roll, even if it is 
  worse. The subject can reroll an additional initiative check 
  for every six levels you have (maximum 4 checks at 18th 
  level). The spell ends when the subject can no longer reroll 
  an initiative check. If the subject benefits from this spell 
  more than once per day, the subject suffers a cumulative –1 
  penalty on all initiative checks, including the second one, 
  for each successive casting beyond the first. 
  Spiritual Intervention
  Spell Level: Cleric, 1st Level
  Range: Touch 
  Duration: 1 minute/level 
  You call upon ancient spirits to alert the subject to 
  danger on the battlefield. Whenever an enemy makes an 
  attack against the subject, the subject gains a +2 bonus to 
  Armor Class against the next attack. The initial attack does 
  not have to hit to trigger the spell.
  Taboo
  Spell Level: Magic-User, 4th Level
  Range: 30 feet
  Duration: 1 round/level 
  You implant a false memory in the subject’s mind. 
  The subject believes that he committed an unspeakable 
  act beyond forgiveness. For the duration of the spell, 
  the subject fixates on the act and its consequences. The 
  subject’s reaction depends upon the false memory chosen. 
  You can implant one of the following transgressions into the 
  subject’s mind.
  Cannibalism: The subject believes that he ate another 
  member of his race or species. The subject becomes 
  nauseated, and all attacks and saving throws are made at –2. 
  Incest: The subject believes that he had an intimate 
  relationship with a family member. The subject becomes 
  confused, as the spell.
  Kin Slayer: The subject believes that he killed a family 
  member. The subject becomes frightened, and cannot make 
  any attacks. 
  The spell has no effect if the implanted memory is 
  an accepted practice within the subject’s culture. At the 
  Referee’s discretion, you may implant other false memories 
  with similar effects. 
  Wall of Coral
  Spell Level: Druid, 4th Level
  Range: 120 feet
  Duration: Permanent 
  This spell creates a reef-like barrier of tightly packed, 
  jagged coral. The wall must rest upon a firm foundation. 
  Any creature forced against a wall of coral takes slashing 
  damage equal to 25 minus the creature’s Armor Class (no 
  dexterity adjustment). Any creature making deliberate 
  physical contact with the wall must make a saving throw to 
  avoid taking slashing damage from the wall. Any creature 
  who takes damage from the wall must also make a save or 
  contract reef rash, losing 2 points of charisma for 1d6 days. 
  A wall of coral is 1ft thick per four caster levels and 
  composed of up to one 5ft square per level. You can double 
  the wall’s area by halving its thickness. The wall cannot be 
  conjured so that it occupies the same space as a creature or 
  another object. 
  It is possible, but difficult, to trap mobile opponents 
  within or under a wall of coral, provided the wall is 
  shaped so it can hold the creatures. Creatures can avoid 
  entrapment with a successful saving throw. 
  
  33
  Chapter Seven: Spells
  Watertight
  Spell Level: Druid, 2nd Level; Magic-User, 2nd Level
  Range: 60 feet
  Duration: 1 hour/level 
  You create an invisible seal that prevents water from 
  passing through it. The seal must be anchored to two or 
  more solid and diametrically opposed points and be large 
  enough to completely fill the breach, otherwise the seal 
  collapses upon itself and water pours into the opening. 
  Living creatures, including water elementals, objects and 
  other liquids pass freely through the seal as if moving 
  through air. Magical water, such as holy water, also moves 
  through the seal without impediment. 
  
  34
  Razor Coast: Freebooter’s Guide
  Magical Equipment 
  and Weapons
  CONTORTIONIST NECKLACE
  This ivory-colored necklace is made from shark 
  vertebrae. The necklace functions only on living, humanoid 
  creatures. The necklace alters the wearer’s physiology, 
  making his spine suppler without compromising its 
  structural strength. The wearer gains a +5 bonus on any 
  saving throw to make jumps or soften a fall. He also takes 
  damage as if the fall were 20 feet shorter than it actually is. 
  FISHHOOK OF THE HUNTER
  This necklace is woven from tough fibrous cord tied to 
  an ancient Tulita fishhook carved from whale bone. The 
  fishhook grants the wearer a +1 bonus to saves and once a 
  day he can summon a large shark or 1d3 giant crocodiles. 
  If the bearer enters a body of water, the fish hook attracts 
  sea creatures nearby equaling the wearers Hit Dice. The sea 
  creatures are friendly and do the wearer’s bidding. 
  Large Shark (8HD): HD 8; HP 51; AC 6[13]; Atk bite 
  (1d8+4); Move 0 (swim 24); Save 8; AL N; CL/XP 8/800; 
  Special: feeding frenzy.
  Giant Crocodile: HD 6; HP 30; AC 3[16]; Atk bite (3d6), tail 
  (1d6); Move 9 (swim 12); Save 11; AL N; CL/XP 6/400; Spe-
  cial: none. 
  HARPOON BAG
  This oversized, flexible bag is crafted from a kraken’s 
  swim bladder or a whale’s bladder. The leathery material 
  stretches over a bone frame, which gives the item its 
  rectangular shape and structural support. The bag holds up 
  to five harpoons, but it weighs the same no matter what’s 
   
  M
  a
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  i
  c
   I
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  m
  s
  inside of it. Harpoons must spend 24 hours in the bag to 
  benefit from its magical properties.
  Harpoons attuned to the bag remain tethered to it by 
  a nearly invisible strand of silk, which is 60ft long and 
  as strong as steel. However, the silk tether is flammable 
  and severs immediately upon exposure to an open flame. 
  The harpoon’s lighter weight doubles the weapon’s range 
  increment to that of a normal spear, 20 feet. Second, the silk 
  tether allows the harpoon’s wielder to keep both hands free 
  and maintain a link with the harpoon. Tethered harpoons 
  retain their magical properties until the silk tether is 
  severed. Once severed, the harpoon must remain in the bag 
  for 24 hours to regain its magical properties. 
  LEI OF CHARMING
  This necklace is made of pink, cottage roses. The colorful 
  garland continually grants the wearer a +1 bonus to their 
  charisma as long as it is worn. The garland attunes itself to 
  the wearer after 24 hours of usage, which then allows the 
  wearer to pacify an unwilling target by placing the garland 
  around its neck. A normal to-hit roll allows the wearer to 
  slip the lei around the neck of an unaware target, otherwise, 
  the wearer must initiate a grapple attack with the target and 
  successfully pin him to place the lei around its neck. Once the 
  lei is around its neck, the target must make a saving throw 
  or fall under the influence of the lei’s owner, as if affected by 
  a charm monster spell. If the target succeeds on his saving 
  throw, it is immune to the lei’s effects for 24 hours.
  OBSIDIAN GRENADE
  This jagged, ovoid-shaped rock resembles an ordinary lump 
  of coal in both size and appearance. An obsidian grenade can 
  be thrown up to 30ft with no range penalties. Upon impacting 
  a hard surface, the grenade shatters into a burst of razor sharp 
  projectiles that deal 3d6 points of damage to all creatures 
  within a 10ft radius. After impact, obsidian shards litter the 
  ground in the affected area. The shards act as caltrops.
  Ch
  ap
  te
  r 
  Eig
  ht
  
  35
  Chapter Eight: Magic Items
  PYROCLASTIC STONE
  This small, gray stone of igneous rock polished into 
  a fine sheen can be thrown up to 60ft. When the stone 
  reaches the end of its trajectory, it explodes in a cloud of 
  scalding ash and flame. The detonation deals 3d6 points of 
  fire damage to all creatures within a 10ft radius (save for 
  half), and releases a fine cloud of ash within the affected 
  area. The cloud is stationary and obscures all sight, 
  including darkvision, beyond 5ft. Attacks on creatures 
  in the cloud have a 20% miss chance. The cloud makes 
  breathing and speaking difficult. Spell casters within the 
  cloud have a 20% chance of spell failure when casting spells. 
  A moderate wind (11+ mph) moves the cloud of ash 
  5ft per round. A strong wind (21+ mph) moves the cloud 
  of ash 10ft per round. Wind does not disperse the cloud of 
  ash. The ash cloud settles to the ground 2d4 rounds after 
  detonation, thus dissipating it. 
  SCRIMSHAW CAMEO
  This cameo is carved from scrimshaw, and it is covered 
  with intricate carvings depicting images of a whale, turtle, 
  and dolphin. It affixes to a braided, fibrous cord worn 
  around the neck. Once per day, the cameo grants its owner 
  the ability to use each of the following abilities: 
  Whale: The cameo allows the creature to enlarge itself, 
  growing to twice normal size, and increasing in strength as I 
  funder the effects of a strength spell. This ability remains in 
  effect for ten minutes. 
  Turtle: The creature’s skin hardens granting it a -2[+2] 
  bonus to Armor Class for one hour. 
  Dolphin: The image allows the creature to hold its 
  breath for an hour before it risks drowning. 
  SHARKWARD TALISMAN
  This talisman gives off no magical aura if detect magic 
  is cast upon it unless it is within 60 ft. of a living shark. 
  It appears to be nothing more than a necklace of sharks’ 
  teeth. When a shark draws near, the talisman’s potent magic 
  activates, granting the wearer a +4 armor class bonus and 
  allows the wearer to sense creatures in the water out to 60ft.
  SNAPPING JAW
  This weapon is either made from a leathery preserved 
  baby gator head or a pried-open shark’s jaw filled with two 
  rows of razor teeth. When activated, the user designates a 
  target within 60 feet, and the snapping jaw flies unerringly 
  at them, viciously biting every round on the user’s turn. 
  The jaw attacks on the same attack table as the character’s 
  class and level. The jaw deals 1d6 points of damage plus any 
  Strength modifier and distracts its target, penalizing them 
  –2 on attacks and saves for as long as it harries them. The 
  user need not be holding the jaw to activate it. As long as 
  the user is within 30 feet of the jaw, he can command it. The 
  jaw can only be used for 10 rounds per day.
  SUGARCANE QUARTERSTAFF
  Early slavers used this +1 quarterstaff to beat rebellious 
  slaves into submission thus earning its moniker as the 
  “slaver’s stick.” As a symbolic gesture, Tulitas crafted their 
  modified version from the hardened stalk of a sugarcane 
  plant. The weapon allows the wielder to use a charm 
  monster effect (as the spell) upon a creature knocked into 
  unconsciousness by the quarterstaff once per day. The 
  wielder can decide to use the power after the creature 
  becomes unconscious, but the charm monster effect 
  functions only if the quarterstaff dealt subdual damage in 
  the same round that the creature became unconscious. 
  TAHUNGA SPIRIT FETCHER
  This is a small, ornately carved humanoid statue is 
  crafted from stone or wood. It acts as a receptacle for a 
  powerful, ancestral spirit that bestows its insight and  
  power upon its possessor. The fetcher grants a continual 
  -1[+1] bonus to Armor Class and a +1 bonus to attack rolls 
  made against humanoids. The fetcher also allows its owner 
  to roll two dice when he makes an attack roll or saving 
  throw and combine the results into one result. A natural 1 
  on either die results in a miss, while a natural 20 on either 
  die results in a hit. A natural 20 supersedes a natural 1, 
  if the owner rolls both. This ability deals 1d10 points of 
  damage to the owner. If this damage reduces the wielder 
  below 0 hit points, the owner must make a saving throw or 
  lose 1d3 points of intelligence and 1d3 points of wisdom. 
  This ability can be used 3/day. 
  TIKI MASK
  This ominous mask of dark wood is carved into the 
  likeness of a humanoid face with an exaggerated mouth 
  filled with oversized teeth, a protruding nose, sunken eyes 
  and an elongated forehead. The eyebrows, forehead, lips and 
  teeth are painted in varying hues of red and ivory. The mask 
  is remarkably lightweight and fits snugly on the wearer’s 
  face without any impediment to sight, speech and hearing. 
  Once per day, after it has been worn for at least 1 
  hour, the mask can be loosed from the wearer’s face and 
  transformed into an animated object. The animated object 
  resembles a larger than man sized humanoid with a spindly, 
  wooden torso, arms and legs. The mask acts as its head. 
  The animated object immediately attacks whomever or 
  whatever the wearer initially designates, as a 6 HD creature. 
  The wearer can change the designated target or targets as if 
  directing an active spell. The mask remains in this state for 
  1 turn or until it is slain. It then reverts to its normal form 
  and returns to the wearer’s face. 
  
  36
  Razor Coast: Freebooter’s Guide
  Magical Tattoos
   “A Sailor without a tattoo is like a ship without grog: not 
  seaworthy” – Samuel O’ Reilly, tattooist
  As mainland colonists ventured into Razor Coast, they 
  discovered the native’s traditions of tattooing and adapted 
  it for their own use. The early adopters of this new art form 
  were the sailors that made the first journey and returned 
  home with these exotic mementos. This set a pattern among 
  sailors in navies, among merchant marines, and even with 
  pirates. A tattoo shows where you have been and what 
  you have done. You may only have one magical tattoo at a 
  time. You may gain another magical tattoo by releasing the 
  magic of the current one. These tattoos are not available 
  just anywhere, and a character would ordinarily need to 
  hunt down the special ingredients for inks. Even finding 
  a capable tattoo artist (as opposed to a fake) might be an 
  adventure in and of itself. “Cost” is an estimate of the price 
  for just the tattooing, not the ingredients of the ink.
  BLADE’S KISS TATTOO
  A tattoo depicting a dagger, knife, or other melee weapon 
  favored by the bearer grants a +1 bonus on attack and weapon 
  damage rolls for melee weapons for 1d6 rounds per day. 
  Cost 720 gp
  BLUE BIRD TATTOO
  The blue bird, sparrow, or swallow depicted within 
  this tattoo represents the 5000 miles the bearer has sailed. 
  This tattoo grants a limited charm person effect when 
  dealing with sailors and pirates. The bearer of the tattoo is 
  treated as a friend, and any reasonable requests (Referee’s 
  discretion) are followed. The character may charm up to 
  their HD in sailors or pirates per day.  
  Cost 900 gp 
  CANNON’S LONG ARM TATTOO
  A tattoo depicting a cannon, flintlock, or even arrows 
  favored by the bearer grants a +1 bonus on attack and 
  weapon damage rolls for ranged weapons for 1d6 rounds 
  per day. 
  Cost 720 gp
  COCK & SWINE TATTOO
  This colorful tattoo of a cock and swine displays upon 
  the sailor’s feet. If the bearer is ever washed overboard, 
  or his ship sinks into the depths; the sailor floats atop the 
  water without risk of drowning. The bearer acts as he is 
  under the effects of the buoyancy spell until he reaches land 
  or leaves the water, upon which time the tattoo fades and 
  disappears.
  Cost 480 gp
  COMPASS ROSE TATTOO
  The mapmaker’s compass rose that makes up this tattoo 
  grants a –10% to avoid becoming lost and allows the bearer 
  to instinctively know which way is north (usable 1/day). 
  Cost 800 gp
  GRACE OF THE PORPOISE TATTOO
  A tattoo of a friendly porpoise (or other mammalian sea 
  creature) grants the bearer a swim speed of 12. This does 
  not provide the ability to breathe water. This effect lasts for 
  10 minutes per day, as the bearer chooses (minimum of 1 
  minute per use). 
  Cost 1600 gp
  MERMAID’S BLESSING TATTOO
  This tattoo of a mermaid allows the bearer to hold his 
  breath once per day for twice as long as normal (see the 
  Appendix). 
  Cost 1440 gp 
  SEA KING’S BOON TATTOO
  This tattoo showing a crowned merman holding a trident 
  (or other symbol of office) allows the bearer to breathe water 
  as easily as air for a up to 10 minutes per day, split up as the 
  bearer chooses (minimum of 1 minute per use). 
  Cost 2000 gp
  Tulita Tattoos
  The Tulita art of tattooing is as ancient as the ocean. 
  Most among the tribes bear the legacy of their family or 
  the record of their own great deeds inscribed upon their 
  flesh. Some of these tattoos are more than mere decoration 
  or history. Shaman use potent inks ground from various 
  herbs and plants at specific times of the day or year, and 
  employ old scrimshaw needles filled with the mana of their 
  tribe to inscribe powerful tattoos on the flesh of a warrior 
  in an ancient rite. Only Tulita wise men and women know 
  the ancient rituals necessary to inscribe these pictograms 
  properly. These tattoos are only given to outsiders when a 
  remarkable service is performed for the Tulita people.
  The magic of these tattoos can only be activated three 
  times per day. A creature may only bear one of these 
  tattoos. When a Tulita character reaches 6th level, they 
  may opt to gain a tattoo as a rite of passage. If they do not 
  choose to do so at 6th level, they may do so at 9th or higher. 
  Some sample tattoos are described below:
  CRESCENT MOON
  This tattoo grants its bearer immunity to cold and level 
  drain for three rounds.
  
  37
  Chapter Eight: Magic Items
  RIDGE BACKED WHALE
  This tattoo allows its wearer to cast strength on 
  themselves.
  SCHOOL OF DOLPHINS
  This tattoo allows the character to cast cure light 
  wounds, or add a +1 to attack and +1 to damage on all 
  attacks made against any shark, wereshark, Dajobas 
  worshipper, or any other monster related to Dajobas in a 
  single round.
  TURTLE
  This tattoo grants the character a -2[+2] to their Armor 
  Class for 10 rounds, or the ability to cast shield for 3 rounds.
  VOLCANO
  This tattoo allows its bearer to inflict an additional 1d6 
  fire damage on all unarmed strikes for one round (including 
  grappling and throwing, see below), or gain immunity to 
  fire for three rounds.
  
  38
  Razor Coast: Freebooter’s Guide
  The uncivilized lands of Razor Coast teem with life, each 
  specimen more surprising than the last. More than one 
  naturalist has disappeared into the jungle-haunted interior 
  just to bring forth what little knowledge exists today of the 
  strange creatures and plants native to the Razor.
  Fauna
  Kuna Toads: These small colorful toads have long 
  spindly limbs and warty skin splattered in bright, colorful 
  spots of green, purple, and red. Their skin glands produce 
  mild toxins which, when ingested, produce a mild euphoria 
  in humans. The effect only lasts between 10 to 20 minutes. 
  Pekaputa Bat: Voracious insectivores, these long-
  tailed bats are common throughout the Razor Coast. They 
  settle in large colonies with populations exceeding several 
  hundred in a single location. The colonies travel frequently, 
  settling into different locations daily, quickly infesting areas 
  such as dry-docked ships, warehouses, and other large, 
  unlit structures. Thus, most consider them pests for they 
  quickly produce massive amounts of guano and can carry 
  fleas, ticks, and other diseases. They also fly incredibly fast, 
  reaching speeds of nearly 40 miles per hour.
  HAAST’S EAGLE
  Hit Dice: 3
  Armor Class: 7 [12]
  Attacks: 2 talons (1d3), 1 bite (1d6)
  Saving Throw: 13
  Special: none
  Move: 3 (fly 24)
  Alignment: Neutrality
  Number Encountered: 1 (hunting) or 1d3
  Challenge Level/XP: 4/120
  Haast’s Eagles are believed to be the largest of the raptor 
  birds. Yet despite their immense size, they have one of the 
  Ap
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  nd
  ix 
  I
  smallest wingspans of the raptors. This lessened wingspan 
  allows the Haast’s Eagle to soar through light woodlands as 
  it hunts. The bird compensates for this shortened wingspan 
  with an exceptionally long tail, typically 20 inches, which 
  provides additional lift during flight. 
  Haast’s Eagles are fearless hunters and are not afraid to 
  attack a larger foe; they especially like the taste of moa flesh, 
  but will hunt any creature — including humanoids — it 
  feels it can kill with its vicious claws.
  Female Haast’s Eagles are slightly larger than males. A 
  female weighs between 22 and 33 pounds, while a male 
  typically weighs between 20 and 26 pounds. Females are 
  typically 4 1/2 feet tall, while males measure 3 feet in height. 
  Wingspans vary from 8 1/2 feet in length up to 11 feet.
  MOA 
  Hit Dice: 3
  Armor Class: 7 [12]
  Attacks: 2 claws (1d4), bite (1d6)
  Saving Throw: 14
  Special: rake
  Move: 18
  Alignment: Neutrality
  Number Encountered: 1d6
  Challenge Level/XP: 3/60
  Moa are the largest of the flightless birds. Unlike most 
  other flightless birds, moa do not even possess vestigial 
  wings. Moa attack with their powerful beaks, and if given 
  the chance will jump and rake with their powerful claws as 
  well. If a moa hits with both of its claw attacks in the same 
  round, it does an additional 1d6 points of damage.
  Moa stand 8 feet tall at the shoulder and weigh about 
  500 pounds. If a moa raises its long neck to full height, they 
  can reach objects up to 12 feet off the ground.
  Fl
  or
  a 
  &
   F
  au
  na
  
  39
  Appendix One: Flora & Fauna
  WETAPUNGA 
  Hit Dice: 1
  Armor Class: 3 [16]
  Attack: 2 kicks (1d4)
  Saving Throw: 17
  Special: none
  Move: 12 (fly 12)
  Alignment: Neutrality
  Challenge Level/XP: 1/15
  Wetapunga are huge grasshopper like insects native 
  to the Razor Coast. Shy and docile herbivores, an adult 
  wetapunga can grow up to a foot in length and weigh nearly 
  half a pound. The Tulita consider wetapunga sacred and 
  believe they carry the lost secrets of their ancestors from 
  island to island. 
  Flora
  The following plants are important to various Tulita tribes 
  as sources of food, medicine, and building materials. All are 
  commonly found throughout Razor Coast. Tulita recognize 
  them immediately. 
  Akiaki: This hardwood tree can be identified by its 
  slender trunk, shiny leaves, and dense black wood streaked 
  with beautiful cream-colored stripes. Tulita prize akiaki 
  wood for making small for weapons and tool handles. Akiaki 
  is slightly harder than most wood, and tools and weapons 
  carved from akiaki are strong a durable.
  Tulita often season meats and fish by wrapping it in 
  the leaves of the akiaki when cooking it. Likewise, village 
  witchdoctors use akiaki sap to make medicinal salves to treat 
  burns, boils, and other skin diseases.  
  Amiu: Tulita use these tough, supple vines as binding 
  material for making eel and crayfish traps.
  Darehu: These ferns grow wild along the coast and 
  swamplands. All parts of the plant are edible. Young shoots 
  are quite palatable when freshly picked, while the roots can 
  be pounded up into a starchy paste that can be eaten like 
  gruel or used to make flour. 
  Horopuno: The hot and peppery-tasting leaves of the 
  horopuno plant can be chewed to relieve pain. A single does 
  relieves 1d4 points of subdual damage. The juice from the 
  fleshy leaves of this rocky seacoast plant was applied to boils 
  and other skin ailments.
  Kahikatea: In the rainy seasons, this tall forest tree bears 
  numerous small red fruits. Tulita pluck the fruits and use 
  them as lures in bird snares. 
  Tutlita priests also value the kahikatea’s leaves, placing 
  them atop hot stones to create healing vapors in steam baths. 
  Tultita tattoo-artists also prize charcoal from the heartwood 
  for tattooing a warrior’s elaborate facial tattoo, known as moko.
  Keke: The bark of this small tree was soaked in water for 
  two days in order to release an edible jelly. This jelly was also 
  employed in bathing sore eyes. The lacelike inner bark was 
  dried to make a rough natural fiber used for making baskets, 
  clothing, and fishing nets. 
  Manuka: Tulita so value this coastal tree that some 
  tribes even cultivate it. Manuka trees bear clusters of orange 
  fruits, known as kopi. If eaten raw, the fruit’s hard seeds are 
  extremely poisonous, however they have an edible fleshy 
  covering. To remove the poison, Tulita steam seeds for 
  several hours, then immerse them in running water for 
  several weeks. Seed kernels are then ground into flour and 
  baked into cakes. 
  Pawa: Tulita use this large shrub’s leafy shoots in 
  ceremonies connected with birth and death as well as for 
  lifting curses. Tulita farmer also burn kawa leaves to drive 
  insects from food crops.  Conversely, a branch laid at the 
  entrance of a temple or chapterhouse signifies bad luck. The 
  leaves were chewed to relieve toothache. 
  Pomoko: This black colored seaweed is most common 
  along the shoals and reefs of the southernmost isles. Tips of 
  shoots chewed to alleviate fatigue.
  Ruwa: The inner bark of young branches from this 
  tree can be bound over wounds to check bleeding and aid 
  recovery. Tulita also boil its aromatic leaves to create healing 
  vapor baths.
  Tanekaha: When bark from this coniferous tree is beaten 
  in a trough of water heated with stones, it produces a red-
  brown or black dye. Staves, walking sticks and weapon shafts 
  are fashioned from sturdy shoots.
  Tarata: Tulita mix the flowers and gum from this tree 
  with bird fat and other ingredients to create colorful skin 
  paints and balms.
  Tauhinau: Warriors fashion the willow-like stems of this 
  forest tree into spears while its hard, dry twigs are used for 
  fishhooks. Its blue-black fruits can be fermented to make a 
  sweet wine.
  Tawatawa: This small plant produces hard black seeds 
  which the Tulita polish and craft into fine necklaces. 
  Alternately, the seeds can be pounded into a fine oil to gloss 
  the hair. Berries were heated in water for three or more 
  hours, the liquid then applied to the region to relieve nausea. 
  The pulpy fruit is also edible, as are the roots and base of the 
  shoots, provided they are well cooked. The leaves were used 
  for making garments, baskets, mats and twine.  
  Titoki: This massive tree has soft auburn-colored wood 
  with an easily-worked, straight grain primarily used for canoe 
  building. When these trees are felled, builders enact elaborate 
  rituals. Next, they hollowed out the trunk using stone tools and 
  fire. At funerals of some tulita tribes, mourners wear headbands 
  anointed with titoki oil scented and with the bitter leaves.
  Waiu: Tulita use this extremely lightweight wood to carve 
  out marker buoys and floats for fishing lines. 
  
  40
  Razor Coast: Freebooter’s Guide
  An archipelago of fire-blackened stone and volcanic 
  earth rises from the bloody waters of the Razor, a slash of 
  islands like a jagged wound on the surface of the sea. This 
  coast was once a sprawling kingdom, ruled by the mighty 
  chiefs of the Tulita. With a wave of their hand, these chiefs 
  commanded the fires of Pele’s fury and the winds of the 
  fiercest storms. They danced darkly with old inscrutable 
  gods. Their ancient powers now wane, and a new mandate 
  has come to their home. Foreign ships of wood and canvas 
  prowl the Razor, shedding the blood of the oldest gods with 
  cruel steel harpoons and peeling back their sacred flesh with 
  hook and blade. 
  Old enemies rise from the deep and even more ancient 
  gods stir from their slumber to lust for blood once more. 
  Meanwhile, Pele, ever fickle, fumes over the invasion of her 
  children’s home, threatening a deluge of magma and fiery 
  death at any moment. 
  The Razor Coast keeps the secrets of thousands of souls, 
  all gone to the depths, bathed in god-fire, or torn apart 
  by unwholesome things in the night. Naturalists plying 
  the waves strive their best to catalogue the thousands of 
  monstrous oddities lurking in her bosom, and cartographers 
  descend on her treacherous waters every year to coax her 
  curves and secrets onto parchment. Even so, hundreds of 
  islands remain uncharted on the Razor’s surface, and the 
  horrors inhabited by them are better kept from the world. 
  Here follows all I can share.
   
  -  Malza Trintos, naturalist and explorer of the 
  Razor Coast 
  On the Mainland
  These dreary wetlands house all manner of poisonous 
  creatures as well as tribes of Karikanti who prey on any 
  explorers foolish enough to brave the Blacksink. Beneath 
  Ap
  pe
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  ix 
  II
  the marsh lies the ruins of an ancient Tulita culture and 
  some believe the Karikanti gatormen are the cursed 
  descendants of this once august people. 
  G
  a
  z
  e
  t
  t
  ee
  r
  Karikanti Gatorman
  
  41
  Appendix Two: Gazetteer
  
  42
  Razor Coast: Freebooter’s Guide
  Blacksink was not always a mired wasteland. In ancient 
  times, this stretch of land was a fertile paradise where red 
  jack, moltado fruit, and other exotic wonders grew by the 
  dozen on lush green trees. Taro farms, well tended by the 
  Tulita tribes of the Razor, produced more largess than the 
  people could eat, and the sonorous cries of the gold-plumed 
  kovalo bird put even the finest minstrels to shame. Beneath 
  the life-giving shade and gentle rains of this peninsula, 
  the Tulita practiced the old ways, revering their gods with 
  powerful chants and dances. Their obeisance to Great Pele, 
  the goddess of fire and wrack, kept their enemies at bay 
  with searing flames, while the three totems of Dolphin, 
  Whale and Turtle kept careful watch over the people and 
  provided for all their needs. There was no Tulita word 
  for disease in this age, and the peninsula known today as 
  Blacksink was a paradise.
  Nothing lasts forever. In that long ago age, the wars 
  began. Brother turned on brother and the Tulita fractured, 
  the many tribes taking up arms against one another. The 
  waters of Kai Bay ran red with Tulita blood, desperate 
  gambits to control the coast pushed tribes to engage in 
  escalating atrocities, and the three totems left for the deep 
  waters in disgust.
  When the first sharks came to feed in the bloody, 
  corpse-strewn waters of once-sacred Kai Bay, the embattled 
  Tulita marveled at these creatures’ power. They devoured 
  all things, heedless of harpoon or spear, and fearlessly tore 
  swimmers to shreds. A terrible force of fear and carnage, 
  many tribes saw the sharks as an exemplar of the warrior 
  spirit. In the time of the Great Wars, tribes claimed the 
  shark as their new totem and so Dajobas, He Who Eats the 
  World, came to the Razor Coast.
  Of all the Tulita tribes who worshipped his voracity, 
  none pleased Dajobas more than the Karikanti. Most tribes 
  made sacrifices to the Shark God, but the Karikanti splayed 
  every enemy captive with a sharkstooth blade – and then 
  ate them. Practicing the darkest cannibalism, they even fed 
  their own sons and daughters to Dajobas’ gory maw. 
  Pleased, the Shark God offered the Karikanti a great 
  boon. The first gators came to the Razor Coast, children 
  of the Shark God, possessed of his dread appetites, but 
  gifted with legs to walk on land. These scaly-hided hunters 
  came to the Karikanti Tulita and served them in battle, 
  striking down the tribe’s enemies upriver and inland, where 
  no shark could prowl. Brother to gators, empowered by 
  Dajobas gift, the Karikanti devoured their foes, spread, 
  and claimed the fertile peninsula as their own. They erased 
  entire tribes from existence in gory sprees of slaughter. 
  Faced with the terror of the Karikanti – true disciples of 
  the Shark – many tribes foreswore the wars of retribution 
  and returned to the old ways. They practiced the ancient 
  chants and dances in secret, calling across the waves with 
  sacred drums and pleading with their totems to return. 
  After decades of dark slaughter Dolphin, Whale, and Turtle 
  returned to the Razor, coaxed by shamanic efforts. Together, 
  Totem and Tulita, they cast the Shark God back into the 
  deeps.
  The Karikanti faced grave judgment at the hands of their 
  old gods, and Dajobas’ gator children remained a blight on 
  the land. Companioned to the Karikanti tribe, bred and 
  nurtured by them, these foul abominations could not simply 
  be cast back into the sea. In anger, the old gods cursed the 
  Karikanti Tulita to resemble the hideous scaly predators 
  they had fostered, like a plague, throughout the Razor. 
  The Karikanti’s glorious ziggurats and temples sank into 
  the marsh. The peninsula was drowned by the gods’ fury, 
  salty brine corrupting the once lush forests and leaving the 
  formerly fertile soil a barren wasteland, where only marsh 
  weed and fungus grow. The gods turned the trees black and 
  twisted, and made them weep blood-red sap as a constant 
  reminder to the transformed Karikanti that the savage 
  slaughter and consumption of their Tulita brethren had 
  brought them to this fate.
  Dreadsmoke Mountains
  West of the waves and beaches, the Dreadsmoke 
  Mountains loom high into the sky, their talon-like shadows 
  scratching at the outskirts of Port Shaw. Ominous enough, 
  these shadows cannot compare to the menace promised by 
  the sulfurous smoke clouds staining the night sky crimson. 
  Magma brewing beneath the Dreadsmoke Range threatens 
  to wipe the city of Port Shaw off the map any day. 
  Myths and legends shroud these slumbering volcanic 
  behemoths. Some say their fires are the fires of creation, 
  and that they gave birth to the first Tulita, forged by Pele 
  even before the islands sprang from the sea. Others claim 
  the gods erected the mountains to choke and burn away 
  offending newcomers with fire and ash. The latter view may 
  yet hold some credence. 
  Though the volcanoes have not erupted in recent 
  history, on the day of the last Tulita army’s defeat fifty years 
  ago Mount Harbinger began to spew black smoke into the 
  heavens. The clouds thicken with each passing year, and 
  in the past few months smog has darkened the sky. On 
  particularly ill-humored days it even hazes out the sun, 
  turning noon to night. Fire cults have sprung up among 
  the young Tulita, all praying for a cataclysm of magma and 
  flame to purge the newcomers from their land forever.
  Mount Harbinger stands closest to Port Shaw. The 
  magma welling in its crater and the rivers of lava burrowing 
  beneath threaten to tear the land apart. Some view the 
  volcano’s recent activity as evidence of Pele’s displeasure, 
  but the eldest and wisest among the Tulita are quick to 
  remind youngsters that Mount Harbinger is not Pele’s 
  chosen home – she resides at Fiery Heart. More than one 
  adventuring party ventured to Mount Harbinger in recent 
  years to investigate its rumblings and tremors, but none 
  
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  Appendix Two: Gazetteer
  returned save a few singed lunatics claiming demons live in 
  the mountain. 
  Whether demons dwell in the depths of Harbinger or 
  not, one thing is certain - the mountains are home to all 
  manner of fearsome predators. The myriad tribes of fire 
  giants inhabiting the smoldering innards of Dreadsmoke are 
  doubtless the most powerful force in the immediate region. 
  Mount Redmaw stands at the center of the fire giants’ 
  power, where their tribal council holds warmoots and their 
  elders decide the course of destiny. 
  Fiery Heart, the largest mountain in the range, is the 
  domicile of Pele, Goddess of Fire and Wrack, Mother of 
  the Razor Coast. None but Tulita elders dare approach 
  this mountain. The journey alone is harrowing. Venturing 
  through the burning haze of Dreadsmoke’s valleys, braving 
  the ever-hungry jaws of fire worms and tribes of zealous 
  giants, proves fatal to most who dare. Fiery Heart itself is 
  home to a vortex of elemental chaos impossible for a mortal 
  mind to grasp, much less for a mortal body to withstand.  
  Ho’oka’la, Cove of the Dead Gods
  This forlorn cove of still water and black sand once 
  housed resplendent altars and temples to the Tulitas’ eldest 
  gods. Their names are forgotten now, erased by the scouring 
  of time, negligence, and salt wind. Black wooden idols 
  carved in their fearsome visages still rise from the sand on 
  the beaches here, though no one remembers to what dread 
  pantheon the terrifying faces belonged. No sound rings out 
  on the beach, and even the ocean’s caressing waves scorn 
  this rancorous place. The Ho’oka’la’s waters are deadly calm, 
  and no fish swim here. 
  Ho’oka’la was once a place of refuge. No one knows why 
  it was abandoned, but a dread curse has lain on the cove 
  ever since. Some say the cove’s idols possess the weak minds 
  of mortals and send them back to the world, either to sow 
  murder and horror or to rekindle the forgotten gods’ dark 
  worship. 
  Nagshead Hill
  This large inland sand dune perseveres by the grace of 
  some dread confluence of winds, whose fierce breath carries 
  sand from the coast and deposits it beyond Port Shaw’s 
  city limits. At its peak, depending on the winds, the dune 
  reaches heights of over 600 feet – dwarfing the smaller 
  mountains at the base of the Dreadsmoke range. 
  Hideous, thousand-pincered insects burrow in the warm 
  sand here. These chitinous titans, called Rippers, rarely stray 
  from the bowels of the dune but sometimes creep forth 
  on moonless nights to feed. On occasion, they also feel the 
  unwholesome urge to reproduce by spewing thousands of 
  eggs into nearby waters. These eggs are too small for the 
  human eye to observe, and more than one fisherman has 
  swum in Ripper-taint or drank river water infused with 
  the eggs of these strange horrors. The eggs take root in the 
  bowels and a fast spreading sickness results, bloating the 
  victim beyond recognition in hours. Ripper-spawn burst 
  forth shortly thereafter and immediately slink towards 
  Nagshead Hill, unless another suitable lair is readily available. 
  Rumors say Barrison Hargrove even keeps three Rippers 
  as pets, churning through gigantic piles of loose dirt 
  surrounding his plantations. The downtrodden whisper 
  that he regularly feeds them slaves too infirm or diseased to 
  continue their labors.  
  Lost Colonies
  Ruins and abandoned sites dot the coast and pepper 
  islands – all failed attempts to expand ‘civilization’ into the 
  Razor. Several governments and private organizations have 
  attempted expansions but so far have met with nothing but 
  failure. Gatormen, giants, or other hazards have overrun 
  some colonies and forts; other colonies just vanish into the 
  jungle leaving behind vacant buildings full of unanswered 
  questions. Enterprising scavengers will pick an abandoned 
  site clean within days of discovery, so often there nothing left 
  to point to the true fate of the colonists. There are ruins and 
  abandoned sites all along the coast and islands of the Razor.
  On the Razor Sea
  Small islands, archipelagos, and atolls abound off the 
  Razor Coast. Many are famous fishing sites, once well kept 
  secrets of the Tulita, now visited daily by the sloops of Port 
  Shaw’s anglers. Others are rumored to be perfect locations 
  to dive for salt-water pearls. Motley communities of pirates 
  and outcasts inhabit a token few islands off the coast, while 
  some are rumored to serve as secret bases for notorious 
  pirate captains or to host strange tribes who worship soul-
  sucking night terrors as their gods.
  Anchor Bay
  Anchor Bay is the site of the Siege of Dralnor Crackhull, 
  among the greatest of piratical battles and recorded both in 
  song and by the quills of dozens of sages. Here, two great pirate 
  kings and their armadas fought over an unknown but much 
  
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  Razor Coast: Freebooter’s Guide
  sought artifact of obscene power rumored to lie beneath the 
  waves of this solitary bay. Legends purport over forty ships 
  clashed, rending each other asunder in the close quarters of 
  the bay. The water ran red with the blood of hundreds of men 
  hacking each other to bits with axe and blade. 
  During the high point of the bloody siege, an explosion 
  blasted water a mile into the air, and waves of fire coursed 
  across the surface of the bay, incinerating flesh and ship 
  alike in a blossom of white-hot energy. The only evidence 
  these two pirate armadas existed now lies on the bottom 
  of the bay – hundreds of misshapen, half-melted anchors, 
  scored by tendrils of some sinister arcane fire. 
  The source of the all-consuming explosion is unknown, 
  but horrifying theories abound. One such theory suggests 
  the contested artifact is the cause. Ancient lore speaks of 
  a great black helm adorned with skeletal wings once worn 
  by a demon king named Zaldronagus. Zaldronagus led an 
  army of fiends in a gambit against the heavens, but tasted 
  only the bitter bile of defeat. 
  Supposedly, when a chorus of angels destroyed 
  Zaldronagus, his helm fell from the sky to an unknown 
  location on the surface of the world. Some claim the helm fell 
  to the floor of this bay. More than one sage suggests the helm 
  lured the pirate armadas there, whispering promises of power 
  and glory, and then consumed their life force in the blast. 
  Sated for now, Zaldronagus’ ancient helm harbors his wrathful 
  spite-blackened soul and may yet call others to their doom. 
  Other sages purport the demon assembles a new body for his 
  helm – one of shipwrecks and molten man-flesh, with great 
  cannons for eyes, a back bristling with masts, and the faces of a 
  thousand dead mariners screaming out its hellish visor.
  Bainwright Island 
  This sliver of forested hell-by-the sea was claimed by a 
  robed man with jaundiced skin and freakishly long rotting 
  fingers named Bainwright. He pays heaps of silver to any 
  slaver with fresh chattel. What he does with these slaves 
  is unknown, but the mysterious man employs some of the 
  coast’s best naturalists as well, and those who have worked 
  with him speak of shuddering experiments, lurching beast-
  men and spastic golems - part man, part animal, and part 
  monster. Ships passing near the isle report inhuman howls 
  tearing from the isle’s interior and sightings of misshapen 
  silhouettes skulking along the tree line.
  Beacon Island
  A small island, Beacon Island served as an outpost for 
  Port Shaw decades ago. A lighthouse was constructed here 
  to guide merchant ships safely through the network of 
  hazardous shoals surrounding Kai Bay. Five years ago, the 
  last lighthouse keeper and his family disappeared; and since 
  then, this accursed lighthouse stands unmanned. Passing 
  ships report spotting a clutch of wyverns circling the top of 
  the lighthouse. 
  Bonedown of the Ancients
  Long has Whale watched the shores of the Razor, fed 
  men and protected them from the terrible secrets of the 
  sea’s deep reaches. When the whale’s long lives of diligent 
  service near their ends, these tireless sentinels come to 
  Bonedown to find their rest eternal. The bones of thousands 
  of whales litter the sea floor here. Their ribs reach up 
  towards the light in silent homage to the oldest gods. 
  Tulita elders claim whales slain before their time 
  rest uneasy and their murders taint the seas. Tulita who 
  find whale remains always painstakingly carry them to 
  this distant reach of sea and lay them to rest with their 
  ancestors. 
  With the arrival of foreign whaling fleets, this task is 
  proving impossible. Whales, slaughtered by the hundreds, 
  now lie festering on dozens of beaches or roll about the 
  shallows of coves claimed by innumerable whalers and their 
  ships. 
  Carcass
  South of Port Shaw across the Razor Sea, at the mouth 
  of the steaming Sea of Bile, lies the single most repulsive 
  community of pus-ridden pirate scum the world has ever 
  seen. Ruled only by the mind-crushing enchantments 
  of the Mage Kings, Carcass is home to slavers, demons, 
  necromancers, cannibals, trolls and worse. Much of the 
  city is built on the broken but still floating remains of over 
  a dozen attack fleets – a massive raft of wreckage held 
  together by weaves of animate kelp and by the several 
  thousand writhing tentacles of some nameless horror 
  beholden to the Mage Kings. Carcass is the single most 
  hideous cesspool in existence, and no half-sane captain 
  steers within 20 leagues of this festering port of sorrow.
  Darkol Island
  More than a few unnamed islands in the Razor serve as 
  penal colonies, where pirates, fools and murderers are dropped 
  with a few casks of water and left to fend for themselves. 
  Darkol Island remains the most infamous of them all. 
  This island’s many mines yield silver, iron, and even the odd 
  deposit of adamantine. Most criminals consider a life sentence 
  to Darkol to be far worse than any other fate. The slave-masters 
  of the island prison are notorious for doling out terrible abuses, 
  mutilations and rape as punishment for misbehavior, and the 
  strange monsters that prowl the mines feast on the very souls 
  of the criminals laboring in their depths.
  Dragon’s Dredge Rift
  The Tulita elders remember the reign of Lakano Mua, 
  the Red Misery, through the old chants passed down the 
  generations. The red dragon’s wings blotted out the sun 
  for a hundred years, and his fire reduced entire tribes to 
  cinders. Finally, Lakano Mua boasted his flames could singe 
  
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  Appendix Two: Gazetteer
  Pele’s hair from her head, and the goddess of fire and wrack 
  responded with a volcano’s fury. 
  Their savage struggle raged across the Razor for two 
  moons and a day, before Pele finally cast the great wyrm 
  down. Lakano Mua plummeted into the waiting embrace 
  of Father Sea and sank into cold darkness. So hard was the 
  wyrm’s fall he shredded through the water and smashed 
  deep into the ocean floor. The crater left behind is now 
  called Dragon’s Dredge and is one of the deepest rifts in the 
  sea’s depths. The crushing cold of the place squeezes the life 
  of everyone who braves it. Hideous leviathans, misshapen 
  by pressure and the icy clutch of the sea’s darkest secrets, 
  roam freely in the rift, occasionally rising from the inky 
  depths to engage in terrifying sprees of violence. Sages 
  whisper of a more frightening secret in the Rift: the dread 
  spirit of Red Misery lives on, they say, awaiting the right 
  time to rise from his grave and reassert his rule of the Razor.
  Halgrin’s Rest
  Legend speaks of an impossibly huge giant, a being who 
  dwarfed even the Dreadsmoke range. He sailed the seas in 
  a canoe of earthen stone long before the first volcano rose 
  above eternal Father Sea. Halgrin they named this giant, and 
  in an age before time his jilted lover the Storm Goddess slew 
  him, for he chose the freedom of the sea over marriage to her. 
  She capsized his canoe here, and now strange, 
  gargantuan jags of rock crest the waters of the ocean. 
  Supposedly, a giant skeleton as tall as the Everpines of 
  distant Krajin rests in the deep waters below. 
  As his last act before the drowning sea invaded his 
  massive lungs, Halgrin buried his spear deep in the ocean 
  floor, where it still rests. His last thrust quelled the sea’s 
  wrath, and so long as this spear pierces deep into the heart of 
  the sea floor, Father Sea cannot drown the world. Sages claim 
  the fiercest storms are Father Sea struggling to pull the spear 
  from his insides and rage free upon the land once more. 
  Isle of Grey Whispers
  Sailors avoid this mist-shrouded isle, claiming the 
  tendrils of fog call to those who draw too near, promising 
  carnal delights, glory and power. These whispering voices 
  persuade listeners that rewards await them on the island’s 
  shores. However, as ships draw closer to shore, the fevered 
  utterances change, swearing the promised delights and 
  rewards lie not on the island, but rather in the guts of their 
  fellow crewmates. More than one ship has emerged from 
  the mists festooned in the innards of its crew with a few 
  gibbering survivors cackling into the wind, playing with 
  slippery entrails as if they were piled gold, or embracing 
  hunks of gore as they would lovers. 
  Rumors abound that Garr Bloodbane buried his treasure 
  on the Isle of Grey Whispers, and that the mists are a curse 
  left by the pirate king’s greedy spirit. Tulita elders tell any 
  who listen how the mists circled the isle long before Garr 
  Bloodbane was born. They say the mists are alive, the breath 
  of an old god who betrayed the world in a bid to rule it. As 
  punishment, this fell deity was imprisoned on the island 
  for all time, and its name was obliterated from the Book of 
  Existence.  
  Isle of Maht
  This island is named for a deadly black root that grows 
  all over it. Maht — also called ‘Granpappy Blackskull’ 
  — creates a terrifying transformation when chewed or 
  smoked. Users’ skin shrivels tight to their bones. Their faces 
  sink and cling to their skulls. Their hair falls out. Eyes weep 
  blood and fingers recede to skeletal claws.
  The tribe inhabiting this island uses maht to create mad 
  berserkers to defend it from interlopers. Maldraht maht 
  (roughly translated as “one claimed by the maht”) may be 
  pinioned by fifty arrows and not slow their stride until they 
  have chewed the head off the offending archer.
  The blood worship of the Maldraht maht defies 
  understanding. Their temples are charnel houses of 
  wholesale slaughter, the only veneration their faceless 
  gods crave. Rumors abound of strange slave ships, floating 
  sacrificial ziggurats, reaping the Coast’s other tribes and 
  leaving a tide of gore in their wake. Recent sightings of these 
  floating shrines are on the rise.
  Kakeou
  The Tulita tribes who still inhabit this island cling 
  fiercely to the old ways. Offering obeisance to Whale, Turtle 
  and Dolphin, they have staved off foreign invasion; but 
  even so, sharks prey upon their fisher folk with increasing 
  frequency, and more warriors go missing on patrols of the 
  island with each passing week. Friends of these tribes speak 
  of a taboo cove, a forbidden place where an ancient shrine 
  of sacrilege still stands, and of dark shapes moving in its 
  waters. 
  Koa Islands
  These islands once numbered among the Tulitas’ most 
  sacred sites. Here, groves of koa trees lie nestled in secluded 
  glens. The wood from the koa is taboo for anyone but chiefs 
  to use, and they craft clubs and war canoes from the trunks 
  of these majestic trees, only culling one tree each year, 
  per tribe. Now, the foreigners plunder these sacred groves 
  with abandon, hacking down thousand-year-old forests, 
  chopping them to lumber and shipping the precious wood 
  far across the sea for a hefty profit in gold. 
  Recently though, axe-wielding crews of plunderers have 
  been vanishing in the shaded glens. Survivors claim an 
  unseen beast, silent as shadow, devours those who trespass 
  in the ancient groves. Several merchant captains offer a 
  steep reward to anyone who can eliminate the predator. 
  Those foolish enough to try never return. 
  
  46
  Razor Coast: Freebooter’s Guide
  Moonfall Atoll
  An age ago, a shining star plummeted to the Razor 
  Coast. Wreathed in fire, this heaven’s stone slammed 
  through the sea and dug into the ocean floor like a tick. The 
  tip of the giant meteor still breaches the surface, glittering 
  like a small island of blue steel off the coast. A circle strange, 
  iridescent coral grew up, entirely enclosing it.
  Ancient Tulita lore speaks of a second moon shining 
  silver in the sky, which disappeared the night this strange 
  meteor fell to earth. Destroyed by some unknown force 
  of impossible power, the second moon broke into a dozen 
  pieces, all of which now lie scattered about the world. 
  Moonfall Atoll is said to hold one of the twelve pieces of 
  this shattered moon.
  The Pearl Eye Atolls
  The Pearl Eyes consists of nine major islands, all tropical 
  and volcanically formed, but scattered throughout these 
  major landmasses lie an extraordinary number of massive 
  coral ridges and fluorescent atolls in every color of the 
  rainbow. Piercing the waters between islands, the unique 
  and vibrantly colored coral of these atolls often surrounds 
  volcanoes, creating formations like luridly painted eyes. The 
  archipelago is also known as Bloodbane’s Knuckles for its 
  many dormant, but smoking volcanoes. 
  Birthed by an undersea volcanic range, each of the nine 
  major islands has a high point – a bluff, plateau or peak – 
  to which adventurers can climb and from where, weather 
  permitting, one can view both their island and a few 
  surrounding islands. 
  Most of the Pearl Eye islands hold sources of fresh water, 
  gatherable fruit and wild game. A few of the islets cradle 
  tiny settlements, called cargo pits, populated by either 
  indigenous tribes or the descendants of early explorers. 
  Most cargo pits eagerly trade food and water for woefully 
  scarce mainland goods, such as metal tools and weapons. 
  This series of small atolls is the source of the Razor’s 
  largest and most lustrous pearls. Sought after across the 
  world, they adorn the necks of queens and ladies in courts 
  East and West. The Pearl Eye Atolls are sacred to the Tulita. 
  In the past, to ensure these holy treasure troves remained 
  unspoiled, the tribes never allowed a visitor to claim more 
  than one pearl per season. 
  Now, under new custodianship, pearl-hungry foreigners 
  – dozens of bands of pearl divers and buccaneers – plunder 
  the Atolls daily. Often small, intercine wars break out over 
  control of this territory, but the Dragoons are happy to 
  ignore the conflicts as long as someone is handing over a 
  hefty supply of the pearls claimed from the depths. Lately, 
  shark attacks in this region have grown to a staggering rate, 
  causing all but the greediest divers to give up this once 
  lucrative profession.  
  Sammerlock Sails
  This island was once a mighty fortress maintained by a 
  distant elven kingdom from far across the sea. An age ago, 
  these sylvan lords gazed across the ocean at the rich natural 
  wonder of the Razor with envious eyes and arrogance in 
  their hearts. The thought that others might be divinely 
  entrusted to safeguard the glory of the sparkling ocean and 
  lush forested coast unsettled the elves. They dispatched 
  legions of sylvan mariners and gossamer-sailed warships 
  to take possession of the coast. They made the island 
  of Sammerlock Sails their stronghold and soon crossed 
  mithral blades with the warclubs of Tulita chieftains. 
  In the end, Pele intervened on her people’s behalf, 
  raining molten fire down on the elven keep, blanketing the 
  ocean with waves of shimmering heat and scouring the 
  elven armada from the coast. Pele’s wrath reduced every 
  last elf to smoke on the wind, and now only charred ruins 
  remain where once a silver-spired mile-long fortress stood. 
  Passing ships claim something haunts the island now. 
  Some say the hate-fueled spirits of elven warlords cry into 
  the wind for vengeance. Others claim an elven priestess 
  robbed of life and love when the Pele’s fire’s came wanders 
  the ruins of the fortress as a banshee, her wails striking 
  deckhands dead.
  Shark’s Folly
  Nine atolls crest the waves, forming a coral circle of 
  power dedicated to the valiant guardian spirit of the old 
  gods – the Dolphin. Fearless in the face of predators, and 
  striking foes with sharp jabs from their snouts to drive them 
  from the Razor Coast, schools of these majestic creatures 
  held back tides of terror in the distant past. No shark dares 
  come within three leagues of this circle of atolls. The Tulita 
  consider the cerulean waters encircled by the islets to be a 
  sacred refuge. Schools of dolphins dance among the waves 
  here, patrolling this holy site, ever vigilant against intruders.
  Skull Sargasso
  The sea’s dead number in the tens of thousands: 
  scallywags blasted from their deck by cannonades; 
  unpopular captains hurled overboard in the dead of night 
  by mutinous crew; the unwary knifed on the docks for a few 
  sullied coppers and swallowed by the tides. These dead men 
  vanish into the deeps, and most are never seen again. Their 
  skulls, however, find a home among tangles of the Skull 
  Sargasso. This strange weed bed stretches over three miles 
  wide, nothing but floating skulls yawning askance amidst 
  putrid swells of rotting seaweed. 
  Legend says the skulls of the sea-claimed dead all find 
  their way here eventually. Shamans of the Tulita speak 
  of “dead water,” a horrid patch that draws the souls taken 
  by the sea’s killing clutches. The source of this forbidding 
  sargasso remains a mystery, but the crew of any ship 
  who passes into its skull-bobbing waters always emerges 
  
  47
  Appendix Two: Gazetteer
  headless. 
  The oldest crusty dogs to ever helm a ship whisper yet 
  more terrifying tales. They aver the sargasso did not always 
  float in its present location, but that it used to prowl the 
  Razor, a leviathan of seaweed and yellowed bone, preying 
  on anything to cross its putrescent path. Some whisper it 
  is only a matter of time until the sargasso awakens from its 
  temporary torpor and resumes its prowling, unwholesome 
  predations. 
  Sloth-Eye’s Doldrum
  A pirate captain of old, Galgros Sloth-Eye, once called 
  this stretch of still water and mudflats home. His fleet of 
  deadly vessels raided passing freighters and retreated to 
  these treacherous sucking fen-waters when pursued by 
  powerful warships. Talons of craggy rock loom beneath 
  the dark water here, ravaging the hulls of unwary captains’ 
  ships, and the Doldrum’s mud wallows and shallows make 
  navigation a constant vexation. 
  Some stretches of quick-mud can slurp a freighter-sized 
  vessel below the slimy brown sea-crud of the Doldrum 
  in seconds, usually taking all hands to suffocating doom. 
  Rumors of Galgros’ buried treasure – some say Garr 
  Bloodbane’s treasure – lure the heartiest adventurers 
  to explore this dread stretch of mire, while others are 
  drawn by stories of ancient ships of pure mithral and 
  silver – dreadnoughts of the sylvan fleets of Sammerlock, 
  sails armed with magical treasures unlike any found in 
  today’s world, lying perfectly preserved in the sludge of the 
  Doldrum. 
  The Witch’s Teeth
  These vicious shoals present one of the sea’s most 
  fearsome threats to mariners. The shoals are a labyrinth of 
  coral reefs, jagged rocks, leviathan bones and shipwrecks, 
  all shrouded in a persistent fog called “witch’s breath.” The 
  winds around the teeth are treacherous as well, turning 
  ships against course every time a helmsman strives to 
  correct. Most vessels that brave the Teeth end up smashed 
  like eggs on the rocks. 
  Garr Bloodbane often prowled the Teeth, and it is 
  a testament to his skills as a captain that his ship never 
  splintered apart. Today, the only mariner who braves the 
  Teeth from time to time is a fearsome pirate lord named 
  Witch Sader.
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Razor Coast (SW)/Freebooter's Guide to the Razor Coast (SW).pdf