TEXT: ™
  MEDIEVAL FANTASY MECHS POWERED BY STEAM, MAGIC, OR THE LABOR OF A THOUSAND SLAVES
  
  CREDITS
  Writers: Lee Hammock, Matt Sprengeler, 
  Christina Stiles, Patrick Younts
  Developer: Matt Sprengeler
  Art Director: Shane Hartley
  Artists: Nick Greenwood, Kian Chai Ng, 
  Grey Thornberry
  Cover Artist: Niklas Jansson
  Graphic Designer: Shane Hartley
  Cartographers: Ed Bourelle, Nick Greenwood
  Editor: Ken Hart
  Managing Editor: Stewart Wieck
  Check out upcoming Sword and Sorcery Studios products online at:
  http://www.swordsorcery.com
  Look for more information on DragonMech, including freebies, news, and web enhancements, at:
  http://www.goodman-games.com
  Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
  This printing of DragonMech is published in accordance with the Open Game License. 
  See the Open Game License Appendix of this book for more information. 
  All rights reserved.
  © 2004 Goodman Games. DragonMech is a trademark of Goodman Games in the U.S. and/or other countries, used with permission. All rights reserved. 
  Sword & Sorcery Studios and its logo are trademarks of White Wolf Publishing, Inc. All rights reserved.
  Dungeons & Dragons and D&D are registered trademarks of Wizards of the Coast, Inc., and are used with permission. “d20 System” 
  and the “d20 System” logo are registered trademarks owned by Wizards of the Coast and are used according to the terms 
  of the d20 System License version 5.0. A copy of this License can be found at www.wizards.com/d20.
  The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
  PRINTED IN CANADA.
  
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  Auction House District 
  38
  The White House 
  38
  The Green House 
  38
  The Silver House  
  38
  Fralief Mech Hangars 
  39
  Hangar Space Rentals 
  39
  The Dancing Dockhand 
  39
  Serenity’s Edge 
  39
  Golden Orb Inn 
  39
  Alinfa’s Ale House 
  40
  The Laughing Dwarf Tavern 
  40
  Jilted Jaques’ 
  40
  Laborers’ Houses 
  40
  Forts  
  40
  Little Town 
  40
  Kailyn’s Carts 
  40
  Little Town Market 
  40
  Little Town Docks 
  40
  Happy Halfling Tavern 
  41
  Tiny’s Tavern 
  41
  Little Town Inn 
  41
  Halfling Hovels 
  41
  Orchards 
  41
  CLIFFSIDE 
  41
  Layout 
  41
  Morchis’s Folly 
  42
  Riverhole 
  43
  Tip Town 
  43
  Falltown 
  44
  Locations 
  44
  Gray Dragon Bar 
  44
  Hole in the Wall Tavern 
  44
  The Howling Halls 
  45
  Stairkeepers Guildhall 
  45
  The Steam Cannons 
  45
  Residents 
  45
  William Marshal 
  45
  Six the Pickpocket 
  46
  The Ghosts of the Howling Halls 
  46
  Happenings 
  47
  New Inhabitants of the Howling Halls 
  47
  A Vampire in Falltown 
  47
  The Fifty-Year Wind 
  47
  HIGH DOCKS 
  47
  Layout 
  47
  Locations 
  50
  Warehouses 
  50
  Porter’s Shack 
  51
  The Mech Hangars 
  51
  The Tipsy Porter 
  52
  The Twilight Gate 
  53
  Duerok Alley 
  53
  MacDundle’s House of Coin 
  54
  Residents  
  54
  Politics and Economy 
  55
  TOPSIDE 
  56
  Layout 
  56
  Locations and Residents 
  56
  The Arena 
  56
  Gladiatorial Rings 
  56
  The Battle Box 
  57
  Unarmed Arena  
  57
  Battleaxe Mech Ball Stadium 
  58
  Preparation Rooms 
  58
  Irontooth Clan Houses 
  58
  Irontooth Housing 
  58
  The Iron House 
  58
  Nado’s Mech Repair 
  58
  Federo’s General Store 
  59
  Dova’s Magical and Mechanical Wonders 59
  Heda’s House of Herbs  
  59
  Mech Scalers’ Hangars 
  59
  Common Brothels 
  59
  Paolata’s Pleasure Palace 
  59
  Spinner’s  
  59
  Topside Gambling 
  59
  Irontooth Hangars 
  59
  Irontooth Hangar Space Rentals 
  60
  Irontooth Mech Rentals 
  60
  Common Room 
  60
  Travelers’ Salon 
  60
  Merchants’ Salon 
  60
  Warehouses 
  61
  Merc House 
  61
  Rogue’s Run 
  61
  Howzer’s Tenements 
  61
  Lizard Pens 
  61
  THE SURROUNDING AREA 
  61
  Layout 
  61
  Locations 
  63
  Level 
  63
  The Rain Field 
  63
  Ter-Zeid 
  63
  Residents 
  63
  The Bone Wolves Mech Tribe 
  63
  Captain Morick Steamrunner 
  64
  The Red Band 
  64
  Happenings 
  65
  Flood Ruins 
  65
  THE BALANCE OF POWER 67
  THE CHURCH OF FHURLIN 
  67
  Fhurlin, The God of Travelers, Roads, and 
  Merchants 
  67
  The Church’s Importance in Edge 
  67
  The Temple of Fhurlin 
  68
  Church Organization 
  68
  Tempting the Faith 
  72
  Keeping (an Eye on) the Faith 
  72
  THE STAIRKEEPERS 
  72
  Steppers 
  73
  Bethena “Ma” Stonefoller 
  74
  Pulleymen 
  75
  Kahad Foehammer 
  76
  The Ober Wizard Family 
  76
  Siler Ober 
  77
  Mech Scalers 
  77
  Azock Dro 
  77
  Graymanes  
  78
  Klaine Skrier 
  78
  The Porters 
  79
  Porgrush Rotbellow 
  79
  The Step Watchmen 
  79
  Stairkeeper Services 
  80
  CONTENTS
  INTRODUCTION 
  5
  EDGE AT A GLANCE 
  7
  Where To Go 
  7
  Who To Know 
  7
  What To Do 
  8
  THE LOW WATER FESTIVAL  
  9
  Morning Prayers with the Rising Sun 
  9
  The Merchant’s Song 
  9
  Afternoon Entertainments and Evening 
  Delights 
  10
  Festival Adventure Seeds 
  11
  THE HISTORY OF EDGE 
  12
  The Early Years 
  12
  Darkness and Fog 
  13
  Two Become One 
  14
  The Lunar Rain 
  14
  Edge Today and Tomorrow 
  15
  MERCHANTS OF EDGE 
  17
  Bagrunt’s Dead Things 
  17
  Merchandise 
  17
  Bagrunt Gargunu 
  18
   Castor’s Junk Store 
  18
  Weapons 
  19
  Other Goods 
  19
  Della’s Curatives, Poultices, and Wonderful 
  Concoctions 
  22
  Alchemical Goods 
  22
  Poison 
  23
  Hickory, Oak, and Ash 
  24
  Merchandise 
  24
  Junulta 
  25
  Ivisti Weapons and Armor 
  25
  Armor 
  26
  Weapons 
  26
  Other Goods 
  27
  Diraz Ivisti 
  27
  Silverhelm Smithy 
  27
  Weapons 
  28
  Armor 
  29
  Magical Items 
  29
  Gorin Silverhelm 
  30
  Tezi’s Dojo 
  30
  Weapons 
  31
  Turnscrew Tinkers 
  32
  Merchandise 
  32
  Siliviar Clockthrottle 
  33
  Twilight Curios 
  34
  Merchandise 
  34
  Fenjas 
  35
  FROM THE GROUND UP 
  37
  LOW DOCKS 
  37
  Layout 
  37
  Locations 
  37
  The North and South Roads 
  37
  Warehouse District 
  37
  Warehouse Master  
  37
  
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  Catapults 
  80
  Climbing 
  80
  Jumplines 
  80
  Mech Scalers 
  80
  Slides 
  81
  Stairs 
  81
  THE DROW OF HIGH DOCKS  
  81
  Drow Culture in High Docks 
  81
  The Commerce Houses 
  82
  Business Interests  
  82
  House Adonweire 
  83
  House Envolock  
  83
  House Gloriatha  
  83
  House Venaka 
  84
  Vinyanka Fleurdelaine 
  84
  THE DWARVES OF HIGH DOCKS  
  86
  The Trading Clans  
  86
  Dwarf Culture in High Docks 
  86
  Business Interests  
  87
  Clan Talwar 
  87
  Clan Fralief  
  88
  Clan Zothrot  
  88
  The Axe Gangs 
  88
  THE BLACKWATER TRADING LEAGUE 89
  Wena Blackwater 
  91
  THE FOUR MECHDOMS 
  91
  The Irontooth Clans  
  92
  The Stenian Confederacy 
  92
  The Legion 
  94
  The L’arile Nation 
  95
  GUARDIAN MECHS OF EDGE  
  96
  The Cliff 
  97
  Other Mechs 
  98
  Nardigrum  
  98
  Vadistock 
  99
  New Trait: Rock Scaler 
  100
  CULTS 
  100
  Brotherhood of the Attentive Powers  
  101
  Father Ellis Samuel Pedil 
  101
  Sworn Brotherhood of Silent Wings 
  102
  Micah and Pronzac Von Stuk 
  105
  The Cult of Absoloa’ti 
  105
  Cult Shrine 
  106
  Cult Organization 
  106
  Jeorienne Gloriatha 
  106
  TWENTY THINGS          
  ABOUT EDGE 
  109
  20 People Who Are Just Passing Through 109
  20 Things Found on a Staircase 
  110
  20 Mishaps on the Cliff 
  110
  20 Slang Terms and Insults 
  112
  20 Mechs in the Hangars of Edge 
  113
  20 Popular Foods in Edge 
  114
  20 Things at an Endless Trader’s Stall 
  114
  20 Traditions and Games of Edge 
  115
  20 People Traveling the Cliff 
  117
  20 Items for Sale at the Low Water Festival 118
  20 Low Water Festival Events 
  118
  20 Places to Hide 
  119
  20 High Docks Residents 
  120
  20 Encounters Near Edge 
  122
  APPENDIX ONE: LEGAL 
  INFORMATION 
  124
  
  TABLES
  Castor’s Weapons 
  19
  Della’s Alchemical Goods 
  22
  Della’s Poisons 
  23
  Diraz Ivisti’s Armor 
  26
  Diraz Ivisti’s Weapons 
  27
  Silverhelm Weapons 
  28
  Silverhelm  Armor 
  29
  Tezi Jai’s Weapons 
  31
  Stairkeeper Rates and Travel Times  
  80
  Nardigrum Onboard Weapons  
  99
  Vadistock Onboard Weapons  
  100
  
  plate 1  Protected within a mighty cliff, the central cavern 
  of Edge has never been threatened by the lunar rain.
  
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  This sourcebook has everything you 
  need to understand Edge. Whether you’re 
  a jaded lifelong resident or wide-eyed 
  nomad visiting for the first time, The Last 
  City will help you make the most of this 
  unusual place. Everything sold on (and 
  under) Highpoint passes through Edge. 
  Everyone who travels the land is bound to 
  stop here eventually. And each of them has 
  a story for your characters.
  The first section of this book, Edge at a 
  Glance, tells you what you need to know 
  for a short visit. It gives you a summary of 
  the city’s four districts, 
  mentions a trio of 
  people 
  every-
  one in town 
  should rec-
  ognize, and 
  outlines 
  a 
  few of your 
  recreation 
  options. The 
  Low Water Fes-
  tival, high point of 
  the city’s year, is described 
  in detail. Finally, Edge’s colorful history 
  is also laid out here. From the first multi-
  racial trades to the source of the dwarf-
  drow hostility of High Docks, the city’s 
  past explains its present.
  The second section, Merchants of Edge, 
  gets right to the good stuff. Several of the 
  city’s most interesting and notorious mer-
  chants are found in this section, along with 
  sample items from their inventories.
  The third section, From The Ground Up, 
  explores the city’s four districts. Each has 
  its own neighborhoods, its own citizens, 
  and its own businesses. To say nothing of 
  its feuds, plots, hatreds, and shopping.
  The fourth section, The Balance of 
  Power, delves into the people and fac-
  tions of Edge. Several groups compete for 
  dominance in the city. Some want money, 
  others crave power, and a handful have 
  more disturbing goals. Many of the city’s 
  key non-player characters (NPCs) are also 
  presented here.
  The fifth section, Twenty Things About 
  Edge, presents a unique way of looking at 
  the city. More than a dozen lists detail the 
  great and small things about Edge, from its 
  slang to its visitors to the best places to 
  hide. Not only do they provide a wealth 
  of information, with one or two rolls of 
  a d20, these lists can provide you with 
  encounters and even full adventure ideas.
  INTRODUCTION
  A
  fter a century of lunar rain, most of Highpoint’s 
  surface is ruined. The forests are shattered, the 
  ground is torn apart, and most of the continent’s cities 
  have suffered a relentless beating from the sky above. But 
  one city stands and thrives despite it all. For the people of 
  Highpoint, Edge is the last city they have left.
  
  plate 1  The standard races are well represented in the land of Highpoint.
  plate 2  Edge’s great markets are packed 
  during the annual Low Water Festival.
  
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  EDGE AT A GLANCE
  E
  dge is the heart of Highpoint, a city where anything 
  can be found. Or made, bought, fixed, sold, stolen, and 
  eaten. All of the continent’s cultures are found here, both 
  those above the surface and those of the underdeep. Trade 
  draws them together. It pulls them up the Endless River, 
  boiling out of a channel a thousand miles long. It calls 
  them from the farthest reaches of the Endless Plains and 
  the Flatlands. If you need something, no matter where in 
  the world it’s found, somebody in Edge can get it for you.
  This central role is an accident of geog-
  raphy. The Endless River, which runs from 
  the west to the east across Highpoint, 
  emerges from the underdeep at the mid-
  point of a mighty cliff and crashes to the 
  land a thousand feet below. This cliff is 
  the border separating the Flatlands above 
  from the Endless Plains below. Different 
  races began congregating here hundreds 
  of years ago, and the city they built has 
  become Highpoint’s largest.
  It should be noted that Highpoint is a 
  nomadic land, and what qualifies as “large” 
  here is no more than a medium-sized town 
  by some standards. Edge has roughly 1,750 
  full-time residents, many of whom will 
  stay only for a few months before striking 
  out again; another 500 visitors are usually 
  present, most of them traders. Although 
  the city has grown somewhat in the last 
  few years, it’s still a land of transients.
  Where To Go
  E
  dge is divided into four districts, and 
  many visitors will travel across three of 
  them even if they’re only passing through. 
  The one that nobody misses is Cliffside. 
  Built into the cliff face itself, Cliffside 
  rises 2,000 feet straight up from the plains 
  to the Flatlands, flanking the Endless River 
  as it tumbles from the rock. Stairs, pulleys, 
  underdeep’s main connection to the sunlit 
  lands. High Docks is divided between two 
  bitter rivals. A quartet of drow trading 
  houses operate on the north bank of the 
  river, while three dwarven clans maintain 
  the south. Anything from the underdeep 
  can be found here, including its unique 
  dangers.
  Who To Know
  E
  dge has no strong central government. 
  Instead several factions compete for 
  control of one or more areas of civic life, 
  with trade being everyone’s top priority. 
  Edge has few laws beyond “Fill your pock-
  ets and watch your back.” Fortunately for 
  residents and visitors alike, the one group 
  that everyone trusts has actually earned 
  that faith — the Church of Fhurlin is the 
  city’s government by default, and gives this 
  place a moral core that balances its com-
  mercial exterior.
  The head of the Church is High Priest 
  Traksis Stols. This middle-aged dwarf has 
  been High Priest for many years. More 
  than three-quarters of Edge’s citizens wor-
  ship Fhurlin, a god of roads and travel, so 
  Stols’ words carry a great deal of weight 
  here. Luckily for everyone, the High Priest 
  is a fair and honest man who maintains 
  the Church’s neutral position in the city’s 
  constant power struggles. This keeps 
  tithes flowing into the Church’s coffers, 
  allowing it to continue its good works. The 
  Church’s parish guard, led by the dwarven 
  fighter Halfrid Robbs, is the only military 
  force that everyone in Edge trusts.
  After the Church, the largest organized 
  group in Edge is probably the Stairkeepers 
  Guild. This group, composed of several 
  smaller factions, controls all forms of trav-
  el up and down the cliff face. In addition 
  to mundane means like stairs and pulleys, 
  the Stairkeepers offer a wide range of 
  transportation for all budgets: catapults, 
  steam-driven elevators, trained griffons, a 
  host of spells, and even a special group of 
  mech jockeys — the mech scalers — who’ll 
  climb the cliff with your mech for you. 
  The Stairkeepers are led by Guildmaster 
  elevators, and a host of other forms of 
  vertical transportation — even catapults 
  — dot its face and sprawl along its top and 
  bottom edges.
  The area on top of the cliff is called Top-
  side, and it’s the gateway to the Flatlands. 
  Topside has long been Edge’s smallest dis-
  trict. Until the rise of the Stenian Confed-
  eracy, the Flatlands had few settlements 
  of any size, so Edge only maintained a few 
  buildings up here for the convenience of 
  the occasional merchant who wanted to 
  head west above ground. When the lunar 
  rain began, it pounded Topside almost out 
  of existence. Now the district is growing 
  again, thanks largely to a number of Iron-
  tooth who have chosen to settle there.
  Below the cliff, the district of Low 
  Docks sits on either side of the Endless 
  River as it makes its way across the Endless 
  Plains. Warehouses, stables, docks, and 
  all the apparatus of merchantry are found 
  here. The cliff provided some shelter from 
  the lunar bombardment, and the vitality of 
  the plains kept a stream of travelers flow-
  ing in and out during all but the worst 
  years. Low Docks, which is also known as 
  Below, is the surface world’s main trading 
  post.
  Midway up the cliff, inside the misty 
  cavern carved out by the Endless River, 
  the neighborhood of High Docks is the 
  
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  Bethena Stonefoller, a halfling univer-
  sally called “Ma.” Her blunt manner and 
  ruthless business practices have made 
  her several enemies, including Porgrush 
  Rotbellow, the half-orc who leads the 
  Stairkeepers’ porters.
  Politics in High Docks is a blood sport 
  that few outsiders ever master. Tension 
  between the drow and the dwarves here 
  mirrors the hostility they feel all across the 
  underdeep. The one individual capable of 
  moving gracefully between the two worlds 
  (and many others) is a rogue drow named 
  Vinyanka Fleurdelaine. A professional go-
  between and negotiator, Fleurdelaine bro-
  kers deals between the two sides of High 
  Docks, and often represents one or more 
  of its groups in their dealings with the rest 
  of Edge. Amazingly, she has no known staff 
  or support network beyond her impressive 
  charisma and formidable cunning.
  What To Do
  E
  dge offers as many diversions as any-
  where else in Highpoint, but if you 
  aren’t there to buy or sell, you’re in the 
  wrong place. Handmade saddles from the 
  nomads of the plains, mech weap-
  ons from a reclusive inventor, 
  bags of salt from the Wet 
  Desert, slaves from the 
  aboleth empires of the 
  underdeep — Edge is 
  a 
  round-the-clock 
  marketplace.
  That said, noth-
  ing compares to the 
  city’s 
  annual 
  Low 
  Water Festival. The 
  population of Edge 
  increases 
  tenfold 
  as 
  people gather from every-
  where across and under 
  Highpoint’s 
  surface 
  (and 
  maybe even beyond it). It starts 
  when the endless traders reach the 
  city at the end of the low-water season. 
  Their exotic goods form the backbone of 
  a sprawling commercial extravaganza, one 
  that consumes every minute of Edge’s life 
  for the next several weeks. The Low Water 
  Festival was interrupted for a few years by 
  the onset of the lunar rain, but it returned 
  and kept on growing. Business takes place 
  at all hours beneath awnings, sheltered in 
  the cliff face, aboard privately owned Dig-
  nitary mechs outfitted for the occasion, 
  and everywhere else.
  A visit to Edge is also a chance to cut 
  loose and forget the troubles of Highpoint 
  for a while, whether it’s a visit for the festi-
  val or just a routine trip. Games of chance 
  are popular here, and since the Church’s 
  parish guard takes a dim view of cheating, 
  many of them are reasonably fair. More 
  athletic pursuits are also available. Cliff 
  climbing is an exciting pastime, particu-
  larly if the people of Cliffside think you’re 
  trying to cheat them out of their tolls. 
  Some adventurous souls try cliff diving 
  instead. Those with a slightly less suicidal 
  streak can visit Topside and play a game of 
  mech ball. Safer yet, the inns and taverns 
  of Edge often play host to bards and story-
  tellers of every style.
  The area around the city also offers 
  opportunities for excitement. Bandits, 
  including the infamous brigand Danel 
  Maximillian and his Red Band, lurk along 
  the roads and paths leading to the city, 
  hoping to snare unwary merchants. The 
  Twilight Gate and Duerok Alley in High 
  Docks each offer a quick way to enter 
  the sprawling underdeep, home of many 
  exotic and deadly creatures. Monsters can 
  be found aboveground as well, although 
  Timekeeping in Edge
  Edge uses the old Duerok system of 
  timekeeping, which is also used by 
  the Stenian Confederacy. Refer to the 
  DragonMech book for full details. Here 
  is a quick recap.
  The system has six weeks per month 
  and six days per week, over the course of 
  seven months, for a total of 252 days per 
  year. The days are Diggon, Axon, Digget, 
  Suron, Suret, and Surol.
  The seven months follow the natural 
  cycle of high water and low water, as 
  follows:
  Arie: The first month of the year is 
  when the waters are at their midpoint. It 
  is roughly equivalent to spring.
  Cammerce: The waters of the Endless 
  River rise as the second month appears. 
  Near the end of the second month is 
  when the endless traders traditionally 
  arrive in Duerok.
  Highwater: The point at which the 
  waters peak. At this time the endless 
  traders traditionally arrive in Edge.
  Duerok: A month of holidays. The 
  hard-working dwarves of Duerok have 
  only six holidays, all of which take place 
  in this month. The six holidays (one per 
  week) honor dwarven virtues: thrift, dis-
  cipline, work, honor, strength, and valor.
  Flero: By this time the waters have 
  begun to recede.
  Jealo: A time of want. The bounty of 
  high water is slowly being consumed.
  Lowwater: The waters of the Endless 
  River are at their nadir. Everyone looks 
  forward to them rising again and bringing 
  the excitement of Cammerce.
  
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  the traders who frequent the city do 
  their best to keep them under control. 
  The largest such danger is posed by the 
  roving orcs of the Endless Plains, who 
  have recently appeared near Edge using 
  surprisingly sophisticated single-operator 
  mechs (described in detail in the Mech 
  Manual).
  THE LOW WATER 
  FESTIVAL 
  D
  espite its relatively small size, the 
  city of Edge is the trading capital of 
  the world, the gateway between the under-
  deep and the surface world. Each year, 
  thousands upon thousands of visitors, 
  mostly merchants plying their trade, make 
  the long and hazardous trek to the city, 
  dreaming of the sale that will allow them 
  to retire to a life of luxury and fatty excess. 
  As a matter of tradition (and as a matter 
  of traveling convenience), an astonish-
  ing amount of trade within the city is 
  conducted during the third month of the 
  year, Highwater, the time when the End-
  less River is at its highest level. So what’s 
  the natural outcome of a flood of hopeful 
  tradesmen and buyers coming together all 
  at once? A party, of course!
  In Edge, the start of the month of High-
  water (which marks the end of the low 
  water season) is ironically synonymous 
  with the Low Water Festival, a grand influx 
  of traders and buyers from all over the sur-
  face world and the sprawling underdeep. 
  Though nominally an occasion for seri-
  ous business, residents and visitors alike 
  consider the Low Water Festival to be an 
  excuse for cutting loose, and for forget-
  ting the troubled world’s problems for a 
  few weeks.
  Morning Prayers with the 
  Rising Sun
  E
  ach morning, as the sun clears the 
  horizon, a priest of Fhurlin conse-
  crates the Low Water Festival. Tradition-
  ally, the first and last days of the Festival 
  are consecrated by the High Priest, with 
  lesser priests assuming the prayer duties 
  throughout the remainder of the festival. 
  In theory the rules of the Church require 
  all visitors and residents of the city to rise 
  and join the priest in morning prayers, but 
  in practice most are far too busy sleeping 
  off the heavy drinking they’ve done the 
  night before to bother. It is also city law 
  that the Festival cannot be conducted 
  during any day in which a priest of Fhurlin 
  has not consecrated the event — in these 
  times of uncertainty, this is one law that 
  is strongly enforced, and on several occa-
  sions the city has sat quiet for days at a 
  time when the priests have decided that 
  proper respect is not being paid to Fhur-
  lin. This is one of the few ways in which the 
  Church uses its power to motivate Edge 
  residents.
  The law does not mandate, however, 
  that a priest who is a resident of the city 
  must perform the consecration, meaning 
  a visiting priest can open the Festival if 
  such a person could be found. A priest 
  who does this is not likely to have many 
  friends in the Church establishment for 
  years to come.
  The Merchant’s Song
  T
  he Low Water Festival began as an 
  impromptu gathering of merchants 
  hoping to make use of the easy passage the 
  low water season provided, and so it’s only 
  natural that the first people to rise each 
  day are the merchants. Literally the instant 
  after morning prayers are finished, mer-
  chant stalls across every district of the city 
  throw open their doors or roll back their 
  curtains to begin the business day. 
  During the Low Water Festival, mer-
  chants from every corner of Highpoint and 
  beyond converge on Edge, bringing with 
  them delights both exotic and mundane. 
  Visiting duergar from the underdeep hawk 
  plates of glowing fungus, side by side with 
  Irontooth tinkerers offering rebuilt steam 
  weapons and razor-covered armor plates. 
  Because there are so many merchants 
  competing for cash and valuable trade 
  items, the markets take on an almost car-
  nival air. Merchants hire bards, jugglers, 
  street acrobats, and animal trainers to 
  draw attention to their booths — and they 
  pay a bounty of 3 coppers a head to street 
  children and beggars who manage to bring 
  buyers to their stalls.
  It is not at all uncommon for brawls to 
  erupt in the marketplaces as well, because 
  while all the merchants share a common 
  love of profit, they come from disparate 
  cultures that may not have any fondness 
  for one another. For this reason, the city 
  always hires on small mercenary groups 
  to serve as security, and the wealthiest 
  merchants often bring private guards 
  with them as well. These latter groups 
  are often the biggest problem of all; the 
  merchant enforcers imported each year 
  are infamous for both their enthusiastic 
  brutality and their willingness to sabotage 
  or outright destroy the merchandise of 
  their employer’s rivals. 
  Few restrictions are placed on what can 
  and cannot be sold during the Low Water 
  Festival, though different cultures may 
  frown on a vendor’s merchandise. Many 
  of the underdeep kingdoms, for example, 
  do brisk business in the slave trade, and 
  buyers travel up from the depths along the 
  Endless River each year to buy slaves from 
  the nomad tribes of the Endless Plains. 
  This practice rarely sits well with other 
  merchants, who speak each year of “doing 
  something about the problem,” but have 
  yet to act. Narcotics trafficking is also 
  brisk during the Festival, and many nomad 
  tribes, particularly certain Irontooth 
  Clans, trade mech parts for enormous 
  supplies of drugs, which they use during 
  pre-battle rituals. 
  Business is officially conducted from 
  first light until the last moment of sunset, 
  but unofficially trade deals are conducted 
  long into the night: in the common rooms 
  of inns, in the private offices of the local 
  merchants, and in the makeshift tent cities 
  that sprout up at the base of the waterfall 
  each year. 
  
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  Perhaps the most popular of these are the 
  mech games, of which by far the favorite 
  is the annual mech ball tournament, a con-
  test of daring and skill in which teams of 
  men and mechs do battle in a grand melee. 
  The rules are simple, the game incred-
  ibly dangerous. Each team is composed 
  of one mech, one pilot, and five warriors 
  who begin the game clinging to the sides, 
  arms, or legs of their mech. Each mech is 
  armed only with an immense ball of canvas 
  bound in copper wire, and each man is 
  armed only with a smaller version of the 
  same ball, and a cudgel; when the signal is 
  given, the mechs batter one another with 
  their “weapons,” hoping to dislodge all the 
  riders and send the other mechs crashing 
  to the ground.
  The winning team is the last mech 
  standing with at least one rider still cling-
  ing to its body. Riders are free to pummel 
  one another with their copper-bound 
  missiles, but are not permitted to strike 
  one another in hand-to-hand combat. This 
  latter restriction is roundly ignored in play 
  (hence the cudgels), and riders gleefully 
  leap from mech to mech, braining one 
  another with wild abandon. As might be 
  expected, injuries and death are common, 
  but no one seems to mind, least of all 
  the spectators. In addition to mech ball, 
  there are competitions of speed and skill, 
  including mech dancing (which the Iron-
  tooth always win) and an incredibly dan-
  gerous contest in which mechs attempt to 
  scale the cliffside in the shortest time; the 
  mech scalers are prohibited from joining 
  the latter competition.
  least by the Festival’s standards; business 
  is still quite brisk). During the competi-
  tion, each worker of magic is invited to 
  demonstrate one spell of his or her choice 
  for the crowd’s entertainment. The use 
  of destructive magic is highly frowned 
  upon, but the crowds love an explosion, 
  so contestants have in the past called 
  down lightning from the sky, communed 
  with the spirits of the damned, and, in 
  one memorable instance, summoned up 
  an enormous whale and plopped it on top 
  of an entire row of merchant’s stalls. The 
  winner of the competition is declared 
  “Wizard-King of Edge,” an honor that 
  includes complementary lodging and free 
  use of all Stairkeeper-controlled methods 
  of cliff climbing. For the last 12 years, the 
  winner of the competition has been Per-
  goron the Even-Handed, a dwarf conjurer 
  from the ancient city mech Durgan-lok. 
  Many whisper that the traders of High 
  Docks bribe the judges each year, for every 
  Festival a rival to the dwarves’ mercantile 
  power ends up dead by Pergoron’s hand. 
  In addition to the competition for 
  entertainers, there are always impromptu 
  contests running all hours of the day. 
  Afternoon Entertainments and 
  Evening Delights
  O
  f course, business is not the only 
  thing on the minds of those who 
  travel to the Low Water Festival. Many 
  visitors come to the city just to immerse 
  themselves in the carnival atmosphere. 
  Because staggering amounts of money 
  change hands each Festival, and because 
  so many diverse cultures come together to 
  trade and make merry, entertainers from 
  across the world flood the city, hoping to 
  earn both gold and accolades. The truly 
  lucky may find a wealthy patron to support 
  them during the coming year. Bards wan-
  der the streets, and acrobats spin and tum-
  ble up and down the stairs from the time 
  the sun rises until long after midnight.
  As might be expected, the Low Water 
  Festival includes several official com-
  petitions for entertainers, including a 
  spectacular competition for wizards, 
  sorcerers, and spellcasters of all sorts that 
  is held on Suron during the second week 
  of the month. This competition draws 
  an enormous crowd, one so large that 
  trading effectively stops for the day (at 
  
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  from different mech and nomad tribes 
  have discovered his identity. The only 
  thing that has kept them from killing him 
  already is the fact that each one knows the 
  others are also aware of the true value of 
  Federick’s treasure. The player characters 
  (PCs) might be representatives of one of 
  these tribes, guards hired by the Church 
  to prevent a blood-soaked melee (High 
  Priest Stols doesn’t miss much), or even 
  a third party hoping to claim the prize for 
  their own use. 
  Righteous Anger: A half-orc Thurd 
  merchant has come to the Festival, bring-
  ing with him parts of several L’arile Nation 
  mechs. Elven merchants are, of course, 
  furious about this. Toror, the Thurd 
  merchant, insists that the parts were pur-
  chased legitimately from nomad tribes 
  who claimed them in battle. The elves 
  don’t care, and want the parts removed 
  from Toror’s stall, preferably at the same 
  time as his head is removed from his shoul-
  ders. Both Toror and the elven merchants 
  are looking for adventurers; Toror wants 
  them as a visible deterrent, while the elves 
  want some “heroes” whom they can use as 
  a cover story (that is, scapegoats) while 
  their own agents do the dirty work. 
  Hungry Mouths to Feed: For the first 
  time in recorded history, roving bands of 
  starving children have poured into the city 
  from the badlands around Edge. They’ve 
  struck at the height of the Low Water Festi-
  val, when literally thousands of merchants 
  and buyers have filled the city to bursting. 
  Practically savages, these wild children 
  not only steal food from taverns and mer-
  chants’ stalls, they have also pulled down 
  and slain at least two merchants foolish 
  enough to wander the outskirts of the city 
  at night. Everyone agrees that something 
  must be done, but there is fierce argument 
  over how the situation should be dealt 
  with. A duergar merchant has volunteered 
  to hire mercenaries to capture the chil-
  dren, so they can be sent to the underdeep 
  to “work off their crimes.” The Church 
  wants the children captured as well, but 
  have no interest in seeing them sent down 
  to slavery. The rest of the merchants just 
  earnest, ne’er-do-wells of all stripes flood 
  into the city, most of them disguised as 
  either wealthy buyers or vagabond enter-
  tainers looking to find wealthy patrons. 
  Petty theft is rampant during the Festival, 
  and though they wish it otherwise, the 
  citizens of Edge are powerless to stop it. 
  Or rather, the ones who don’t indulge in 
  it themselves are powerless to stop it. The 
  High Docks is the only area that manages 
  to stay relatively free of crime during the 
  month of Highwater, since both the drow 
  and the dwarves have a policy of very pub-
  licly throwing thieves they catch over the 
  waterfall, always timing their executions 
  so that the thieves strike the ground the 
  instant the priest is finished consecrating 
  the Festival for the day. The smartest crim-
  inals are those who carry out their thefts 
  long before their victims reach the city; 
  the “merchant” Solara Luna, for example, 
  is in reality a doppleganger who devours a 
  merchant on the road to the Festival each 
  year, impersonates him, and sells his mer-
  chandise for pure profit. 
  FESTIVAL ADVENTURE 
  SEEDS
  T
  he Low Water Festival offers many 
  opportunities for adventure, both of 
  the traditional sort, and of more unusual 
  vintage. Here are some ideas to spark your 
  imagination.
  No Honor Among Tribes: Federick 
  Marschenson, an endless trader who has 
  journeyed to the festival each year for 
  more than 40 years, is dying. He doesn’t 
  want to go out anywhere but on top. This 
  year, he’s brought with him a cargo that 
  is both incredibly valuable and amazingly 
  dangerous; hidden in a bolt of moldering 
  cloth are a set of mech plans he claims are 
  from the First Age of Walkers. Federick 
  intends to sell the plans to the highest bid-
  der, and to that end he has hired bards and 
  criers to spread rumors of a “big score” 
  available from an anonymous seller. But 
  Federick isn’t nearly as clever as he thinks, 
  and no less than a dozen representatives 
  Aside from the mech games, there are 
  contests for feats of strength, daily foot-
  races up and down the greatest staircases, 
  and even occasional cliff diving contests in 
  which Edge citizens take on all comers in a 
  test of courage and diving prowess. Bored 
  merchants frequently back gamblers, 
  or gamble themselves, as well as bank-
  roll wrestling contests between porters 
  and dockworkers, between porters and 
  mercenary adventurers, or even between 
  adventurers and exotic animals and beasts 
  imported for sale in the market. Traveling 
  strongmen, martial artists, wrestlers, and 
  boxers often make it a point to travel to 
  the Low Water Festival when they can, as 
  there is much money to be made. 
  As afternoon turns into night, and the 
  merchants pretend to stop their busi-
  ness for the day, the taverns come alive. 
  Because the permanent inns and taverns in 
  the city cannot possibly hold all the revel-
  ers, each year dozens of entrepreneurs set 
  up temporary canvas tent inns, carting in 
  stoves and hundreds of pounds of salted 
  meat, vegetables, and uncountable barrels 
  of wine, ale, and other spirits. Occasion-
  ally, merchants from the underdeep set up 
  inns and market stalls as well, selling plates 
  of albino blindfish, or hallucinogenic 
  mushrooms harvested from the back of 
  immense underground worms, or the flesh 
  of bats, insects, or even slaves — though 
  it should be said they rarely tell anyone 
  the origin of this last delicacy. Because so 
  much money is made during the day, mer-
  chants and visitors to the city spend their 
  money freely, and so the Festival becomes 
  a veritable orgy of fleshy excess during the 
  night. 
  To serve the needs of the merchants, 
  hundreds of brothel madams and their 
  workers (male, female and otherwise) 
  pour into Edge during the Festival month. 
  The Church of Fhurlin tolerates their pres-
  ence, because the services they offer help 
  to calm the city, and because they can be 
  heavily taxed.
  Of course, crime explodes with the 
  influx of money to the city during the Low 
  Water Festival. As the Festival begins in 
  
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  want something done, peri-
  od, and already there 
  are bounties on the 
  children’s heads. 
  A Dangerous 
  Journey: Adven-
  tures involving 
  the Low Water 
  Festival do not 
  have to take 
  place in Edge. 
  In the world of 
  D r a g o n M e c h , 
  there is no such 
  thing as an easy journey, 
  particularly for merchants 
  laden down with valuables for 
  sale. The adventurers might be hired to 
  be caravan guards for an Edge-bound mer-
  chant, meaning they would have to defend 
  both the merchant and his wares. At low 
  levels this might be a standard “heroes 
  against the bandits” story, but at higher 
  levels of play the adventurers might have 
  to guard a caravan of illegal mech parts, 
  keeping them safe from nomad raiders and 
  the original owners of the parts alike. As 
  an interesting twist, the adven-
  turers might be hired by 
  one merchant to keep 
  a rival from making it 
  to the Festival — ide-
  ally, the adventurers 
  should have to stop 
  the caravan without 
  killing anyone, and without 
  alerting the merchant or 
  his allies to the iden-
  tity of the one who 
  hired them. 
  The Honor-
  Bound 
  Cara-
  van: The taking 
  of slaves in war 
  is a common 
  practice among 
  some 
  nomadic 
  mech tribes of the 
  Endless Plains, and 
  those taken as slaves 
  are expected to serve their 
  captors with honor. By unspo-
  ken agreement, it has long been under-
  stood that all slaves will remain among 
  the mech tribes, and will not be sold to 
  outsiders, for no others are worthy of com-
  manding a nomad. But a tribal leader has 
  chosen to ignore this tradition, and will 
  sell his captured slaves on the open market 
  at the Low Water Festival. This does not sit 
  well with the slaves’ kinsmen, who have 
  determined to get their brothers 
  and sisters back at any cost. As a 
  twist on the unusual expectations, 
  the adventurers have not been hired to 
  recover the slaves, nor have they been 
  hired by the tribal warlord to ensure the 
  sale goes through. Instead they’ve been 
  hired by the slaves, who are determined to 
  fulfill their duties, no matter the outcome. 
  The adventurers must escort the slaves to 
  market, must ensure they are properly 
  sold, and then must see that they are deliv-
  ered to their new masters, no matter 
  who or what they may be. Ideally, good 
  adventurers will do their best to 
  see that the slaves are, at the 
  least, sold to kind mas-
  ters — perhaps they 
  can help the slaves’ 
  home tribe raise the 
  money needed to buy 
  their freedom? 
  
  THE HISTORY OF 
  EDGE
  The Early Years
  T
  he city now called Edge has had many 
  names. The halflings who settled the 
  lower bank of the Endless River called it 
  Shadowtown, because the massive cliff to 
  the west cut off the sun in mid-afternoon. 
  When dwarves first settled the south side 
  of what’s now High Docks, they named 
  their hamlet Fog. Downriver, in the belly 
  of the underdeep, a group of drow raid-
  ers had a small fortress dubbed Camp 
  Throatslitter. It was the human nomads 
  of the Endless Plains who first called this 
  place Edge, because to them, the massive 
  cliff rising from the plain was the edge of 
  their world.
  Nobody is certain who arrived here 
  first (aside from a long-forgotten band 
  of tortogs). A good way to start a feud 
  between High Docks and Low Docks is to 
  state an opinion on the question, because 
  the dwarves and the halflings both say they 
  founded Edge. The dwarves of Fog were 
  the first to arrive in the area, but for years 
  they only used the river cave as a tempo-
  rary camp because of the floods, while the 
  buildings of Shadowtown were the area’s 
  first permanent habitation.
  Either way, people have lived here 
  for centuries. The halflings and dwarves 
  quickly allied with each other against the 
  many dangers they faced — human brig-
  ands and orcish warbands on the plains, 
  drow raiders and nightmarish mon-
  sters from the underdeep. Of 
  course, the sheer cliff was 
  a major obstacle to their 
  partnership, so they began 
  carving a simple staircase 
  in the rock. It was difficult 
  work. The halflings lacked 
  the strength or stonecun-
  ning to do it quickly, while 
  the dwarves still saw Fog as a 
  
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  remote outpost, and so they had other pri-
  orities. The project might have died, and 
  the two communities with it, if not for the 
  arrival of the Chemmik nomads.
  Masters of horseback life, the Chemmik 
  exulted in war with the hated orcs. They 
  roamed the northwest bank of the Endless 
  River, bringing them into contact with the 
  halflings of Shadowtown, and the nomads 
  took it upon themselves to help the “tinyl-
  ings” defend themselves. In return, Shad-
  owtown provided the nomads with fish and 
  some crops. After a few months of this, the 
  halflings happened to offer the Chemmik 
  a few steel knives they’d gotten from the 
  dwarves. The city of Edge was born in that 
  moment.
  One thing the Chemmik needed was 
  metal. The nomadic life doesn’t involve 
  much mining, so most of their iron and 
  steel equipment was seized at high cost 
  from the orcs. Suddenly they had access 
  to metal without fighting for it. Shadow-
  town, already trading food to the small 
  dwarven enclave, began using the Chem-
  mik to acquire more exotic items from the 
  nomads’ other trading partners. In turn the 
  dwarves of Fog began eating better than 
  they ever had, enjoying cloth and spices 
  that they couldn’t find underground, and 
  selling low-quality steel armaments faster 
  than they could smith them. Work on the 
  simple First Stair proceeded in a hurry.
  This web of trade relationships grew as 
  the dwarves and nomads both searched 
  farther for goods to exchange, and it was 
  cemented when the Chemmik elders 
  decided that the nomadic life wasn’t for 
  them after all. The tinyling village had 
  become prosperous, and the tribe’s war-
  riors had used their new weapons and 
  armor to drive the orcs back for miles, so 
  the Chemmik decided to settle with their 
  small allies. Humans had always called this 
  place Edge, and they continued to after 
  they built permanent homes there. The 
  name spread through all the plainsfolk, 
  and over the years the halflings adopted 
  it as well. But the town below and the 
  dwarves above still saw themselves as two 
  separate cities.
  Darkness and Fog
  T
  he influx of trade goods from the 
  plains brought many new settlers to 
  Fog. It also attracted their enemies. Fog 
  was an outpost of the great dwarven city-
  state Duerok, and many citizens were sent 
  to swell Fog’s numbers. Chief among these 
  Duerein was a crafty cave ranger named 
  Hali Fralief; her descendants still play a 
  vital role in Edge. Fralief had many skilled 
  stoneworkers under her command, and 
  they began expanding the narrow river 
  channel. Previously the dwarves here were 
  hampered by the floodwaters of the End-
  less River, meaning that they had to retreat 
  during high water months, but as the cave 
  expanded they were able to build a larger 
  permanent home.
  The original dwarves had settled the 
  south side of the river, where the water 
  didn’t rise quite so high, but the stone-
  workers began expanding both sides of the 
  cavern. Soon both sides were habitable. 
  Most dwarves kept to the south bank as a 
  matter of tradition — the original settlers 
  stayed on that side, both because of the 
  water level and because fearsome crea-
  tures from the Stygian depths occasionally 
  made their way out of a wide cleft in the 
  north wall. The dwarves sealed it as best 
  they could, but prudence dictated 
  that they remain to the south.
  Other concerns occu-
  pied their time anyway. 
  Trade with 
  the surface was brisk, and the folk of Fog 
  were beginning to draw on the wares of 
  Duerok. But with all these goods passing 
  through the underdeep, unfriendly eyes 
  took notice. Goblin bandits poured out 
  from hidden tunnels. Troglodytes harassed 
  caravans, killing and eating whomever 
  they caught. Most troublesome were the 
  cunning drow. Using the fortified Camp 
  Throatslitter as a base, they launched many 
  successful attacks on both the dwarves 
  and the other hostile races. The might of 
  Duerok, combined with grudging agree-
  ments to expand their trading, eventually 
  brought most of the dwarves’ rivals into 
  the expanding commercial circle. Not 
  the drow.
  As most of the other underdeep 
  power groups began trading with the 
  ever-expanding town of Fog, the drow 
  redoubled their efforts to prey upon the 
  dwarves. They increased their overt raids, 
  they inserted spies into the town’s opera-
  tions, and their most powerful spellcasters 
  looked for a way to crush the town entirely. 
  Before Fog was founded, the drow had 
  used the Twilight Gate as an occasional 
  center for both commerce and raiding. 
  They lacked the numbers to evict the rap-
  idly growing dwarven force, so they made 
  
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  alliances. Horrid things from the darkness 
  below joined their ranks, as did rebellious 
  elements among some of Duerok’s nomi-
  nal allies. Finally, the drow made a bargain 
  with immensely powerful princes from the 
  Elemental Plane of Earth. After decades of 
  animosity, their war with Fog would finally 
  come.
  Two Become One
  T
  ypically, the drow had paid only 
  scant attention to the sunlit world. 
  Connections between Fog and Edge had 
  grown strong. Several paths up the cliff 
  had now been created, some stretching 
  past the waterfall all the way to the Flat-
  lands. A small trade hub now sat at the 
  top of the cliff, and it considered itself 
  part of Edge. The ongoing attacks from 
  Camp Throatslitter were weakening con-
  nections between Fog and Duerok, but 
  this just strengthened the link between 
  the dwarves and the surface races. During 
  the long years of dwarf-drow hostility, the 
  folk of the Endless Plains came to Edge in 
  increasing numbers. Most were just there 
  to trade, but some of them stayed.
  After three years of particularly intense 
  flooding, the buildings along the lower 
  banks of the Endless River were reduced 
  to a shambles. As the city of Edge rebuilt, 
  some of its residents decided to carve 
  new homes well above the floodline 
  — into the cliff face itself. The 
  city had struggled repeatedly 
  with the orc warbands of the 
  Endless Plains, but now they 
  had an impregnable defense 
  against the lightly-armed raid-
  ers. As they lived within the cliff, 
  Edge’s citizens had more and strang-
  er ideas about how to traverse it. While 
  the races of the underdeep were fighting 
  over commerce, the people of Edge were 
  fighting gravity itself and winning.
  Now the surface world began provid-
  ing military help to Fog. It was their only 
  reliable link with the underdeep (and the 
  fabled endless traders, who by now had 
  begun their annual trek), and they were 
  willing to shed blood to keep it. Although 
  they weren’t hardened by decades of end-
  less struggle, as the dwarves and drow 
  were, the surface races had the force of 
  numbers and many magics unknown to 
  the dark elves. The drow were forced 
  back from the area around Fog by these 
  newcomers.
  At this time, the Church of Fhurlin 
  became a major force in Edge. Its origins 
  are as disputed as those of the city itself, 
  with humans, halflings, dwarves, and even 
  orcs claiming to be the first worshipers 
  of Fhurlin. As years turned into decades 
  and then centuries, many forms of gov-
  ernment were tried in Edge. None stuck. 
  The people in Edge were too independent 
  and too worldly to settle for any particular 
  leadership, but the city’s good fortune 
  instilled them with faith. Religion uni-
  fied the people of Edge as they fought to 
  help Fog. Jal Torbis, then the High Priest, 
  led his own contingent of parish guard in 
  battle against the drow more than once.
  The drow retreated. But as their forces 
  gave ground, so the ground rose to aid 
  them. Their elemental allies shook the 
  cave containing Fog with the force of a 
  thousand siege engines, destroying the 
  city’s north side and nearly damming the 
  Endless River. The dwarves were forced 
  to cut their pursuit of the drow short and 
  return home to rebuild; they did 
  manage to finally destroy 
  Camp Throatslitter before 
  the great earthquake.
  Other things were also 
  shaken by the tumult. 
  Fog’s 
  connection 
  to 
  Duerok was weakened 
  as the drow turned their 
  attention west. Many impor-
  tant trade routes were blocked. 
  Fog itself was a shambles. The people of 
  Edge helped their friends rebuild and, 
  combined with the increasing distance 
  from Duerok’s forces, the governors of 
  Fog finally decided to formally become 
  part of Edge instead. They rebuilt portions 
  of the north side and crafted three great 
  bridges across the river, but with their 
  numbers reduced by warfare, they mostly 
  stayed to the south.
  The Lunar Rain
  I
  t took roughly 700 years for Edge to 
  go from a small halfling settlement to 
  a cliff-spanning trade hub. Periodically 
  some orcish strongman or charismatic 
  nomad leader would gallop in and “con-
  quer” the city for a few years, and the drow 
  continued to plague traders going to High 
  Docks, but over time the city became 
  quite peaceful and prosperous. Then the 
  lunar rain began.
  If not for Cliffside, the city might have 
  died. The initial five years of rain pulver-
  ized the settlement above the cliff, and 
  while Edge below was somewhat sheltered, 
  buildings and trade roads still took a fierce 
  beating. Even worse was the flood of refu-
  gees seeking a path into High Docks. They 
  overwhelmed the town’s residents, pushed 
  past or cut down the security forces of 
  the Stairkeepers’ Guild, and flooded into 
  the cave above. Unfortunately for them, 
  these invaders were shortly met by another 
  swarm of displaced people coming from 
  the other direction. As surface dwell-
  ers invaded the underdeep, its residents 
  ended up pushing east toward Edge. At 
  the back of this subterranean mob were 
  the drow.
  Open warfare broke out between the 
  motley underdeep horde and the furious 
  dwarves, lasting for several bloody weeks 
  before the drow arrived with a message of 
  peace. They could keep these new invaders 
  at bay, freeing Edge to handle the frantic 
  surface refugees, but in return the drow 
  wanted land. The dark elves had as much 
  trouble as Duerok and the other dwarven 
  strongholds when the lunar rain drove so 
  many underground, and they lacked the 
  dwarves’ communal spirit and organiza-
  tion. Pressed hard from every side, the 
  drow needed an outlet. In return for peace 
  in High Docks, the drow wanted control of 
  the largely unused north side.
  That almost caused open warfare a sec-
  ond time. The dwarves were in no mood 
  
  15
  CHPT.
  #
  «1»
  to let their longtime enemies have half of 
  their territory, even if it was a collection 
  of mostly unoccupied buildings that still 
  showed damage from the great quake. For 
  their part, the drow carried themselves 
  like emperors, condescending to their 
  dwarven rivals and implying that unless 
  their demands were met, the underdeep 
  creatures with them would destroy Edge. 
  Only a fool or a genius would try to nego-
  tiate a settlement between the two sides. 
  The man who did, Guildmaster Shalmo 
  Blackiron of the Stairkeepers, was cer-
  tainly no fool.
  A dwarf in his 247th year, Blackiron had 
  been negotiating complicated agreee-
  ments since before most of the warriors on 
  either side were born. He realized that his 
  city couldn’t hold off the underdeep army 
  while trying to cope with the surface refu-
  gees. But the drow were in a similarly bad 
  position, whatever their claims to the con-
  trary. If Edge managed to keep them at bay, 
  the drow would eventually be torn apart by 
  their motley and unstable alliance. During 
  a marathon six-week negotiation session, 
  Blackiron convinced the dwarves to allow 
  the drow to occupy the north side of High 
  Docks. In return, the drow were charged 
  with keeping the forces of the underdeep 
  at bay — at their own expense. The drow 
  houses were also allowed to do business in 
  Edge. While some complained about the 
  increased competition, having the drow 
  as partners rather than enemies caused 
  the stream of underdeep goods to become 
  a torrent.
  Edge Today and Tomorrow
  S
  ince the early years of lunar rain, the 
  city has been peaceful. Shalmo Black-
  iron, who died in disgrace among his peo-
  ple for letting the drow enter High Docks, 
  brokered a deal that brought Edge a longer 
  period of peace than it had ever known. 
  Once the drow tasted the wellspring of 
  commerce flowing through Edge, they 
  stopped fighting the city. Their attempts 
  to undermine it and control it, although 
  subtle and devious, are no more clever 
  than those of a half-dozen other groups 
  who’ve been there longer. The occasional 
  raids by orcs and other wild folk of the 
  plains have dwindled as the lunar rain pul-
  verizes them. And so the tenuous balance 
  of power in Edge is maintained, with the 
  Church providing such leadership as the 
  citizens demand.
  Naturally, it won’t last. Although the 
  lunar rain is still a danger, the last thirty 
  years have seen its fury die down. Trade 
  routes are traveled more often these days. 
  If anything, Edge is more important to 
  Highpoint now than it ever was. The sur-
  face is safer, the underdeep is stable once 
  more, and each world is hungry for things 
  only the other can provide.
  Not surprisingly, mechs tower over 
  everything else in Edge’s future. For the 
  first time in a century, people and mer-
  chandise can travel under the night sky 
  without fear. More trade means more 
  profit for Edge. Mechs have also given rise 
  to mechdoms, the first major nation-states 
  that the surface world has ever known. 
  Mechdoms offer Edge an amazing oppor-
  tunity. As the hub for trade between the 
  Stenian Confederacy of the Flatlands, the 
  Legion and the L’arile Nation of the End-
  less Plains, and the wandering Irontooth 
  Clans, the city is fast becoming a major 
  political force of its own.
  This power carries its own risk. Many 
  groups have wanted to control Edge, but 
  none have ever been large enough to make 
  that happen. The four major mechdoms 
  all are. So far none of them have tried, in 
  part because the others would undoubt-
  edly turn on them, but the danger is always 
  there. Always a center of intrigue, Edge 
  has seen its mercantile agents jostle for 
  space with a new breed of spies and gov-
  ernment agents.
  The rise of mechs has also forced Edge 
  to pay more attention to its own defenses. 
  Steam-powered weapons have changed 
  the rules of battle forever. Living inside 
  (or even on top of) the mighty cliff is no 
  guarantee of safety in the age of steam 
  cannons. It’s only a matter of time before 
  someone assembles a fleet of mechs and 
  tries to conquer the city — or destroy it 
  entirely. More subtle games are also being 
  played with technology. Edge is the sur-
  face world’s center for steam research, as 
  inventors and coglayers of every kind can 
  be found here. In the absence of a uni-
  versity or other organized form of steam 
  scholarship, the steamcrafters of Edge 
  are always competing, and not always as 
  friends.
  Finally, the greatest threat to the city 
  might be spiritual. The lunar gods are 
  making headway in their war against the 
  deities of Highpoint. Fhurlin is revered 
  throughout the city, and pockets of his 
  worship are found everywhere above and 
  below ground, but that isn’t holding the 
  lunar tide back. The Church has always 
  been Edge’s backbone as well as its soul. If 
  its god dwindles, the consequences would 
  be grave. Without a strong yet caring 
  Church at its heart, Edge might well disin-
  tegrate into open warfare, with each clan 
  and merchant group using all its power to 
  try to control everything. Violence has yet 
  to destroy Edge, and poverty is unlikely to 
  ever befall it, but the war in the heavens 
  may yet create its greatest challenge.
  
  plate 3  In Edge, anything can be bought or sold.
  
  17
  CHPT.
  #
  «2»
  
  BAGRUNT’S DEAD THINGS
  R
  eputable folk avoid this shabby tent 
  and its foul-smelling owner, the orc 
  Bagrunt Gargunu. He doesn’t care — after 
  fifteen years of selling items made with 
  exotic materials like human skin and 
  elven bones, Bagrunt is used to being 
  shunned. He claims that all his items are 
  taken in trade from plains orcs and their 
  ilk. Some whisper otherwise, that Bagrunt 
  is a shamanic sorcerer who makes many of 
  the grisly goods available from his shop. 
  Although this isn’t true, Bagrunt does 
  what he can to keep that reputation alive, 
  figuring it’s good for business. His tent 
  has been found in every district of Edge 
  at some time because most of the city’s 
  power brokers would rather shuffle him 
  off to someone else’s area.
  Merchandise
  F
  layed Book: The pages of these blank 
  books are made of a supple leather, 
  as are the bone-reinforced covers. Bone 
  and leather come from the same sort of 
  creature — one book might be all centaur, 
  another is all elf — although Bagrunt can’t 
  guarantee that each book is made from 
  only one individual. A flayed book makes 
  a sturdy spellbook, as leather items have 
  a hardness of 2 and 5 hit points/inch of 
  thickness. Market Price: 25 gp.
  MERCHANTS OF EDGE
  E
  dge is the one place on Highpoint where practically 
  anything can be purchased. Whether it’s from the 
  underdeep or the Endless Plains, the Wet Desert or the 
  elven forests, there’s a good chance it can be found in 
  Edge — whatever it is. This chapter introduces a variety of 
  the strange merchants of Edge and the things they sell.
  Grue Necklace: 
  No two are alike! 
  Each one of these 
  necklaces is festooned 
  with little bits of human-
  oid creatures: a human’s 
  ear, a dwarf’s kneecap, some 
  lizardfolk scales, maybe a mum-
  mified hobgoblin eyeball. While 
  worn, a grue necklace grants a +1 
  bonus to all Intimidate checks based 
  on the threat of violence. The wearer 
  suffers a –4 penalty to all other Charisma 
  checks, including other 
  Charisma-based 
  skill 
  uses, 
  but 
  some-
  one who’d wear a 
  necklace made of 
  kobold teeth and 
  elf scalps probably 
  doesn’t care about 
  that. Most grue 
  necklaces rot away 
  after 
  3 
  months. 
  Market Price: 5 sp for 
  Small wearers, 2 gp 
  for Medium wearers, 
  5 gp for Large wearers.
  Living Pouch: A popular item 
  made of humanoid skin with sinew 
  to tie it shut; the inner edge is lined 
  with teeth. Whenever anything is put 
  through the opening, like a pickpocket’s 
  hand, the teeth snap shut around it. This 
  does 1d3 points of damage (Reflex save 
  
  18
  CHPT.
  #
  «2»
  DC 13 negates). The pouch also howls like 
  a wounded creature when biting. It can be 
  attuned to a particular person, allowing 
  him or her to reach inside without being 
  hurt, by feeding it three drops of that 
  person’s blood every day. A living pouch 
  can only be attuned to one person per 
  day. Faint transmutation; CL 6th; Craft 
  Wondrous Item, magic weapon. Market 
  Price: 350 gp.
  Sacrifice Dagger: Each one of these 
  broad-bladed masterwork daggers is 
  enchanted to cause extra damage to help-
  less victims. The magic is weak, granting 
  no bonus to attack or damage under most 
  circumstances, but it does 2d4 extra 
  points of damage when inflicting a coup 
  de grace. Faint necromancy; CL 5th; Craft 
  Magic Arms and Armor, chill touch. Market 
  Price: 600 gp.
  Thirsty Axe: Markeeck Rawbones, a 
  hobgoblin weaponsmith and an old friend 
  of Bagrunt, brings a couple of these to 
  him at every Low Water Festival. Each is 
  a +1 greataxe that becomes a bane weapon 
  under certain circumstances. Every thirsty 
  axe is bane to a specific type of humanoid, 
  as per the weapon property found in the 
  DMG, but this ability is only activated if 
  the axe is bathed in the blood of such a 
  creature first. This requires roughly a pint 
  of blood, although any blow with the axe 
  that causes 5 or more points of damage is 
  also enough. When provided with blood, 
  the axe absorbs it instantly and its blade 
  glows a dull red color (casting as much 
  light as a candle). The bane and attendant 
  glow remain for 36 hours. Moderate con-
  juration; CL 8th; Craft Magic Arms and 
  Armor, vampiric touch, summon monster I. 
  Market Price: 6,32o gp.
  Bagrunt Gargunu
  I
  n his youth, Bagrunt was a scout for 
  various orcish warbands on the Endless 
  Plains, but his real love was leatherwork-
  ing. Clever, at least for an orc raider, he 
  realized that he could live a safer and 
  richer life if he made his living with the 
  awl instead of the axe. Bagrunt traveled 
  to Edge, struck up a brisk trade with some 
  drow who were intrigued by his choice of 
  leathers, and he’s stayed in the city ever 
  since. He hasn’t abandoned his wild heri-
  tage; more than one horrified non-buying 
  visitor has been chased out of his stall by 
  a furious, sickle-waving Bagrunt. All orcs 
  and half-orcs get a 10% discount from 
  him, but humans and elves are charged 
  20% more.
  Bagrunt himself is showing signs of age, 
  but sheer meanness will probably keep 
  him alive for many more years. He always 
  carries one or both of his favorite melee 
  weapons, but he only wears his armor 
  when in a particularly surly mood. Then 
  again, he’s usually in a surly mood, unless 
  he’s either helping an orc or humiliating 
  non-orcish plainsfolk. His graying hair is 
  tied back in a thick braid, and he wears 
  several (useless) bracelets and necklaces 
  covered with what look like shamanic 
  charms.
  Bagrunt Gargunu, male orc Exp6/
  Rgr3: CR 9; Medium humanoid (orc); HD 
  3d8+6d6+9; hp 51; Init +0; Spd 30 ft.; AC 
  16, touch 10, flat-footed 16; Base Atk +7; 
  Grp +9; Atk +10 melee (1d8+3/19–20/x3, 
  +1 keen battleaxe) or +8 ranged (1d6+2/x3, 
  +1 composite shortbow [+2 Str]); Full Atk 
  +8/+3 melee (1d8+3/19–20/x3, +1 keen 
  battleaxe) plus +8 melee (1d6+3, +1 sickle) 
  or +8/+3 ranged (1d6+2/x3, +1 compos-
  ite shortbow [+2 Str]); SQ Combat style 
  (melee), darkvision 60 ft., light sensitiv-
  ity, favored enemy (humanoid – humans) 
  +2; AL CN; SV Fort +8, Ref +5, Will +8; 
  Str 14, Dex 10, Con 12, Int 11, Wis 14, Cha 
  12.
  Skills and Feats: Appraise +6 (+8 with 
  leather), Bluff +12, Climb +0 (+2 with 
  rope), Craft (leatherworking) +12, Diplo-
  macy +5, Disguise +1 (+3 in character), 
  Escape Artist +0 (+2 with rope), Heal 
  +9, Intimidate +11, Knowledge (arcana) 
  +3, Knowledge (nature) +9, Listen +9, 
  Sense Motive +10, Survival +9 (+11 
  aboveground), Use Rope +7; Endurance, 
  Great Fortitude, Power Attack, Skill Focus 
  (Bluff), Track, Two-Weapon Defense.
  Possessions: +1 keen battleaxe, +1 sickle, 
  +1 chain shirt, +1 composite shortbow (+2 
  Strength), masterwork leatherworker’s 
  tools, living pouch.
   CASTOR’S JUNK STORE
  C
  alled the Junk Store for lack of an 
  actual name, this place of business 
  is easy to find in Low Docks. Just look for 
  the pile of bolts, cogs, broken mechs, and 
  metal plating that covers the acre of land 
  behind the shop. The Junk Store is near 
  
  19
  CHPT.
  #
  «2»
  CASTOR’S WEAPONS
  Weapon 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type
  Simple Weapons
  Light Melee Weapons
   
  Drill dagger* 
  250 gp 
  1d3+2 
  1d4+2 
  19-20/x2 
  10 ft. 
  1 lb. 
  Piercing
  Ranged Weapons
   
  Fire dart 
  10 gp 
  1d2+1d3 
  1d4+1d3 
  x2 
  15 ft. 
  — 
  Piercing and Fire
  Martial Weapons
  One-Handed Melee Weapons
   
  Drill rapier* 
  325 gp 
  1d4+2 
  1d6+2 
  18-20/x2 
  — 
  — 
  Piercing
  *Damage is as shown when the blade is spinning; see description.
  mechs, and lots of scrap metal. Castor 
  makes a living selling spare parts from his 
  junkyard; better quality parts he keeps in 
  the building, along with devices of his 
  own invention. Parts for building steam 
  powers, mechs and mech components, 
  and other technological devices may be 
  purchased at 15% less than normal from 
  Castor. Unfortunately not all his parts are 
  of good quality and a DC 12 Craft (mech-
  craft) check is required to make sure 
  the buyer does not buy inferior goods. 
  The GM makes this check secretly. If it 
  fails, the purchaser has bought a broken 
  part and the devices built with the parts 
  purchased malfunction the first time they 
  are used. 
  The inventions Castor sells are reliable 
  for the most part and some customers 
  swear by them. A number of pulleymen 
  wear his fall-catchers, though the bards of 
  the city are not very pleased by his recent 
  invention of a self-playing harpsichord. 
  None of the items built by Castor are 
  available as masterwork items; he works 
  more from raw ingenuity than skill. 
  Weapons
  D
  rill Dagger: One of Castor’s first 
  weapons, a drill dagger is a thin-
  bladed dagger covered with barbs, the 
  blade of which spins when a button 
  on the handle is pressed. If the dagger 
  strikes a target, the spinning motion tears 
  at the target’s flesh, increasing the dam-
  age inflicted by the dagger. The spring 
  powering the drill dagger only allows it 
  to spin for 5 rounds before it must be 
  rewound, but these need not be consecu-
  tive rounds. When the dagger is spinning, 
  it grants a +2 bonus to damage. Rewind-
  ing the spring of a drill dagger requires 1 
  minute. 
  Drill Rapier: A larger version of the 
  drill dagger, it functions on the same 
  principle. Drill rapiers may spin for 
  10 rounds before the spring must be 
  rewound, but rewinding the spring of a 
  drill rapier requires 3 minutes. The drill 
  rapier grants a +2 bonus to damage when 
  it is spinning. 
  Fire Darts: A complex mix of alchemy 
  and precision craftsmanship, fire darts 
  are large darts that hold a container of oil 
  in their oversized head. This oil is lit by 
  a piece of steel being drawn across flint 
  when the weapon strikes home. The end 
  result is that the fire dart inflicts a small 
  amount of both piercing damage and fire 
  damage. The oil continues to burn for 1d4 
  rounds, inflicting 1 point of damage each 
  round until unless it is put out. Castor has 
  made similar versions that use alchemist’s 
  fire; these inflict 1d4 points of fire dam-
  age while burning and cost 20 gp. 
  Other Goods
  B
  elt Winch: A portable device Castor 
  developed for the pulleymen, this is 
  a spring-powered winch that is worn on 
  a heavy leather harness. The belt winch 
  can lift up to 200 pounds at 2 ft./round 
  using the 100 feet of rope coiled within 
  the winch. The winch can be hooked up 
  the city’s lower mech hangars and is fre-
  quented by the mech jockeys, coglayers, 
  and merchants who make use of them. In 
  addition to providing a wealth of spare 
  parts and gadgets, it also has something 
  many merchants miss while on the road: 
  a friendly face.
  Pall “Castor” Rober is said by some 
  to be the friendliest steamborg in High-
  point, and few seem willing to argue 
  the point. Always ready with a glass of 
  home-brewed ale or cider, Castor rarely 
  lets anyone get out of his store without a 
  lengthy conversation on the intricacies of 
  mechcraft and Castor’s latest inventions. 
  With repeat customers, these conversa-
  tions invariably turn to the customer’s 
  life and family, and Castor is always very 
  interested in the stories of those who 
  come through his store. While some say 
  he is nosey, most find his interest flatter-
  ing. Castor has no family of his own and 
  instead sees his customers as his make-
  shift family, along with his neighbors and 
  the whole of Edge. For this attitude and 
  his cheerful willingness to help out oth-
  ers, he is well known and respected in 
  the city. He has a close relationship with 
  Kahad Foehammer and the pulleymen, 
  whom he occasionally does repair work 
  for and sells parts to. He also has numer-
  ous friends in the Church of Fhurlin and 
  acts as something of a grassroots orga-
  nizer for the Church in Low Docks.
  The Junk Store itself is a large steel and 
  wood building, built mostly out of junk 
  itself, that sits in front of a large fenced 
  yard filled with parts, broken-down 
  
  20
  CHPT.
  #
  «2»
  to larger lengths of rope, but this requires 
  special external carrying cases that each 
  cost 20 gp and have another 100 feet of 
  rope. The winch requires an attack action 
  to activate and runs for 10 minutes before 
  the spring must be rewound. Rewinding 
  the winch’s spring requires one hour of 
  work. The harness may also be attached to 
  inanimate goods, such as boxes of trade 
  goods, and the winch activated so the box 
  will be lifted until it reaches its destina-
  tion (or runs out of power). Market Price: 
  100 gp. Weight: 15 lb.
  Glider: The glider is a large wooden 
  frame covered with canvas that can be 
  used to catch the wind and glide from 
  great heights, although the maneuver-
  ability of the device leaves much to be 
  desired. Gliders are available for Small 
  and Medium creatures and the glider is 
  one size larger than the creature using it. 
  The glider is strapped to the user’s back, 
  requiring 5 minutes and at least 1 assistant 
  to attach. It is treated as a suit of armor 
  offering no AC bonus, +4 maximum Dex-
  terity bonus, and an armor check penalty 
  of –2.
  The glider can support only 200 pounds 
  (for Medium creatures) and 100 pounds 
  (for Small creatures) before the weight 
  begins to negatively affect the maneu-
  verability of the glider. Every 25 pounds 
  of weight above these limits causes a 
  cumulative –1 penalty on all Balance 
  checks made to control the glider. To 
  use the glider, the user must leap 
  off a great height and use the 
  glider to catch air currents. The 
  user of the glider gains a flying 
  speed of 60 feet, but the wearer 
  moves down 30 feet in altitude 
  for every round of flight. The 
  glider is assumed to have poor 
  maneuverability, and making any 
  maneuvers besides flying straight 
  ahead requires the user to make 
  a DC 15 Balance check. Failing the 
  Balance check means the user loses 
  control and begins falling. To recover 
  from falling, the user must make a DC 20 
  Balance check; this is a standard action. If 
  the user hits the ground before regaining 
  control, he takes normal falling damage 
  from the point where he lost control.
  The user may glide until he runs out of 
  altitude, at which point he must make a 
  DC 15 Tumble check to land safely. If the 
  Tumble check fails, the user suffers 2d6 
  points of falling damage. He may attempt 
  to gain altitude with a DC 20 Balance 
  check, with failure resulting in the user 
  losing control and falling as described 
  above. The user can take an attack action 
  each round while flying, but casting spells 
  under these circumstances requires a DC 
  18 Concentration check. 
  Gliders have seen use by a number 
  of couriers and thrill seekers who leap 
  from the top of the cliff and glide great 
  distances, but there have been a number 
  of fatalities as well. Because of this, Cas-
  tor now only sells gliders to people who 
  demonstrate enough coordination to 
  safely operate them. The current record 
  for the distance covered by a glider is 3 
  miles from Edge, and this record is con-
  stantly challenged by glider pilots. Some 
  
  21
  CHPT.
  #
  «2»
  even hope to make this distance contest 
  a part of the Low Water Festival. Needless 
  to say, the Sworn Brotherhood of Silent 
  Wings (see page 102) is most interested 
  in Castor’s creation. So far he has ignored 
  their inquiries, sensing that the Von Stuk 
  brothers’ curiosity is more than casual. 
  Market Price: 300 gp. Weight: 23 lb.
  Fall-Catcher: A safety device cre-
  ated by Castor for the pulleymen, the fall-
  catcher is essentially a primitive parachute 
  that slows the wearer when activated. 
  When not deployed, a fall-catcher looks 
  like an oversized wooden backpack with a 
  large lever on its side. Deploying the fall-
  catcher is a full-round action. When the 
  lever is pulled, the fall-catcher deploys 
  a canvas hemisphere, held in shape by 
  wooden rods, which are used to catch air 
  as the wearer falls. Once the fall-catcher 
  is deployed, the wearer reduces falling 
  damage by –1 per die of falling damage. 
  The fall-catcher does not slow the wearer 
  entirely, but occasionally it has meant the 
  difference between life and death. Market 
  Price: 240 gp. Weight: 12 lb.
  Lightning Shocker: This modifica-
  tion can be added to any weapon com-
  posed mostly of metal. The lightning 
  shocker delivers a powerful electric shock 
  through the weapon’s striking surface 
  using a primitive battery attached to the 
  user’s belt. This battery is attached to the 
  weapon through a heavy copper wire, and 
  the shocker adds 20 pounds to the weight 
  of the weapon it is built into. The light-
  ning shocker adds 
  1d4 points of 
  electricity damage to the weapon, but 
  can only be used 5 times. Recharging the 
  battery requires an hour of cranking a 
  portable generator built into the battery. 
  Market Price: 350 gp. Weight: 3 lb.
  Steam Organ: The first steam organ 
  was built for the Hole in the Wall tavern in 
  Tip Town. It was an attempt by the propri-
  etor, William Marshal, to find an instru-
  ment that could be heard throughout 
  Cliffside. The experiment was successful, 
  much to the annoyance of those who live 
  near the tavern, since it took William 
  several months to learn to play the organ 
  (not that this stopped him from playing 
  it at top volume in the meantime). Now 
  steam organs can be found in a number 
  of establishments around Edge, but due 
  to the large amount of water required to 
  play these massive devices, they are usu-
  ally found near the Endless River. Steam 
  organs are huge, complex devices made 
  of hundreds of feet of pipes and valves, 
  each custom built for the building that 
  houses it. 
  Due to the volume of a steam organ, 
  any bard is able to double the range of 
  his bardic music abilities when using this 
  instrument. Market Price: 800 gp. Weight: 
  240 lb.
  Steam Spike: A device created to help 
  the pulleymen build their jumplines, the 
  steam spike is a modified version of the 
  bore puncher that sinks pitons into cliffs 
  to make climbing the cliff easier. Steam 
  spikes are made up of two components: 
  the spike and the spike launcher. The 
  spike is a foot-long iron spike with a 
  loop at the end that rope may be 
  run through, while the launcher 
  is a small steam engine that 
  fires the iron spike directly 
  into stone surfaces. The spike 
  launcher takes 1 minute to 
  build up enough pressure to 
  fire, and when fired it will 
  bury a spike in any surface with 
  a hardness of 12 or less.
  The spike will support 400 
  pounds of weight before being pulled 
  free. Pulling a spike out requires a DC 
  25 Strength check. The spikes can be used 
  as individual handholds, and rope can be 
  attached to them. When used as a climb-
  ing aid, these spikes grant a +4 bonus to 
  Climb checks. Castor is not pleased by 
  recent reports that some rust raiders have 
  gotten their hands on a set of steam spikes 
  and have been using them to climb up 
  mechs when boarding.
  If a steam spike is used as a weapon, the 
  user suffers a –4 penalty to attack rolls 
  due to the unwieldy nature of the weapon. 
  The steam spike launcher requires a full 
  minute to recharge, so using it more than 
  once in combat is unlikely. The steam 
  spike may only be used in melee combat 
  and counts as a touch attack. If successful, 
  the target suffers 2d6 points of damage 
  from the steam spike.
  A steam spike set comes with 10 spikes; 
  more spikes cost 5 sp each. Market Price: 
  380 gp (set). Weight: 24 lb.
  Pall “Castor” Rober, male human 
  Smb7: CR 7; Medium humanoid (human); 
  HD 7d8+21; hp 60; Init +0; Spd 30 ft.; AC 
  21, touch 10, flat-footed 21; Atk +5; Grp 
  +6; Atk/Full Atk +6 melee (2d8+1d4+1, 
  buzzaxe) or +5 ranged (1d12, steam-
  breather); SQ Steam engine, artificial 
  part +3 (+2 attack bonus, +1 natural 
  armor), 3 steam powers; AL NG; SV Fort 
  +8, Ref +2, Will +4; Str 12, Dex 10, Con 
  16, Int 14, Wis 8, Cha 13.
  Skills and Feats: Climb +11, Craft (mech-
  craft) +15, Craft (inventing) +10, Disable 
  Device +12, Heal +9, Knowledge (steam 
  engines) +12, Profession (engineer) +9; 
  Die Hard, Endurance, Skill Focus (Craft 
  [mechcraft]), Skill Focus (Craft [invent-
  ing]).
  Possessions: Splint mail, buzzaxe with 
  lightning shocker, steambreather, mas-
  terwork artisan’s tools (inventing, mech-
  craft), papers with scribbled invention 
  ideas.
  
  22
  CHPT.
  #
  «2»
  DELLA’S ALCHEMICAL GOODS
  ITEM  
  COST 
  CRAFT (ALCHEMY) DC
  Blooding brew 
  10 gp 
  15
  Bug stink 
  120 gp 
  25
  Climbing glue 
  3 gp 
  15
  Purgative 
  10 gp 
  15
  Spiderbag 
  100 gp 
  30
  Stink stick 
  40 gp 
  25
  Stomach settler 
  12 gp 
  15
  Water lightning 
  5 gp 
  25
  
  DELLA’S CURATIVES, 
  POULTICES, AND 
  WONDERFUL 
  CONCOCTIONS
  L
  ocated in Topside, the small herb 
  and alchemy shop ruin by Della Con-
  stance is a popular establishment among 
  the people of Edge. While most 
  city residents shop at Della’s 
  store for spices, herbal 
  remedies, and candies, 
  it carries far more 
  useful goods for the 
  discerning adventur-
  er. Della Constance 
  is an alchemist of 
  no small skill, though 
  most of her time is 
  spent preparing perfect-
  ly mundane goods for the 
  people of Edge. In her cellar she 
  sells a different style of product: alchemi-
  cal items and poisons. While many in Edge 
  know her real business is not in candies 
  and spices, few realize just how nefarious 
  her mercantile activities are.
  Della has been an alchemist and poi-
  sonmaker her entire life, or at least that’s 
  the story she tells. Many people underes-
  timate Della due to her small frame and 
  motherly disposition, but at her core 
  Della is a seeker of knowledge who sees 
  no value in anything else, including the 
  lives of others. Her early days were spent 
  as an assassin, but she retired when she 
  became more interested in the finality of 
  death as opposed to the means of causing 
  it. Della seeks to know all there is about 
  poisons, alchemy, and herbs with the 
  hope of eventually finding a brew that will 
  make her stop aging, or even reverse the 
  process. At some point in her previous 
  career, Della developed a strong dislike 
  of arcane magic and those who practice it, 
  and she does not allow wizards and their 
  ilk into her cellar. Despite her dangerous 
  and deadly past, Della is not a violent 
  person and prefers not to dirty her hands 
  when she feels someone has become a 
  problem. She has numerous clients 
  willing to do so for store credit. 
  Della is continually making goods 
  for sale or researching some new 
  concoction. She takes no holidays 
  and sleeps little, but is always ready 
  with a smile when people come 
  into her shop. Della has been known 
  to hire adventurers to seek out rare 
  herbs or recipes in the regions 
  beyond Edge. She is more 
  than willing to pay top 
  coin for any interesting 
  alchemical discover-
  ies brought to her.
  Della has a num-
  ber 
  of 
  contacts 
  within the drow of 
  High Docks whom 
  she trades recipes and 
  poisons with, but she 
  has few friends or allies in 
  the city. Most of her real cus-
  tomers are traveling merchants, 
  adventurers, or assassins. When possible, 
  Della avoids selling poison to residents 
  of Edge so as not to draw attention to 
  herself, but she does regularly sell less 
  morally questionable alchemical goods. 
  To gain access to Della’s poisons and 
  alchemical concoctions takes a recom-
  mendation from a trusted customer or 
  many months of visiting the store to earn 
  her trust. If Della is threatened, she has 
  a number of repeat customers, including 
  some very skilled assassins, who will come 
  to her aid. 
  Alchemical Goods
  B
  looding Brew: A popular brew with 
  warriors, when drunk this solution 
  releases a powerful coagulant into the 
  imbiber’s system, enabling their blood 
  to clot quickly. For 1 hour after drinking 
  the brew, the drinker has a 30% chance to 
  stabilize each round when disabled. Once 
  this hour is up, the drinker must make a 
  DC 9 Fortitude save or suffer a mild heart 
  attack and take 1d4 points of temporary 
  Constitution damage. 
  Bug Stink: Della originally developed 
  this pungent candle as a way to keep bugs 
  out of larders, but its smell had a rather 
  unpleasant effect on nearby food. The 
  candle, commonly called bug stink, has 
  been used by some adventurers to ward 
  off large insects. When a bug stink candle 
  is lit, any creature of the vermin creature 
  type must succeed at a DC 14 Will save to 
  approach within 20 feet of the candle. 
  This save may be attempted every round, 
  and once made the creature is immune to 
  all such candles for the next hour. If a ver-
  min creature is within 20 feet of the can-
  dle when it is first lit, the creature must 
  make a DC 14 Will save each round or flee 
  outside the 20-foot radius. Once lit, the 
  bug stink candle will burn for 1 hour. 
  Climbing Glue: A popular item with 
  many of the porters and steppers, climb-
  ing glue is a viscous adhesive that is 
  rubbed on the hands (and/or feet) before 
  climbing. Applying the glue requires 1 
  
  23
  CHPT.
  #
  «2»
  DELLA’S POISONS
  Poison 
  Type 
  Initial Damage 
  Secondary Damage 
  Price 
  Blind brew 
  Injury DC 15 
  Blindness 
  Blindness for 1d4 hours 
  100 gp
  Delaying additive 
  As poison 
  As poison 
  As poison 
  50 gp
  Vertigo sink poison 
  Ingested DC 17 
  Vertigo (see above) 
  1d4 Dex 
  200 gp
  minute and the glue grants a +4 bonus on 
  Climb checks for 1 hour after application. 
  The user gains a +2 bonus on opposed 
  attack rolls to resist being disarmed. 
  The user suffers a –4 penalty to Sleight 
  of Hand checks while the glue is active. 
  Removing the glue requires at least 1 min-
  ute of hard scrubbing, although alcohol 
  dissolves it immediately.
  Purgative: A rather unpleasant way to 
  combat poison, a purgative helps a char-
  acter throw up in the hopes of getting a 
  poison out of their system before it does 
  too much damage. When drunk by a char-
  acter suffering from an ingested poison, 
  a purgative grants the imbiber a second 
  saving throw against that poison with a 
  +4 bonus, but it automatically makes 
  the character nauseated for 5 rounds. If 
  the save is successful, the character takes 
  no additional damage from the poison, 
  having thrown it up before it could do 
  secondary damage.
  Spiderbag: An upgraded version of the 
  tanglefoot bag, spiderbags are made using 
  spidersilk from giant spiders of the under-
  deep. Spiderbags are used in the same 
  fashion as tanglefoot bags except a DC 
  17 Reflex save is required to avoid being 
  glued to the floor or for flying creatures 
  to remain airborne. Breaking the spider 
  bag requires a DC 19 Strength check. 
  Spiderbags turn brittle and break after 
  2d6 rounds, cracking and losing their 
  effectiveness. 
  Stink Stick: A modified version of a 
  smokestick, this item works in the same 
  fashion. In addition, anyone caught in the 
  smoke must make a DC 13 Fortitude save 
  or become nauseated for as long as the 
  creature remains in the smoke. Moving 
  out of the smoke-filled area immediately 
  removes the nauseated effect. 
  Stomach Settler: A substance made 
  from milk and numerous types of fun-
  gus, stomach settler grants the drinker 
  a +4 bonus on all saving throws to resist 
  become nauseated for 1 hour after it is 
  imbibed. If the character drinks or eats 
  anything during this hour, the benefits of 
  this brew are lost. 
  Water Lightning: Named for the 
  stimulating effect it has on its consum-
  ers, water lightning is a drink filled 
  with a secret blend of spices 
  and plant extracts. A character 
  drinking water lightning can 
  recover from being fatigued 
  with 1 hour of rest. It has no 
  effect on characters who are 
  exhausted. Water lightning is 
  openly available for sale and 
  many of Della’s best custom-
  ers for it are porters from the 
  Stairkeepers Guild. If a charac-
  ter uses more than two doses of 
  water lightning in a single day, he 
  must make a DC 13 Fortitude save or 
  take 1d4 points of temporary Dexterity 
  damage due to the nervous shakes that 
  overcome his body. 
  Poison
  B
  lind Brew: A poison derived from a 
  number of extracts from various cave 
  creatures, blind brew renders the target 
  temporarily unable to see. Favored by 
  assassins and the particularly cruel, Della 
  only sells it to special customers and con-
  siders it to be something of a signature 
  item. In some assassin circles, using blind 
  brew is referred to as “giving them Della’s 
  best.” 
  Delaying Additive: A mixture that can 
  be added to any poison before it is used, 
  delaying additive keeps the poison from 
  taking effect for 1 hour. Delaying additive 
  may be used on any type of poison and has 
  no effect on the delay between the initial 
  and secondary damage. Mixing delaying 
  additive into a poison requires a DC 10 
  Craft (alchemy) check. Failure means the 
  both the poison and the delaying additive 
  are rendered useless. There have been a 
  few times Della has had to mix delaying 
  additive poisons for clients, but she gen-
  erally has those clients eliminated later in 
  order to keep what she sees as idiots out 
  of her shop. 
  Vertigo Sink Poison: Particularly use-
  ful in Edge, vertigo sink poison throws off 
  the balance of the poison’s victim, making 
  it difficult for him to even stand up. It has 
  been used in several murders on the cliff 
  of Edge and some whisper that Ma Stone-
  foller is Della’s best customer for vertigo 
  sink. The poison is made from ingredients 
  from across Highpoint that Della must pay 
  a premium for, meaning that while it is an 
  excellent way to kill someone in Edge 
  without raising suspicion, the poison is 
  hard to come by. 
  Characters who fail the saving throw 
  against vertigo sink poison must make 
  
  24
  CHPT.
  #
  «2»
  
  HICKORY, OAK, AND ASH
  A 
  trio of carved wooden beams stand 
  upright outside this simple Low 
  Docks building, one of each wood that 
  gives this shop its name. The shop’s name 
  is carved into (and through) each beam 
  in Elven letters six inches high. When 
  the sun is at the right angle, it spells out 
  the shop’s name in letters of light on the 
  ground. The owner, an elf named Junulta, 
  primarily trades wooden products from 
  the L’arile Nation. She sometimes helps 
  their agents in Edge and she regularly 
  does business with the Jadeflower Trading 
  Company.
  Merchandise
  A
  lchemy Arrows: Made with heads 
  of sharpened wood, these arrows 
  are not as durable as their mundane 
  counterparts. Their special purpose is to 
  harm creatures who resist normal damage. 
  Every alchemy arrow is considered to be 
  both silver and cold iron for the purpose 
  of overcoming damage reduction. Junulta 
  creates these in her shop with a mixture 
  that’s been handed down in her fam-
  ily for generations. Each arrow retains its 
  unusual property for one week before the 
  mixture wears off, and Junulta 
  will refresh such an arrow 
  a DC 10 Balance check each round to 
  remain standing and a DC 20 Balance 
  check to move. If the Balance check 
  fails, the character falls to the ground and 
  cannot stand again without succeeding 
  at another DC 10 Balance check. If the 
  character is making any other movement-
  related skill checks in the same round that 
  she fails a Balance check, such as Climb or 
  Jump, she has a –10 penalty to the other 
  skill check. Thus characters given a glass 
  of poisoned lemonade on the stairs of 
  Edge may have a long fall ahead of them. 
  While affected by vertigo sink poison, the 
  character may fight, cast spells, and carry 
  out any non-movement actions without 
  difficulty. 
  Della Constance, female human 
  Rog5/Asn5: CR 10; Medium humanoid 
  (human); HD 10d6; hp 39; Init +1; Spd 
  30 ft.; AC 15, touch 13, flat-footed 14; Atk 
  +6; Grp +5; Atk +8 melee (1d4/19–20, +1 
  dagger) or +7 ranged (1d4–1/19–20, dag-
  ger); Full Atk +8/+3 melee (1d4/19–20, 
  +1 dagger) or +7/+2 ranged (1d4–1/19–20, 
  dagger); SA Sneak attack +5d6, death 
  attack; SQ Trapfinding, evasion, trap sense 
  +1, uncanny dodge, poison use, +2 save 
  against poison, improved uncanny dodge; 
  AL LE; SV Fort +2, Ref +9, Will +5; Str 8, 
  Dex 12, Con 10, Int 18, Wis 16, Cha 10.
  Skills and Feats: Appraise +10, Balance 
  +7, Bluff +13, Climb +7, Craft (alchemy) 
  +20, Craft (poisonmaking) +20, Diplo-
  macy +6, Disguise +8, Gather Information 
  +5, Hide +11, Intimidate +13, Knowledge 
  (local) +15, Move Silently +11, Open 
  Locks +9, Sense Motive +16, Spot +8; 
  Skill Focus (Craft [alchemy]), Skill Focus 
  (Craft [poisonmaking]), Stealthy, Quick 
  Draw, Weapon Finesse.
  Possessions: Ring of protection +2, ring of 
  invisibility, +1 dagger, 2 doses of wyvern poi-
  son, 2 doses of dragon bile, leather armor, 
  3 daggers.
  Spells Known (4/3/1 per day; save DC 14 
  + spell level): 1st—disguise self, detect poison, 
  feather fall, obscuring mist, true strike; 2nd—
  cat’s grace, invisibility, spider climb, undetect-
  able alignment; 3rd—false life, misdirection, 
  nondetection.
  for half the cost of buying a new one. Mar-
  ket Price: 8 sp each.
  Barkboxes: These small boxes (6” by 
  4” by 3”) have a rustic look, as each is 
  made of bark-covered wood from of one 
  of the three trees that give the shop its 
  name. When a command word is spoken, 
  the box can be made to meld into larger 
  objects made of the same wood. Trees, 
  furniture, and even mechs are all pos-
  sible recipients of a barkbox provided 
  that they are large enough to entirely 
  accommodate it. A barkbox reappears 
  either when the command word is spoken 
  or at the next sunrise, whichever comes 
  first. Faint transmutation; CL 4th; Craft 
  Wondrous Item, pass without trace. Market 
  Price: 200 gp.
  Oakheart 
  Breastplate: 
  Carefully 
  carved from the heartwood of oak trees 
  felled by natural disasters, each one is 
  lighter and less restrictive than a typical 
  breastplate. Druids are also permitted to 
  wear them. The main drawbacks are that 
  it doesn’t provide as much protection as 
  steel, and it is slightly more vulnerable 
  to flame (the wearer has a –2 penalty to 
  all saving throws against fire while wear-
  ing the armor). Oakheart breastplates 
  are rare these days, as lunar meteors 
  destroyed most of the trees that they were 
  made from. Market Price: 320 gp.
  
  25
  CHPT.
  #
  «2»
  Soarwood Bow: Junulta doesn’t make 
  these amazing bows, but they’re the item 
  she’s best known for. Soarwood bows are 
  composite longbows made of specially 
  treated ash wood from the heart of Lilat 
  Forest; the bows themselves aren’t magi-
  cal, but enchantments are woven around 
  the groves of the forest. A soarwood bow 
  is a masterwork weapon with a range 
  increment of 150 feet and a minimum 
  Strength bonus of +3. Shortbows are too 
  small to be effective if made of soarwood. 
  Market Price: 600 gp.
  Wand of Power: An elven wizard has 
  found a way to imbue wands with 5th-level 
  arcane spells and Junulta occasionally has 
  one or two for sale. Only special custom-
  ers are permitted to buy these wands, 
  which Junulta keeps locked up. Each wand 
  of power has 20 charges of its chosen spell 
  (they cannot hold more, nor can they be 
  recharged in any known fashion). Junulta 
  refuses to stock or sell wands of power from 
  the schools of enchantment, evocation, 
  or necromancy, saying she doesn’t want to 
  be responsible for any misuse of such dan-
  gerous magic. Market Price: 33,750 gp.
  Junulta
  J
  unulta seems like a typical elf to outsid-
  ers — her age is impossible to guess, 
  her deep green eyes seem to look right 
  through you, and she’s always smiling at 
  some inner joke. She listens to everything 
  and says little aside from extolling the 
  virtues of her merchandise. Her only 
  close companion is her familiar, 
  an owl she calls Huichi. Junulta 
  always has a pleasant greeting 
  for customers, but otherwise 
  she limits herself to answer-
  ing questions and letting her 
  merchandise sell itself. Some 
  speculate that she’s an agent of 
  the L’arile Nation sent to gather 
  information on other mechdoms, 
  others say she’s an assassin using the 
  shop as cover, while still others whis-
  per that she angered a coven of powerful 
  druids who have sworn to kill her if ever 
  she leaves the city. All agree that she’s a 
  remarkably skilled archer; occasionally 
  she’ll offer a custom-made longbow to a 
  customer who can beat her in an archery 
  contest.
  Junulta, female elf Ftr6/Wiz6: CR 12; 
  Medium humanoid (elf); HD 6d10+6d4–
  12; hp 37; Init +4; Spd 40 ft.; AC 18, touch 
  14, flat-footed 14; Base Atk +9; Grp +10; 
  Atk +11 melee (1d8+2/x3, +1 spear) or 
  +17 ranged (1d8+6+1d6/x3, +2 composite 
  longbow [+1 Str] with +1 frost arrow); Full 
  Atk +11/+6 melee (1d8+2/x3, +1 spear) 
  or +14/+14/+9 ranged (1d8+6+1d6/x3, 
  +2 composite longbow [+1 Str] with +1 frost 
  arrow); SQ Low-light vision, elf racial 
  traits; AL CG; SV Fort +6, Ref +8, Will 
  +7; Str 13, Dex 18, Con 8, Int 18, Wis 10, 
  Cha 13.
  Skills and Feats: Appraise +4 (+6 with 
  alchemy, +6 with bows and arrows), Con-
  centration +8, Craft (alchemy) +19, Craft 
  (bowmaking) +22, Jump +6, Knowledge 
  (arcana) +12, Knowledge (nature) +12, 
  Listen +7, Search +4, Spot +7 (+10 in 
  darkness), Survival +0 (+2 aboveground); 
  Alertness (with Huichi), Combat Casting, 
  Craft Magic Arms and Armor, Far Shot, 
  Manyshot, Point Blank Shot, Precise Shot, 
  Rapid Shot, Skill Focus (Craft [bowmak-
  ing]), Weapon Specialization (longbow), 
  Weapon Focus (longbow).
  Possessions: +2 composite longbow (+1 
  Strength), +1 spear, masterwork dag-
  ger, efficient quiver, 15 +1 frost arrows, 10 
  adamantine arrows, 25 alchemy arrows, 
  10 arrows, gloves of dexterity +2, bracers of 
  armor +4, boots of striding and springing.
  Spells Prepared (4/4/4/3; save DC 14 + 
  spell level): 0—detect magic (2x), mend-
  ing (2x); 1st—color spray, mage armor, true 
  strike, unseen servant; 2nd—cat’s grace, 
  detect thoughts, protection from arrows, whis-
  pering wind; 3rd—flame arrow, hold person, 
  keen edge. 
  IVISTI WEAPONS AND 
  ARMOR
  L
  ocated on the drow side of High 
  Docks, Ivisti Weapons and Armor 
  carries primarily drow weapons and armor 
  and caters primarily to drow customers. 
  Owned and operated by Diraz Ivisti, who 
  is also the founder, this is one of the old-
  est businesses in Edge. It initially offered 
  a wider selection of arms and armor, but 
  with the influx of drow to the city, it has 
  catered more toward their needs. Accord-
  ing to neighborhood rumor Diraz Ivisti 
  was an outcast from the drow homelands 
  in the underdeep due to being on the 
  wrong side of a political scandal, but 
  when the drow came to Edge, he assisted 
  in their acclimation to the city and was 
  accepted back into the fold. Now Diraz is 
  an ardent supporter of the drow in Edge, 
  though he tries to stay out of political 
  disputes within the factions of the drow. 
  Diraz is a skilled swordsman and has been 
  known to teach drow warriors on occa-
  sion, but now reaching his elder years he 
  spends more time crafting swords than 
  using them. This does not stop him from 
  occasionally releasing a blistering verbal 
  tirade at anyone who shows a lack of skill 
  with a blade in his presence. The sarcasm 
  and criticism of Diraz Ivisti is as sharp as 
  any blade he has forged. 
  The Ivisti store itself is a large stone 
  building that serves as storehouse, smithy, 
  and showroom for Diraz’s wears. While 
  
  26
  CHPT.
  #
  «2»
  DIRAZ IVISTI’S ARMOR
  Armor 
  Cost 
  Armor Bonux 
  Check Penalty 
  Max Dex Bonus 
  Arcane Spell Failure 
  Speed 
   
  Weight
  Light Armor 
   
   
   
   
   
  30 ft. 
  20 ft.
   
  Cave lizard leather armor 
  130 gp 
  +3 
  –1 
  +6 
  10% 
  30 ft. 
  20 ft. 
  12 lb. 
  Diraz is a respected swordsmith among 
  his own people, he imports many of his 
  other goods from craftsmen in the under-
  deep. In addition to the goods he carries, 
  which includes masterwork weapons and 
  armor of many types and a few specialty 
  goods described below, Diraz can acquire 
  almost any merchandise from the under-
  deep given enough time. He does keep a 
  supply of poison on hand, but only sells it 
  to his favored customers.
  Diraz normally only does business with 
  drow, but a few members of other races 
  have wormed their way into his favor by 
  doing him favors or proving themselves 
  particularly useful to him. This often 
  takes years of patience — and Diraz never 
  suffers dwarves in his company. Outside 
  of the drow of Edge, Diraz has no friends 
  and few acquaintances, finding most 
  other inhabitants of the city rude and 
  uncivilized. 
  weapons and grant a +2 equipment bonus 
  on all Bluff checks made when taking a 
  feint action with them. Diraz rapiers are 
  only available for Medium sized crea-
  tures. 
  Diraz Weaponbreaker: Similar to a 
  short sword, this single-edged weapon has 
  a number of large knobs across the back of 
  its blade that can be used to entangle and 
  break weapons. Diraz weaponbreakers 
  are considered masterwork weapons and 
  grant a +2 bonus to opposed rolls made 
  during disarm and sunder actions. Diraz 
  weaponbreakers are only available for 
  Medium sized creatures. 
  Diraz Dagger: A small, thin bladed 
  weapon, a Diraz dagger is very difficult to 
  spot when properly concealed in clothing 
  or a boot. Characters attempting to find 
  a Diraz dagger hidden on a person suf-
  fer a –2 penalty on their Search or Spot 
  checks. Diraz daggers are only available 
  Armor
  C
  ave Lizard Leather Armor: Made 
  from the lizard mounts used by the 
  drow of the underdeep, these light suits 
  of armor are colored to blend in their 
  surroundings when used in a subterranean 
  environment. Cave lizard leather armor 
  grants the wearer a +2 equipment bonus 
  on Hide checks made in underground 
  environments. These suits are normally 
  only sold to drow assassins and spies, and 
  any human wearing such a suit is likely to 
  be eyed suspiciously by many in Edge. 
  Weapons
  D
  iraz Rapier: A specially designed 
  rapier, it has a number of black 
  reflective surfaces along its blade that 
  make it difficult to see when in motion. 
  Diraz rapiers are considered masterwork 
  
  27
  CHPT.
  #
  «2»
  for Medium sized creatures. 
  Spidersilk Net: Made from the silk 
  of giant spiders and similar creatures, a 
  spidersilk net functions in the same way 
  as a normal net but is more effective due 
  to the natural adhesive still present on the 
  spidersilk. The DCs for Concentration 
  checks to cast spells while entangled, for 
  Escape Artist checks to escape the net, 
  and for Strength checks to break the net 
  are all increased by +5. The net has 10 hit 
  points. 
  Other Goods
  S
  hadow Candle: An item crafted only 
  in the underdeep, shadow candles are 
  an alchemical creation made from spe-
  cial fungi found only deep underground. 
  When lit, the shadow candle emits no 
  visible light, but creatures with darkvision 
  who are within 10 feet of the candle can 
  see twice as far as their darkvision would 
  normally allow. Each candle only lasts for 1 
  hour. Market Price: 50 gp. Weight: 1 lb.
  Blade Injectors: This modification 
  may be added to any weapon during its 
  construction. Blade injectors are small 
  containers of poison connected to a noz-
  zle that sprays the poison over the blade 
  of the modified weapon, enabling poison 
  to be quickly deployed with little warn-
  ing. Activating a blade injector requires a 
  standard action. The blade injector holds 
  three doses of poison before it must be 
  refilled. Anyone within 20 feet of a blade 
  injector when it is activated may make a 
  DC 20 Spot check to notice the poison 
  being deployed. Market Price: 45 gp. 
  Black Slas Spore Caltrops: These 
  caltrops are coated in the spores of the 
  black slas fungus. It causes intense pain 
  in any wound it comes into contact with. 
  If a creature takes damage from these 
  caltrops, the creature must make a DC 14 
  Fortitude save to resist the effects of the 
  poison. If this save fails, the character’s 
  movement is reduced to half normal and 
  treating the wound requires a DC 20 Heal 
  check. The effects of black slas spores 
  wear off after 4 hours. Market Price: 100 
  gp. Weight: 5 lb.
  Diraz Ivisti
  A 
  gentleman of leisure, Diraz Ivisti 
  makes weapons and teaches skill 
  with a blade for his own amusement, not 
  for wealth. He is a stern and demanding 
  teacher, always ready with a withering ver-
  bal assault for those students who disap-
  point him. Students who do so more than 
  once are usually forced out by Diraz. The 
  drow has become accustomed to a life of 
  only moderate activity, but still thirsts for 
  excitement. He occasionally challenges 
  newcomers to Edge to duels to judge 
  their prowess, hoping sometime soon he 
  can find a worthy opponent. 
  Diraz Ivisti, male drow Rog4/Fgt4/
  Duelist5: CR 15; Medium humanoid 
  (elf); HD 9d10+4d6+26; hp 103; Init +5; 
  Spd 30 ft.; AC 20, touch 20, flat-footed 
  14; Base Atk +12; Grp +13; Atk +20 melee 
  (1d6+7/15–20/x3, +4 rapier of speed); Full 
  Atk +20/+20/+15/+10 melee (1d6+7/
  15–20/x3, +4 rapier of speed); SA Sneak 
  attack +2d6, precise strike +1d6; SQ 
  Drow racial traits, SR 24, trapfinding, eva-
  sion, trap sense +1, uncanny dodge, canny 
  defense, improved reaction, enhanced 
  mobility, grace; AL LE; SV Fort +8, Ref 
  +14, Will +4; Str 12, Dex 16, Con 14, Int 
  16, Wis 12, Cha 10.
  Skills and Feats: Appraise +9, Bluff +9, 
  Climb +9, Craft (weaponsmith) +15, 
  Intimidate +11, Jump +10, Listen +6, 
  Perform (comedy) +9, Ride +10, Sense 
  Motive +6, Spot +10, Swim +9, Tumble 
  +13; Dodge, Expertise, Improved Criti-
  cal (rapier), Improved Disarm, Mobility, 
  Weapon Finesse, Weapon Focus, Weapon 
  Specialization (rapier).
  Possessions: Ring of protection +4, +4 
  rapier of speed, 2 vials of drow poison, 1 vial 
  of wyvern poison.
  SILVERHELM SMITHY
  L
  ocated in the dwarven side of High 
  Docks, the Silverhelm Smithy has a 
  long tradition of quality workmanship 
  that has been carried on for over a thou-
  sand years. The Silverhelm Smithy was 
  originally based in a subterranean city 
  and had been in business for over ten 
  generations, but it was destroyed by the 
  wars fought during the early days of the 
  lunar rain. It moved to Edge 90 years ago, 
  and is now run by Gorin Silverhelm and 
  his four children, all but one of whom are 
  highly skilled smiths. The lone exception, 
  Olin Silverhelm, lacks a strong talent for 
  the smithing arts and instead works the 
  business side of the smithy, including 
  making deals with customers. The Silver-
  helm Smithy sells to all customers except 
  drow, who are not allowed to darken the 
  smithy’s door. Most of the Silverhelm 
  Smithy’s customers are dwarves and their 
  goods are usually designed with dwarven 
  aesthetics in mind, but a few members of 
  DIRAZ IVISTI’S WEAPONS
  Weapon 
  Cost 
  Damage  
  Critical 
  Range 
  Weight 
  Type
  Simple Weapons 
   
  Light Melee Weapons
   
  Diraz dagger 
  200 gp 
  1d4 
  19–20/x2 
  10 ft.  
  1 lb. 
  Piercing 
  Martial Weapons
  One-Handed Melee Weapons
   
  Diraz rapier 
  340 gp 
  1d6 
  18–20/x2 
   — 
  2 lb. 
  Piercing
  Exotic Weapons
  Light Melee Weapons
   
  Diraz weaponbreaker 
  400 gp 
  1d6 
  19–20/x2 
  — 
  3 lb.  
  Slashing
  Ranged Weapons
   
  Net 
  220 gp 
  — 
  —  
  10 ft.  
  5 lb. 
  —
  
  28
  CHPT.
  #
  «2»
  other types of masterwork weapons. How-
  ever, the smithy’s specialty is traditional 
  dwarven armaments as described below. 
  All common types of medium and heavy 
  armor are available as well. 
  Weapons
  A
  valanche Club: An ancient dwarven 
  weapon that rarely sees use today, 
  it is a large metal club so top heavy that 
  only those of great strength and great 
  stability may use it. Characters who have 
  a Strength of less than 15 suffer a –2 pen-
  alty on attacks using an avalanche club, 
  and races that do not have the stability 
  racial trait suffer an additional –2 penalty. 
  Characters attacking with avalanche clubs 
  suffer a –2 penalty on opposed checks to 
  attempt to disarm an opponent and on 
  Bluff checks when taking a feint action. 
  Bladespear: A bladespear is a similar in 
  appearance to a spear (it comes in short, 
  normal, and long versions), but the head 
  of the spear has been replaced with an 
  axe-like half-circle blade. This transforms 
  the bladespear into a slashing weapon. It 
  is said to have evolved from the common 
  shovel in a similar fashion to military pick 
  weapons. Like several other armaments at 
  the Silverhelm Smithy, it is a traditional 
  dwarven weapon that does not see much 
  use these days.
  Fist Axe: One of the smaller traditional 
  dwarven weapons, fist axes are close com-
  bat weapons that resemble axe blades 
  with handles on the back of the blade, 
  looking much like a bladed set of brass 
  knuckles. Fist axes are considered martial 
  arts weapons and are a traditional weapon 
  of dwarven monks, who gain proficiency 
  with them and can use them with their 
  special monk abilities.
  SILVERHELM WEAPONS
  Weapon 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type
  Simple Weapons
  One-Handed Melee Weapons
   
  Short bladespear 
  10 gp 
  1d6 
  1d8 
  x2 
  —  
  4 lb.  
  Slashing
  Two-Handed Melee Weapons
   
  Bladespear 
  15 gp 
  1d8 
  1d10 
  x2 
  —  
  7 lb.  
  Slashing 
   
  Long bladespear* 
  20 gp 
  1d8 
  1d10 
  x2 
  — 
  9 lb. 
  Slashing
  Martial Weapons 
  Light Melee Weapons
   
  Fist axe 
  80 gp 
  1d3 
  1d4 
  19–20/x3 
  —  
  2 lb.  
  Slashing
  Exotic Weapons
  Two-Handed Melee Weapons
   
  Avalanche club 
  80 gp 
  1d10 
  2d6 
  19–20/x3 
  —  
  3 lb.  
  Bludgeoning
   
  Warpick 
  45 gp 
  1d8 
  1d10 
  x4 
  — 
  12 lb.  
  Piercing
  *This weapon is a reach weapon.
  the Church of Fhurlin and the Graymanes 
  shop here as well. 
  The Silverhelms are well known and 
  respected in Edge and are fervent support-
  ers of the other dwarves in Edge. Except 
  for Olin, the Silverhelms are ardent 
  dwarven traditionalists who believe that 
  the city-mechs will eventually eliminate 
  the dwarven way of life. Because of this, 
  they do not particularly care for mech 
  jockeys and coglayers, often charging 
  them higher prices for their wares. Olin 
  is not quite so old fashioned and simply 
  sees the city-mechs as a phase in dwarven 
  culture. 
  While all the Silverhelms except Olin 
  are skilled smiths, they are also skilled 
  wizards; they work to keep this a secret. 
  The Silverhelms use their magical skills to 
  produce ensorcelled weapons and armor, 
  but they only sell these items to particular 
  customers who have a long history with 
  the smithy. The Silverhelms fear if their 
  magical skills were public knowledge, 
  they would attract much more attention 
  from thieves in Edge and make themselves 
  more of a target for their drow rivals.
  The Silverhelm Smithy has most com-
  mon weapons in stock and can make 
  almost any other weapon within a few 
  days. They have all types of axes and 
  swords available as masterwork weapons 
  and, given a few weeks, can usually create 
  
  29
  CHPT.
  #
  «2»
  Warpick: A large two-
  handed pick similar in size 
  to a greataxe, warpicks are a 
  dwarven weapon specifically 
  designed for use against 
  constructs and similar crea-
  tures, attacking them as a 
  miner does a stone wall. 
  Warpicks are difficult to use 
  and few non-dwarves grow 
  accustomed to the top-
  heavy nature of the weapon. 
  If the wielder of a warpick 
  does not have the stability 
  racial trait, the wielder suf-
  fers a –2 penalty on attack 
  rolls made with the warpick. 
  Warpicks ignore the first 3 
  points of hardness of any 
  object they strike. 
  Armor
  H
  eavy Griffon Bard-
  ing: 
  Recently 
  the 
  Graymanes have contracted 
  with the Silverhelm Smithy 
  to produce metal barding 
  for the gnomes’ griffon 
  mounts. It took many rounds of trial and 
  error to create armor that is light enough 
  for the griffons to wear and yet thick 
  enough to retain its protective qualities, 
  but eventually they found a suitable mix 
  of alloy and armor types. The majority of 
  the heavy griffon barding is made up of 
  metal plates, though there are sections of 
  chain protecting the griffon’s joints. The 
  armor is thinner than normal plate mail 
  and is therefore less protective. While 
  the only sets of heavy griffon barding 
  made thus far have been for the Gray-
  manes, the Silverhelm Smithy is willing 
  to sell the barding to other customers. 
  Heavy griffon barding does not interfere 
  with the creature’s ability to fly. 
  Lead Boots: A rarely used item of 
  piecemeal armor, lead boots are an 
  ancient dwarven type of footwear with 
  questionable tactical value. 
  Lead boots are a pair of 
  large, 
  knee-high 
  boots 
  made completely out of 
  steel and lead, making them 
  extremely heavy. Lead boots 
  make the wearer immune to 
  caltrops and grant the wear-
  er a +2 equipment bonus 
  on ability checks made to 
  resist being bull rushed 
  or tripped when standing 
  on the ground. Lead boots 
  reduce the speed of the 
  wearer by 5 feet. 
  Ramming Shield: Ram-
  ming shields are similar 
  in construction to heavy 
  shields, but are larger and 
  have more weight concen-
  trated around the grip of 
  the shield. A short spike 
  extends from the center 
  of the shield. Ramming 
  shields are designed to be 
  held in front of the wielder 
  when the wielder charges 
  his enemies. The ramming 
  shield grants its user a +2 
  AC bonus against attacks of opportunity 
  provoked by the wielder taking bull rush 
  or overrun actions. The ramming shield 
  may also be used as a spiked shield. 
  Magical Items
  T
  he Silverhelms sell magic weapons and 
  armor of up +2 enhancement bonus 
  for 10% above the normal market price 
  SILVERHELM  ARMOR
   
    
   
  Armor/Shield 
  Armor Check 
  Arcane Spell 
  Speed
  Armor 
  Cost 
  Bonus 
  Penalty 
  Failure Chance 
  30 ft. 
  20 ft. 
  Weight
  Barding
   
  Heavy griffon barding 
  3,000 gp 
  +6 
  +1 
  –6 
  35% 
  — 
  100 lb.
  Shields
   
  Ramming shield 
  45 gp 
  +2 
  +3 
  –4 
  20% 
   — 
  20 lb.
  Extras
   
  Lead boots 
  25 gp 
  +1* 
  +4 
  –2 
  10% 
  — 
  20 lb.
  *This armor bonus only applies when the wearer is wearing light or medium armor. 
  
  30
  CHPT.
  #
  «2»
  4th—lesser globe of invulnerability, stoneskin, 
  stone shape; 5th—permanency. 
  TEZI’S DOJO
  A
  s much a school of combat as a shop 
  for weapons, Tezi’s Dojo is one of the 
  few businesses in Edge that caters to Iron-
  tooth clansmen and monks. Run by Tezi 
  Jai, a former monk turned Irontooth clan 
  member after his original monastery was 
  destroyed by the lunar rain, Tezi’s Dojo is 
  a place where one can find a calm space 
  for meditation, training in the martial 
  arts, or a good brawl (when needed). A 
  strange mixture of quiet tranquility and 
  raucous violence, Tezi’s Dojo has been a 
  presence in Low Docks for more than 50 
  years. It sits on the banks of the Endless 
  River, some of which is diverted into the 
  dojo grounds to supply a small garden, and 
  is located in one of the farther sections of 
  Low Docks. The building itself is a large 
  structure containing meditation rooms, 
  training areas, and a fully functioning 
  smithy in addition to Tezi’s own quarters.
  Tezi Jai founded the dojo after suffering 
  a severe leg injury that greatly reduced his 
  effectiveness within his adopted clan. He 
  settled in Edge, seeking to create a place 
  where he could pass on his decades of 
  experience to new students, half a dozen 
  of whom can now be found in the dojo 
  at any given time. While Tezi is only an 
  adequate mech pilot, he is highly skilled 
  in hand-to-hand combat, and Irontooth 
  clansmen come from across Highpoint to 
  learn his skills. Unfortunately, now Tezi is 
  so ancient he is beginning to lose his mind 
  and most of the instruction is done by his 
  prized pupil, Gargi.
  The dojo also makes and sells a wide 
  variety of weapons favored by monks and 
  the Irontooth Clans. Ever interested in 
  new combat techniques, Tezi developed 
  a number of new weapons over the years 
  in the hopes of finding the perfect martial 
  arts style, a quest he does not feel was suc-
  cessful. These weapons are sold to anyone 
  who visits the dojo, but most residents 
  of the item. They occasionally have more 
  powerful items, but these are usually only 
  custom made for special customers. Also 
  the Silverhelms have perfected the follow-
  ing magical weapon special ability.
  Crushing: A crushing weapon inflicts 
  an additional +2d6 points of damage on 
  any creature that is immune to critical 
  hits or on any unattended item struck. 
  Only bludgeoning weapons may become 
  crushing weapons. 
  Gorin Silverhelm
  A 
  traditionalist in the strictest sense, if 
  dwarves were not doing something a 
  hundred years ago, Gorin has no interest 
  in doing it now. He considers mechs an 
  affront to the gods and wants nothing to 
  do with them, despite what his son Olin 
  says. Short-tempered and foul-mouthed, 
  Gorin has little time for non-dwarves, 
  especially those who think they know 
  something of the smithing arts. Gorin is 
  more patient with wizards, always looking 
  to learn some new spells and techniques 
  when possible. Despite this interest, 
  Gorin does keep his magical skills secret 
  from casual acquaintances, fearing the 
  attention they will attract.
  Gorin Silverhelm, male dwarf Wiz9/
  Ftr 3: CR 12; Medium humanoid (dwarf); 
  HD 3d10+9d4+26; hp 70; Init +1; Spd 20 
  ft.; AC 13, touch 11, flat-footed 12; Base 
  Atk +7; Grp +8; Atk +10 melee (1d10+3, 
  x3, +2 dwarven war axe); Full Atk +10/+5 
  melee (1d10+3/x3, +2 dwarven war axe); 
  SQ Dwarven racial traits, familiar (rat); 
  AL LN; SV Fort +10, Ref +5, Will +9; Str 
  13, Dex 12, Con 14, Int 18, Wis 10, Cha 8.
  Skills and Feats: Appraise +7, Climb 
  +7, Concentration +11, Craft (black-
  smith) +21, Craft (weaponsmith) +24, 
  Craft (armorsmith) +24, Intimidate +5, 
  Knowledge (Arcana) +13, Spellcraft +13; 
  Alertness (with familiar), Craft Magic 
  Arms and Armor, Craft Rod, Craft Wand, 
  Craft Wondrous Item, Iron Will, Power 
  Attack, Skill Focus (Craft [armorsmith]), 
  Skill Focus (Craft [weaponsmith]), Scribe 
  Scroll, Weapon Focus (dwarven waraxe) .
  Possessions: Bracers of armor +2, +2 
  dwarven waraxe, rod of thunder and lightning, 
  masterwork artisan’s tools (weaponsmith, 
  armorsmith).
  Spells Prepared (4/5/5/4/3/1; save DC 14 
  + spell level): 0—detect magic, read magic, 
  mage hand, mending; 1st—burning hands, 
  endure elements, identify, magic missile, 
  unseen servant; 2nd—bear’s endurance, 
  bull’s strength, acid arrow, resist energy, 
  see invisibility; 3rd—arcane sight, dis-
  pel magic, keen edge, 
  lightning 
  bolt; 
  
  31
  CHPT.
  #
  «2»
  of Edge see Tezi as a crazy old man who 
  associates with troublemakers, so many 
  avoid him. Some of the children and 
  adolescents of Edge have taken to hang-
  ing out in the dojo as a sign of rebellion 
  against their parents, and several of these 
  youngsters have begun taking martial arts 
  lessons there. Due to Tezi’s odd weapon 
  designs, including several weapons that 
  are designed to assist in boarding mechs, 
  his work has unintentionally become 
  popular with rust riders. 
  In addition to the goods listed below, 
  most martial arts weapons can be found at 
  Tezi’s Dojo. The craftsmen of the dojo can 
  produce masterwork weapons, but do not 
  normally keep such weapons in stock. 
  Weapons
  F
  ire Gloves: Considered a foolhardy 
  weapon by many, fire gloves are large 
  leather and metal gloves that contain a 
  reservoir of specially prepared oil built 
  into the base of the glove. By opening a 
  valve, the oil is allowed to flow over the 
  gloves through a number of tubes, after 
  which the wearer can bang the gloves 
  together to scrape a small piece of flint 
  on one glove against the steel of the other 
  glove, lighting the oil on fire. The oil 
  burns for 1 minute after it is lit, inflicting 
  fire damage on anyone who comes into 
  contact with the gloves, including tar-
  gets of unarmed attacks. The gloves will 
  also burn anything in the wearer’s 
  hands, including scrolls and 
  rope. 
  (Obviously, 
  the 
  wearer shouldn’t attempt 
  Heal skill checks while 
  wearing the gloves.)
  It takes a full-
  round 
  action 
  to remove the 
  gloves, 
  which 
  will inflict 1d3 
  damage on the 
  wielder if the 
  gloves are still 
  burning, and they 
  cannot be extin-
  guished 
  without 
  submerging them in 
  water. The gloves are 
  fire resistant and pro-
  tect the wearer from their 
  dangers, at least as long as 
  they’re worn; while wearing 
  the gloves, the wielder gains fire 
  resistance 3, but only for the purpose of 
  resisting the gloves he is wearing. The oil 
  used in fire gloves costs 10 gp per use. 
  Magnet Chain: A weapon favored 
  by warriors who make a habit of board-
  ing mechs, the magnet chain is a 10-foot 
  length of chain with a ring on one end and 
  a hook on the other. The hook and the 3 
  feet of chain closest to it have been mag-
  netized, making the chain a valuable tool 
  when trying to climb mechs. The wielder 
  of the magnet chain gains a +4 bonus 
  on Climb checks made to climb metal 
  objects when using the magnet chain, and 
  a +4 bonus on opposed attack rolls made 
  to disarm an opponent (including the roll 
  TEZI JAI’S WEAPONS
  Weapon 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical Range Increment 
  Weight 
  Type
  Simple Weapons
  One-Handed Melee Weapons
   
  Pry dagger 
  10 gp 
  1d3 
  1d4 
  x3 
  10 ft.  
  1 lb.  
  Piercing
  Exotic Weapons
  Special Weapons
   
  Spring spear 
  100 gp 
  Varies* 
  Varies* 
  x3 
  20 ft.  
  8 lb.  
  Piercing
  Light Weapons
   
  Fire gloves 
  80 gp 
  1d2 
  1d3 
  x2 
  — 
  3 lb. 
  Fire
  One-Handed Weapons
   
  Scissor sword 
  50 gp 
  1d6 
  1d8 
  19-20/x3 
  — 
  5 lb. 
  Slashing
  Two-Handed Weapons
   
  Magnet chain 
  100 gp 
   
  2d4/2d4 
  x2 
  — 
  10 lb. 
  Slashing/Bludgeoning
  *The spring spear either functions as shortspear, spear, or longspear. 
  
  32
  CHPT.
  #
  «2»
  to avoid being disarmed if such an attempt 
  fails). The magnet chain is a martial arts 
  weapon and can be used in conjunction 
  with a monk’s special abilities. 
  Scissor Sword: An unusual weapon 
  developed by one of Tezi’s students, the 
  scissor sword is a longsword made of 
  two different pieces, splitting the sword 
  lengthwise. These two pieces are attached 
  at a swivel joint where they cross at the 
  pommel of the sword. When the handle 
  of the sword is held tight, it functions as 
  a normal longsword, but if the wielder 
  slightly loosens his grip, the blade opens 
  like a pair of scissors. Scissor swords grant 
  the user a +2 bonus to opposed attack 
  rolls made to disarm an opponent and 
  to Bluff checks involved in taking a feint 
  action. The scissor sword is a martial arts 
  weapon and can be used in conjunction 
  with a monk’s special abilities. 
  Pry Dagger: Looking much like a 
  chisel, the pry dagger is a dagger that has 
  a flat, sharp point and a very thick blade. 
  Pry daggers are designed to be stabbing 
  weapons that can be used as a crowbar in 
  a pinch, making them popular among war-
  riors who board mechs. 
  Spring Spear: A recent weapon cre-
  ated by Tezi’s student Gargi, the spring 
  spear is a telescoping pole attached to a 
  spear head that may be quickly changed in 
  length to suit the situation. Spring spears 
  may be used as shortspears, spears, or long 
  spears, but changing between the types of 
  spear requires a move action. Also, spring 
  spears contain a single high-tension spring 
  that can be used to deliver one extra-pow-
  erful strike during a combat, granting the 
  wielder a +4 attack and damage bonus as a 
  free action. This must be declared before 
  the attack roll is made. It requires 10 min-
  utes to reset the high-tension spring. The 
  spring spear is a martial arts weapon and 
  can be used in conjunction with a monk’s 
  special abilities. 
  Tezi Jai, male human Mnk12/Mcj4: 
  CR 16; Medium Humanoid (human); 
  HD 12d8+4d6–32; hp 34; Init +3; Spd 10 
  ft.; AC 20, touch 20, flat-footed 17; Base 
  Atk +12; Mech Atk +8; Grp +15; Atk +11 
  melee (2d6–1, unarmed strike); Full Atk 
  +11/+11/+11/+6/+1 melee (2d6–1, flurry 
  of blows); SA Flurry of blows, ki strike 
  (lawful); SQ Evasion, still mind, slow fall 
  60 ft., purity of body, wholeness of body, 
  improved evasion, diamond body (SR 22), 
  greater flurry, abundant step, extraordi-
  nary pilot, mech fingers – warrior instinct, 
  hand speed, patchwork repair, push the 
  envelope 1/day; AL LN; SV Fort +7, Ref 
  +15, Will +14; Str 8, Dex 16, Con 6, Int 16, 
  Wis 20, Cha 10.
  Skills and Feats: Balance +13, Climb +14, 
  Craft (mechcraft) +10, Craft (weapon-
  smith) +18, Diplomacy +15, Hide +8, 
  Jump +9, Mech Pilot +10 (+14), Move 
  Silently +8, Sense Motive +20, Spot +7, 
  Tumble +18; Combat Reflexes, Dodge, 
  Improved Disarm, Improved Grapple, 
  Improved Trip, Improved Sunder, Mechi-
  dextrous, Mechwalker, Mobility, Natural 
  Pilot, Quick Draw, Stunning Fist, Weapon 
  Finesse.
  Possessions: Robes, walking stick, tribal 
  decorations.
  TURNSCREW TINKERS
  T
  his shop has no connection to the 
  notorious Egwerd Turnscrew, but 
  they regularly send him small gifts and 
  bribes in the hope that they can continue 
  using his name without complaint. The 
  tinkers in this shop in lower Cliffside 
  are a quartet of unscrupulous sorts (two 
  gnomes, a dwarf, and a kobold) who do 
  shoddy repair work for very affordable 
  rates. They also buy and sell used steam-
  powered equipment without asking too 
  many questions.
  The four individuals who operate this 
  shop are the quiet gnome Siliviar Clock-
  throttle, her braggart husband Moddick 
  Clockthrottle, the impatient dwarf Gunn-
  loda, and the sly kobold Umbep Scalefire. 
  Moddick or Gunnloda usually deal with 
  customers — he’s eager to show off every-
  thing the tinkers have in stock, while she’s 
  in a hurry to get their money and move 
  them out the door. Umbep often handles 
  transactions with shadier clients, a ste-
  reotypical role that he’s resigned himself 
  to playing. All three have some skill at 
  coglaying, and Umbep possesses a touch 
  of sorcery, but the brains of the operation 
  undoubtedly belong to Siliviar. Her statis-
  tics are given below. The others are: Mod-
  dick (cog3), Gunnloda (cog2), Umbep 
  (cog2/sor2). An unsteady-looking clock-
  work puppet called Scraps assists the four 
  in their operations and guards the shop 
  after hours. Siliviar created and maintains 
  it, and she also uses it for other missions 
  around Edge as explained below.
  Merchandise
  S
  team Powers and Gear: The shop 
  does a brisk trade in steam arma-
  ments, as well as steam powers and their 
  components. What they don’t have in 
  stock today, the tinkers can usually get 
  within a week. All such items are at best 
  secondhand and few have been main-
  tained carefully. Steam powers and steam 
  gear bought from this shop cost 20% less 
  than list price. However, if a natural 1 is 
  rolled on any d20 roll while using these 
  secondhand items, they automatically 
  stop working and require repairs. If a sec-
  ondhand steam power is part of a larger 
  combination, the entire combination 
  fails to work until the malfunctioning 
  component is repaired. Wise steamborgs 
  don’t buy their innate steam powers from 
  Turnscrew Tinkers.
  Mech Weapons: In the grimy back 
  
  33
  CHPT.
  #
  «2»
  room, the tinkers often have two or three 
  mech weapons of Gargantuan or smaller 
  size scattered around in pieces. They’ll 
  be happy to rebuild and sell them to 
  customers who don’t ask questions; nosy 
  types will be told that the weapons are a 
  “special commission” and ushered out of 
  the shop. These weapons have the same 
  low cost and unreliability as the steam 
  gear described above. The tinkers only 
  sell commonplace mech weapons with 
  mechanical parts: bomb launchers, bore 
  punchers, buzzsaws, chain tentacles, 
  flame nozzles, lobster claws, steam-
  breathers, and steam cannons.
  Alchemist’s Chattersword: It’s as 
  dangerous to the wielder as to anyone 
  else, but for sheer intimidation value 
  it’s hard to beat this blade. This original 
  Turnscrew Tinkers creation combines a 
  chattersword with a reservoir that dis-
  penses alchemist’s fire while the blade is 
  in motion. On a successful hit, the blade 
  inflicts 1 point of fire damage in addition 
  to the usual 2d6 slashing damage. Every 
  time a strike with the alchemist’s chatter-
  sword misses, however, the wielder must 
  make a Reflex save (DC 15) or take 1 point 
  of fire damage from the spray. One vial of 
  alchemist’s fire can be emptied into the 
  reservoir, providing enough flame for 12 
  rounds of operation. If an alchemist’s 
  chattersword is sundered or otherwise 
  destroyed while it has any fire in the res-
  ervoir, the weapon explodes, inflicting 
  1d6 fire damage on everyone within 10 
  feet (Reflex save DC 15 for half). Market 
  Price: 185 gp.
  Slugsprayer: The tinkers only have 
  one of these odd weapons, which they 
  hope to sell to either the Stenians or the 
  Legion; they bought it from the endless 
  traders and didn’t ask questions. It looks 
  like a small steam cannon connected 
  to a large bin by an elaborate system of 
  pulleys and conveyors; the bin is full of 
  metal projectiles about twice the size of 
  steam gun ammunition. When powered 
  up, the contraption should be able to spit 
  bullets out at unheard-of speed. Right 
  now it doesn’t work at all, and since the 
  tinkerers acquired it instead of invent-
  ing it, they don’t know how to make the 
  necessary repairs. The unusual size of the 
  ammunition means that it would have to 
  be hand-crafted, further reducing its util-
  ity. If restored to working order (requir-
  ing a Craft [blacksmithing] check of at 
  least DC 35), the slugsprayer has the same 
  statistics as a steam gun, except that it can 
  fire as many times per round as the user’s 
  attack bonus permits. Market Price: 3,500 
  gp as is; if repaired, the slugsprayer could 
  fetch 10 times that.
  Siliviar Clockthrottle
  L
  ike many coglayers, Siliviar Clock-
  throttle is happier dealing with 
  machines than with people. The only 
  reason she married Moddick was that he 
  spoke the language of steam — but not 
  quite as well as she does, a distinction 
  Siliviar works to maintain. Edge has bet-
  ter and more honest coglayers than her, 
  but none of them are allowed to work in 
  her shop. She lets the others handle most 
  of the interaction with outsiders. Only 
  longtime customers who don’t complain 
  about poor workmanship have any hope of 
  hearing Siliviar say a word to them.
  Most of her time is spent in the 
  cluttered workroom of Turn-
  screw Tinkers. She’s the best 
  mechanic and blacksmith 
  of the quartet, and when 
  they’re actually worried 
  about getting the job 
  done right for a high-
  paying client, Siliviar 
  handles it all herself. 
  The 
  others 
  have 
  learned to simply fol-
  low her lead. The indi-
  vidual she trusts most 
  isn’t her husband nor her 
  old acquaintance Gunn-
  loda, but the rickety Scraps. 
  She built it and maintains it, 
  and under her instruction it does 
  a surprising amount of repair work; 
  Scraps is designed to look much shoddier 
  than it really is. Siliviar recently outfitted 
  it with a hidden optical orb so that she 
  could send it around the city on errands 
  that double as spying missions. So far 
  she’s only used Scraps to check out what 
  the shop’s competitors are doing, but if 
  Umbep brought in the right sort of client, 
  she’d expand her operation.
  One of Silivar’s other steam creations 
  bears mentioning. She integrated a rota-
  tor arm into a drill, giving her a fierce-
  looking melee weapon that whirls and 
  spins and buzzes in an alarming fashion. 
  Siliviar avoids combat, and if pressed 
  into melee prefers to use a club, but she’s 
  found that this unnerving device is a good 
  tool for intimidation. She often wears a 
  suit of gearmail as well.
  Silivar Clockthrottle, female gnome 
  Cog4: CR 4; Small humanoid (gnome); 
  HD 4d4+8; hp 19; Init +1; Spd 15 ft.; AC 
  16, touch 12, flat-footed 15; Base Atk +2; 
  Grp –3; Atk/Full Atk +2; Grp –3; Atk +2 
  melee (1d4–1 club) or +5 ranged (1d8 
  steam gun); SQ Low-light vision, gnome 
  racial traits, machine empathy; AL NE; 
  SV Fort +3, Ref +2, Will +6; Str 8, Dex 13, 
  Con 14, Int 16, Wis 14, Cha 8.
  
  34
  CHPT.
  #
  «2»
  Skills and Feats: Appraise +3 (+5 with 
  blacksmithing, +5 with mechcraft), 
  Craft (blacksmithing) +12, Craft 
  (mechcraft) +18, Craft (weaponsmith-
  ing) +5, Disable Device +10, Heal 
  +5, Knowledge (mechs) +16, Knowl-
  edge (steam engines) +17, Listen +9, 
  Mech Pilot +8, Profession (engineer) 
  +5, Search +6, Spot +4; Craft Steam 
  Gear, Exotic Weapon Proficiency 
  (flame nozzle, steam gun), Gearhead, 
  Mech Weapon Proficiency (steam can-
  non), Skill Focus (Knowledge [steam 
  engines]).
  Steam Powers: Scraps (clockwork 
  puppet + clockwork puppet + anima-
  tor + discriminator + voice command 
  + optical orb), imagemaker, ranger 
  (on her steam gun), integrated drill 
  and rotator arm.
  Possessions: Masterwork steam gun, 
  club, gearmail, masterwork artisan’s 
  tools (blacksmithing, mechcraft). 
  TWILIGHT CURIOS
  A 
  slathem named Fenjas manages this 
  Cliffside shop, although the drow 
  of House Envolock are its secret owners. 
  They use Twilight Curios to sell surplus 
  merchandise, exotic underdeep items, 
  and untraceable stolen goods. Twice 
  weekly, Fenjas closes the shop and spends 
  the day traveling up and down the city, 
  selling portable items to curious buyers 
  in every district. Even the dwarven trading 
  clans look forward to his visits.
  Merchandise
  A
  ntidote Ring: This gaudy ring’s 
  name is slightly misleading. The 
  large semi-precious stone on top is hol-
  low. It flips backward on a hinge to reveal 
  a pill-like concentrated dose of alchemi-
  cal antitoxin, which can be swallowed to 
  help ward off poisons. This smaller dosage 
  only confers benefits for 20 minutes. Each 
  antidote ring comes with one dose for 
  free, and Fenjas sells replacements. Mar-
  ket Price: 75 gp for a ring and one dose 
  of antitoxin; 50 gp each for replacement 
  antitoxin pills.
  Blacktorch: A strange underdeep ver-
  sion of continual flame has been cast upon 
  this twisted iron rod. It flickers with a 
  black energy that looks like the shadows 
  thrown by a guttering torch. Anyone with 
  darkvision who stands within 20 feet of 
  a blacktorch gets a 20-foot bonus to their 
  darkvision’s range. This enhancement isn’t 
  magical, although the blacktorch itself is, 
  and the effect is destroyed if any amount 
  of light is visible. Market Price: 150 gp.
  Clockwork Spider: A popular purchase 
  among first-time visitors to Edge, these 
  toys are the size of a gnome’s hand. When 
  wound, they lurch forward on their eight 
  mechanical legs for half a minute or so. 
  With some ingenuity and a Craft (black-
  smithing) or Craft (mechcraft) check (DC 
  20), a clockwork spider could be equipped 
  with a poisoned needle that would strike 
  when the toy is picked up. Fenjas never 
  sells ones with such equipment, but for 
  a decent bribe, he’ll point the buyer to a 
  High Docks craftsman who will make the 
  adjustment. Market Price: 15 gp.
  Duergar Dust: Each pouch of 
  this substance contains a mixture 
  of glistening mica flakes, granules 
  of carbon, and a greasy powder that 
  defies recognition. It has two useful 
  properties. The dust shows up clearly 
  to those using darkvision, so it can be 
  thrown in the air or scattered on the 
  ground to make invisible things easier 
  to find even deep underground. One 
  pouch can also be thrown at a target as 
  a ranged touch attack with a maximum 
  range of 20 feet. If it hits, the target 
  must make a Fortitude save (DC 13) 
  or be nauseated for 1d3 rounds. This 
  effect is considered a mild poison, so 
  bonuses against poison and immunity 
  to poison apply. Market Price: 50 gp.
  Fey Brooch: When a command word 
  is uttered, this spiraling silver brooch 
  outlines its wearer in green faerie fire. 
  The effect acts as if it were cast by a 5th-
  level druid, and it endures for 5 minutes or 
  until the command word is spoken again. 
  A fey brooch can be used once per day. Note 
  that anyone in earshot can speak the com-
  mand word to activate or deactivate this 
  power, not just the wearer. Faint evoca-
  tion; CL 3rd; Craft Wondrous Item, faerie 
  fire or drow creator. Market Price: 360 gp.
  Moleskin Cloak: House Envolock is 
  happy to sell these enchanted cloaks, but 
  its members never wear them. The moleskin 
  cloak is made of tough silk and lined with 
  thick luxurious black fur. It grants the 
  wearer a +5 bonus to all Hide checks made 
  while underground. However, all drow 
  receive a +5 bonus to Spot checks made 
  to find the wearer, a magical property that 
  House Envolock doesn’t advertise. Faint 
  illusion; CL 3rd; Craft Wondrous Item, 
  invisibility, creator must be a drow. Market 
  Price: 2,000 gp.
  Pick of the Motherlode: This one-
  handed item is a boon to prospectors, for 
  its crystalline head searches out gems and 
  precious metals on its own. All Profession 
  (miner) and Craft (mining) skills made 
  while using this pick get a +2 competence 
  bonus. The pick is designed for mining 
  rather than combat, so if it’s used as a 
  
  35
  CHPT.
  #
  «2»
  weapon, treat it as 
  a light pick with a x2 
  critical multplier. Faint divination; CL 7th; 
  Craft Wondrous Item, locate object. Market 
  Price: 8,000 gp.
  Fenjas
  F
  enjas was born in a slathem city far to 
  the south. He left home at an early 
  age; a group of wandering dwarven ped-
  dlers and their exotic mech stoked the 
  wanderlust in his heart. He drifted north 
  for a time, eventually taking his travels 
  underground to escape the lunar rain. In 
  the underdeep he fell in with a mercenary 
  band of drow who taught him their larce-
  nous ways in return for his help obtaining 
  certain treasures from an underwater 
  stronghold. Once he’d helped the drow 
  and learned their secrets, he secretly went 
  to their enemies and sold them out. The 
  drow adventurers died horrible deaths at 
  the hands of their rivals, and Fenjas found 
  himself with more money than he could 
  easily spend.
  Edge calls to people with that kind 
  of money. Bearing a testimonial letter 
  from his new drow allies — and dodging 
  hired killers looking to avenge the group 
  he betrayed — he came to the city and 
  ingratiated himself with House Envolock. 
  They found his story amusing, and before 
  long they had come up with a way to make 
  use of him. It pays well, and his employ-
  ers keep the assassins away from him, 
  so Fenjas is happy to stay put for a 
  while. His conscience occasion-
  ally bothers him, but so far 
  he’s been able to soothe 
  it with money; he isn’t 
  evil so much as wilfully 
  amoral. His time with the 
  drow gave him a prefer-
  ence for their style of 
  dress and way of fighting, 
  and this has given him a 
  very interesting reputation 
  around Edge.
  As a note, Fenjas deliberately 
  uses very little magical equipment. 
  While it’s obvious to most people 
  that the slathem works closely with one 
  or more drow houses, House Envolock 
  doesn’t want too many clues pointing to 
  their connection with him.
  Fenjas, slathem Rog5: CR 5; Medium 
  humanoid (slathem); HD 5d6; hp 22; Init 
  +1; Spd 30 ft.; AC 13, touch 12, flat-footed 
  12; Base Atk +3; Grp +4; Atk/Full Atk +5 
  melee (1d6+1/18-20, masterwork rapier) 
  or +5 ranged (1d4+poison/19-20, mas-
  terwork hand crossbow); SA 
  Sneak attack +3d6; 
  SQ Amphibious, 
  evasion, trap 
  sense +1, 
  uncanny 
  dodge; AL N; SV Fort +1, Ref +5, Will 
  +0; Str 13, Dex 12, Con 11, Int 12, Wis 8, 
  Cha 16.
  Skills and Feats: Appraise +11, Bluff +11, 
  Diplomacy +10, Disguise +3 (+5 in char-
  acter), Forgery +9, Gather Information 
  +11, Hide +7, Intimidate +7, Knowledge 
  (dungeoneering) +6, Move Silently +7, 
  Profession (merchant) +10, Sense Motive 
  +4; Persuasive, Skill Focus (Profession 
  [merchant]).
  Possessions: Masterwork rapier, master-
  work dagger, masterwork hand crossbow, 
  10 bolts, masterwork buckler, 3 doses of 
  drow knockout poison, ring of protection 
  +1, antidote ring.
   
  
  plate 4  Edge is really several different settlements that 
  co-exist peacefully (most of the time).
  TOPSIDE
  HIGH DOCKS
  CLIFFSIDE
  LOW DOCKS
  
  37
  CHPT.
  #
  «3»
  
  LOW DOCKS
  
  LAYOUT
  T
  he sprawling Low Docks area rests 
  near the base of Edge’s waterfall, 
  though the main port lies 200 yards from 
  the cliff, where the water is deep enough 
  for the keels of most boats. Low Docks 
  very much caters to the business of trad-
  ing, meaning that mostly warehouses dot 
  the landscape, although some taverns 
  and inns can be found as well; the better 
  entertainment venues and more interest-
  ing shops in Edge lie in High Docks and 
  Topside, requiring passage up the cliff. 
  Most of the buildings here are made of 
  stone, though the halfling hovels are made 
  of mud-brick. The great cliffside looming 
  above Low Docks does an enviable job of 
  warding off most of the lunar rain. Particu-
  larly dense meteor storms may cause dam-
  age to Low Docks, but for the most part, 
  the area from the cliff to roughly 300 yards 
  out is fairly safe at night.
  The port bustles with laborers loading 
  ships with goods ushered down from High 
  Docks and unloading goods to be trekked 
  up the cliff. As in High Docks, the Endless 
  River divides the port into two sections. 
  The drow do not have a foothold here, but 
  the halflings do. These little beings have 
  long made their home along the Endless 
  River, and they refused to be left out of the 
  mercantile bonanza that Edge has become. 
  To this end, they built the toll roads lead-
  ing from east of Low Docks to the cliff. 
  While it would appear that trading 
  goods in Edge can be expensive — and it 
  is — the returns received are far greater 
  than anywhere else in the world, so few 
  merchants complain.
  LOCATIONS
  The North and South Roads
  T
  he halflings families of Edge own 
  these toll roads. Merchants traveling 
  by land, or shipping merchants who do 
  not want to load their goods into smaller 
  boats and barges (also halfling-owned) to 
  reach the city, must pay to have them trans-
  ported along the North or South Road (so 
  called because they lie respectively north 
  and south of the river, though they actually 
  run east and west), depending on where 
  they docked their boat. 
  Halfling crews work diligently to main-
  tain these roads, which run from the half-
  ling communities further east of the river 
  to Low Docks and Cliffside, where mer-
  chants can pay the various Stairkeepers to 
  move their wares up and down the cliff.
  Warehouse District
  L
  arge buildings of various sizes line the 
  center of the port on both sides of the 
  Endless River. The dwarves of Edge, par-
  ticularly the Fralief clan, have a monopoly 
  on the warehouse districts in Low Docks. 
  Magic, traps, and the clans’ guards protect 
  the buildings from would-be thieves. An 
  administrative building (Area 2A) hous-
  ing the warehouse master lies within each 
  warehouse district.
  Warehouse Master 
  T
  hese buildings house the warehouse 
  master and the warehouse clerks. 
  Dahlia Duerok (Exp6), a portly, no-non-
  sense dwarf with thin graying hair, runs the 
  northern warehouse. Seven clerks assist 
  her. She employs more than 60 laborers of 
  various races, who move the goods to the 
  directed warehouses.
  Geitter Fralief (Exp5/Brd2) runs the 
  southern warehouse, and he employs eight 
  clerks and 65 laborers. Geitter is a middle-
  aged dwarf with golden hair and blue eyes. 
  He always has a smile on his face, a good 
  attitude, and he wears brightly colored 
  clothing of oranges, blues, and yellows. 
  He’s always happy because business in 
  Edge is good! Despite his riches and 
  finery, he can curse and carouse with the 
  best of them. In fact, Geitter also owns the 
  Dancing Dockhand (Low Docks, Area 5), 
  one of the rowdiest taverns in Edge, where 
  he occasionally performs on his lute and 
  tells amusing bawdy stories. 
  These administrative buildings also con-
  tain apartments for the families of those 
  overseeing the warehouses. The laborers 
  live in the small houses in Area 11.
  FROM THE GROUND UP
  T
  he city of Edge is divided into four districts. Each 
  one has its own character, its own neighborhoods, 
  and its own way of taking money out of your pocket. They 
  are presented here the way most (though hardly all) first-
  time visitors see them — starting at the east end with Low 
  Docks, then climbing Cliffside, followed by a stop in High 
  Docks and finally reaching Topside. After that, the area 
  around the city is briefly described for those restless 
  souls who can’t find satisfaction within Edge itself.
  
  38
  CHPT.
  #
  «3»
  Auction House District
  P
  eople in Edge buy and sell almost any-
  thing, and these auction houses spe-
  cialize in specific types of goods. Admit-
  tance to the White and Green Houses 
  costs 2 sp (the Silver House costs 10 gp), 
  and those admitted are given a stick with 
  a wooden placard attached that has black 
  numbers upon it for bidding purposes. As 
  the bidders change daily, the numbers are 
  recorded daily. Merchant houses often 
  buy annual memberships to the auction 
  houses, and they are given a standard — a 
  forked rod that bears their house’s sym-
  bol on a golden flag in the fork’s center. 
  Those with annual memberships have their 
  own section in the front of each auction 
  house. Those sections have plush seats and 
  servants who deliver food and wine to the 
  auction house’s special guests. 
  The White House
  T
  his auction house got its name from 
  the white flags that hang over its 
  entrance. Any non-living, non-magical 
  goods are auctioned off in this building. 
  One can purchase crafted items, artwork, 
  books, standard and exotic fabrics, spices, 
  hides, weapons, armor, metals, gems, dry 
  foodstuffs, rare wines, and other such 
  items within.
  The Green House
  A 
  green flag flies over the entrance 
  of this auction house, and one can 
  purchase almost any living thing within, 
  including slaves, pets, livestock, captured 
  monsters, and exotic plants. Foods suscep-
  tible to spoilage are also sold in bulk here. 
  The Silver House 
  A 
  silver flag flies over this heavily 
  guarded auction house. In addition 
  to the guards, mundane and mystical traps 
  protect much of this building, which auc-
  tions off items of magic. Admission to 
  this building costs 10 gp, and all those 
  admitted are stripped of weapons, magic 
  items, and spell components. These items 
  are kept in locked chests and armoires until 
  their owners leave the building. 
  L’arile Nation sympathizers have a stake 
  in this auction house, as does a guild of 
  fairly benign svirfneblin; many of the items 
  sold at the Silver House come direct from 
  either the underdeep or the northern for-
  ests, though magical items from all over the 
  world funnel through here. Extremely valu-
  able and rare items occasionally make their 
  way through this building, but no minor or 
  major artifacts can ever be purchased here.
  
  39
  CHPT.
  #
  «3»
  attention. He is kindly and conversational, 
  but he never really talks about himself, 
  always directing the conversation back to 
  whomever he is speaking with. Tathe has a 
  good pulse on what’s going on in the area, 
  as he keeps his ears open, but he has so far 
  not returned to his former roguish ways.
  The inn houses a tavern within. Only 
  those staying at the inn may frequent the 
  tavern, as Tathe prefers to keep the riff-
  raff out. Anyone fighting or being verbally 
  abusive is removed from Serenity’s Edge. 
  Tathe takes the peaceful name of his estab-
  lishment very seriously. 
  The prices at Serenity’s Edge are as per 
  the PHB, but some exotic foods and wines 
  are available at higher prices than the stan-
  dard fare.
  Golden Orb Inn
  T
  his two-story inn houses those most 
  interested in attending the auc-
  tions. Alinfa D’Ralienra (Sor7/Rog9), 
  an elf from the L’arile Nation, runs the 
  Golden Orb. With strong ties to the Silver 
  House, she helps spread the word about 
  any unusual magical items arriving there 
  that might be of interest to her clientele. 
  Should her servants overhear any plots to 
  attack the auction house, Alinfa does her 
  best to foil them. Many of those working 
  for Alinfa are rogues and bards. They help 
  her collect information about what’s going 
  on in the world, especially in regard to 
  who’s moving items of interest to Alinfa, 
  like gems and magical items.
  The rooms at the Golden Orb Inn are 
  decorated in red and gold tapestries. The 
  furniture is fine and comfortable. While 
  the inn does not have a tavern within, it 
  does house several private smoking rooms, 
  where servants serve drink and food. 
  Alinfa is a thin, comely woman with sil-
  ver-blonde hair and violet eyes. Alinfa also 
  owns Alinfa’s Ale House (Area 8), where 
  she spends a great deal of her time when 
  not at the auction houses.
  Fralief Mech Hangars
  M
  embers of the dwarven Fralief Clan 
  own these two mech hangars. While 
  the hangars house a few of their personal 
  mechs, the clan rents space in the hangars 
  at the prices listed below. Guards and mag-
  ical wards protect the mech hangars. The 
  guardian mech Vadistock is often berthed 
  here — free of charge, of course.
  Hangar Space Rentals
  Mech Size 
  Per Day Prices
  Large 
  6 sp/day
  Huge 
  9 sp/day
  Gargantuan 
  15 sp/day
  Colossal 
  20 sp/day
  The Dancing Dockhand
  W
  arehouse owner Geitter Fralief also 
  owns the Dancing Dockhand tavern, 
  which lies just off the southern dock area. 
  This tavern caters to the hard-laboring 
  dockworkers who toil this part of Edge, 
  so it is a very rowdy place. The dockhands 
  don’t take kindly to rich-looking folks 
  hanging out in their tavern, so you won’t 
  find many merchants mingling among this 
  blue-collar crowd. Well-dressed adventur-
  ers would do well to avoid the tavern, in 
  fact, unless they are looking for a fight. 
  The tavern’s close presence to the docks 
  should alert travelers to its feisty nature.
  The food here is just barely acceptable, 
  and the booze is quite cheap (but watered 
  down). 
  Serenity’s Edge
  T
  his two-story inn caters to the mer-
  chants of Low Docks, mainly those 
  just wishing to unload and load cargo with-
  out much excitement or incident (else 
  they’d stay in High Docks or Topside). 
  The human innkeeper, Tathe Loder (Rog4/
  Exp3; formerly known as Milos Gorosk), 
  owns the inn. At 24, Tathe, a former mem-
  ber of a mech tribe, is very young to be 
  owning his own place, but he fortuitously 
  came into some serious wealth when he 
  stumbled through a hole and into the cave 
  home of a recluse who formerly served as a 
  gearwright in the area of the Stenian Con-
  federacy. The gearwright had died alone 
  in the hole, and he left behind a sack of 
  valuable gems and tomes filled with gear-
  wright secrets. Tathe (then Milos Gorosk) 
  sold the latter for a tidy sum, changed his 
  name, and high-tailed it to Edge, where he 
  invested his money in an inn. Although the 
  inn has thrived, Tathe fears his fortune may 
  come to an end if the Gearwrights Guild 
  ever finds him and punishes him for releas-
  ing their secrets.
  Tathe is a human of average height. He 
  formerly had long dark hair, but he now 
  keeps his head shaved and wears com-
  mon clothes — nothing that would attract 
  Low Docks area numbers
  1. The North and South Roads
  2. Warehouse District
  2A. Warehouse Master 
  3. Auction House District  
  3A. The White House
  3B. The Green House
  3C. The Silver House 
  4. Fralief Mech Hangars
  5. The Dancing Dockhand
  6. Serenity’s Edge
  7. Golden Orb Inn
  8. Alinfa’s Ale House
  9. The Laughing Dwarf Tavern
  10. Jilted Jaques’
  11. Laborer’s Houses
  12. Forts
  Little Town
  13. Kailyn’s Carts
  14. Little Town Market
  15. Little Town Docks
  16. Happy Halfling Tavern
  17. Tiny’s Tavern
  18. Little Town Inn
  19. Halfling Hovels
  20. Orchards
  
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  CHPT.
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  Alinfa’s Ale House
  A
  linfa D’Ralienra, owner of the Golden 
  Orb Inn (Area 7), also owns this tav-
  ern, whose atmosphere is much better 
  than the Laughing Dwarf (Area 9), but her 
  brother Gilrile D’Ralienra (Rog7) actually 
  runs it. Though the tavern specializes in 
  imported L’arile ale and mead, any type 
  of alcohol can be found here. The food 
  is of good quality, and many elven dishes 
  are available here. An elven bard usually 
  entertains the crowds in Alinfa’s estab-
  lishment, and prices here are generally 
  10 percent higher than those listed in the 
  PHB.
  Gilrile appears to be a high-classed 
  gentleman of some means. He has sil-
  ver-blond hair like his sister, with very 
  sharp, hawk-like features and a goatee. 
  Gilrile helps Alinfa gain information on 
  the merchants and adventuring groups 
  traveling through Low Docks. They have 
  a network of rogues who travel Edge’s 
  upper levels, and they have connections 
  to drow houses in the underdeep.
  The Laughing Dwarf Tavern
  T
  he Laughing Dwarf welcomes mer-
  chants, dockhands, and adventurers 
  alike. This is a no-frills tavern: The prices 
  are standard, the fare is standard, and 
  there’s nothing fancy about the one-story 
  place. The owner, a dwarf named Jonis 
  Keeter (Rgr4/Exp4), doesn’t even offer 
  any musical entertainment to his patrons, 
  just his jovial laugh for which the place is 
  named. 
  Jonis is a round dwarf of 110 years. His 
  brown beard is streaked with some gray. A 
  scar runs under his right eye, a wound he 
  received during his days as a mercenary 
  soldier. He has a friendly personality, and 
  he enjoys spending time with patrons 
  who make him laugh. In fact, making Jonis 
  laugh usually earns a few free drinks. 
  
  LITTLE TOWN
  T
  he halflings have claimed this area 
  of Low Docks. Because mostly only 
  the little folk visit this area, everyone 
  calls the place Little Town, even though 
  it is really just another part of Low 
  Docks. The halflings live in family-ori-
  ented communities, and their homes 
  are made of hardened mud-brick. The 
  halflings own two taverns and an inn in 
  Little Town; these establishments cater 
  to traveling little folk, so the furniture 
  within is suited only to Small creatures.
  The halflings make their living via the 
  toll roads, food stands, and water trans-
  portation. Some of the halflings also herd 
  sheep and goats or work the orchards 
  (Area 20). 
  Kailyn’s Carts
  K
  ailyn Hossentoff (Exp5) builds, 
  repairs, and rents carts from this 
  shop. She employs twelve halfling crafts-
  men and thirty-five drivers and laborers of 
  various races. Most of the carts are made 
  for Medium creatures. A pen of oxen is 
  attached to the eastern end of the build-
  ing. The oxen pull the carts to the Stair-
  keepers at the cliffside.
  Little Town Market
  T
  he market sells fresh fish, fruits, dried 
  meats, and halfling desserts and pies. 
  Each building houses three merchant 
  stands. Some are walk-in spaces, while 
  others are just counters where patrons 
  order food. The smell of fruit and meat 
  pies fills this area, bringing hungry cus-
  tomers, both large and small, to the Little 
  Town Market. 
  Little Town Docks
  T
  he halflings keep their small boats 
  and barges parked along these docks. 
  These water craft have very low keels, so 
  Jilted Jaques’
  J
  aques Mandro (Ftr8/Exp3) opened his 
  tavern in Edge after his betrothed left 
  him for another man three days before 
  their wedding. Afterward, this dwarven 
  army captain from the Stenian Confed-
  eracy left his post and traveled to Edge. 
  He brought with him all the money he had 
  saved from his job and the not-so-legiti-
  mate squeeze tactics he used as a mech 
  patrol leader, tactics he had learned from 
  his own superior officers.
  Jaques believes these past bad deeds 
  somehow ruined his chance at happiness 
  in a karmic sense, so he has changed his 
  ways. Now, he tries to walk a middle path. 
  Jaques is a dwarf who is nearing middle 
  age. He has a dark beard and dark hair. He 
  is usually preoccupied with thoughts of his 
  loss, even though the jilting took place 
  more than twenty years ago. 
  Jaques pays a minstrel to entertain the 
  patrons. The food and spirits here are 
  good, and the prices are standard. 
  Laborers’ Houses
  T
  hese one-story stone houses have two 
  rooms and house the dock laborers 
  and their families. The homes belong to 
  the dwarven clans who own the ware-
  houses, and they allow the laborers to live 
  in them rent-free for their services.
  Forts 
  T
  hese 
  40-foot-tall 
  towers 
  house 
  twenty-five dwarven soldiers each 
  (War2). A lieutenant leads them (War4). A 
  ballista crew remains on duty at all times. 
  They alert those within of trouble with 
  the sounding of a gong. The ballistae are 
  magical (+1 ballista), as are many of their 
  bolts. 
  
  41
  CHPT.
  #
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  the halflings use them to transport goods 
  from the larger boats to the Stairkeeper 
  loading areas. They also fish from the 
  boats. 
  Happy Halfling Tavern
  L
  auringa 
  and 
  Nedder 
  Hossentoff 
  (both Exp3) own the Happy Halfling. 
  Their thirteen children help them run the 
  establishment, which has a very homey, 
  family atmosphere. The furniture here is 
  only suited for Small folks, and to date, no 
  one larger has tried to enter the tavern. It 
  would be difficult for them to do so, as the 
  ceilings here are 5 feet high. 
  Members of the large Hossentoff family 
  spend their spare time here, as do mem-
  bers of the Fiddlemoss family. 
  Tiny’s Tavern
  T
  iny Diddledoe (Rog1/Exp3) owns this 
  tavern, which is packed with halflings 
  and gnomes at all times. All the furniture 
  is made for Small folks, though Tiny wel-
  comes the larger folk; their money’s just 
  as good. The ceilings here are only 6 feet 
  tall, making taller beings stoop to enter. 
  The tables stand just under 2 feet tall, 
  so Medium creatures eating here gener-
  ally sit on a pillow to eat with their Small 
  friends. As halflings love a good meal, 
  the food portions here are suitable for 
  Medium creatures, and the food is won-
  derful. Tiny’s wife, Matilda Diddledoe, is 
  an excellent cook, and her cooking keeps 
  the tavern packed at all hours. 
  Little Town Inn
  M
  arico Fiddlemoss (Stk5/Exp2) owns 
  the Little Town Inn. Marico, an only 
  child, spent many years traveling with the 
  Irontooth Jaguar Clan in his former profes-
  sion as a stalker before returning to Edge 
  to take over the family business when his 
  widowed mother died. Marico has not yet 
  settled down with a family of his own. He 
  finds the halfling women in Little Town 
  too tame for him. While the hustle of 
  Low Docks keeps him busy, the lure of the 
  adventuring life keeps calling to him. He’s 
  been training an assistant to take over for 
  him so that he can travel a bit as the urge 
  takes him.
  Marico stands just under 3 feet tall. He 
  has dark hair and a hairless face. He looks 
  much younger than his thirty-five years. 
  Halfling Hovels
  T
  he halflings’ homes are a series of 
  mud-brick hovels set in circular com-
  munities. Diddledoe, Hossentoff, and 
  Fiddlemoss are some of the more promi-
  nent families in Little Town. 
  As a safety precaution, the halflings 
  have tunneled underneath their homes. 
  The tunnels head north, away from the 
  river and Low Docks, and they provide 
  them with hiding places for times of trou-
  bles; a few of the tunnels exit many miles 
  to the north, providing an escape route 
  if need be. The halflings have hidden 
  dry provisions within the tunnel system, 
  so they can spend many months below 
  ground if hardship strikes. Outsiders are 
  only rarely told of the tunnels, and never 
  hear about those that exit to the north.
  Orchards
  O
  n a series of low hills grow apple, 
  pear, and peach trees. Halflings tend 
  to the trees during the growing seasons, 
  and the druids among the halflings keep 
  the trees healthy and safe.
  CLIFFSIDE
  C
  liffside is built along (and into) the 
  cliff surrounding the Endless River’s 
  waterfall, stretching from the base to the 
  top and covering an area half a mile wide. 
  Across this vertical distance are scattered 
  the residences of hundreds of people, 
  most of whom are in the business of trans-
  porting people and goods up and down the 
  cliff of Edge. The Stairkeepers are a major 
  force in Cliffside, but despite the wealth 
  this mercantile activity generates, the 
  neighborhood’s exterior looks and feels 
  like a shantytown due to the unusual con-
  struction techniques used to build on the 
  side of a cliff. More prosperous residents 
  of Cliffside live in small homes hollowed 
  out of the rock face itself.
  LAYOUT
  C
  liffside is divided into four major 
  neighborhoods, delineated by verti-
  cal position. The rich live near the top of 
  the cliff while the poor live near the bot-
  tom; the truly wealthy live in Tip Town, the 
  only large amount of level ground in the 
  neighborhood. It is common practice in 
  Cliffside to throw waste out the window 
  and let whoever happens to be below deal 
  with the results, a practice the people at 
  the bottom of the cliff do not appreciate.
  Travel between the neighborhoods 
  of Cliffside is primarily done using the 
  stairs of the steppers. Most residents 
  are Stairkeepers or have a Stairkeeper in 
  their family, so they are allowed to travel 
  the stairs for free as long as they don’t 
  abuse the privilege. Horizontal travel is 
  difficult due to the lack of connections 
  between staircases. The most common 
  ways to travel horizontally are bridges 
  built by the locals, often consisting of 
  a few shaky planks strung together with 
  rope. These are surprisingly safe, but 
  locals find that the rickety appearance 
  keeps undesirables away. Outsiders 
  are rarely allowed to use these bridges 
  unless they are trying to reach businesses 
  in Cliffside. Riverhole is an exception 
  to this, and it has the most numerous 
  methods of horizontal travel of any of the 
  neighborhoods. Generally an outsider 
  doing business in Cliffside can expect 
  to pay 2–5 silver pieces per day in tolls 
  and fees.
  Traveling the stairs of Cliffside nor-
  mally requires a DC 5 Climb check, while 
  moving across one of the rope bridges 
  requires a DC 5 Balance check. The 
  
  42
  CHPT.
  #
  «3»
  wooden walkways require no skill checks. 
  Failure on either check means the char-
  acter does not move for the round, and 
  failure by more than 5 points (possible 
  only for characters with a negative Climb 
  or Balance skill bonus) means the charac-
  ter falls. Most residents of Cliffside have 
  at least 4 ranks in the Climb skill and many 
  have 4 ranks in Balance as well.
  Morchis’s Folly
  T
  he topmost settlement of Cliffside, 
  Morchis’s Folly butts right up against 
  Topside. Anything built on level ground is 
  considered part of Topside and everything 
  built against the cliff wall part of Morchis’s 
  Folly, but there is no easily visible dividing 
  line between the two. The stable buildings 
  of Topside blend almost seamlessly into 
  the stilt-supported buildings of Morchis’s 
  Folly.
  Morchis’s Folly is named after the 
  dwarf who first tried to build an elevator 
  to serve the cliff of Edge. The elevator 
  was destroyed by the lunar rain 95 years 
  ago, but its skeletal steel remains still 
  jut from the upper portion of Cliffside. 
  These remains have been used to support 
  a number of homes and other buildings, 
  but the major structures have been left 
  unused due to the common belief they are 
  haunted. Over 100 people died when the 
  elevator collapsed, and it is said on nights 
  when the lunar rain is particularly harsh 
  their spirits try to complete their last 
  journey up the cliff. These restless spirits 
  are none too pleased to find interlopers 
  Cliffside area numbers
  1. Morchis’s Wrecked Elevator
  2. Ma Stonefoller’s house
  3. Stairkeepers Guildhall
  4. Hole in the Wall Tavern (cave 
  entrance)
  5. The Howling Halls (cave entrance)
  6. Gray Dragon Bar
  7. Steam Cannon Batteries
  8. Ma Stonefoller’s Staircase 
  9. Home of the Ober wizards
  10. Pulleyman elevator 
  11. Graymane griffon aviary
  
  43
  CHPT.
  #
  «3»
  ways radiate outwards toward different 
  businesses or other platforms. This creates 
  small neighborhoods that are named 
  according to what platform they 
  are located off of. Crafts are 
  often grouped together 
  around a single platform, 
  creating a centralized area 
  for buyers.
  Some of these platforms 
  are just entryways for larger 
  shops and warehouses locat-
  ed within the cliff face itself. 
  Rumor has it that a number of these 
  shielded areas go much deeper into the 
  cliff than the customary 20 feet, branching 
  out into a labyrinth that runs as far as half 
  a mile from the exterior. Although this is 
  possible, no resident of Edge or of the 
  underdeep has come forward with proof.
  Riverhole is the most popular stop for 
  the elevators of the pulleymen. Every few 
  minutes, even during night-time hours, 
  an elevator stops at Riverhole loaded with 
  cargo. Riverhole always bustles as people 
  come to trade, and while the neighbor-
  hood calms down slightly at night, the 
  light-hating drow keep the place jump-
  ing even while most other races sleep. 
  This allows a number of illicit 
  activities to take place; minor 
  crime is rampant in River-
  hole both day and night. 
  While violent crimes are 
  more likely to occur in 
  Falltown, pickpockets are 
  known to work Riverhole 
  by the dozen, hoping to score 
  a few coins off inattentive mer-
  chants.
  Despite the constant mercantile activ-
  ity of Riverhole (and the number of petty 
  crimes), illegal or illicit goods are rarely 
  found here. The trade carried out in Riv-
  erhole is usually of large quantities carried 
  out openly; secrets are hard to keep in such 
  a populated environment. Still, a large 
  number of groups from across Highpoint 
  maintain agents in Rivertown, in order to 
  keep abreast of any strange happenings in 
  the market. If a small mechdom suddenly 
  blocking their progress.
  The buildings of Morchis’s Folly are 
  much less dense than other areas of Cliff-
  side. They are usually connected by stout 
  wooden walkways instead of rope and 
  wood bridges, though the settlement lacks 
  the larger common areas that are found in 
  Riverhole. The inhabitants of Morchis’s 
  Folly like their privacy and keep it by put-
  ting a bit of distance between each other.
  This upper layer of Cliffside is inhab-
  ited primarily by pulleymen, upper rank 
  steppers, and the Graymanes of the Stair-
  keepers, who have their stables located in 
  Morchis’s Folly. The other inhabitants are 
  merchants and tradesmen who cater to the 
  Stairkeepers, including several of the best 
  taverns in Edge. A large percentage of all 
  Stairkeeper business occurs in Topside, 
  and while the guild headquarters is in Tip 
  Town, Ma Stonefoller has her personal 
  residence in Morchis’s Folly. Her offi-
  cial residence is in Tip Town among her 
  people, but she spends most of her nights 
  above them in Morchis’s Folly. 
  Riverhole
  T
  he busiest section of Cliffside, Riv-
  erhole is the region around the giant 
  waterfall created where the Endless River 
  breaks through the cliff. This is where the 
  drow and the dwarves take the goods of 
  the underdeep to trade them to the out-
  side world, and it sees a constant stream 
  of wares coming in and out. While it is not 
  the wealthiest section of Cliffside in terms 
  of residents or property value, more mon-
  ey changes hands in Riverhole in a single 
  day than the rest of Cliffside combined.
  Riverhole does not have many full-time 
  residents. Only a handful of steppers, 
  pulleymen, guards, and merchants live 
  in Riverhole. Most of the rest of River-
  hole is dominated by storage facilities, 
  storefronts, and open air markets. Wood 
  walkways lead through a vertical and hori-
  zontal maze of shops and trade houses, all 
  supported on a complex lattice of wood 
  and steel. Large wooden platforms act as 
  common areas, from which wood walk-
  purchases a large number of swords and 
  mech parts through Riverhole, there are 
  many groups in Highpoint who would 
  like to know if preparations for 
  war are afoot.
  Tip Town
  E
  ven 
  though 
  it’s 
  technically located 
  in Riverhole according to 
  its vertical placement on 
  the cliff, Tip Town is consid-
  ered its own region of Cliffside 
  because it is the only flat land in the area. 
  Tip Town is considered some of the most 
  valuable property in Cliffside, partly 
  because its external buildings have a stable 
  foundation, and partly from decades-old 
  snobbery. Tip Town is the seat of power for 
  the Stairkeepers Guild and they own most 
  of the buildings in Tip Town, the excep-
  tions being the Hole on the Wall tavern, 
  owned by William Marshal, and a number 
  of homes built by some of the earliest set-
  tlers in Cliffside. Attempts by Ma Stone-
  foller to buy out William and the other 
  property owners in Tip Town are notorious 
  across Edge, but they have been largely 
  unsuccessful. The last time she 
  tried to intimidate William 
  into selling out, he kept his 
  steam organ blasting for an 
  entire day as a response, 
  making it impossible for 
  anyone to sleep in all of 
  Tip Town.
  The surface of Tip Town 
  includes the location of the 
  Stairkeeper Guildhall, Ma Stone-
  foller’s official residence, a small office 
  for each of the other factions of the Stair-
  keepers, and a few homes. All the build-
  ings in Tip Town are multi-story and of 
  very stout construction. The winds in Tip 
  Town can become fierce, especially in the 
  winter months, and more than a few build-
  ings have been blown off the outcropping 
  entirely in Edge’s history. 
  At the point where the crag supporting 
  Tip Town attaches to the cliff, there are 
  
  44
  CHPT.
  #
  «3»
  two caves. One was claimed by William 
  Marshal’s grandfather and now holds the 
  Hole in the Wall, which is one of the most 
  popular taverns in Edge due to its many 
  resident musical performers. The Hole in 
  the Wall has one of the few steam organs 
  built by Castor of Low Docks. While the 
  caves in the Hole in the Wall were natu-
  rally carved by an underground stream that 
  once flowed through them, the neighbor-
  ing cave was cut out by hand in a time now 
  forgotten. This cave is called the Howling 
  Halls by most residents of Cliffside, due 
  to the strange cries and calls emanating 
  from it at night. In the early days of Edge, 
  several tortog graves were found in the 
  Howling Halls, but these were supposedly 
  removed by settlers greedy for such prime 
  real estate. The first settlers to move into 
  the Howling Halls disappeared without a 
  trace and since then nobody has been able 
  to stay in the cave a single night without 
  being driven screaming from the cave by 
  voices, moving shadows, and even more 
  horrific experiences. The Howling Halls 
  are always visible on the edge of Tip Town, 
  but only the foolish dare enter the cursed 
  cave.
  Falltown
  T
  he lowest level of Cliffside, Falltown is 
  considered by most residents of Edge 
  to be proof of the old adage that excre-
  ment rolls downhill. Inhabited by porters, 
  steppers, and those who cannot find 
  somewhere else in Edge to live, Falltown 
  is one of the poorest sections of Edge. 
  While the areas used by the Stairkeepers 
  to conduct business are well kept and 
  orderly, the rest of Falltown is a slum. The 
  town gained its nickname because several 
  of the first people to settle in Falltown did 
  so using buildings that fell from Riverhole 
  and Morchis’s Folly. Many in Edge say you 
  can tell a Falltowner by smell alone. While 
  they have a reputation for being lazy and 
  troublesome, in fact the people of Fall-
  town are some of the hardest workers in 
  Edge. Many of them travel the stairs from 
  Topside to Low Docks several times a day 
  
  LOCATIONS
  Gray Dragon Bar
  T
  he most popular bar in Falltown, it 
  was — at least according to local leg-
  end — once located in Morchis’s Folly, a 
  particularly violent brawl knocked it off 
  its supports and sent it plummeting all the 
  way into Falltown. The Gray Dragon now 
  rests unsteadily on a number of makeshift 
  supports, and it constantly creaks and 
  moves with the wind, giving the impres-
  sion it will fall over at any time. Because 
  of this brawls at the bar are not allowed, 
  and any troublemakers are thrown out the 
  windows by the bar’s capable staff (the 
  Gray Dragon is located 100 feet above the 
  ground). It has become a popular meet-
  ing place for criminals, mercenaries, and 
  others who wish to meet without threat of 
  violence. The Gray Dragon has developed 
  a reputation for discretion and secrecy, 
  especially in the private rooms available 
  behind the bar. 
  Hole in the Wall Tavern
  T
  he oldest bar in Cliffside, it has been 
  in operation for more than 150 years 
  through three different owners. The cur-
  rent owner, William Marshal, has been 
  running the bar for 40 years since taking 
  over for his father. The Hole in The Wall 
  has a reputation for good food and an easy-
  going atmosphere, but it is most famous 
  for the numerous musicians who perform 
  there. The tavern is one of the best places 
  for bards and minstrels to perform in Edge 
  and get their name known, even though 
  the tavern itself does not pay a great deal 
  of money. High-ranking members of the 
  Stairkeepers and many rich merchants 
  often eat at the Hole in the Wall, and it 
  is particularly popular among the travel-
  ing merchants coming through Riverhole. 
  Some of the Hole in the Wall’s regulars 
  come in the hopes of seeing a ghost in 
  the nearby Howling Halls or hearing the 
  carrying over a hundred pounds of cargo 
  each trip. Wise residents of other neigh-
  borhoods don’t insult Falltown near its 
  brawny residents. 
  There are few businesses in Falltown 
  other than the Stairkeepers and most 
  of the buildings are residences. A large 
  number of abandoned buildings are found 
  in Falltown, either due to structural insta-
  bility or people getting enough money to 
  move out of the neighborhood. Most in 
  Falltown hope to eventually move up to 
  Riverhole or into Low Docks, and luck-
  ily most are able to eventually realize this 
  goal. Only the foolhardy and lazy remain in 
  Falltown forever, since through the Stair-
  keepers there is always money to be made.
  Crime in Falltown is common, particu-
  larly violent crime like muggings. Robbery 
  is also prevalent, despite the fact that 
  most inhabitants of Falltown have little 
  worth stealing. The Step Watchmen keep 
  a careful eye on all Stairkeeper property in 
  Falltown and the crime rate drops notice-
  ably in such areas, but between these 
  oases of calm, the only forces to prevent 
  crime are the Church of Fhurlin and 
  the inhabitants of Falltown themselves. 
  Porgrush Rotbellow has recently begun 
  organizing his guild members into their 
  own patrols of Falltown in the hope of 
  getting crime under control. Porgrush has 
  also been pushing within the Stairkeepers 
  to use some of the guild dues to improve 
  conditions in Falltown, saying the squalor 
  reflects negatively on the guild, but thus 
  far has had little luck. 
  Due to the lack of attention paid to Fall-
  town by most of the factions in the city, it 
  has become a haven for those who seek to 
  operate in Edge unnoticed. A number of 
  lunar cults have moved through the area 
  over the years, not to mention some mon-
  strous visitors that fed on the local popu-
  lace. Such visitors are usually the target of 
  concerted investigations if they cause too 
  much trouble. 
  
  45
  CHPT.
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  «3»
  
  RESIDENTS
  William Marshal
  O
  wner of the Hole in the Wall, Wil-
  liam Marshal is the third of his line 
  to run the tavern and strives to keep his 
  family tradition alive. While he works non-
  stop to keep everyone fed and entertained, 
  he is also one of the biggest rumor mon-
  gers in Cliffside. Arrogant and morally 
  flexible, William hates being told what to 
  do and is more than willing to start rumors 
  to hurt those who try to do so. He is very 
  loyal to his friends and customers and uses 
  his tight grip on the rumor mill of Edge to 
  their benefit, with or without their knowl-
  edge. He also has a strong love of music in 
  all its forms and is always on the lookout 
  for new musicians to entertain in his tav-
  ern. Ma Stonefoller has a long standing 
  dispute with William because he refuses 
  to sell the tavern to her, and this has led 
  William to become a strong supporter of 
  Porgrush Rotbellow’s faction within the 
  Stairkeepers.
  William Marshal, male human Exp4: 
  CR 3; Medium humanoid (human); HD 
  4d6+1; hp 22; Init –1; Spd 30 ft.; AC 11, 
  touch 9, flat-footed 11; Base Atk +3; Grp 
  +3; Atk/Full Atk +3 melee (1d6) or +2 
  ranged (1d4, dagger); AL NG; SV Fort +2, 
  Ref +0, Will +6; Str 10, Dex 8, Con 12, Int 
  13, Wis 14, Cha 16. 
  Skills and Feats: Appraise +8, Balance 
  +2, Climb +4, Craft (brewing) +8, Gather 
  Information +15, Intimidate +10, Perform 
  (steam organ) +10, Profession (tavern 
  keeper) +9, Sense Motive +11; Investiga-
  tor, Martial Weapon Proficiency (han-
  daxe), Skill Focus (Gather Information).
  Possessions: Leather armor (leather 
  apron), handaxe (meat cleaver), dagger 
  (kitchen knife), flask of ale.
  Halls’s cries. The specialty of the house is 
  potato soup made using a variety of spices 
  from the underdeep. 
  The Howling Halls
  O
  ne of the oldest structures in Cliff-
  side, the Howling Halls were built 
  by tortogs who used the Halls as a grave 
  site centuries ago. It is suspected that the 
  tortogs also carved the original staircases 
  located in Cliffside, since one of these 
  leads directly to the Howling Halls. Why 
  exactly the Howling Halls were used as a 
  gravesite and what is buried there no one 
  knows. Tortogs are not particularly com-
  mon in the area and they built no other 
  constructions in the area, making the 
  Howling Halls even more curious. Early 
  settlers in Edge removed several tortog 
  corpses from the cave, but those original 
  settlers disappeared without a trace the 
  first night they stayed in the Howling 
  Halls. Ever since, the Halls have cried 
  out on dark, moonless nights with noises 
  that sound like voices calling out in pain 
  or terror. Everyone who has tried to stay 
  in the Howling Halls on such a moonless 
  night has fled in terror, filled with tales of 
  voices whispering horrible things, moving 
  shadows, and even attacks from unseen 
  creatures. Whatever is in the Howling 
  Halls seems content to stay in its cave, so 
  the residents of Cliffside leave it be, not 
  wanting to stir up whatever ancient evil 
  lies within. The entrance is barred by a 
  stout wooden palisade, but agile souls can 
  squirm over it. Residents of Edge figure 
  that anyone dumb enough to enter the 
  cave isn’t worth wasting a warning sign on.
  Stairkeepers Guildhall
  L
  ocated in Tip Town, the Stairkeepers 
  Guildhall is the largest building in 
  Cliffside. Five stories tall, it dominates Tip 
  Town and contains all the meeting rooms, 
  records, and vaults used by the Stairkeep-
  ers. Most of the dues collected by the guild 
  are stored in this building, which is always 
  staffed by at least 20 guards, some profes-
  sionals and some Step Watchmen. Also, 
  one of the Ober family wizards is always 
  on duty to provide magical protection. 
  No one has tried to rob the Stairkeepers 
  Guildhall in years, but that does not stop 
  Ma Stonefoller from being paranoid about 
  its safety. Most members of the Stairkeep-
  ers only go to the Guildhall once or twice 
  a year to pay dues and attend meetings, 
  with politically active members attending 
  much more regularly. Unsurprisingly, the 
  Graymanes and the mech scalers are rarely 
  found at the Guildhall. Ma Stonefoller can 
  be found in the Guildhall on most days, 
  but most of the other Stairkeeper officers 
  spend their days in the field. 
  The Steam Cannons
  A
  n integral part of the Edge’s defenses, 
  a score of steam cannons of various 
  sizes are scattered across the city, usu-
  ally in batteries of two or three cannons 
  each. These cannons are operated and 
  maintained by the pulleymen and are 
  used against lunar dragons and other such 
  threats. Most of the steam cannons are 
  located in Riverhole. Due to the height 
  of these cannons and a series of complex 
  mathematical formulas, the cannons 
  increase their range increments by half 
  when firing at targets on the plains below 
  the cliff. The steam cannons draw water 
  from the Endless River and have several 
  tons of coal and ammunition each, mean-
  ing they can fire for hours without stop-
  ping. Each battery is outfitted with pro-
  tective metal walls and personal weapons, 
  including many steambreathers, which can 
  be used to fight off flying or climbing ene-
  mies. For a number of years, these steam 
  cannons allowed the residents of Edge to 
  breathe easy due to their long range and 
  power, but the Legion’s recent develop-
  ment of the so-called city killer steam can-
  non has made many of them nervous. 
  
  46
  CHPT.
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  Six the Pickpocket
  A 
  common sight in the busy walkways 
  and shops of Riverhole, Six is one of 
  the many pickpockets who make their liv-
  ing from the merchants frequenting Riv-
  erhole. Only 4 feet tall, Six is still a child, 
  but she is very skilled at her chosen profes-
  sion and yet child-like enough to avoid 
  punishment when caught. A consummate 
  actress, she is always ready with a story 
  about how hard her life is and how she just 
  needs money to eat. While the regulars of 
  Riverhole all know Six and steer clear of 
  her, there always seems to be some visit-
  ing merchant willing to help her (or just 
  not paying enough attention to his coin 
  purse). In addition to beggary and thiev-
  ery, Six sometimes works as a guide for 
  outsiders, and she is well informed about 
  the criminals and illicit activities within 
  Edge. She can be an excellent source of 
  information, in exchange for a few coins. 
  Six the Pickpocket, female human 
  Rog1: CR 1; Medium humanoid (human); 
  HD 1d6; hp 6; Init +2; Spd 30 ft.; AC 14, 
  touch 12, flat-footed 12; Base Atk +0; Grp 
  –1; Atk/Full Atk –1 melee (1d4–1, dagger) 
  or +2 ranged (1d4, dagger); SA Sneak 
  attack +1d6; SQ Trapfinding, evasion; AL 
  N; SV Fort +0, Ref +4, Will +1; Str 8, Dex 
  15, Con 10, Int 13, Wis 12, Cha 14. 
  Skills and Feats: Appraise +5, Balance +6, 
  Climb +3, Escape Artist +6, Gather Infor-
  mation +6, Hide +8, Knowledge (local) 
  +5, Move Silently +8, Open Locks +6, 
  Sleight of Hand +9; Skill Focus (Sleight of 
  Hand), Stealthy.
  Possessions: Leather armor, 2 daggers, 
  thieves’ tools, diamond (50 gp).
  The Ghosts of the Howling 
  Halls
  T
  he Howling Halls are haunted by a 
  number of ghosts who in life were 
  tortog villains of the worst sort: members 
  of one of the first lunar cults in Highpoint, 
  long before the days of the lunar rain. How 
  the tortogs came into contact with the 
  lunar powers is unknown, but the lunar 
  gods twisted these tortogs into murderous 
  fiends who killed all they came across and 
  even practiced cannibalism. These villains 
  were finally hunted down and killed by 
  their fellows after slaughtering hundreds 
  of innocents of many races. The tortog 
  avengers buried the cultists in the side 
  of the cliff (which was not yet inhabited) 
  and damaged the stairs they built to the 
  grave site in the hopes that it would keep 
  their evil spirits far from the homes of the 
  tortogs, a tactic that has been completely 
  successful. Most tortogs avoid coming 
  to Edge because of ancient legends that 
  speak of a great evil that is imprisoned 
  there, although the specifics have been 
  lost to antiquity.
  The spirits of the half-dozen tortog 
  cultists now lurk in the Howling Halls try-
  ing to find new bodies that will allow them 
  to carry on their evil deeds. The tortog 
  bodies removed by the early settlers were 
  actually the remains of a group of tortogs 
  who tried to awaken the evil spirits of the 
  Halls in the hopes of binding them, but 
  were killed for their efforts. The settlers 
  who removed the bodies were also slain 
  when they tried to sleep in the Halls. Their 
  bodies fell down into what is now Low 
  Docks and remain there, but these bodies 
  were first transformed into undead by the 
  spirits. Thus the spirits have a number of 
  undead minions in Low Docks, buried in 
  the mud until they are needed. For now, 
  the spirits seek to gather information 
  about this new city built up around them 
  and the state of the lunar gods, but they 
  have inadvertently managed to scare off 
  anyone who could provide this informa-
  tion. Due to ancient wards, the spirits 
  cannot leave the cave they now inhabit, so 
  they must wait for brave souls who seek to 
  master the Howling Halls. 
  There are six spirits in the Howling 
  Halls. An average spirit is listed below, but 
  each may vary in skills and powers as the 
  GM sees fit. 
  Ghost of the Howling Halls, ghost 
  tortog Clr6: CR 11; Large undead (aug-
  mented humanoid) (incorporeal); HD 
  
  47
  CHPT.
  #
  «3»
  to blow people and buildings right off of 
  Cliffside and make the whole area 
  very treacherous for sev-
  eral days. Recently, the 
  “signs” of the Fifty-
  Year Wind — birds 
  migrating 
  away 
  from 
  Edge 
  out 
  of season — have 
  begun to appear, 
  leading many resi-
  dents of Cliffside 
  to begin reinforcing 
  their dwellings in prep-
  aration. Anyone caught in 
  Cliffside when the winds hit 
  are liable to be in for a wild ride. 
  
  HIGH DOCKS
  H
  igh Docks is a district divided by 
  more than just the Endless River. It 
  is divided by lines of commerce and of cul-
  ture, boundaries as firm and unbreakable 
  as any fortress wall. Even the two cultures 
  who war for control of High Docks, the 
  dwarves and the drow, are divided along 
  lines of ancient lineage and of modern 
  economic alliance. As a result, High 
  Docks is perhaps the most divisive of all 
  Edge’s districts, and no one who does not 
  live there can hope to ever fully under-
  stand the quicksilver nature of life and 
  politics within. 
  LAYOUT
  T
  he High Docks district fills a wide 
  cave set a little over halfway up the 
  great cliff of Edge. The cave is circular, 
  thanks to the efforts of its residents, 
  and the top of its dome is easily 150 feet 
  overhead. At its front, the cave opens onto 
  the empty air and a dizzying drop of more 
  than 1,000 feet, while the rear section of 
  the cave grants access to the underdeep. 
  Running straight through the middle of 
  the cave is the Endless River, which flows 
  8d12; hp 60; Init –2; Spd 30 ft. (fly); AC 
  8, touch 8, flat-footed 8 or AC 21, touch 7, 
  flat-footed 21; Base Atk +4; Grp +12; Atk 
  +7 melee (1d4+4, bite); Full Atk +7 melee 
  (1d4+4, bite) and +2 melee (1d3+2, claw); 
  SA Malevolence (DC 15), frightful moan 
  (DC 15); SQ Shell (only effective against 
  ethereal attacks), manifestation, darkvi-
  sion 60 ft., incorporeal traits, rejuvena-
  tion, turn resistance +4, undead traits, 
  Death and Destruction domain abilities, 
  rebuke/command undead; AL CE; SV Fort 
  +13, Ref +2, Will +9; Str 18, Dex 6, Con –, 
  Int 10, Wis 15, Cha 13. 
  Skills and Feats: Concentration +12, Hide 
  +4, Knowledge (Religion) +8, Listen +11, 
  Move Silently +0, Search +8, Spot +11, 
  Survival +3 ; Combat Casting, Great Forti-
  tude, Skill Focus (Knowledge (Religion)), 
  Stealthy.
  Spells Prepared (5/4+1/4+1/2+1 per 
  day; save DC 12 + spell level): 0—inflict 
  minor wounds (x5); 1st—bane, cause fear, 
  curse water, doom, protection from good; 
  2nd—darkness (x2), death knell, desecrate, 
  hold person; 3rd—animate dead, bestow curse, 
  contagion. Domains: Death, Destruction.
  
  HAPPENINGS
  P
  eople are constantly coming and 
  going in Cliffside, to the point where 
  the permanent population of the district 
  is almost equaled by the transient popu-
  lation moving through at any given time. 
  This influx of visitors combined with the 
  amount of money changing hands in Cliff-
  side means there is always some financial 
  deal of note going on somewhere in the 
  neighborhood. Everyone who comes to 
  Edge travels through Cliffside sooner or 
  later, and all those people bring their own 
  stories and travails with them. 
  New Inhabitants of the Howling 
  Halls
  R
  ecently, a group of merchants calling 
  themselves the Gold Bear Trading 
  Consortium have tried to lay claim to the 
  Howling Halls, ignoring local tales about 
  the hauntings that plague the Halls. 
  They have thus far used 
  the cave as storage and 
  placed a few guards 
  outside, but no one 
  has yet stayed in 
  the cave at night. 
  Although 
  these 
  guards keep desert-
  ing 
  their 
  posts 
  due to the horrific 
  noises, the locals are 
  too scared of the Halls 
  to try to make off with the 
  Consortium’s goods. While the 
  Consortium looks to hire adventurers 
  to investigate the Halls, some traveling 
  thieves are setting up an operation to steal 
  the goods. 
  A Vampire in Falltown
  R
  umors of a vampire lurking in Falltown 
  have begun to circulate through Edge. 
  These whispers began after a number of 
  citizens said they had been mentally con-
  trolled by a porter named Sangle Piiet, 
  who was found dead shortly thereafter 
  with strange wounds on his body. The 
  locals assumed the culprit was a vampire, 
  given the wounds and the mental domina-
  tion, and have began organizing patrols 
  of torch-wielding mobs and investigators 
  from the Church of Fhurlin in order to find 
  this beast before it can kill again. Unfor-
  tunately for the searchers, the culprit is 
  actually a lunar skinstealer whose many 
  hook marks were taken for fang marks. The 
  skinstealer currently hides in Falltown, 
  having possessed a local fishmonger while 
  it slowly works on establishing a power 
  base within the neighborhood. 
  The Fifty-Year Wind
  A
  ccording to local legend, every fifty 
  years the winds around Edge kick up 
  as part of some bizarre weather cycle no 
  one completely comprehends. When the 
  winds are agitated, they have been known 
  
  48
  CHPT.
  #
  «3»
  up fat and swift from the underdeep, and 
  then plunges over the front of High Docks 
  as an immense waterfall. The ground upon 
  which High Docks is set is mostly hard-
  packed dirt and rock, although when the 
  banks of the Endless River occasionally 
  overflow, the cave floor becomes a morass 
  of sticky, stinking mud.
  If they are feeling especially kind, the 
  longtime residents of High Docks will cau-
  tion new visitors to watch their footing, as 
  there are many small potholes and count-
  less numbers of sharp rock chunks jutting 
  out from the ground. The only vegetation 
  that grows here naturally is the array of 
  lichens and mosses that cover every sur-
  face, plus the occasional crop of giant 
  mushrooms. The dwarves and drow both 
  work to keep these subterranean invaders 
  under control. A handful of animals are 
  found here: those that have been imported 
  as pets, a few fish that brave the river’s cur-
  rent, and the endless number of pigeons 
  and other scavenger birds that nest in and 
  among the rocks on the cliff walls. 
  The High Docks district is heavily 
  developed on both sides of the Endless 
  River, though the ground within 100 feet 
  of the river’s banks is largely bare of any-
  thing save docks, to accommodate for the 
  great fluctuation of water level between 
  the months of Highwater and Lowwater. 
  Despite this precaution, it is not uncom-
  mon for the buildings nearest the river to 
  become flooded when the river overflows 
  its banks at the peak of Highwater. Most 
  buildings are built on very high founda-
  tions, and most residents have taken to 
  storing their valuables on high shelves. 
  The buildings near the riverbank are also 
  on average considerably taller than those 
  further back, as the frequent flooding 
  makes relying on cellars and basements 
  for storage and living space impractical. 
  As a result, the buildings in the center of 
  the cave are often two or three stories tall, 
  with living quarters on the bottom floor, 
  and merchandise and other valuables on 
  the second and third.
  Near the walls of the cave, the ground 
  is higher, and so buildings are frequently 
  
  49
  CHPT.
  #
  «3»
  constructed with multiple underground 
  levels, to better conserve space, which is at 
  a premium across the district. Those build-
  ings which directly abut the cave walls 
  often contain both underground cellars 
  and chambers built directly 
  into the rock face; though 
  these buildings are fur-
  thest away from the 
  Endless River, they 
  are among the most 
  sought-after 
  real 
  estate in the district, 
  as they offer both 
  unmatched room for 
  expansion and incred-
  ible levels of security. 
  As might be expected, the 
  dwarven trading clans that control 
  the south side of the district have snapped 
  up all the property along the cliff face, 
  and have no interest in sharing this “ideal 
  location” with anyone else. The drow com-
  merce houses that control the north side 
  of the district likewise own the majority 
  of caveside properties, but they are more 
  than willing to rent out the warehouses 
  they have created there to merchants will-
  ing to pay their exorbitant rates. 
  Compared to other districts in Edge, 
  and especially compared to other cities 
  of Highpoint, the buildings in High Docks 
  are in relatively good condition. There 
  are two reasons for this. First, they’re 
  in a cave, and only the buildings right at 
  the waterfall’s mouth are at risk of dam-
  age from the lunar rain. Second, because 
  the district is the world’s foremost hub 
  of trade, plenty of money is available to 
  spend on maintenance and new construc-
  tion. On the downside, because there is 
  so much money available for construc-
  tion and so much need for new buildings 
  to store merchandise, the district is laid 
  out in a very haphazard fashion. In the old 
  days, when trade was not so important, 
  High Docks was a marvel of modern city 
  planning with wide cobblestone lanes and 
  buildings arranged in very neat clusters. 
  Now there are warehouses planted every-
  where, including directly across existing 
  streets, meaning that those who are not 
  familiar with the district can easily lose 
  themselves for hours in a bewildering 
  maze of dark, narrow alleys. 
  Because the Endless River is the chief 
  trading route between the 
  underdeep and the surface 
  world, the riverbanks 
  of the district are 
  choked with wooden 
  docks. At any given 
  time, a visitor will 
  see scores of flat-
  bottomed 
  skiffs 
  anchored to these 
  docks, 
  most 
  laden 
  down with exotic mate-
  rials poled downriver from 
  the underdeep kingdoms, or 
  with staple foods, cloth, and building 
  materials brought by tradesmen of the sur-
  face. During the Low Water Festival, and 
  to a lesser degree in the months around it, 
  hundreds of skiffs and boats use this sec-
  tion of river, to the point where it is liter-
  ally possible to cross from one bank to the 
  other by leaping from ship to ship. 
  The portion of the river nearest to the 
  waterfall is, as might be expected, not so 
  busy with traveling, though there is still 
  much need for workers willing to transfer 
  goods brought up from the staircases to 
  the district’s many warehouses. In this 
  area, the majority of merchandise is 
  transported either by horse-drawn cart or 
  by lines of burly porters snaking their way 
  through the streets of the district. 
  Three arched stone bridges span the 
  Endless River in High Docks, each wide 
  enough to allow four large wagons to pass 
  each other simultaneously. Yet it’s rare 
  for even one wagon to cross them. The 
  dwarves and the drow are bitter rivals for 
  every last copper piece traveling through 
  here, and neither group sends anything to 
  the other side of the district if they can 
  possibly avoid it. If cargo is crossing one 
  of the three bridges, you can bet that the 
  group sending it is doing so with extreme 
  resentment.
  Because of the immense waterfall, the 
  High Docks district is often choked with 
  mist. In the mornings, the mist is so thick 
  that it can be difficult for a visitor to see 
  his hands in front of his face, and more 
  than one merchant has drowned or fallen 
  to his death after stumbling on his way to 
  a pre-dawn meeting. Ever capable of spot-
  ting an opportunity to make a bit of cash, 
  High Docks citizens sometimes offer their 
  services as guides through the morning 
  fog; these mist-guides can be identified 
  by the lit copper lanterns they carry at all 
  times, and can usually be found clustered 
  near the tops of the staircases each morn-
  ing. They do especially brisk business dur-
  ing the Low Water Festival, when drunken 
  merchants, besotted by wine and more 
  exotic delights, fling handfuls of coins at 
  them. It is an open secret that some of the 
  guides are more than willing to roll their 
  drunken charges for spare change, and that 
  some of them are employed by madams 
  (who travel with their girls to the festival 
  by the dozens) to bring drunks to their 
  pleasure houses whether they intended to 
  go there or not.
  It should be noted that a massive cave-in 
  buried a substantial portion of north High 
  Docks thirty years ago. Many of the drow 
  immediately blamed the dwarves, accusing 
  them of using their stonecunning to some-
  how influence the cave walls. This seemed 
  preposterous to the dwarves, who had 
  done no such thing; they accused the drow 
  of trying to cover up the actions of their 
  sinister underdeep allies, most likely ones 
  involved in a plot against the dwarves.
  In truth, it was a restless elemental 
  prince whose presence in the walls of the 
  cavern was long since forgotten. A relic of 
  the ancient war that bloodied this cavern 
  before it was truly part of Edge, this pow-
  erful earth spirit has been bound to the 
  cavern for generations. Every now and 
  then, it wakens enough to shrug, produc-
  ing minor tremors. Thirty years ago, it hap-
  pened to stretch itself enough to shatter a 
  fault line in the cavern, inadvertently bury-
  ing dozens of drow alive. The elemental 
  spirit’s presence has resisted any attempt 
  to clean the rockslide up — every drow 
  
  50
  CHPT.
  #
  «3»
  attempt to repair the wall and reclaim the 
  space is undone within 24 hours.
  
  LOCATIONS
  T
  he vast majority of buildings within 
  High Docks are either warehouses or 
  small shacks and cottages housing one or 
  more families of workers. There are, how-
  ever, a number of interesting locations 
  that adventurers might wish to visit when 
  they travel up the stairs to High Docks, and 
  some of these are listed below. A rough 
  overview of typical houses and warehouses 
  in the district is provided as well. 
  Warehouses
  S
  cores of warehouses are scattered 
  throughout the district, most of which 
  are nothing more than immense sheds 
  made of wood and stone. Many of the 
  warehouses, particularly those far from 
  the riverbanks, appear very small from 
  the outside; this is because they 
  almost always extend below 
  ground, with immense stor-
  age chambers carved from the 
  rock to hold the most valuable 
  products. 
  Because trade in the city of 
  Edge is so brisk, you would be 
  hard pressed to find a warehouse that 
  isn’t full to the brim with bolts of cloth, 
  barrels of wine and beer, immense wheels 
  of cheese, or more exotic merchandise 
  from the underdeep, waiting its turn to be 
  shipped across the Flatlands and Endless 
  Plains and sold in stores across the world. 
  Edge doesn’t have enough people to 
  hire guards for every warehouse, no matter 
  the value of the materials stored inside, so 
  merchants rely upon the workers to keep 
  their wares safe. For this reason, every 
  porter and warehouse worker is armed 
  with a cudgel or dagger, and most are 
  ready to use them in the defense of their 
  livelihood. The dwarves and drow each 
  have guards whose sole duty is patrol the 
  warehouses they own, but they have 
  too much ground to cover to truly 
  be effective. 
  Warehouse guards: The 
  permanent guards employed 
  by the drow and High Docks 
  dwarves are well paid, and 
  enthusiastically brutal in the per-
  formance of their duties. They know 
  that regardless of their actions, so long as 
  the warehouses are kept safe, they will face 
  no reprisals. The following guard is typical 
  of those employed by the trade clans. 
  Though he is a dwarf, he is an independent 
  mercenary, rather than a member of the 
  clan proper. 
  Warehouse guard, male dwarf War2: 
  CR 2; HD 2d8+4; hp 16; Init –1; Spd 20 
  ft.; AC 15, touch 9, flat-footed 15; Base 
  Atk +2; Grp +4: Atk/Full Atk +6 melee 
  (1d8+2, battleaxe) or +2 ranged (1d8, light 
  crossbow); SQ Dwarf traits, darkvision 60 
  ft.; AL LN; Fort +4, Ref –1, Will +0; Str 14, 
  Dex 9, Con 14, Int 10, Wis 11, Cha 8. 
  Skills and Feats: Intimidate +4, Swim 
  
  51
  CHPT.
  #
  «3»
  +7; Weapon Focus (bat-
  tleaxe).
  Possessions: Masterwork 
  battleaxe, masterwork light 
  crossbow, masterwork chain-
  mail, masterwork small steel 
  shield, 10 quarrels, 50 ft. of rope. 
  Porter’s Shack
  T
  he typical porter’s shack is a tiny one-
  room bungalow, with a stone founda-
  tion and thin walls of rough wooden planks. 
  Few if any porters’ shacks have windows, as 
  glass is a luxury most common workers 
  can ill afford, meaning the shack is dark, 
  smoky, and reeking of stale air at the best 
  of times. Most porters’ shacks are home 
  to at least one family, and some hold as 
  many as three, with everyone sleeping and 
  eating together in a confused, cramped 
  jumble. Porters’ shacks are almost always 
  found clustered together near the masses 
  of warehouses that cover the district, and 
  they are usually owned by whoever owns 
  the nearest group of warehouses. 
  Because their homes are so cramped, 
  and because they have few coins to spare, 
  most porters own nothing of real value. In 
  order to brighten their generally dreary 
  lives, however, they fill their shacks with all 
  manner of inexpensive knick-knacks, like 
  dyed curtains made of cheap cloth. The 
  outside of the shacks are usually painted 
  in a veritable rainbow of bright colors, and 
  the interior walls are often covered with 
  mosaics cobbled together from colorful 
  cloth and scraps of bright paper. Because 
  of the mist and the altitude, fires are kept 
  burning throughout the day, so a porter’s 
  shack is always warm, even if it’s not com-
  fortable in any other way. 
  Porters: The porters and dockworkers 
  who call these shacks home are rough-
  hewn and coarse, but are far more worldly 
  than the common folk of other, less 
  cosmopolitan cities. In general, they like 
  nothing better than to be left alone, but 
  frequently gather together with their close 
  friends for informal neighborhood parties. 
  Most adults in High Docks stay near their 
  childhood homes, so it’s not uncommon 
  for adult siblings and their own families to 
  live next door to one another, and just up 
  the street from their parents. 
  Porter, human male Com2: CR 2; HD 
  2d4; hp 6; Init +0; Spd 30 ft.; AC 10, touch 
  10, flat-footed 10; Base Atk +1; Grp +2; 
  Atk/Full Atk +2 melee (1d6+1, club); AL 
  N; Fort +0, Ref +0, Will +0; Str 12, Dex 10, 
  Con 11, Int 10, Wis 11, Cha 10. 
  Skills and Feats: Climb +6, Handle Ani-
  mal +2, Profession (shipping) +5, Use 
  Rope +3; Endurance. 
  Possessions: Club, more debts than any-
  one should have. 
  The Mech Hangars
  L
  ocated at the front of the 
  district on either side of 
  the Endless River are two 
  immense sheds, each of 
  which is the home of one of 
  Edge’s two guardian mechs, 
  Nardigrum and Vadistock. 
  These huge hangars also serve 
  as munitions and parts storage 
  sheds, and so they are crowded 
  with stacks of armor plating, 
  and with replacement gears and 
  clockwork mechanisms. Because the 
  citizens of Edge are somewhat supersti-
  tious and feel gratitude toward the mechs, 
  it has become a tradition for them to leave 
  small offerings of food, wine, and coin 
  outside the front doors of each hangar; 
  first-time visitors to the hangars may be 
  surprised to see heaps of rotting food as 
  they approach. 
  In addition to housing the mechs, the 
  hangars are home to the pilots and crews 
  responsible for maintaining Nardigrum 
  and Vadistock. At least one crewman will 
  be found here at all times, and he or she 
  will not take kindly to those who attempt 
  to enter the hangar without a very good 
  reason. Because the hangars are so close to 
  the landings where merchandise transport-
  ed up the cliff is dropped off, and because 
  everyone in the city has a vested interested 
  in protecting the mechs, a crewman simply 
  has to shout for help to bring every burly 
  porter within earshot running to his aid. 
  Intruders who surrender will count them-
  selves lucky to escape with just a beating; 
  those who dare injure a crewman here, or 
  who endanger the mechs or their supplies 
  in any way, will most likely end up pitched 
  over the side of the cliff. 
  Mech Crewman: The mech crewmen 
  who support Nardigrum and Vadistock live 
  
  52
  CHPT.
  #
  «3»
  off public funds, and live well. They tend 
  to be rough and tumble, and far cockier 
  than any glorified mechanic has a right to 
  be. Gregarious and prone to exaggerating 
  their prowess as both fighters and lovers, 
  they can be tiresome to deal with if you 
  hang around them too long, but they’re 
  great fun at parties. The man described 
  below is typical of an Edge mech crew-
  man. He dresses in loose clothing, which 
  is always heavily stained, and walks with an 
  exaggerated strut. Among the most foul-
  mouthed of Edge residents, a mech crew-
  man will mix his speech with a bewildering 
  array of both obscure slang and obsceni-
  ties, and will posture at anyone he doesn’t 
  consider an immediate threat. 
  Mech Crewman, human male Exp2: 
  CR 2; HD 2d6; hp 9; Init +2; Spd 30 ft.; 
  AC 13, touch 12, flat-footed 11; Base Atk 
  +1; Grp +1; Atk/Full Atk +1 melee (1d4, 
  dagger) or +3 ranged (1d8, steam gun); AL 
  CN; Fort +0, Ref +2, Will +3; Str 10, Dex 
  14, Con 11, Int 13, Wis 10, Cha 8. 
  Skills and Feats: Balance +7, Climb +5, 
  Craft (blacksmithing) +6, Craft (mech-
  craft) +9, Disable Device +7, Knowledge 
  (mechs) +9, Knowledge (steam engines) 
  +6, Listen +5, Mech Pilot +7, Profession 
  (engineer) +6; Skill Focus (Craft [mech-
  craft]), Skill Focus (Knowledge [mechs]). 
  Possessions: Dagger, padded armor, 
  steam gun, 5 steam gun bul-
  lets, mech tools. 
  The Tipsy Porter
  T
  he Tipsy Porter is one of the two inns 
  of High Docks. Located on the north 
  side of the district, it caters primarily to 
  the porters and merchants who ply their 
  trade at the mouth of the Twilight Gate. 
  The Tipsy Porter is a three-story build-
  ing with a common room on the first and 
  second floor, and an immense kitchen 
  that can serve hundreds of visitors. Of 
  course, there are rarely that many people 
  in the Tipsy Porter at any one time, except 
  during the Low Water Festival when mer-
  chants from across the world flood the 
  district. To accommodate visitors, there 
  are a dozen small rooms for rent on the 
  third floor. During the off season, each 
  room can be rented for only 5 copper 
  pieces a night, but during the Low Water 
  Festival, when space for rent is much in 
  demand, the price can rise to 5 gp or more 
  per night. 
  Most evenings, there are fewer than a 
  score of patrons in the Tipsy Porter, almost 
  all of whom are off-duty porters who work 
  for the various drow commerce houses. 
  Despite the small number of patrons, 
  the Tipsy Porter is a raucous tavern at the 
  best of times, and brawls are a nightly 
  occurrence here. Most of the patrons are 
  old friends despite this, and 
  when they aren’t fighting, you can be sure 
  that they will be concocting all manner of 
  drinking contests, or arm wrestling, or try-
  ing to best one another in tall tales.
  Madame Lucia: Madame Lucia is the 
  owner and operator of the Tipsy Porter, 
  and most nights she’s also the only worker. 
  She’s generally harried but good-natured, 
  and has a keen eye for remembering faces, 
  even over the space of years. Portly and in 
  her mid-fifties, Lucia is ready to pass on 
  the ownership of her tavern, but hasn’t 
  found anyone with both the money and 
  the interest to buy it from her. During the 
  Low Water Festival, Lucia hires a dozen 
  or more temporary employees, most of 
  whom are the wives and children of her 
  best patrons. 
  Madame Lucia has an uncanny knack 
  for collecting rumors. She’s everyone’s 
  confidante and everyone’s best friend. She 
  knows who sleeps with who, and who hates 
  them for it; she knows where the bodies 
  are buried, who put them there, and what’s 
  in the grave with them; and most impor-
  tantly, she knows who’s selling what, what 
  they paid for it, and what they plan to do 
  with it. And, of course, she knows she can 
  sell these secrets for a tidy profit. 
  Madame Lucia, human female Exp3: 
  CR 3; HD 3d6-3; hp 10; Init -1; Spd 30 ft.; 
  AC 9, touch 9, flat-footed 9; Base Atk +2; 
  Grp +2; Atk/Full Atk +2 melee (1d4 dag-
  ger); AL N; Fort +1, Ref +0, Will +4; Str 
  10, Dex 8, Con 8, Int 11, Wis 13, Cha 14. 
  Skills and Feats: Bluff +11, Diplomacy 
  +8, Gather Information +11, Listen 
  +7, Move Silently +5, Profession 
  (cook) +8, Profession (inn-
  keeper) +8, Sense Motive 
  +10, 
  Speak 
  Language 
  (Common, 
  Dwarven, 
  Elven, Gnome), Spot 
  +7; 
  Skill 
  Focus 
  (Bluff), Skill Focus 
  (Gather Informa-
  tion), Skill Focus 
  (Sense Motive). 
  Possessions: 
  Dagger. 
  
  53
  CHPT.
  #
  «3»
  The Twilight 
  Gate
  T
  he Twilight Gate 
  is 
  the 
  name 
  given to the impos-
  ing structure that 
  separates the drow 
  side of High Docks 
  from the underdeep. 
  As a major road to 
  the world below, and 
  the key to the brisk 
  trade between the 
  drow and their allies, 
  its strategic value is 
  incalculable. 
  The Twilight Gate 
  is 
  immense, 
  and 
  every 
  conceivable 
  space and surface 
  is filled with small 
  warehouses, wooden 
  docks, and storage 
  chambers carved into 
  the side of the cavern. To facilitate the 
  transport of goods in and out of the Gate, 
  scores of rope bridges span the north side 
  of the cavern, most of which are rickety 
  and in dire need of repair. 
  The Twilight Gate is eternally shrouded 
  in darkness, and what little light filters 
  past the steep walls that surround the dis-
  trict is quickly swallowed up by shadows, 
  shadows that almost seem to writhe with 
  a life of their own. The Gate is also eerily 
  quiet at all times; footsteps echo dully, 
  and voices are distorted by the river’s dark 
  water, by the thick air, and by the uneven 
  cavern walls. 
  The drow are the acknowledged masters 
  of the Twilight Gate. Patrols of a dozen or 
  more drow warriors stalk the twilight cav-
  erns within a mile of the Twilight Gate at 
  all times, but even they cannot stop every-
  thing that wishes to cross over into Edge. 
  In recent months, there have been more 
  occurrences of small but dangerous beasts 
  finding their way into High Docks via the 
  Twilight Gate, and though they would not 
  admit it publicly, the commerce houses 
  buckler, masterwork 
  light crossbow, 20 
  quarrels.
  Duerok Alley
  T
  he south side of 
  High Docks has 
  always had its own 
  connection to the 
  further underdeep, 
  but 
  nobody 
  gave 
  it 
  much 
  thought 
  until 
  the 
  drow 
  took control of the 
  north. Much of the 
  district’s 
  subterra-
  nean contact comes 
  along the Endless 
  River, with perhaps a 
  third of it streaming 
  in from a handful of 
  tunnels that connect 
  the cavern to the 
  underworld beyond. 
  Before the drow, this stream was a trickle. 
  The dwarves preferred to use the river for 
  their business, as it was faster and safer, so 
  the various passages through the rock were 
  the province of little more than secret 
  shipments and wandering monsters.
  Then the dark elves were granted domi-
  nance over half of High Docks. Part of 
  their “payment” for this prime real estate 
  was that they would keep the horrors of 
  the underdeep at bay. Toward that end, the 
  drow built the impressive Twilight Gate. 
  Merchants felt safer, the drow had a new 
  fortification, and all eyes turned to the 
  dwarves expectantly.
  Grumbling at the expense and effort — 
  for the biggest underdeep menace they had 
  ever known was the drow — the dwarven 
  trading clans set to work on “improving” 
  their own land routes. Instead of a mam-
  moth structure like the Twilight Gate, 
  the dwarves concentrated on the tunnels 
  themselves, smoothing and widening 
  them to ease the way for anyone wanting 
  to transport goods overland (or, more 
  properly, underland). They also installed a 
  are at a loss to find a way to stop it. 
  Twilight Gate Guards: The drow war-
  riors who guard the Twilight Gate are elite 
  troops, savage in battle and completely 
  fearless. They will not retreat from their 
  post unless directly commanded to do so, 
  and will strike without mercy against any 
  who attempt to storm the Gate by force or 
  who attempt to sneak past them. 
  House Gloriatha guard, male drow 
  Ftr3: CR 4; HD 3d10+3; hp 24; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 
  14; Base Atk +3; Grp +4; Atk/Full Atk 
  +7 melee (1d8+1/19-20, masterwork 
  longsword) or +6 ranged (1d8/19-20, mas-
  terwork light crossbow); SQ Drow traits, 
  spell-like abilities (dancing lights, darkness, 
  faerie fire, all 1/day, caster level 3), SR 14, 
  light blindness; SV Fort +3, Ref +3, Will 
  +4; Str 12, Dex 15, Con 12, Int 10, Wis 12, 
  Cha 8. 
  Skills and Feats: Intimidate +5, Swim 
  +6; Improved Initiative, Iron Will, Rapid 
  Reload, Weapon Focus (longsword).
  Possessions: Masterwork longsword, dag-
  ger, masterwork chain shirt, masterwork 
  
  54
  CHPT.
  #
  «3»
  series of simple but sturdy fortifica-
  tions, each supported by a handful 
  of cunning stonework traps.
  These improvements did cause 
  the tunnels to carry more merchant 
  traffic, eventually paying for them-
  selves with taxes and tolls. All of 
  them now come together into one 
  broad road-like passage nicknamed 
  Duerok Alley. The mouth of the 
  alley opens into High Docks. Unlike 
  the Twilight Gate, the Alley doesn’t 
  have a specific guard force. The 
  trading clans use troops of their 
  own, often mercenaries (like the 
  axe gangs described in Chapter 4), 
  to defend it against incursion.
  MacDundle’s House of 
  Coin
  C
  onsistency is important to 
  keep the wheels of commerce 
  greased, and so merchants rarely 
  like to deal in multiple types of money, 
  since what is nearly priceless in one part 
  of the world is nearly worthless in another. 
  To fill this need, various money exchang-
  ers are located throughout High Docks, 
  the most prosperous of whom is MacDun-
  dle’s House of Coin. Located against the 
  riverbank near the lip of the great falls, 
  MacDundle’s is a one-story building, little 
  more than a shack, filled with every imag-
  inable type of currency. Shelves contain 
  a dizzying array of coins from all over the 
  world, and barrels stand filled with valu-
  able mushrooms, the preferred currency 
  of more than one underdeep kingdom. For 
  a variable fee, depending on relative rarity, 
  MacDundle’s will exchange any currency 
  for any other. 
  Because not every prospective client is 
  able or willing to travel to MacDundle’s, 
  the House of Coin is an enthusiastic 
  employer of mercenary adventurers. The 
  owner, a wizened gnome named Del Fus-
  tibuntle, is especially keen to hire those 
  adventurers who are willing to travel to 
  exotic locations; because he has a vested 
  interest in ensuring that every type of 
  currency he accepts remains viable, Del 
  must sometimes take steps to ensure the 
  survival of those who use it. This means 
  that he has more than once taken it upon 
  himself to hire mercenaries to protect 
  small underdeep cities from the ravages of 
  monsters, lest the box of glowing fungus 
  he exchanged for gold coins lose all its 
  market value. 
  Del Fustibuntle: Del looks like a fleshy 
  mushroom. His spindly body, which is no 
  bigger than a 3-year-old boy’s, is topped 
  with an absolutely enormous head that 
  is all crooked nose and snow-white eye-
  brows. If he has any concept of cleanli-
  ness, he doesn’t show it, and so he reeks of 
  dirt, sweat, and pipe smoke at all hours of 
  the day. As far as anyone can tell, Del never 
  sleeps, because he is always wide awake no 
  matter what time a visitor knocks on the 
  door of his shop. 
  Del Fustibuntle, male gnome Exp4: 
  CR 4; HD 4d6+8; hp 24; Init +0; Spd 20 
  ft.; AC 14, touch 12, flat-footed 14; Base 
  Atk +3; Grp –1; Atk/Full Atk +3 (1d4–1 
  club); SQ Gnome traits; AL LN; Fort +3, 
  Ref +1, Will +5; Str 8, Dex 10, Con 15, Int 
  17, Wis 16, Cha 6. 
  Skills and Feats: Appraise +13, 
  Bluff +8, Decipher Script +10, 
  Forgery +10, Gather Information 
  +5, 
  Knowledge 
  (dungeoneer-
  ing) +6, Knowledge (geography) 
  +10, Profession (moneychanger) 
  +10, Sense Motive +10, Sleight of 
  Hand +7, Speak Language (Com-
  mon, Dwarven, Elven, Giant, 
  Gnome, Goblin, Halfling, Terran, 
  Undercommon), Survival +3 (+5 
  to avoid hazards and getting lost); 
  Skill Focus (Appraisal), Skill Focus 
  (Bluff). 
  Possessions: +3 ring of protection, 
  club, and many mechanical and 
  magical security devices.
  RESIDENTS 
  I
  t has been said that there are two 
  types of people in High Docks: 
  those who are taking your money, 
  and those waiting in line to take your 
  money. This is largely true. High Docks is 
  a merchant’s district, and none live there 
  who are not connected in some way to the 
  flow of trade. The district is populated 
  entirely by dwarves working for one of the 
  three trading clans, drow belonging to one 
  of the four commerce houses, non-drow 
  and non-dwarves who work for either one 
  or the other, or hardy souls attempting to 
  earn a living as independent merchants. 
  Since the dwarves and drow are discussed 
  at length elsewhere, the rest of the dis-
  trict’s citizens will be discussed here. 
  The people who call High Docks home 
  are an eclectic collection to be sure, a mob 
  of ne’er-do-wells, rugged dock workers, 
  and stubbornly independent merchants 
  with the gleam of avarice in their eyes. 
  If the drow and the dwarves are united 
  by race, then the other residents of the 
  district are united by the fact that they are 
  not-drow and not-dwarf, and so must band 
  together lest they be bullied into virtual 
  servitude. As a rule, the people of High 
  Docks are a mixture of rough-and-tumble 
  sensibility and surprisingly wistful dreami-
  
  55
  CHPT.
  #
  «3»
  ness. They liberally salt their speech with 
  inventive blasphemies and curses, and 
  have little use for fancy words or the sort 
  of learning that is not directly useful in the 
  conducting of day-to-day business, and yet 
  they one and all dream of making that one 
  big score so that they might retire to a life 
  of lazy excess. Because they are exposed 
  to people of every culture, they are also 
  tolerant of personal quirks, and a visitor 
  would be hard pressed to come up with 
  a belief or cultural practice that would 
  shock them in the least. 
  The High Docks district is busiest dur-
  ing the daytime, since that is when it is 
  safest to attempt transporting goods up 
  and down the staircases, but there is never 
  a time of day when the streets are empty. 
  Nighttime in the district is raucous in the 
  extreme, with dockworkers and porters 
  feasting, fighting, singing, and drinking 
  in their homes or in the taverns that cater 
  to them. 
  Politics and Economy
  T
  hough the entire city of Edge is nomi-
  nally under the control of the Church 
  of Fhurlin, it is a truism that those who 
  control the flow of cash control the flow 
  of politics. This means that in High Docks, 
  the rule of law is set by the dwarven trad-
  ing clans and the drow commerce houses. 
  Miraculously, although they agree on 
  almost nothing else, both the dwarves and 
  the drow concur that this is the ideal state 
  of affairs. As might be expected, both 
  the Fhurlin priests and the independent 
  merchants disagree, but there is precious 
  little they can do about it. Fortunately for 
  all concerned, the dwarves and the drow 
  are sensible enough not to attempt to push 
  their authority beyond ensuring that they 
  are free to trade what and how they will. 
  First-time visitors to the district can 
  easily become overwhelmed trying to 
  understand the byzantine web of alliances 
  between the various merchant groups 
  quartered in the district. They often 
  find themselves in dire straits when they 
  attempt to broker deals between groups 
  that, unbeknownst to them, want nothing 
  to do with one another. Savvy merchants 
  who have made enough trips to the district 
  to understand its unique ways do business 
  either with the dwarves or with the drow, 
  allowing local residents who understand 
  district politics to function as intermedi-
  aries between the various factions. Several 
  people in the district make their living this 
  way, brokering trade deals between those 
  who control the flow of commerce from 
  the surface and those who control the 
  merchandise that comes downriver from 
  the underdeep kingdoms. 
  The south and the north sides of the 
  district are firmly in the control of the 
  dwarves and the drow, respectively. For 
  the most part, the rules on both sides of 
  the district are the same, with the only dif-
  ference being in the enforcement of those 
  rules. That said, there are a few differences 
  between the laws of the south bank and the 
  north bank that are worth noting here. 
  The dwarven trading clans require all 
  merchants to purchase a special permit 
  to conduct business in their half of the 
  district. This is not an official law, and 
  the Church frowns upon it, but has not 
  seen an advantage in trying to stop it. In 
  theory, a merchant need only purchase a 
  single permit to conduct business with 
  any south bank merchant or trading house, 
  but in practice each clan recognizes only 
  those permits that it has issued. A permit 
  can be bought at any of the three clan 
  offices, and the price varies depending 
  upon the value of the merchandise to be 
  sold. In true extortionist fashion, the clan 
  leaders will attempt to charge at least 20 
  percent of the value of the merchandise, 
  but if the product is especially valuable 
  to them, they can be “persuaded” to 
  overlook the fee if the merchant is willing 
  to deal exclusively with them. Those who 
  do not have a permit can still attempt to 
  conduct business, but will find it difficult 
  to do so, since the non-dwarf merchants 
  of the south bank know the dwarves can 
  make life difficult for them. During the 
  Low Water Festival, when many traveling 
  merchants enter the district, the trading 
  clans are unable to enforce their special 
  permit “law,”, meaning this is the only 
  time of year when merchants can trade 
  with absolute freedom. 
  For their part, the drow require no spe-
  cial permits. Instead, the ever-paranoid 
  house masters have mandated that none 
  but those they approve can travel visibly 
  armed and armored through the district. 
  To enforce their own law, they have taken 
  to placing well-armed thugs on the north 
  side of every bridge. These guards harass 
  anyone attempting to cross, searching 
  them for hidden weapons, and demanding 
  either bribes for passage or the immediate 
  surrender of all offending items. 
  Neither the dwarves nor the drow take 
  kindly to thieves, and so those who would 
  dare steal even a penny from a merchant’s 
  pocket can be sure of dire consequences. 
  Should the dwarves catch a thief on their 
  territory, they will strip him of all posses-
  sions, beat him senseless, and then turn 
  him over to the Church for appropriate 
  punishment. The drow skip the niceties 
  and just fling criminals off the waterfall 
  or, if they are useful, ship them upriver 
  to their houses, there to spend the rest of 
  their lives as slaves. 
  In recent years, the dockworkers, por-
  ters, and independent merchants of the 
  district have made a concerted effort to 
  come together and present a united front 
  against the dwarf and drow merchants who 
  effectively rule the district. They hope that 
  by uniting, they can force better wages and 
  
  56
  CHPT.
  #
  «3»
  living conditions from their employers, 
  but so far their efforts have been stymied 
  by fractious infighting between several 
  ambitious independent merchants, each 
  of whom wishes to be recognized as the 
  movement’s head; while each merchant 
  professes to have his fellow citizen’s 
  best interests at heart, they are all more 
  concerned with grabbing a larger share 
  of profit than with helping anyone else. 
  This may change soon, as members of the 
  Church have recognized the movement’s 
  potential value in helping them loosen the 
  grip of the dwarves and drow. 
  
  TOPSIDE
  A
  s lunar dragons have not posed a seri-
  ous problem in Edge for some time, 
  the citizens have slowly begun building 
  permanent structures atop the cliff. Need-
  ing large spaces to indulge in their favorite 
  pastimes and not wanting to be too close 
  to the drow, the Irontooth have led the 
  surge to the populate Topside, building 
  their arenas and gambling houses on the 
  flat surface above. A few shops exist on 
  this level, but most reside in High Docks 
  or Low Docks. Topside’s structures are 
  made of strong stone, and they all show 
  some damage from lunar rain. Laborers 
  and magic-wielders repair the buildings as 
  best they can, but doing so is a never-end-
  ing process. Still, those residing here find 
  the labor a mere irritation, something that 
  few people can say, as the lunar dragons 
  have destroyed other such attempts at 
  surface living.
  LAYOUT
  N
  early 300 people reside on Topside, 
  though hundreds more swarm the 
  surface level to participate in the activi-
  ties offered herein. The southeast side 
  of Topside houses the mech hangars and 
  taverns, and the southwestern side houses 
  the brothels and gambling houses and the 
  cliff-falling platform (Area 27). Visitors 
  will find the north side of Topside contains 
  the sports-related businesses, like the Are-
  na (Area 1), Battleaxe Mech Ball Stadium 
  (Area 3), the Battle Box (Area 2A), and the 
  Unarmed Arena (Area 2B).
  LOCATIONS AND RESIDENTS
  The Arena
  T
  he Arena is the largest mech-fight-
  ing forum in Edge. Four Irontooth 
  clans own stakes in the Arena: Bugbear, 
  Battleaxe, Hawk, and Iron Maiden. The 
  battles the Irontooth hold here are not 
  clan honor matches; instead, each clan 
  sponsors mech jockeys and gladiators, 
  and their candidates battle for money. Any 
  individual or institution in Edge can spon-
  sor someone for the games, and many do, 
  including the Stairkeepers. 
  Many of the best mech jockeys are Iron-
  tooth clansmen, so one of the represented 
  clans usually wins most of the matches. 
  Members of other Irontooth clans have 
  been known to send mech jockeys to fight 
  in the Arena during their travels through 
  Edge. The Jaguar Clansmen, in fact, have 
  won several memorable battles here, and 
  of course the independent Irontooth 
  mech scalers have been known to hold 
  their own in the Arena as well. Occasion-
  ally, the Stairkeepers find someone with 
  competitive mech skills to fight for them, 
  but they fare best when sponsoring stan-
  dard gladiators. 
  Gladiatorial Rings
  M
  aidda Minh of the Iron Maiden 
  Clan owns the Battle Box and the 
  Unarmed Arena, the two gladiatorial rings 
  closest to the Arena. Those gladiators 
  wanting to fight in the Arena must first 
  prove themselves capable by fighting the 
  professionals in these rings. Each arena 
  employs a mage to check the battlers for 
  magic, so sneaking such items into the 
  games is quite difficult. Also, the dam-
  age dealt in the matches is lethal 
  damage. Although the battles are 
  not to the death, some combat-
  ants have died in the fights. 
  Of course, Maidda provides 
  healers to the combatants 
  after each match. 
  Maidda (N female dwarf 
  Ftr7) is a young 100-year-
  old dwarf who took over 
  the business seven years 
  ago, after her father Mor-
  dock was killed in fighting 
  in his own arena. Though 
  
  57
  CHPT.
  #
  «3»
  Maidda is a skilled fighter in her own 
  right, she does not plan to make the same 
  mistake her father did, so she no longer 
  enters the ring. 
  The Battle Box
  W
  arriors wanting to prove themselves 
  with hand-held weapons come to 
  the Battle Box to gain the status needed to 
  advance to the Arena. Advancing from this 
  mini-arena requires defeating all five Iron 
  Maiden gladiators (in separate though not 
  consecutive battles). Three of the gladia-
  tors are steamborgs: Lightning (N speed-
  enhanced male dwarf Smb6), Stone (N 
  armor-enhanced male dwarf Smb6), and 
  Bear (N strength-enhanced male dwarf 
  Smb7). The other two gladiators, the most 
  dangerous of the five, are Iron Maiden bar-
  barians: Slayer (NE male dwarf Bbn8) and 
  Bloody Bozz (CN male dwarf Bbn10).
  The Battle Box’s combatants cannot use 
  magic. They are allowed to wear studded 
  leather armor and the arena issues them 
  masterwork weapons from its armory to 
  use in the fights. 
  Unarmed Arena 
  T
  hose wishing to prove themselves 
  in unarmed combat come to the 
  Unarmed Arena to gain enough status to 
  advance to the Arena fights. As in the Bat-
  tle Box, the warriors must face and defeat 
  five of the Iron Maiden’s best unarmed 
  Topside area numbers
  1. The Arena
  2.  Gladiatorial Rings
  2A. The Battle Box
  2B. Unarmed Arena 
  3. Battleaxe Mech Ball Stadium
  3A–H. Preparation Rooms
  4. Irontooth Clan Houses
  5. Irontooth Housing
  6. The Iron Hall
  7. Nado’s Mech Repair
  8. Federo’s General Store
  9. Dova’s Magical and 
   Mechanical Wonders
  10. Heda’s House of Herbs
  11. Mech Scalers’ Hangars
  12. Common Brothels
  13. Paolata’s Pleasure Palace
  14. Spinner’s 
  15. Topside Gambling
  16–19. Irontooth Hangars
  20. Common Room
  21. Travelers’ Salon
  22. Merchants’ Salon
  23.-24. Warehouses
  25. Merc House
  26. Rogue’s Run
  27. Cliff-Falling Platform
  28. Howzer’s Tenements
  29. Lizard Pens
  
  58
  CHPT.
  #
  «3»
  fighters. The Iron Maiden unarmed gladia-
  tors include two fighters (N female human 
  Ftr6 with Improved Unarmed Attack and 
  Improved Grapple feats) and three monks 
  (LN male human Mnk 6, 8, 10).
  Combatants may not use magic of any 
  kind, and they are limited to wearing regu-
  lar clothing only. The damage dealt here is 
  lethal damage.
  Battleaxe Mech Ball Stadium
  C
  lan Battleaxe first started the game 
  of mech ball, and the other clans 
  quickly picked up the sport. In Edge, an 
  official Mech Ball League has formed. The 
  MBL has sanctioned eight official teams, 
  and they weigh petitions from amateur 
  teams on a regular basis. 
  Lerjo Xox (LN male dwarf Ftr6/Exp4) 
  of Clan Battleaxe owns the stadium where 
  the professional teams play mech ball, and 
  he and his clan sponsor a team called the 
  Axers. Lerjo allows the professional teams 
  to play in the stadium four days a week, 
  and he rents the stadium out to amateurs 
  the remainder of the time. One would 
  think the amateur games would not be 
  well attended, but that is not the case. The 
  people of Edge enjoy the brutality of the 
  sport so much that they do not care who’s 
  playing; they’ll gladly watch and bet on any 
  team that shows potential. Many a pro-
  fessional team began as mere amateurs; 
  having proven themselves worthy in the 
  games, they soon earned sponsorship 
  and acceptance into the Mech Ball 
  League.
  Preparation Rooms
  E
  ight large rooms are 
  attached to the Battleaxe 
  Mech Ball Stadium and serve 
  as prep rooms for the vari-
  ous teams. Lerjo Xox always 
  reserves room A for his Axers, 
  and room B is always held open 
  for the Axers’ opponent of the day. 
  Xox rents the remaining rooms to teams 
  wanting a permanent preparation area. 
  Currently, the Anklebiters, Crushers, 
  Dragons, Raptors, Steppers, and Umber 
  Hulks rent space from Lerjo Xox. They 
  also happen to be the better teams in the 
  Mech Ball League.
  Irontooth Clan Houses
  T
  hese two-story stone buildings house 
  the four major Irontooth clans in 
  Edge: Battleaxe, Bugbear, Hawk, and Iron 
  Maiden. The clans in Edge have a stronger 
  alliance than their nomadic clan counter-
  parts, as they have to rely on each other a 
  great deal in a city swarming with various 
  races and factions. Each clan also owns a 
  piece of the Arena, and they have agreed 
  to protect each other’s business interests 
  from those in the High Docks area. In 
  terms of competition among themselves, 
  it’s each clan for itself. If they have dis-
  agreements that cannot be settled with 
  diplomacy, then they sort the matter out 
  in mech combat. 
  The clan houses have battlements atop 
  them, and three ballistae rest on each 
  roof. Half-roofs hang over each weapon, 
  offering cover to the weapons and the 
  guards who man them (N male/female 
  dwarf War3). The guards can remove the 
  half-roofs with the turn of a crank, which 
  allows the defenders to attack flying crea-
  tures if need be.
  Irontooth Housing
  E
  dge’s major Irontooth clans built 
  these 11 structures to house visiting 
  Irontooth clansmen. Each of the smaller 
  structures has a common room and four 
  bedrooms set up to hold four members, 
  while the larger residences have a com-
  mon room and six private rooms. They 
  reserve the bigger houses for relatives 
  or important Irontooth members, such 
  as Mech Lords, Clan Elders, priests, and 
  famous warriors.
  The Irontooth do not charge their fel-
  low clansmen rent; they see housing their 
  traveling comrades as a clan responsibility. 
  They expect their guests not to abuse this 
  privilege, however. Those occupants who 
  overstay their welcome and attempt to 
  become squatters soon find themselves 
  given an ultimatum: Either leave (will-
  ingly or not) or work for them. Those 
  who choose employment are given 
  accommodations in a main clan house. 
  Those forced to leave gain the enmity of 
  the clans, becoming persona non grata in 
  Edge’s Topside. On some occasions, if the 
  undesired guests have been particularly 
  troublesome, the Irontooth hire outsiders 
  to permanently dispatch them.
  The Iron House
  A
  s a part of their hospitality, the clans 
  also feed their visiting clansmen at 
  the Iron House, providing them up to 
  three meals a day. The fare is good, but not 
  overly so. Gluttonous visitors soon find 
  themselves unwelcome here. 
  The Iron House is a great hall with 
  several long wooden tables. Diners sit on 
  benches, and servants attend them.
  Nado’s Mech Repair
  N
  ado Yode of Clan Hawk runs this 
  mech repair shop. Nado can repair 
  any mech up to Huge in his high-ceilinged 
  shop. He and his laborers are willing to 
  
  59
  CHPT.
  #
  «3»
  observing the etiquette that her noble 
  human ancestors practiced so long ago in 
  their mansions and palaces. Even in this 
  desolate, cataclysm-devastated world, 
  Paolata believes there’s a place for beauty 
  and decorum. Paolata, a bard of some tal-
  ent, supports other bards and artists with 
  some of the proceeds from her brothel. 
  Bards traveling to Edge can always find 
  a few days’ work in her establishment — 
  longer if they are truly talented. An eve-
  ning at Paolata’s costs 2–10 gp, although 
  the exotic entertainment can be far more 
  expensive. 
  Spinner’s 
  P
  atrons of this gambling house will 
  find numerous card, dice, and rou-
  lette games taking place within. Spinner 
  (NE male gnome Rog9), the overdressed 
  gnomish owner, does not allow the more 
  dangerous Irontooth games in his place, as 
  they often cause serious damage to his fur-
  niture and laborers. Spinner’s also employs 
  bards, jugglers, dancers, and actors. There 
  is always some type of performance going 
  on within, and these shows attract just as 
  many people as the gambling. Entrance to 
  Spinner’s costs 3 sp.
  Topside Gambling
  T
  opside Gambling provides a standard 
  gambling experience, including some 
  of the more dangerous Irontooth pastimes 
  like bloody cards, dagger dice, and dart 
  catching. Instead of shows, the dwarven 
  owner, Roxx Vro of Clan Bugbear (N male 
  dwarf Ftr2/Exp7), sponsors wrestling and 
  boxing matches on a nightly basis, provid-
  ing another betting venue. Patrons may 
  even try their skills against the house’s 
  pros.
  Irontooth Hangars
  T
  he Topside Clans each own their 
  own mech hangar. Although the clan 
  representation here in numbers is low, 
  the Irontooth each own two Barbagulas, 
  travel to hangars throughout Edge to 
  repair larger mechs, though he charges 
  more to do so. Nado does offer a 10% 
  discount to Irontooth requesting his ser-
  vices; otherwise, he charges standard 
  DragonMech core book prices.
  Federo’s General Store
  F
  edero Vro (N male dwarf Smb1/Exp5) 
  is a middle-aged dwarf of Clan Bug-
  bear. His store offers rations, cliff-climb-
  ing gear, some standard weapons, personal 
  mech weapons, maps, standard poisons, 
  and adventuring gear. While most of the 
  equipment is new, Federo does sell some 
  used items (Federo fences things for Iron-
  tooth scavengers). 
  Federo is very gregarious, and he enjoys 
  telling tales of his mech-fighting exploits. 
  Some of them might even be true. One of 
  his eyes has been replaced with steamborg 
  parts. His brother, Bader, runs the Com-
  mon Room tavern.
  Dova’s Magical and Mechanical 
  Wonders
  C
  aja Dova (NG female human Con8) 
  and her husband, Gorin (NG male 
  human Cog8), run this shop, where 
  magical potions, minor wondrous items 
  (up to 4,000 gp value, 25% chance a spe-
  cific item is in stock), magical melee and 
  mech weapons (up to 4,000 gp value, 35% 
  chance in stock), and mechanical items 
  may be purchased.
  Caja and her husband are humans. They 
  were both born in Edge, but they traveled 
  extensively as adventurers for over the 
  past thirty years. Now in their mid-fifties, 
  they have returned to Edge to enjoy their 
  retirement as shop owners. The Irontooth 
  treat them kindly, and they are considered 
  a part of the “Topside Clans,” the alliance 
  of clans within the city. Anyone attempt-
  ing to harm the Dovas gains the enmity of 
  the Topside Irontooth.
  Heda’s House of Herbs 
  H
  eda Hattlehoff, a halfling wizard/
  alchemist of middle years, runs this 
  herb shop. Spellcasters visit the shop to 
  replenish spell components, and the more 
  nefarious individuals purchase various 
  poisons and drugs from Heda (N female 
  halfling Wiz7/Exp4). 
  Mech Scalers’ Hangars
  A
  zock Dro of the mech scalers owns 
  these two mech hangars. She offers 
  her mech storage facilities for rent to 
  those who use her mech scalers to bring 
  their mechs to Topside. She also keeps her 
  own mechs, five Raptors (described in The 
  Shardsfall Quest) and four Barbagulas, in 
  the hangars as well. The hangars can hold 
  up to Colossal-sized mechs. Azock charges 
  the following hangar prices: 
  Mech Size 
  Per Day Prices
  Large 
  3 sp/day
  Huge 
  4 sp/day
  Gargantuan 
  5 sp/day
  Colossal 
  6 sp/day
  Common Brothels
  T
  hese establishments offer nothing 
  over the common brothel experi-
  ence. Each of the major clans runs one of 
  the establishments. An evening in these 
  brothels costs 5–10 cp.
  Paolata’s Pleasure Palace
  P
  aolata Sul (N female human Brd5/
  Exp5) manages and owns the Pleasure 
  Palace. Her highly trained courtesans of 
  various genders and races are more 
  comely than those in the common broth-
  els, and they pamper their clients with 
  steam baths, massages, beautiful music, 
  fine wines, and good food. 
  Paolata is a buxom blonde of consider-
  able beauty. Though living on the surface 
  can be tough, she insists on retaining a 
  strong sense of refinery in herself and 
  her courtesans, dressing elegantly and 
  
  60
  CHPT.
  #
  «3»
  four Raptors, two Fangbiters, and one 
  Iron Maiden. Each clan also has twenty 
  Ashigaru mechs (described in Second Age 
  of Walkers) in the hangars. A contingent 
  of ten experienced guards (N male/female 
  War3) watch the buildings at all times and 
  live within.
  The Irontooth also rent space within 
  their hangars to outsiders, although their 
  prices are much higher than those of the 
  mech scalers. The Irontooth do not con-
  sider hangar space as part of their hospi-
  tality responsibilities to their clansmen, 
  though they may occasionally offer impor-
  tant Irontooth members a discounted rate. 
  The hangars can hold up to Colossal-sized 
  mechs.
  The Irontooth will rent their housed 
  mechs to mercenary groups and other 
  Irontooth clans. They generally require 
  some collateral, in the form of an item or 
  items equal to one-third the rented mech’s 
  value. Most of the mechs have been 
  “acquired,” not built or purchased, so they 
  are willing to rent them to individuals who 
  can cover the collateral. The collateral is 
  kept in guarded storage and is returned to 
  the renters upon return of the mech. Of 
  course, the Irontooth do charge damage 
  fees if they have to repair the mechs.
  The Irontooth also use some of the han-
  gar space as a warehouse.
  Irontooth Hangar Space Rentals
  Mech Size 
  Rental Prices
  Large 
  5 sp/day
  Huge 
  8 sp/day
  Gargantuan 
  10 sp/day
  Colossal 
  12 sp/day
  Irontooth Mech Rentals
  Mech  
  Rental Prices*
  Raptor 
  50 gp/day
  Barbagula 
  70 gp/day
  Fangbiter 
  150 gp/day
  *In addition to the rental fees, damage fees may apply.
  Common Room
  T
  his Irontooth-owned tavern offers 
  standard fare at normal PHB prices. It 
  contains thirty round tables that seat up to 
  eight each. Additionally, the owner rents 
  out flop space on the tavern’s floor after 
  hours for the price of 1 sp per night. 
  Bader Vro (N male dwarf Ftr3/Exp4) of 
  Clan Bugbear and his family run the estab-
  lishment. Bader’s two sons are very mus-
  cular and skilled with waraxes and clubs 
  (N male dwarf Ftr4), and they serve as the 
  Common Room’s bouncers. The Vros keep 
  the tavern’s building in good condition, so 
  the patrons need not worry about leaks. 
  Travelers’ Salon
  T
  he Travelers’ Salon is a private club 
  that considers itself a think tank on 
  how to effectively bribe the Church of 
  Fhurlin, Edge’s unofficial government. In 
  actuality, it has become little more than 
  a social club, with members from Edge’s 
  various factions. Only those members who 
  have officially joined the club may enter 
  the establishment. Although the club sits 
  across from its rival salon, the Merchants’ 
  Salon, the members do not act aggres-
  sively toward one another. Membership 
  in one group makes you ineligible to join 
  the other.
  Otil Zoras (N male dwarf Exp10), an old 
  dwarf born and raised in Edge, owns the 
  Travelers’ Salon. It’s really an upper-class 
  tavern with good food, wine, and furnish-
  ings. Joining the Travelers’ Salon requires 
  sponsorship by two current members 
  and annual fee of 20 gp, which does not 
  include the price of meals within. The 
  club has 58 current members, of which 
  Otil is the leader.
  Merchants’ Salon
  L
  ike the Travelers’ Salon, the Mer-
  chants’ Salon is a private club with 
  the ostensive purpose of subverting the 
  Church of Fhurlin’s priests, but like its 
  sister organization, it has become nothing 
  
  61
  CHPT.
  #
  «3»
  
  THE SURROUNDING 
  AREA
  E
  dge attracts visitors from all across 
  the Flatlands, the Endless Plains, and 
  beyond. Edge is the only major station-
  ary settlement for many miles in every 
  direction, but a few small hamlets have 
  appeared in recent years to cater to the 
  many travelers going to and from Edge. In 
  addition, a number of nomadic bands fre-
  quent the area. Edge is of high importance 
  to every major faction in Highpoint and 
  it borders a number of the most powerful 
  groups, such as the Stenian Confederacy 
  and the Legion. These groups often keep a 
  number of mech units and other agents in 
  the region around Edge, eager to keep an 
  eye on one of the last cities of the world. 
  
  LAYOUT
  A
  bove Edge lie the Flatlands and below 
  it the Endless Plains, making Edge the 
  primary means of travel between these two 
  sources of civilization, such as it is. Below 
  Edge, the Endless Plains is now a blasted 
  wasteland due to the lunar rain. It has little 
  in the way of settlements or civilization of 
  any type until one reaches Stilt City or the 
  borders of the Legion. Some small villages 
  have formed along the Endless River now 
  that the lunar rain has begun to abate, but 
  these are still occasionally wiped out by 
  an evening of particularly fierce meteors. 
  Despite some attempts to use the Endless 
  River to irrigate areas of the plains below 
  Edge, the lunar rain has thus far made such 
  efforts fruitless. As one travels away from 
  Edge into the Endless Plains, all signs of 
  current civilization quickly pass away and 
  are replaced with craters, cinders, and 
  dust. There remains a single ancient road, 
  called the Stone Way, that runs parallel to 
  the Endless River for much of its distance 
  before veering north until it disappears in 
  the central region of the plains. This road 
  more than a social club. Only those with 
  official membership may enter. 
  T’rela L’lora (N female elf Sor5/Exp4), 
  a dark-haired, relatively young elven sor-
  cerer formerly of the L’arile Nation, owns 
  the salon and is the leader of the club.
  Joining the Merchants’ Salon requires 
  sponsorship by two current members and 
  an annual fee of 20 gp, which does not 
  include the price of meals within. The club 
  has 70 current members.
  Warehouses
  T
  he Vro family of Clan Bugbear owns 
  these warehouses. The Vro family uses 
  them to house its own goods, but it does 
  rent a portion of the space within to other 
  merchants. 
  Merc House
  T
  he Merc House offers a training facil-
  ity and lodging for mercenary groups 
  for a monthly fee of 20 gp per group. The 
  establishment’s three staff members (N 
  male/female Exp4) also handle hiring 
  contracts for the groups, and they screen 
  applicants wishing to join particular mer-
  cenary companies.
  Rogue’s Run
  I
  n addition to strength and prowess, 
  the Irontooth also respect agility, and 
  Rogue’s Run provides a place to showcase 
  those skills. This establishment is an arena 
  of sorts for those wishing to test their 
  reflexes. The owners, Davro (CN male 
  dwarf Stk10) and Camila Trokla (N female 
  dwarf Stk10) of Clan Hawk, formerly 
  served the clan as two of its best stalk-
  ers. As they aged, they felt less inclined 
  to perform such tasks, but set about to 
  teach their trade to others in the clan. 
  When their clan traveled to the outskirts 
  of Edge thirty years ago, they decided to 
  check out the most famous remaining city, 
  and they found it very much to their liking. 
  They took their life’s savings and had a 
  training center built on Topside. Though 
  some folks did seek them out as mentors, 
  Davro and Camila soon found that those 
  who came to Edge preferred to spend their 
  time in less serious pursuits. They changed 
  their business to meet the needs of the 
  gamblers and fun-lovers around them. 
  Thus was born the famous Rogue’s Run. 
  The Troklas used their trap engineer-
  ing abilities to simulate some of the more 
  interesting obstacles they’d experienced 
  over the years, and they set up a series of 
  tasks to be completed to win their run. 
  Finally, they offered up a cash prize to any 
  who could foil their traps and gather the 
  required items to succeed at the run. They 
  also added a reinforced glass balcony over 
  each part of the run that allowed specta-
  tors to follow the action, and they set up an 
  admissions fee after allowing a look-see at 
  the first such event. Word spread quickly 
  about the new game, and spectators and 
  competitors alike came to Rogue’s Run. 
  Howzer’s Tenements
  L
  ord Howzer Drek (a.k.a. “Slum Lord” 
  Drek; NE male human Exp13), a 
  merchant whose grown rich from slave 
  trading, built these stone buildings as 
  tenement houses with slave labor and now 
  rents them out as apartments. The build-
  ings show great signs of lunar rain damage, 
  as Lord Drek has done little to ensure the 
  needed repairs get made. Thus, many of 
  the renters try their best to perform the 
  repairs themselves. They uniformly resent 
  their landlord, but his reputation as a sla-
  ver and his threats about their freedom 
  have, to date, kept them from pressing the 
  issue. That may soon change, however, as 
  one of his newest tenants is a cousin of the 
  powerful Ma Stonefoller.
  Lizard Pens
  T
  he massive building is made from 
  mech scraps. It houses the Irontooth’s 
  lizard pack mounts and racing animals.
  
  62
  CHPT.
  #
  «3»
  is the most common way to approach Edge 
  among most of the travelers from the east. 
  The Stone Way has suffered severe damage 
  from the lunar rain, but it still remains the 
  easiest way to cross the Endless Plains. 
  A number of settlements have sprung up 
  along it, most of which are at intervals 
  equaling a day’s travel, in order to provide 
  shelter for travelers against the lunar rain. 
  The largest of these, Ter-Zeid, is at the 
  point where the Stone Way turns north 
  away from the territory of the Legion. Ter-
  Zeid is a Legion stronghold that many trad-
  ers avoid due to the tariffs Shar Thizdic 
  has begun charging on travelers passing 
  through his territory. 
  In addition to the Stone Way, the other 
  major method of reaching Edge is along 
  the Endless River. Decades ago, there 
  were a number of settlements that relied 
  on the river for transportation, but the 
  lunar rain has obliterated these areas. A 
  few bargemen have begun using 
  the Endless River again 
  in recent years, usu-
  ally traveling via rafts 
  or being pulled by 
  draft animals along sections of the Stone 
  Way. A gnome calling himself Indigo Pete 
  recently began piloting a steam-powered 
  paddleboat up and down the river, allow-
  ing travel to and from Edge faster than ever 
  before. The Legion uses boats (some alleg-
  edly filled with slave oarsmen) to travel 
  the Endless River, but they have yet to row 
  any non-human bondsmen into Edge. 
  A number of mech tribes and Irontooth 
  clans travel through the region around 
  Edge each year, most of which come to 
  the city to trade. Only one mech tribe, 
  the Bone Wolves, stays near Edge year 
  round. A common sight in Edge, they 
  come to trade with the city regularly. The 
  Bone Wolves protect their territory from 
  interlopers fiercely and are even willing 
  to battle Irontooth clans to do so. Any 
  mech tribe or visiting Irontooth clan that 
  stays near Edge for more than a few weeks 
  is likely to get an unfriendly visit from the 
  Bone Wolves. 
  In the Flatlands above Edge, 
  the dwarves of Duerok and 
  the Stenian Confederacy 
  keep everything 
  nice and orderly with regular patrols and 
  assorted rebuilding projects. Like the 
  Stone Way in the Endless Plains, a single 
  stone road once connected Duerok and 
  Edge. It was severely damaged by the 
  lunar rain, but in the last two decades the 
  dwarves of Duerok have worked to restore 
  it in order to secure trade with the plains. 
  Their hope is to establish a safe route above 
  ground, away from their many rivals in the 
  underdeep. A number of settlements have 
  been built along this road at 12-mile incre-
  ments, each with a heavy stone building in 
  order to protect travelers from the lunar 
  rain. The closest of these to Edge is the 
  village of Level and similar settlements 
  are found all over the area of the Flatlands 
  between Duerok and Edge. 
  In addition to the stationary settle-
  ments of the Flatlands, a number of 
  Stenian mechs patrol the vicinity, and 
  city-mechs moving across the horizon are 
  not a rare sight in Topside. These mechs 
  rarely travel to Edge itself, but regularly 
  go near the other settlements in the area. 
  The mechs of the Stenian Confederacy 
  also guard a number of cliffside staircases 
  and ladders in order to keep undesirables 
  from entering their territory. A number of 
  these staircases are within 50 miles of 
  Edge, and the Stenian efforts always 
  receive the hearty thanks of Ma 
  Stonefoller and the Stairkeep-
  ers. Any Stenian mech that 
  stops near Edge is likely to 
  receive a few casks of ale 
  from Ma Stonefoller in 
  an attempt to stay on the 
  Confederacy’s good side. 
  On the cliff itself, there 
  are no other settlements 
  of note or climbing opera-
  tions within a hundred miles 
  north or south of Edge. There 
  are some closer to Glatek and 
  the Standing Dwarf, but the 
  Stairkeepers have made sure there 
  are no direct competitors within easy 
  reach of the city. A few prospectors have 
  taken up mining operations in some of 
  the cliffs around Edge, but other than that 
  
  63
  CHPT.
  #
  «3»
  On the banks of the Endless River, the 
  settlement is partially built of poorly con-
  structed stone buildings and a scattering 
  of tents, and on the nights when the lunar 
  rain is particularly bad the inhabitants 
  suffer greatly. The city has a standing con-
  tingent of soldiers on duty at all times plus 
  a captured Skullcrusher mech, and other 
  Legion forces are often nearby. Crime is 
  rampant in Ter-Zeid, though the Legion 
  soldiers on duty try to keep that fact away 
  from the merchants so as not to scare them 
  off. Ter-Zeid is led by Aman Suree, a long-
  time supporter of Shar Thizdic; his primary 
  goal is to collect information about the 
  world beyond the Legion in order to pre-
  pare for future Legion actions. 
  
  RESIDENTS
  The Bone Wolves Mech Tribe
  W
  hile several mech tribes and Iron-
  tooth clans come to Edge and 
  travel in its vicinity for a few weeks each 
  year, only one mech tribe stays within a 
  few hundred miles of Edge for the entire 
  year. Located close to a ready supply of 
  parts, mechs, and work, the Bone Wolves 
  have turned more into a group of nomadic 
  dragon hunters than a true mech tribe. The 
  Bone Wolves were originally a nomadic 
  group of horsemen who traveled around 
  the Endless Plains accompanied by the 
  white-furred wolves they raised from birth 
  and trained for war. They often warred 
  with neighboring tribes and were known as 
  warmongers, willing to fight for the death 
  for the joy of combat. This all changed 
  with the coming of the lunar rain, as the 
  culture of the Bone Wolves was almost 
  wiped out over the course of a few years. 
  Most the tribe died early on due to lunar 
  rain, and many of the survivors were lost to 
  lunar dragon attacks. 
  Fifteen years after the lunar rain had 
  begun, there were only a handful of the 
  Bone Wolves left, and they were but a 
  shadow of their former selves, skittish 
  scavengers trying to slip from the memory 
  there are no populations of note in the 
  cliffs other than a few nests of various fly-
  ing beasts, including a number of griffon 
  nests. Some rumors say there are passages 
  to the underdeep along the cliff, ones that 
  terrors from below use to sneak out into 
  the surface world and cause trouble, but 
  no such passages have been found. 
  
  LOCATIONS
  Level
  T
  he Flatlands village closest to Edge, it 
  was established by the Stenian Con-
  federacy and Duerok 12 miles from the 
  city to provide shelter from the lunar rain 
  for travelers. It was originally named Karid 
  by Duerok, but it has since been nick-
  named Level by travelers who frequent it 
  due to the fact it is built on completely 
  level ground far from any cliff or other 
  such dramatic terrain features. Level has 
  a permanent population of just over 80 
  individuals, but is growing quickly. Its 
  transient population is nearly as large as 
  its permanent population, and the primary 
  trade of the city is providing services to 
  travelers going to and from Edge.
  All the buildings in Level are required 
  to be of stout stone construction that can 
  withstand all but the heaviest lunar rain. 
  In addition to a small standing militia, a 
  Stenian Lancer mech is permanently sta-
  tioned in Level to keep the peace. Signal 
  fires and flares in Level can be used to 
  summon larger mechs from the Confed-
  eracy in times of need, such as the Scale 
  Hunter mech known as Dirias, piloted by 
  Captain Morick Steamrunner. The leader 
  of Level is a Stenian bureaucrat named 
  Killian Goldhand, who is diligent to the 
  point of obsession over all facets of keep-
  ing Level a profitable and prosperous 
  settlement. Level is a very orderly and law-
  abiding place with little crime or trouble, 
  though some travelers occasionally cause 
  problems. After the second minor offense 
  or first serious one, such troublemakers 
  are banned from the village.
  The Rain Field
  A 
  geologic oddity found 10 miles 
  downstream on the Endless River 
  from Edge, the Rain Field is an area 
  where the terrain surrounding the river is 
  particularly low, causing floods after any 
  sizeable rain. The ground is swampy and 
  soft for a good portion of the year. Lunar 
  meteors that fall in the area often man-
  age to avoid breaking up in the soft earth 
  and instead are buried within the muck. 
  The Rain Field, as this swampy area has 
  become known, is filled with lunar frag-
  ments that some adventurous souls try to 
  gather for the valuable minerals that these 
  fragments contain. Mensite is found most 
  commonly, although the odiferous moon-
  stone (described in Steam Warriors) is also 
  discovered here.
  Unfortunately, the presence of all 
  these lunar fragments seems to have had 
  a negative effect on wildlife in the area, 
  especially those creatures that drink from 
  the pools of water in the Rain Field. There 
  have been reports of animals developing 
  strange mutations after drinking these 
  waters, and 15 years ago a lunar dragon was 
  spotted wallowing in the mud of the Rain 
  Field. These days most people avoid the 
  Rain Field just in case, and boats on the 
  Endless River don’t stop anywhere near it. 
  Ter-Zeid
  T
  he closest settlement of the Legion 
  to Edge, it is one of the largest per-
  manent trading centers in the southern 
  plains. It has a population of almost 500 
  people with another 300 merchants and 
  travelers in town at any time. The number 
  of merchants has increased recently as the 
  Legion has grown under the leadership 
  of Shar Thizdic, but the number of non-
  human travelers to Ter-Zeid has dropped 
  dramatically. Now there are almost no 
  non-humans found in the settlement, and 
  those who do arrive have a nasty habit of 
  disappearing without a trace. Most mer-
  chants traveling to Edge from the Legion 
  go through Ter-Zeid.
  
  64
  CHPT.
  #
  «3»
  of the world. The small band of survivors 
  thought their final day had come when a 
  small lunar dragon found their encamp-
  ment, but they were rescued at the last 
  minute by a Scale Hunter mech piloted by 
  a group of Stenian mech jockeys. The mech 
  defeated the dragon, but most of the crew 
  was terribly injured or killed in the battle. 
  The survivors passed on the basics of mech 
  operation to the Bone Wolves before they 
  died, and thus the Bone Wolves became a 
  mech tribe.
  Since getting the Scale Hunter, which 
  they named Valorous Fortune and still use 
  today, the Bone Wolves have dedicated 
  themselves to paying back the debt they 
  owe those dwarven mech jockeys who 
  saved the tribe so long ago. They have 
  added several more mechs to their number 
  over time and use them to travel around 
  the region surrounding Edge, still accom-
  panied by the white wolves they are named 
  for. While the Bone Wolves try to hunt 
  down lunar dragons and other dangerous 
  creatures, they have no compunctions 
  about warring with other tribes or Iron-
  tooth clans and do so regularly. The Bone 
  Wolves now have a reputation as being 
  skilled and honorable warriors, but their 
  bloodlust has not abated with time. 
  All Bone Wolves have a deep respect for 
  members of the Stenian Confederacy and 
  help them whenever possible. The Bone 
  Wolves earn the money needed to keep 
  their mechs operational mainly by salvag-
  ing artifacts from the destroyed settle-
  ments of the world before the lunar rain, 
  but they are not above raids when times 
  are lean. While they accept other tribes 
  that move through their territory, they do 
  not take well to other factions taking up 
  permanent residence near Edge. 
  The current leader of the Bone Wolves 
  is Rasset Ironclaw, who also serves as the 
  pilot of the Valorous Fortune. The tribe 
  now numbers almost 200 members and 
  has a pack of 40 wolves that regularly trav-
  els with it. 
  Rasset Ironclaw, male human Mcj8: 
  CR 8; Medium humanoid (human); HD 
  8d6+8; hp 39; Init +6; Spd 30 ft; AC 17, 
  touch 13, flat-footed 15; Base Atk +6; 
  Mech Atk +8; Grp +6; Atk +9 melee 
  (1d6, rapier) or +8 ranged (1d10, steam 
  gun); Full Atk +9/+4 melee (1d6, rapier) 
  or +8/+3 ranged (1d10, steam gun); SQ 
  Extraordinary pilot, mech fingers – warrior 
  instinct, skill transfer, hand speed, patch-
  work repairs, push the envelope 2/day, roll 
  with the punches – 1 increment; AL N; SV 
  Fort +3, Ref +8, Will +2; Str 10, Dex 15, 
  Con 13, Int 14, Wis 10, Cha 12. 
  Skills and Feats: Balance +9, Climb +11, 
  Craft (mechcraft) +13, Listen +6, Knowl-
  edge (local) +7, Mech Pilot +13 (+21), 
  Spot +11, Survival +5; Combat Expertise, 
  Improved 
  Initiative, 
  Mechidextrous, 
  Mechwalker, Natural Pilot, Quick Draw, 
  Speed Freak, Track, Weapon Finesse.
  Possessions: Masterwork rapier, +1 chain 
  shirt, ring of sustenance, masterwork artisan’s 
  tools (mechcraft), steam gun, peasant 
  outfit.
  Captain Morick Steamrunner
  C
  aptain of the Scale Hunter mech 
  Dirias of the Stenian Confederacy, 
  Morick Steamrunner is assigned to patrol 
  the territory around Level and Edge in 
  order to prevent dangerous creatures or 
  groups from gaining a foothold in the 
  area. He and his mech are the closest 
  symbol of Stenian authority to Edge and 
  he is sometimes called to the city to give 
  the Stenian point of view on city mat-
  ters. While Captain Steamrunner is not a 
  diplomat, his importance in the region is 
  much larger than his rank would imply. He 
  is a ready ally of the Church of Fhurlin, but 
  does not trust most of the other factions in 
  the city. If Edge is ever attacked, Captain 
  Steamrunner is likely to be contacted to 
  seek aid from the Stenian Confederacy. 
  He has served in the mechs of the Con-
  federacy for more than 30 years and is a 
  decorated commander. Steamrunner was 
  assigned this territory due to his previ-
  ously demonstrated common sense and 
  communication abilities. While stern and 
  stubborn, beneath his gruff exterior lies 
  the idealistic mech jockey who joined 
  the crew of Durgan-lok in the hopes of 
  defending his people. 
  Captain 
  Morick 
  Steamrunner, 
  male dwarf Cog4/Mcj3; CR 7; Medium 
  humanoid (dwarf); HD 4d4+3d6+7; hp 31; 
  Init +2; Spd 20 ft.; AC 15, touch 12, flat-
  footed 13; Base Atk +4; Mech Atk +4; Grp 
  +4; Atk/Full Atk +4 melee (2d8, buzzaxe) 
  or +6 ranged (1d12, steambreather); SQ 
  Dwarf traits, machine empathy, integrated 
  parts, 7 steam powers, extraordinary pilot, 
  mech fingers – warrior’s instinct, hand 
  speed, patchwork repairs, push the enve-
  lope 1/day; AL LG; SV Fort +3, Ref +6, 
  Will +6; Str 10, Dex 14, Con 12, Int 15, Wis 
  12, Cha 10. 
  Skills and Feats: Bluff +6, Craft (Mech-
  craft) +12 (+16), Diplomacy +4, Disable 
  Device +9, Intimidate +6, Knowledge 
  (local) +9, Knowledge (history) +9, 
  Knowledge (mechs) +12, Knowledge 
  (steam engines) +12, Listen +4, Mech 
  Pilot +14 (+17); Craft Steam Gear, Exotic 
  Weapon Proficiency (buzzaxe, steam 
  breather), Mechidextrous, Mechwalker, 
  Persuasive, Quick Draw, Weapon Finesse.
  Possessions: 
  Pilot 
  armor, 
  buzzaxe, 
  steambreather, masterwork artisan’s tools 
  (mechcraft), steam powers.
  The Red Band
  T
  he Red Band is one of the major 
  impediments to trade in Edge. The 
  Red Band is the largest bandit group within 
  a hundred miles of the city, and they have 
  hit every type of caravan and merchant 
  imaginable in their 10 years of existence. 
  Led by Danel Maximillian, rumored to be 
  both a former adviser of Shar Thizdic and a 
  man who nearly assassinated him, the Red 
  Band numbers some 85 members, although 
  they rarely travel in one group. They usu-
  ally travel in three smaller groups, one of 
  which is led by Danel and accompanied 
  by the band’s solitary mech, an aging Jug-
  gernaut that has seen numerous modifica-
  tions over the years. Most of the members 
  of the Red Band are former nomads, out-
  casts from the Stenian Confederacy or the 
  Legion, or criminals from Edge who fled 
  
  65
  CHPT.
  #
  «3»
  traveling through the area have reported 
  no sign of them. This has spawned rumors 
  about some ancient evil living in the ruins, 
  killing any who venture near. In truth, the 
  Red Band used their mech to create the 
  stone structure as a lure, and they’ve been 
  ambushing any group that wanders by. 
  They’ll probably move on to other tactics 
  soon, but anyone going to investigate the 
  ruins is liable to get a nasty surprise. 
  the city. The Red Band is not a tremendous 
  military force, but it has managed to suc-
  cessfully evade every group that has come 
  after them, including the Bone Wolves and 
  a contingent of Stenian mechs. This has 
  sparked rumors that Danel Maximillian 
  has magical powers of foresight, but the 
  reality is far more complicated.
  The Red Band regularly works for Ma 
  Stonefoller, attacking those who try to 
  cross the cliff without going through the 
  Stairkeepers. In exchange, they receive a 
  tidy sum of gold — and warnings whenever 
  anyone in the city mounts a bandit-hunting 
  expedition. The Red Band has a number of 
  hiding places in the mountains near ruined 
  Rook plus a few in the cliff themselves, 
  making it easy for them to disappear when 
  needed. Ma Stonefoller and the Red Band 
  have grown too embroiled to easily termi-
  nate the relationship, so they now have a 
  vested interest in keeping each other in 
  power and out of trouble. 
  Danel Maximillian, male human 
  Stk5/Ank5: CR 10; Medium humanoid 
  (human); HD 5d6+5d10+10; hp 59; Init 
  +8; Spd 30 ft.; AC 17, touch 14, flat-footed 
  13; Base Atk +8; Grp +8; Atk or Full Atk 
  +12 melee (1d6+1, rapier) or +12 melee 
  (1d3, whip) or +12 ranged (1d8, longbow); 
  Full Atk +12/+7 melee (1d6+1, rapier) 
  or +12/+7 melee (1d3, whip) or 
  +12/+7 ranged (1d8, longbow); 
  SA Sneak attack +3d6; SQ Trap-
  finding, evasion, trap sense 
  +1, uncanny dodge, tools, 
  connections III, rapid bor-
  der +2, bloody invader, 
  trample evasion; AL NE; 
  SV Fort +5, Ref +13, 
  Will +1; Str 10, Dex 18, 
  Con 12, Int 14, Wis 8, 
  Cha 14. 
  Skills and Feats: Bal-
  ance +17, Climb +13, 
  Bluff +12, Diplomacy 
  +6, Disguise +6, Gather 
  Information +10, Hide 
  +12, Intimidate +14, Jump 
  +17, Knowledge (mechs) 
  +15, Listen +2, Sense Motive 
  +7, Spot +10; Combat Reflexes, Improved 
  Initiative, Mech Rider, Persuasive, Quick 
  Draw, Weapon Finesse.
  Possessions: Masterwork chain shirt, +1 
  rapier, gloves of dexterity +2, masterwork 
  whip, 2 rust bombs, 2 magnet bombs, 3 
  flasks of alchemist’s fire, 2 tanglefoot 
  bags, tools.
  HAPPENINGS
  Flood Ruins
  R
  ecent heavy rains have swelled the 
  waters of the Endless River below 
  Edge, causing the river to overflow its 
  banks in some areas. The shifting mud in 
  one flooded area revealed a previously 
  buried stone structure of unknown type, 
  drawing the interest of a number of groups 
  in Edge and beyond. Several groups have 
  gone out to investigate the ruins, but thus 
  far none of them have returned, 
  and 
  merchants 
  
  plate 5  Edge is one of the few places on Highpoint 
  where religion still holds sway.
  
  67
  CHPT.
  #
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  
  THE CHURCH OF 
  FHURLIN
  Fhurlin, The God of Travelers, 
  Roads, and Merchants
  S
  ymbol: A circle with a center cross, 
  symbolizing a crossroads.
  Alignment: Neutral
  Portfolio: Commerce, distance, mer-
  chants, roads, and travelers.
  Worshippers: Adventurers, bards, 
  merchants, and travelers.
  Cleric Alignments: CN, LN, N, NE, 
  NG.
  Domains: Luck, Protection, Provi-
  dence, and Travel.
  Favored Weapon: Quarterstaff.
  Fhurlin is a neutral deity who protects 
  the roads and byways for all travelers, 
  but he is especially fond of merchants. 
  Commerce makes the world go round. 
  Merchants not only bring new goods into 
  a community, but they spread new ideas 
  and cultures wherever they go, keep-
  ing things in constant flow and opening 
  “roadways in the mind,” so to speak. 
  Fhurlin is also known as Fharlan, 
  Fhlarnghn, and Flarygng. His priests wear 
  brown robes, which symbolize the simple 
  earthen roadways they travel. In Edge 
  they also wear golden headbands with a 
  blue eye emblazoned on them, symboliz-
  ing that Fhurlin is always watching out for 
  his flock. Fhurlin’s priests build shrines 
  and temples along well-traveled roads. 
  Their largest temple lies behind the 
  waterfall in Edge. Travelers flock to the 
  city to sell and buy goods, making Edge 
  the heart of Highpoint. As such, Fhurlin’s 
  clerics protect this most important desti-
  nation for all to visit. 
  While in Edge or within 2 miles of it, 
  Fhurlin’s clerics receive a +2 bonus to 
  THE BALANCE OF POWER
  E
  dge’s major factions are presented here roughly in 
  their order of importance to civic life. The Church 
  of Fhurlin comes first as its influence is felt everywhere. 
  Next are the Stairkeepers, whose near-monopoly on 
  vertical travel both unites and divides them. They are 
  followed by the drow and dwarves of High Docks; both 
  groups have influence beyond their cavernous home. 
  A small group of independent traders has formed the 
  Blackwater Trading League to fight for their own 
  profits against these larger guilds. All four major 
  mechdoms have representatives here as well, and the city 
  maintains two guardian mechs all its own. Finally, Edge 
  has proven a fertile breeding ground for cults, lunar 
  and otherwise.
  receive spells from him, as the large con-
  centration of worshippers strengthens 
  the deity’s divine focus.
  The Church’s Importance             
  in Edge
  U
  nlike other places on Highpoint, 
  religion retains a strong influence 
  in Edge, and nearly three-fourths of the 
  population worship Fhurlin in some 
  form. These residents believe that Fhurlin 
  watches over their city and that his person-
  al protection has kept the lunar dragons at 
  bay. For this reason, most citizens tithe 
  regularly, and they refer to it as the Church 
  (always capitalized by residents, to indi-
  cate its importance). No other deity or 
  temple maintains much presence in Edge.
  The Church provides the city with a 
  de facto guard, lending its parish guard 
  to keep the streets as safe as possible for 
  both citizen and traveler. The Church also 
  serves unofficially as the city’s governing 
  authority, with the high priest of Fhurlin 
  effectively functions as the city’s mayor. 
  For even though the people of Edge have 
  long resisted an organized government 
  (the city has had numerous governmental 
  failures), they freely accept the Church 
  as a ruling body. Over and over again, the 
  Church has proven neutral in the many 
  political and mercantile power struggles 
  that wrack the city daily.
  The Church, as a whole, has rebuffed 
  bribery and instead has worked for all 
  the inhabitants’ best interests. More than 
  anything, the citizens respect this institu-
  tion’s unwavering integrity. In a climate 
  where most anything can be purchased 
  with enough palm greasing, the citizens 
  find solace in an institution that remains 
  reliable, honorable, and beyond reproach. 
  In fact, an unspoken pact exists in Edge 
  between the Church and the people: As 
  long as the Church continues to work for 
  the common good, the citizens of Edge 
  will allow the Church to lead them in the 
  unofficial manner that it does.
  Of course, the people respect the 
  Church for more than its integrity. The 
  
  68
  CHPT.
  #
  «4»
  New Domain: Providence
  Deities: Fhurlin
  Granted Powers: You cast conjuration spells 
  at +1 caster level.
  1 Endure elements: Exist comfortably in hot 
  or cold environments.
  2 Rope trick: As many as eight creatures hide 
  in extradimensional space.
  3 Create food and water: Feeds three humans 
  (or one horse)/level.
  4 Tiny hut: Creates shelter for ten people.
  5 Fabricate: Transforms raw materials into 
  finished items.
  6 Heroes’ feast: Food for one creature/level 
  cures and grants combat bonuses.
  7 Mage’s magnificent mansion: Door leads to 
  extradimensional mansion.
  8 Limited wish: Alters reality — within spell 
  limits.
  9 Wish: As limited wish, but with fewer 
  limits.
  Travel Domain for Clerics of 
  Fhurlin
  Clerics of Fhurlin may choose the standard 
  domain spells listed for the Travel domain, 
  but their deity provides them with a few 
  choices at certain levels. These standard 
  spells and the optional spells are always open 
  to the cleric; they need not permanently 
  choose one spell over the other. 
  3 Phantom steed: Magic horse appears for 
  1 hour/level.
  5 Overland flight: You fly at a speed of 40 
  ft. and can hustle over long distances.
  6 Phantom steed, mass*: As phantom 
  steed, except you can create one magic steed 
  per level. 
  *Indicates new spell.
  New Spell
  Phantom Steed, Mass
  Conjuration (Creation)
  Level: Brd 6, Sor/Wiz 6, Travel 6
  Components: V, S
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: One quasi-real, horselike creature/
  level
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  You conjure one Large, quasi-real, horselike 
  creature per level. The steed can be ridden 
  only by you or the persons for whom you spe-
  cifically created the mounts. Phantom steeds 
  have a black head and body, gray mane and 
  tail, and smoke-colored, insubstantial 
  hooves that make no sound. Each has what 
  seems to be a saddle, bit, and bridle. They do 
  not fight, but animals shun them and refuse 
  to attack them.
  Each mount has an AC of 18 (–1 size, +4 
  natural armor, +5 Dex) and 7 hit points +1 
  hit point per caster level. If a steed loses all 
  its hit points, it disappears. A phantom steed 
  has a speed of 20 feet per caster level, to a 
  maximum of 240 feet. It can bear its rider’s 
  weight plus up to 10 pounds per caster level.
  These mounts gain certain powers accord-
  ing to caster level. A mount’s abilities include 
  those of mounts of lower caster levels. 
  8th Level: The mount can ride over sandy, 
  muddy, or even swampy ground without dif-
  ficulty or decrease in speed.
  10th Level: The mount can use water walk 
  at will (as the spell, no action required to 
  activate this ability).
  12th Level: The mount can use air walk at 
  will (as the spell, no action required to acti-
  vate this ability) for up to 1 round at a time, 
  after which it falls to the ground.
  14th Level: The mount can fly at its speed 
  (average maneuverability).
  Church bonds citizen to citizen, citizen 
  to traveler, and most importantly, citizen 
  to god. This common link keeps the peace 
  and keeps coin flowing into the city’s 
  coffers. As long as the Church remains 
  strong, the people of Edge believe Fhur-
  lin will shower his protection and favors 
  on them. 
  The Temple of Fhurlin
  T
  he Temple of Fhurlin lies behind 
  Edge’s waterfall. Cave entrances rest 
  six feet to either side of the waterfall’s 
  base, and they lead into a massive cavern 
  area behind the waterfall. Within the cav-
  ern, a round, three-level temple rises like a 
  massive column from the floor, extending 
  to the height of the cavern some 70 feet 
  above. Iron double doors rest at its water-
  fall-facing base, and guards stand watch at 
  the doors. At its widest, the temple spans 
  100 feet in length and width. Murder holes 
  dot the lower levels, and four manned bal-
  conies with battlements extend from the 
  building at the height of 50 feet, offering 
  protection in every direction. A series of 
  tunnels lies beyond the cavern, and the 
  temple’s guards keep an eye on the various 
  tunnel entrances.
  The temple’s lowest level houses most 
  of the Church’s guard, including Captain 
  Halfrid Robbs, and the newest initiates. 
  The second level houses the clerical fold 
  and High Priest Traksis Stols. The upper 
  level contains the ritual prayer rooms, 
  classrooms, and the Church’s administra-
  tive offices. 
  Church Organization
  T
  he High Priest, Traksis Stols, leads the 
  Church of Fhurlin. In addition to his 
  clerical duties, he serves unofficially as 
  the city’s mayor. Of course, his govern-
  mental authority is subject to the whim 
  of the people. So far, the people of Edge 
  have been pleased with his neutrality and 
  beneficial policies, and they have allowed 
  him to remain in power. Some still try to 
  subvert him and his priests, though (see 
  
  69
  CHPT.
  #
  «4»
  Tempting the Faith, page 72). 
  And when his policies get too 
  stringent, the people voice 
  their opinion by lowering 
  their donations, which 
  generally has the effect 
  of putting Traksis back on 
  track, so to speak. A human 
  priestess, 
  Ebreda 
  Denn, 
  assists Traksis with the day-to-
  day business of both the Church 
  and the City. She in turn has two mid-level 
  dwarven priest assistants, Brayder and 
  Zeer, who assist her with training the ini-
  tiates. Traksis, Ebreda, and the two lesser 
  priests constitute the Church’s hierarchy; 
  all other priests hold an equivalent rank 
  and do whatever tasks they are assigned, 
  be it mediating a problem between mer-
  chants, scouting for caravans, exploring 
  territories, building bridges, or clearing 
  roadways to aid travel. Currently, about 40 
  lesser priests serve the Church.
  The Church also commands an army 
  of 83 soldiers, one of the largest armies 
  in the city. Captain Halfrid 
  Robbs commands the sol-
  diers. Two lieutenants serve 
  the captain, and each com-
  mands four units of 10 men 
  (each unit has one sergeant). 
  About 75 percent of Edge’s 
  inhabitants worship Fhurlin, 
  so the Church’s followers 
  number over a thousand. With 
  the city’s largest army and the 
  most followers, the Church is 
  a definite force to be reck-
  oned with. The guardsmen 
  protect the temple and serve 
  as a city guard.
  Traksis 
  Stols, 
  High 
  Priest of Fhurlin, male 
  dwarf Clr14: CR 14; Medium 
  humanoid 
  (dwarf); 
  HD 
  14d8+28; hp 94; Init +2; Spd 
  20 ft.; AC 22, touch 15, flat-
  footed 20; BAB +9; Grp +10; 
  Atk +11 melee (1d6+2/x2) 
  or +11 ranged (1d8/19-20/
  x2); Full Atk +11/+6 melee 
  (1d6+2/x2) or +11/+6 ranged 
  (1d8/19-20/x2); SA Spells; 
  SQ Darkvision 60 ft., 
  dwarf traits, spontaneous 
  casting, turn undead; 
  AL LN; SV Fort +10, Ref 
  +7, Will +13; Str 12, Dex 
  14, Con 15, Int 16, Wis 21, 
  Cha 15.
  Skills and Feats: Concentra-
  tion +12, Craft (armorsmithing) 
  +10, Craft (carpentry) +8, Diplomacy 
  +24, Heal +10, Knowledge (religion) 
  +13, Sense Motive +14, Spellcraft +17; 
  Brew Potions, Craft Magic Arms and 
  Armor, Negotiator, Scribe Scroll, Skill 
  Focus (Diplomacy). 
  Possessions: +2 chainmail, +1 quarterstaff, 
  light crossbow, dagger, club, pouch, Eye 
  of Fhurlin+, potion of cure moderate wounds 
  (x2), 200 gp, holy symbol.
  Spells Prepared (6/7+1/6+1/5+1/5+1/
  4+1/3+1/2+1; save DC 15 + spell level): 
  0—create water, detect magic, detect poison, 
  guidance, light, mending; 1st—bless, com-
  prehend languages (x2), divine favor, endure 
  elements*, entropic shield, magic weapon, 
  sanctuary; 2nd—augury, darkness, eagle’s 
  splendor (x2), enthrall, make whole, shield 
  other*; 3rd—blindness/deafness, create food 
  and water*, daylight, dispel magic, glyph of 
  warding (x2); 4th—air walk, discern lies 
  (x2), divination, sending, spell immunity*; 
  5th—flame strike, righteous might, scrying, 
  spell resistance*, true seeing; 6th—antimagic 
  field*, blade barrier, mass bull’s strength, heal; 
  7th—blasphemy, greater scrying, repulsion*. 
  Domains: Protection, Providence.
  *Indicates a domain spell.
  +Indicates a new item.
  T
  raksis Stols is a 180-year-old male 
  dwarf. He has short dark brown 
  hair and a close-cut beard. He wears 
  the common brown robes of priests of 
  Fhurlin and a handsome golden headband 
  inscribed with a blue eye. He has served 
  as the High Priest of Fhurlin in Edge for 
  50 years now.
  In his early days, Traksis spent a lot of 
  time in Duerok and then the 
  Stenian Confederacy, but his 
  travels eventually brought 
  him to Edge. He found he 
  enjoyed its fast-paced, melt-
  ing-pot atmosphere as much 
  as he enjoyed the road, for 
  here all cultures converged 
  in a common pursuit: com-
  merce. He found that he 
  could learn just as much 
  about the world here as he 
  could on the road, and he has 
  devoted his life to protecting 
  the city to which all roads 
  lead.
  Traksis serves the city as 
  mayor and mediator, solving 
  complex problems between 
  merchants and keeping the 
  peace within the city. His 
  position as such resides 
  solely in the citizens’ hands, 
  for they hold the real power 
  in the city; so far, they have 
  been satisfied with his poli-
  
  70
  CHPT.
  #
  «4»
  cies and neutral stance toward the city’s 
  various factions.
  When dealing with the merchants and 
  citizens, Traksis is a very open-minded 
  individual, and he tries very hard to not 
  have favorites among the people. With 
  his priests, however, Traksis is a serious, 
  hard-edged fellow. He takes this no-
  nonsense approach toward his priests 
  because he knows the Church’s power 
  is precarious. If the people don’t feel 
  they can trust the Church’s priests, then 
  they won’t continue to support them in 
  terms of faith and tithes. Without the 
  Church’s influence and stability, Traksis 
  fears the city would become a chaotic, 
  dangerous place. Already, too many fac-
  tions control large numbers of troops, 
  and if one faction believed its soldiers 
  could enslave the people of Edge to its 
  rule, civil war would break out. Internal 
  conflict in Edge would leave the city dan-
  gerously vulnerable to invasion by others. 
  In an effort to maintain the Church’s 
  integrity and reliability, Traksis keeps a 
  careful eye on his priests via 
  the Eye of Fhurlin. He often 
  sends wayward priests away to 
  serve elsewhere, as he cannot 
  afford for any faction to have a 
  priest in its pocket. 
  In addition to keeping his 
  clerics on the straight and 
  narrow path, Traksis spends 
  most of his time working 
  toward keeping mercantilism 
  flowing unimpeded. He is 
  also currently concerned with 
  stories that have reached his 
  ears about a number of grow-
  ing cults in the city.
  Ebreda Denn, Assistant 
  High Priest, female human, 
  Clr9: CR 9; Medium human-
  oid (human); HD 9d8; hp 44; 
  Init +7; Spd 30 ft.; AC 21, 
  touch 15, flat-footed 18; BAB 
  +6; Grp +6; Atk +8 melee 
  (1d6+1/x2, +1 quarterstaff) or 
  +10 ranged (1d8/19-20/x2, +1 
  light crossbow); Atk/Full Atk +8/+3 melee 
  (1d6+1/x2, +1 quarterstaff) or +10/+5 
  ranged (1d8/19-20/x2, +1 light 
  crossbow); SA Spells; SQ Spon-
  taneous casting, turn undead; 
  AL N; SV Fort +6, Ref +6, Will 
  +9; Str 10, Dex 16, Con 10, Int 
  14, Wis 17, Cha 20.
  Skills and Feats: Concen-
  tration +10, Diplomacy +19, 
  Heal +13, Knowledge (religion) 
  +12, Sense Motive +8, Survival 
  +15; Craft Wondrous Item, Improved 
  Initiative, Negotiator, Scribe Scroll, 
  Weapon Focus (quarterstaff).
  Possessions: +3 studded leather armor, +1 
  quarterstaff, +2 headband of protection, +1 
  light crossbow, dagger, potion of cure serious 
  wounds, scroll of cure serious wounds (CL 
  5), scroll of control water (CL 9), scroll of 
  cure serious wounds (CL 5), scroll of remove 
  disease (CL 9), club, pouch, 100 gp, holy 
  symbol.
  Spells Prepared (6/5+1/5+1/4+1/2+1/
  1+1; save DC 13 + spell level): 0—create 
  water, detect magic, detect poison, guidance, 
  light, mending; 1st—bless (x2), command, 
  divine favor, longstrider*, obscuring mist; 
  2nd—aid, bear’s endurance, eagle’s splendor 
  (x2), enthrall, locate object*; 3rd—create 
  food and water, dispel magic, fly*, magic 
  vestment, prayer; 4th—divine power, spell 
  immunity*, tongues; 5th—righteous might, 
  teleport*. Domains: Protection, Travel.
  *Indicates a domain spell.
  E
  breda Denn is a human 
  woman in her late thir-
  ties. Ebreda has waist-long 
  dark hair and a very pleasing 
  face. Her voice is melodi-
  ous, and people tend to hang 
  intently on this peaceful 
  woman’s every word. Within 
  the Church, her diplomatic 
  skills are second only to Tra-
  kis Stols’. 
  Ebreda does not watch the 
  priests as closely as Traksis. 
  Although she admires the 
  High Priest’s great work in 
  Edge, she feels his internal 
  practices are too stringent 
  on the whole. Right now, she 
  remains content to assist him 
  in his great responsibilities, 
  but a part of her longs to hit 
  the road and see all she can 
  of Highpoint. As a human, 
  she knows on her time on this 
  
  71
  CHPT.
  #
  «4»
  world is limited, so she plans to move on 
  within five years. If something were to 
  happen to Traksis, however, she is pre-
  pared to take over his responsibilities. 
  Barring tragedy, though, the dwarven 
  Traksis should have a lot of productive 
  years ahead of him.
  Brayder and Zeer, Ebreda’s 
  assistants (2), male dwarf 
  Clr6: 
  CR 
  6; 
  Medium 
  humanoid (dwarf); HD 
  6d8+12; hp 42; Init +0; 
  Spd 20 ft.; AC 16, touch 
  10, flat-footed 16; BAB 
  +4; Grp +5; Atk/Full Atk 
  +6 melee (1d6+2/x2, +1 
  quarterstaff) or +4 ranged (1d8/
  19-20/x2, light crossbow); SA Spells; 
  SQ Darkvision 60 ft., dwarf traits, spon-
  taneous casting, turn undead; AL N; SV 
  Fort +7, Ref +2, Will +10; Str 12, Dex 11, 
  Con 14, Int 12, Wis 16, Cha 12.
  Skills and Feats: Concentration +7, 
  Diplomacy +6, Heal +7, Knowledge 
  (religion) +6, Survival +10; Brew Potion, 
  Iron Will, Scribe Scroll.
  Possessions: +1 chainmail, +1 quarterstaff, 
  light crossbow, dagger, club, headband, 
  pouch, potion of cure serious wounds, scroll of 
  cure light wounds (CL 5), scroll of cure serious 
  wounds (CL 5), 60 gp, holy symbol.
  Spells Prepared (5/4+1/4+1/3+1; save 
  DC 13 + spell level): 0–create water, 
  detect magic, detect poison, guidance, light; 
  1st—bless, command, divine favor, entropic 
  shield, longstrider*; 2nd—aid, darkness, 
  eagle’s splendor, make whole, shield other*; 
  3rd—blindness/deafness, create food and 
  water, protection from energy*, stone shape. 
  Domains: Protection, Travel.
  *Indicates a domain spell.
  B
  rayder and Zeer are 65-year-old 
  twin brothers who both came into 
  Fhurlin’s fold while youths. Thirty years 
  ago, hobgoblin bandits attacked their 
  nomadic clan and killed everyone. In 
  the chaos, they managed to run away, 
  finding a cave to hide in. Huddled in that 
  dark, cold cave, sleep overtook them and 
  odd dreams filled their minds. In these 
  dreams, a road-weary old dwarf appeared 
  to them, promising to show them to safe-
  ty. When they awoke, they found they’d 
  both had the same dream of Fhurlin, the 
  Great Traveler. They followed the instruc-
  tions he imparted to them in the dream, 
  and, living off the land, they walked 
  their way to the towering cliff 
  that appeared to them 
  nightly like a guiding star. 
  Their journey took many 
  weeks, but when they 
  reached the cliff-city of 
  their dreams, they knew 
  they had found their new 
  home. Immediately, they 
  were drawn to the other side 
  of the waterfall, and they passed 
  through the cave entrance beside it to 
  where the temple of Fhurlin lay beyond. 
  At the temple’s doors, they begged the 
  guards for admittance and offered them-
  selves to the priests within as initiates to 
  the Traveler. They have served the city as 
  priests of Fhurlin ever since. 
  The jovial Brayder and Zeer assist Ebre-
  da and help oversee the other priests. 
  They are natural teachers, and the other 
  priests genuinely enjoy their lectures and 
  company. Though the pair performs their 
  duties responsibly, they have one bad 
  habit: They enjoy playing pranks on oth-
  ers. Unfortunately, they do not contain 
  their jokes to members of their own flock 
  (or to lesser priests). 
  Halfrid Robbs, Captain of the 
  Guards, male dwarf Ftr10: CR 10; Medi-
  um humanoid (dwarf); HD 10d10+33; hp 
  92; Init +5; Spd 20 ft.; AC 18, touch 11, 
  flat-footed 17; BAB +10; Grp +14; Atk 
  +18 melee (1d10+13/x3, +3 dwarven 
  waraxe) or +11 ranged (1d8/19-20/x2, 
  light crossbow); Full Atk +18/+13 melee 
  (1d10+13/x3, +3 dwarven waraxe) or +11 
  ranged (1d8/19-20/x2, light crossbow); 
  SQ Darkvision 60 ft., dwarf traits; AL LN; 
  SV Fort +10, Ref +4, Will +4; Str 19, Dex 
  12, Con 17, Int 11, Wis 12, Cha 16.
  Skills and Feats: Craft (armorsmithing) 
  +7, Handle Animal +8, Intimidate +16, 
  Listen +3, Spot +3; Alertness, Blind-
  Fight, Cleave, Great Cleave, Greater 
  Weapon Specialization (dwarven waraxe), 
  Improved Initiative, Power Attack, Weap-
  on Focus (dwarven waraxe), Weapon Spe-
  cialization (dwarven waraxe), Toughness. 
  Possessions: +2 chainmail, +3 dwarven 
  waraxe, light crossbow, 20 bolts, dagger, 
  club, pouch, 10 gp, holy symbol, potion of 
  flying (x2).
  T
  he 150-year-old Halfrid keeps his hair 
  shaved closely to his head, and his 
  beard is a mere goatee. Halfrid’s chain-
  mail, boots, and tunic are impeccably 
  clean, but one should not assume that 
  he is afraid to get them dirty — a fact the 
  locals know all too well.
  Halfrid runs a tight organization. He 
  does not allow his men to goof off. If 
  they aren’t working or sleeping, they are 
  training. He rarely gives them days off, 
  believing that idleness leads to drunken-
  ness and debauchery. He wants his men 
  always alert. Too many forces threaten 
  the city and the Church, and neither will 
  fall under his watch. 
  Guardsman Lieutenant (2), male 
  dwarf Ftr6: CR 6; Medium humanoid 
  (dwarf); HD 6d10+15; hp 48; Init +1; Spd 
  20 ft.; AC 17, touch 11, flat-footed 16; BAB 
  +6; Grp +8; Atk +9 melee (1d10+4/x3, 
  +1 dwarven waraxe) or +7 ranged (1d8/19-
  20/x2, light crossbow); Full Atk +9/+4 
  melee (1d10+4/x3, +1 dwarven waraxe) or 
  +7/+2 ranged (1d8/19-20/x2, light cross-
  bow); SQ Darkvision 60 ft., dwarf traits; 
  AL LN; SV Fort +7, Ref +3, Will +2; Str 15, 
  Dex 13, Con 14, Int 12, Wis 10, Cha 10.
  Skills and Feats: Handle Animal +9, 
  Intimidate +9, Jump +6, Listen +2, Spot 
  +2; Alertness, Cleave, Great Cleave, 
  Power Attack, Rapid Reload, Toughness, 
  Weapon Focus (dwarven waraxe).
  Possessions: +1 chainmail, +1 dwarven 
  waraxe, light crossbow, 20 bolts, dagger, 
  club, pouch, 50 gp, holy symbol, potion of 
  cure serious wounds.
  
  72
  CHPT.
  #
  «4»
  Typical Fhurlin Guardsman, male 
  dwarf War3: CR 2; Medium humanoid 
  (dwarf); HD 3d8+3; hp 21; Init +1; Spd 
  20 ft.; AC 16, touch 11, flat-footed 15; 
  BAB +3; Grp +4; Atk/Full Atk +4 melee 
  (1d10+1/x3, dwarven waraxe) or +4 
  ranged (1d8/19-20/x2, light crossbow); 
  SQ Darkvision 60 ft., dwarf traits; AL N; 
  SV Fort +4, Ref +2, Will +1; Str 12, Dex 
  12, Con 12, Int 10, Wis 10, Cha 10.
  Skills and Feats: Handle Animal +6, 
  Intimidate +6, Listen +2, Spot +2; Alert-
  ness, Weapon Focus (dwarven waraxe).
  Possessions: Chainmail, dwarven waraxe, 
  light crossbow, 20 bolts, dagger, club, 
  pouch, 10 gp, holy symbol.
  Tempting the Faith
  O
  n the surface, all the people of 
  Edge seem content that the Church 
  has remained the strong, neutral founda-
  tion of civic life. As members of various 
  special interest groups, however, they 
  feel frustration in their failure to buy off 
  a priest or two. This continued failure 
  hasn’t stopped the various factions from 
  trying; people of Edge aren’t the com-
  placent type, after all. On the contrary, 
  secret clubs exist in the city for the sole 
  purpose of sharing ideas on how to effec-
  tively bribe the clergy. (Mostly they share 
  stories of their failures, as each faction 
  would be too wary of the others gaining 
  an advantage should an idea succeed.) 
  These think-tank salons contain influen-
  tial members from the various interest 
  groups. As each club generally meets at a 
  favored private tavern, the club assumes 
  the tavern’s moniker. Two of the largest 
  clubs are the Travelers’ Salon and the 
  Merchants’ Salon. 
  Members of these clubs do admit to 
  a rare few bribery successes, though. 
  Unfortunately for them, they have yet 
  to establish any long-term agents, and 
  the clergy members they have “turned” 
  always end up leaving for new assign-
  ments elsewhere in Highpoint.
  Basically, successfully bribing a clergy-
  man has become little more than a game 
  in Edge, and the clubs little more than 
  social groups. And, in a way, the factions 
  truly are content that the Church has so 
  far justified their faith in its governance. 
  After all, if that failed to be the case, 
  they’d no longer support its leadership. 
  Still, trying to tempt the clergy remains a 
  favorite pastime.
  Keeping (an Eye on) the Faith
  T
  raksis Stols keeps an eye of the 
  priests in his fold — literally. Like 
  the lesser priests, Traksis wears a golden 
  headband with an emblazoned eye upon 
  it, only his headband is a minor artifact 
  handed down to the High Priest of Fhur-
  lin since before the lunar cataclysms. The 
  headband is called the Eye of Fhurlin, and 
  it allows the High Priest to see into the 
  hearts of those who bind themselves to 
  the Church in the Oath of Faithfulness, a 
  ritual oath taken upon becoming an initi-
  ate in the Church. Additionally, Traksis 
  has the priests renew their oath annually 
  as a reminder of its importance. 
  When Traksis becomes aware of way-
  ward priests, he tries to gently sway 
  them back to the fold. If all else 
  fails, he sends them away. The 
  really bad ones he sends on 
  dangerous 
  quests, 
  remov-
  ing them from the Church’s 
  infrastructure in an effort to 
  maintain the Church’s strength, 
  honor, and reliability.
  
  THE STAIRKEEPERS
  T
  he Stairkeepers Guild is one of 
  the oldest mercantile groups in 
  Edge. While the Endless River and the 
  geographic location of Edge make it an 
  excellent place for many peoples to come 
  and trade, without the Stairkeepers these 
  groups would all be divided by hundreds 
  of feet of vertical distance. While the 
  Stairkeepers work to keep people and 
  goods moving up and down the cliff of 
  Edge, they also work to prevent any such 
  travel that does not line their pockets. 
  The Stairkeepers are more than willing 
  to allow new members to join, requiring 
  only the proper dues and percentages be 
  paid, but those who buck their author-
  ity do not make out well. Thus most 
  individuals pay up rather than face the 
  wrath of the guild. While the Stairkeep-
  ers welcome new members, anyone who 
  has been in the business less than 10 years 
  is considered new blood and not treated 
  with the same respect as older members. 
  The primary concerns of the Stairkeep-
  ers Guild are making sure that no free 
  methods of traversing the cliff exist, 
  ensuring that all its operations charge 
  New Minor Artifact: The 
  Eye of Fhurlin
  T
  he Eye of Fhurlin is a golden 
  headband with a watchful blue 
  eye emblazoned on it. The artifact 
  protects its wearer as per a head-
  band of protection +3. Additionally, 
  the artifact attunes with those who 
  take Fhurlin’s Oath of Faithfulness 
  within the wearer’s presence. The 
  item then grants its wearer the fol-
  lowing abilities (at will) in regard 
  to those oathtakers only: atonement, 
  discern lies, divination, geas/quest, mark 
  of justice, scrying, and true seeing. Strong 
  divination; CL 20th.
  
  73
  CHPT.
  #
  «4»
  their customers appropriate rates, and 
  checking that these operations are rea-
  sonably safe. Every individual member 
  of the Stairkeepers Guild is expected to 
  pay yearly dues of 5 gp, with each mem-
  ber operation also paying 10 percent of 
  its total income each year. The funds thus 
  collected are used to pay guild officers, 
  place necessary bribes with other fac-
  tions in Edge, and compensate members 
  for time they spend with the Step Watch-
  men (the Stairkeepers’ militia). This 
  money also supports the various groups 
  that the Stairkeepers use to patrol the 
  region around Edge (to make sure the 
  city is the only easy means of scaling the 
  cliff). The Stairkeepers’ coffers are well 
  stocked and the guild is one of the rich-
  est factions in Edge. 
  Three ranks are found within the 
  guild. The lowest are stairsmen, who are 
  the many workers that see to the daily 
  operations of the various methods of 
  ascending or descending the cliff; only 
  those employed by others are of this 
  rank. Stairsmen do not have a direct say 
  in the daily operation of the guild or the 
  selection of guild officers, but they do 
  have influence through the ability to file 
  reports of safety violations against their 
  employers, the response to which is usu-
  ally an investigation that can take several 
  days and cause a loss of profits.
  Anyone found to have frivolously filed 
  a safety violation is likely to be drummed 
  out of the guild in short order, and filing a 
  safety violation against an employer is not 
  likely to improve one’s standing with said 
  employer, so stairsmen don’t do it lightly. 
  The recent administration of Guildmas-
  ter Bethena “Ma” Stonefoller has paid 
  less attention to the safety precautions 
  of the guild, allowing some operations to 
  deteriorate to a state where travel is obvi-
  ously hazardous. 
  Above the stairsmen are guildsmen, 
  those who own the various vertical travel 
  operations. Guildsmen choose the guild 
  officers and have the right to speak at 
  any guild meeting. The guildsmen are 
  supposed to be the decision makers for 
  the guild, with the Guildmaster and other 
  officers serving mainly organizational 
  roles, but Ma Stonefoller has managed 
  through politicking and bribery to 
  increase the power of guild officers to 
  supplant that of the guildsmen. 
  The third rank in the Stairkeepers 
  is the guild officers, who are selected 
  from the guild ranks through a compli-
  cated political process. Originally guild 
  officers could be removed from office 
  by a majority vote of the guildsmen, but 
  under Ma Stonefoller the rules have been 
  rewritten to require unanimous consent. 
  Guild officers may willingly step down, 
  but their replacements must receive 
  support from a majority of the guilds-
  men. The number of guild officers has 
  varied over time, but there are currently 
  eight guild officers serving. They range 
  from Inspector General, who is charged 
  with investigating safety violations, to 
  Captain of the Stair, who commands the 
  Step Watchmen and makes sure defenses 
  and security for the Stairkeepers and 
  their businesses are in place. The guild 
  officers of the Stairkeepers are led by 
  Guildmaster Bethena Stonefoller, called 
  “Ma” by most Stairkeepers, who oper-
  ates the largest stair/ladder conglomer-
  ate within the Stairkeepers; she also 
  has a large investment in the many food 
  and drink operations found in Edge. She 
  has used this power base to control the 
  entire organization for more than 20 
  years. While she outwardly projects the 
  image of a benevolent grandmother, she 
  is a political animal who does not react 
  well when others try to cut into her busi-
  ness. Under her control, profits for the 
  Stairkeepers have risen, but so have the 
  number of mysterious disappearances 
  among the guild’s enemies.
  The Stairkeepers are divided into six 
  political and economic factions that 
  have formed around the different means 
  to travel the cliff of Edge. Each of these 
  factions has a different agenda when 
  it comes to the Stairkeepers, and the 
  power struggles between them are nigh 
  constant, but actual violence is rare. Cur-
  rently the biggest conflict among the fac-
  tions is between Ma Stonefoller and Por-
  grush Rotbellow, the leader of the porters 
  and a man who readily opposes Ma. 
  
  STEPPERS
  T
  he oldest faction within the Stair-
  keepers Guild, the steppers are those 
  members of the guild who service the 
  staircases allowing travel through Cliff-
  side. The stairs first used for such transit 
  were carved in a time lost to record, but 
  these older stairs are now only used by 
  the poorer travelers through Edge due 
  to their worn and sometimes danger-
  ous condition. Erosion, near-vertical 
  inclines, and thousands of passing feet 
  have rendered these original stairs haz-
  ardous to climb, but some old stairs have 
  been repaired and new stairs carved by 
  particularly industrious steppers. These 
  stairs are built along the face of Cliff-
  side and weave through the settlements 
  there.
  The lone exception is a staircase bor-
  ing straight through the mesa itself, cre-
  ating a sheltered stair that is protected 
  from the elements and the dampness 
  of the Endless River. This new staircase 
  was built 15 years ago by a dwarf named 
  Stenner Blackiron, who has since become 
  one of the most powerful steppers after 
  Ma Stonefoller. Stenner Blackiron has 
  recently 
  been 
  appointed 
  Inspector 
  General of the Stairkeepers, giving him 
  further influence in the guild beyond 
  his own wealth. In addition to stairs, the 
  steppers control a number of crudely 
  built slides that allow people to slide 
  down the cliff face on specially greased 
  wooden sleds. This is quicker and easier 
  than walking down the stairs, but creates 
  its own dangers due to the breakneck 
  speed of decent and the possibility of a 
  crash, which could cause a sled to leave 
  the slide and take to the air over the cliff. 
  Such accidental flights do not end well.
  The steppers are the largest faction 
  in the Stairkeepers and most support 
  
  74
  CHPT.
  #
  «4»
  animal riders are not so complacent and 
  regularly struggle for more influence in 
  the guild. As a result, steppers rarely get 
  along well with these groups, particularly 
  porters (whom the steppers think over-
  state their importance) and pulleymen 
  (who are the closest competitors to the 
  steppers in terms of price). 
  Bethena “Ma” Stonefoller
  A 
  native of Edge, Ma Stonefoller has 
  been working in the Stairkeepers 
  since her adolescence, which she spent 
  selling lemonade and snacks to those 
  who travel through Cliffside. She knows 
  every facet of staircase operation inti-
  mately, but has little experience with the 
  other factions in the Stairkeepers. This 
  lack of familiarity is obvious in her deal-
  ings with these other groups, which she 
  sees as always trying to muscle the step-
  pers out of the vertical travel business 
  through innovation and speed. While the 
  Ma Stonefoller due to the favor she has 
  shown the steppers in her guild policies. 
  In addition to taking tolls and performing 
  maintenance, steppers sell refreshments 
  and other services to those using their 
  stairs, and some work with merchants and 
  innkeepers in Cliffside to steer travelers 
  to certain places of business. The step-
  pers are the faction within the Stairkeep-
  ers most tied to the people of Cliffside 
  and are very popular in the neighbor-
  hood. Most of the steppers are humans 
  or halflings, though there are a growing 
  number of dwarves found in the group 
  as Stenner Blackiron brings more of his 
  kinsmen to help run his staircase. 
  Ma Stonefoller leads the steppers, with 
  Stenner Blackiron serving as her second 
  in command. She openly favors the step-
  pers over the other factions in the Stair-
  keepers — which the Ober wizards and 
  the mech scalers actually prefer, since 
  it means she stays out of their business. 
  The pulleymen, porters, and Graymane 
  members of other factions don’t think of 
  her with much fondness, the steppers and 
  many of the folk living in Cliffside see her 
  as a benevolent (if eccentric) grandmoth-
  er. If anyone were to actually attack Ma 
  Stonefoller, Cliffside could well erupt in 
  riots as the whole neighborhood rose up 
  to protect her. 
  In addition to controlling one of the 
  best staircases in Cliffside, Ma Stone-
  foller and the Stonefoller halfling clan 
  are the dominant force in the sales of 
  refreshments to those traveling the cliff 
  of Edge. Their lemonade booths are a 
  common sight on most staircase land-
  ings, and they even sell snacks on the 
  elevators run by the pulleymen. This 
  business is a money-making machine for 
  Ma Stonefoller and the profits helped 
  her take control of the Stairkeepers. She 
  has strong contacts with the merchants 
  of Edge who provide the foodstuffs she 
  needs, but her cutthroat bargaining pos-
  ture and regular use of threats has not 
  endeared Ma to her business partners. 
  She is a charismatic leader and orga-
  nizer who easily establishes a familiar 
  rapport with her followers; they think of 
  her as family. For her, this is largely an act, 
  because she is far more concerned about 
  her own pockets than her followers’ 
  welfare. She’s more than willing to cut 
  corners that may hurt others if it means 
  money for her; hence the reduction of 
  safety precautions during her tenure as 
  Guildmaster. Ma Stonefoller has lived her 
  entire life in Edge and knows its places 
  and people like the back of her hand. This 
  knowledge, combined with her cunning 
  mind and political savvy, make her a very 
  effective leader. She is easily one of the 
  most powerful people in Edge.
  Guildmaster Bethena “Ma” Stone-
  foller, female halfling Exp6/Rog2: CR 
  8; Small humanoid (halfling); HD 8d6; 
  hp 31; Init +1; Spd 20 ft; AC 15, touch 13, 
  flat-footed 14; Base Atk +5; Grp –1; Atk/
  Full Atk +4 melee (1d3-2, dagger) or +7 
  ranged (1d8, light crossbow); SA Sneak 
  Attack +1d6; SQ trapfinding, evasion, 
  halfling traits; AL LE; SV Fort +3, Ref +7, 
  
  75
  CHPT.
  #
  «4»
  Will +11; Str 5, Dex 12, Con 11, Int 14, Wis 
  16, Cha 16. 
  Skills and Feats: Appraise +11, Climb 
  +11, Bluff +14, Diplomacy +16, Gather 
  Information +9, Intimidate +14, Knowl-
  edge (local) +13, Profession (stairkeep-
  er) +17, Sense Motive +19; Negotiator, 
  Skill Focus (Profession [stairkeeper]), 
  Skill Focus (Sense Motive).
  Possessions: Leather armor, dagger, 
  light crossbow, 20 bolts, climber’s kit, 2 
  thunderstones, 2 vials of alchemist’s fire, 
  artisan’s outfit, signet ring, ring of feather 
  falling, ring of protection +1.
  PULLEYMEN
  W
  hile neither the most numerous 
  nor profitable of the factions with-
  in the Stairkeepers, the pulleymen have 
  the twin advantages of allies and innova-
  tion. The pulleymen operate the various 
  mechanical conveyances used to travel 
  the vertical face of Edge, the most impor-
  tant being the three huge steam-powered 
  elevators that service the city. The first 
  elevator in Edge was constructed by a 
  dwarf named Morchis Stonehand in the 
  early days of the lunar rain, but it was 
  destroyed after a few months of opera-
  tion by a massive lunar meteor strike. 
  The skeletal metal remains of the eleva-
  tor, now called Morchis’s Folly, remain 
  attached to the cliff of Edge. 
  The strength of the pulleymen 
  faction lies in the fact their 
  methods of travel up and 
  down the cliff are faster 
  and safer than the stairs, 
  and yet are cheaper than 
  any other method save 
  the stairs or the mech 
  scalers (and few passen-
  gers want to ride with 
  the mech scalers). The 
  primary method the pulley-
  men offer is elevator service, 
  which takes an average of 30 
  minutes to travel from the bottom 
  of the cliff to the top, compared to as 
  much as 4 hours by stair. The pulleymen 
  are also able to provide this service at 
  a reasonable price, although guild con-
  straints prevent them from competing 
  directly against the steppers in terms of 
  cost. The elevators are stout wood and 
  steel machines that use powerful engines 
  to raise wooden platforms, usually little 
  more than 10 feet on a side, which can 
  carry weights of up to one ton up the 
  cliff side. The elevators can be modified 
  to hold larger loads, such as mechs, but 
  doing so commands a higher price. The 
  elevators offer the only means (other 
  than the mech scalers) for mechs to be 
  transported across Edge, and even then 
  the elevators can only transport mechs 
  of Huge size or smaller. The elevators are 
  favorites of merchants who do not wish to 
  risk their goods in the hands of porters or 
  who do not want to spend an entire day 
  getting their goods up the cliff. 
  In addition to elevators, the pulley-
  men offer other inexpensive but risky 
  methods of ascending or descending the 
  cliff. New devices are constantly tested 
  in the hopes of making the trip faster and 
  more efficient. These devices are often 
  experimental and have not been widely 
  accepted by the traveling populace. 
  They include catapults used to launch 
  cargo into specially prepared nets, and 
  rubber ropes attached to pulleys called 
  jumplines that travelers use to leap from 
  the top of the cliff to the bottom. These 
  methods are not very popular, except per-
  haps with adventurers. 
  The pulleymen are the third largest 
  faction in the Stairkeepers, behind the 
  steppers and the porters, but they are 
  second in terms of influence due to their 
  wealth and allies within the merchant 
  community of Edge. The Blackwater 
  Trading League is particularly close 
  to the pulleymen, who have been cut-
  ting the Blackwater merchants deals on 
  cheaper transportation under the table 
  for several years now, despite guild rules 
  against such activity. The pulleymen are 
  led by a dwarf named Kahad Foehammer, 
  who inherited control of his family’s 
  elevator operation after his father’s death 
  10 years ago. Kahad is not a political soul, 
  preferring to lead through example and 
  efficiency rather than fast talking and 
  deal making. Kahad and the pulleymen 
  want to ease guild restrictions so they 
  can lower prices to compete directly with 
  the steppers, but have not been able to 
  muster sufficient support in the guild to 
  do so. Kahad hopes that by allying with 
  the porters and the Graymanes, they can 
  unseat Ma Stonefoller and alter the guild 
  rules, but he has kept this true goal a 
  secret from the porters. The porters will 
  suffer if the pulleymen compete directly 
  with the steppers, so Kahad prefers to 
  keep them in the dark. 
  In addition to their commercial duties, 
  the pulleymen are responsible for keep-
  ing the steam cannons and other steam 
  powered defenses for Edge up and run-
  ning, thanks to the large number of 
  coglayers in their ranks. They provide 
  this service in exchange for funds from 
  the merchants of Edge and the Church 
  of Fhurlin. A quarter of the pulleymen 
  are seeing to these responsibilities at 
  any given time, and the entire faction is 
  required to man all the weapons mounted 
  in Cliffside. 
  
  76
  CHPT.
  #
  «4»
  Proficiency (chattersword, steam gun), 
  Gearhead, Mech Weapon Proficiency 
  (flame nozzle, steambreather), Nego-
  tiator, Siege Weapon Proficiency (steam 
  cannon).
  Possessions: Chattersword, steam gun 
  with 20 rounds, masterwork artisan’s 
  tools (mechcraft), stethoscope, wave-
  maker steam power.
  THE OBER WIZARD FAMILY
  T
  hirty years ago, Siler Ober, even then 
  a wizard of no small ability, reached 
  Edge one morning after a particularly 
  nasty evening of lunar rain. The stairs 
  and elevators were not open for business 
  that day due to the repair work going on. 
  Being an impatient youth full of his own 
  power, Siler Ober cast fly upon himself 
  and took to the air, scaling the cliff with 
  ease. His trip attracted much attention. 
  By the time he reached Topside, a crowd 
  had gathered and several were clamber-
  ing for spells that would allow them to 
  travel to High Docks, having urgent busi-
  ness there. Siler Ober discovered quite 
  to his amazement that a comfortable liv-
  ing could be made transporting people 
  up and down the cliff of Edge, without 
  the threats and travails of his previous life 
  as an adventurer. Siler Ober cashed in his 
  gear and bought a dwelling in Topside, 
  where he set up shop selling his magical 
  skills to those who need a quick means up 
  and down the cliff. While the Stairkeep-
  ers initially reacted with hostility to his 
  operation, Siler Ober was more than 
  willing to pay guild dues in order to avoid 
  conflict. Siler Ober was just looking for 
  an easy way to make money, and even 
  today avoids trouble when he can. 
  Siler Ober was the first wizard to go 
  into the transportation business, but 
  he has not been the last. Half a dozen 
  other wizards, sorcerers, and appren-
  tices have come to Edge looking to set 
  up similar businesses. With the help of 
  the Stairkeepers, Siler Ober has forced 
  these competitors to follow his lead in 
  Kahad Foehammer
  H
  ead of the pulleymen, Kahad is more 
  of an organizer than a leader. A hard 
  worker and excellent businessman, he 
  is not very skilled at energizing his fol-
  lowers, yet he gains support by steadfast 
  dedication to his duties. He doesn’t make 
  speeches or spend much time politicking, 
  instead working diligently to make sure 
  that all pulleymen operations are safe and 
  efficient, and that the pulleyman receive 
  their proper voice in the Stairkeepers. 
  While some feel this tactic of quiet lead-
  ership has cost the pulleymen in the face 
  of Ma Stonefoller’s rampant political 
  maneuvering, most of the pulleymen feel 
  that Kahad’s methods will win out in the 
  end.  
  Kahad is constantly working at his own 
  elevator or dealing with guild activities. 
  Officially in the guild he serves as Guild 
  Quartermaster and is charged with 
  working on behalf of the guild to secure 
  supplies that many guild members need, 
  such as coal, wood, and stone. This posi-
  tion has helped him make many contacts 
  within the merchant community of Edge, 
  most of who now use pulleymen services 
  exclusively due to Kahad impressing 
  them with his fair dealings. 
  Kahad Foehammer, male dwarf 
  Cog6/Exp2: CR 6; Medium humanoid 
  (dwarf); HD 6d4+2d6+24; hp 49; Init 
  –1; Spd 20 ft.; AC 13, touch 9, flat-footed 
  13; Base Atk +4; Grp +4; Atk/Full Atk 
  +4 melee (2d6+1d3, chattersword) or 
  +3 ranged (1d10, personal steam gun); 
  SQ Dwarf traits, machine empathy, inte-
  grated parts x1, 10 steam powers; AL LN; 
  SV Fort +5, Ref +1, Will +10; Str 10, Dex 
  8, Con 16, Int 16, Wis 14, Cha 10. 
  Skills and Feats: Appraise +7, Climb +6, 
  Craft (mechcraft) +14 (+20), Diplomacy 
  +8, Disable Device +12, Gather Informa-
  tion +2, Knowledge (architecture and 
  engineering) +14, Knowledge (local) 
  +14, Knowledge (mechs) +6, Knowl-
  edge (steam engines) +14, Listen +6, 
  Mech Pilot +3, Search +9, Sense Motive 
  +10; Craft Steam Gear, Exotic Weapon 
  pricing and generally obey his orders. In 
  fact, Siler Ober married his onetime rival 
  Chelis Kinnanon (now Chelis Ober), and 
  their children have likewise wedded sev-
  eral of the more recent wizardly arrivals 
  in Edge. Because of this, nearly all the 
  wizards in the Stairkeepers are related 
  by blood or marriage to Siler Ober and 
  are thus referred to as the Ober Wizard 
  Family. Ober leads this family with a 
  stern hand that doles out punishments 
  and fines for any misbehavior or trouble, 
  particularly when it interrupts his life of 
  leisure. The Obers own residences in 
  Topside, High Docks, and Low Docks, all 
  of which are lavishly furnished. 
  The Obers all follow Siler Ober’s 
  orders, but relations are not so cordial 
  between other members of the family. 
  The second generation of the Obers, of 
  which there are eight members, have con-
  stant squabbles over customers, inheri-
  tance and the favor of their parents. Gift-
  ed with arcane power and great wealth, 
  the young Obers are among Edge’s elite, 
  but most inhabitants of the city consider 
  them spoiled rich kids who have never 
  done a day’s work in their lives.
  Within the Stairkeepers, the Obers 
  want nothing to do with the rest of 
  the guild and stay out of guild matters 
  almost entirely. Their operation runs 
  with little interference from the guild, 
  largely because they have the best safety 
  record of any faction. Since the Obers 
  pay their dues, Ma Stonefoller and the 
  
  77
  CHPT.
  #
  «4»
  Item, Enlarge Spell, Extend Spell, 
  Improved Counterspell, Iron Will, Scribe 
  Scroll, Spell Mastery (dimension door, 
  feather fall, fly, levitation) .
  Possessions: Robes, +2 dagger, spell 
  component pouch, ledgers, spyglass, 
  winged boots, bracers of armor +4, wand 
  of dispel magic (34 charges), headband of 
  intellect +2.
  Spells Prepared (4/5/5/5/4/2/1 per day; 
  save DC 14 + spell level): 0—detect magic 
  x2, read magic, message; 1st—feather fall x5; 
  2nd—levitation x4, spider climb; 3rd—fly 
  x4, shrink item; 4th—dimension door x4; 
  5th—teleport, sending; 6th—mislead.
  
  MECH SCALERS
  T
  he newest faction in the Stairkeep-
  ers, the mech scalers have been in 
  Edge only five years, but they’ve already 
  carved out a niche in the market of verti-
  cal travel. Made up of outcast Irontooth 
  clansmen, the mech scalers transport 
  mechs up and down the cliff of Edge, 
  using their incredible piloting skills and 
  a series of specially made handholds to 
  help mechs clamber up and down it. They 
  are willing to do so with any mech of up 
  to Colossal size, but their prices are not 
  cheap. Moving a Large mech up or down 
  the cliff costs 100 gp, and every increase 
  in size doubles this cost.
  With this service comes a 
  skilled pilot, and the use 
  of the mech scalers’ 
  network of handholds. 
  For half the price, 
  mech jockeys can 
  try to climb the cliff 
  themselves 
  using 
  the handholds, but 
  few choose to do so. 
  The mech scalers also 
  offer passenger and cargo 
  transportation up and down 
  the cliff by way of strapping cargo 
  netting and hammocks to mechs they are 
  transporting; a handful of hardy souls 
  are willing to undergo such a risky and 
  terrifying mode of transportation. If the 
  mech scalers did not provide such a valu-
  able service, they would probably not be 
  accepted within the Stairkeepers due to 
  the short time they have been in Edge. 
  The mech scalers are known as trouble-
  makers about town, often getting into 
  brawls in Edge taverns, and they are said 
  to have a particular dislike for dwarves. 
  Within the Stairkeepers, they stay out of 
  guild politics as much as possible, espe-
  cially since there are so many dwarves in 
  the guild. Due to the niche market they 
  serve, Ma Stonefoller does not bother 
  much with them, content to take her cut 
  of their earnings and let them do what 
  they will. The mech scalers live in a series 
  of run-down buildings in the lowest parts 
  of the city, surrounded by junk they have 
  scavenged in the hope of building new 
  mechs. 
  Azock Dro
  A
  zock Dro is the leader of the Dro 
  brothers and sisters who make up 
  the mech scalers. She and her family were 
  cast out of their clan when the padding 
  on her mech’s sword slid off in a joust 
  and she ended up killing her opponent, 
  the son of the clan chief. The two had 
  exchanged angry words earlier in the 
  day over advances the chief’s son made 
  toward one of Azock’s sisters, so there 
  was some suspicion that the 
  death was not accidental. 
  In order to avoid pos-
  sible retribution from 
  the clan chief, the 
  Dro 
  siblings 
  fled 
  the clan in one of 
  its more run-down 
  mechs, barely mak-
  ing it to Edge before 
  the machine malfunc-
  tioned.  
  Ever since, Azock Dro has 
  led her siblings with the hope of 
  eventually earning enough money to 
  purchase their own mechs and start their 
  own clan. She is more a war leader than 
  Stairkeepers leave them be for the most 
  part. The only guild duties the Obers reg-
  ularly take part in is working with the Step 
  Watchmen, a chore Siler Ober assigns to 
  whichever of his children have displeased 
  him lately. However, all the Obers work 
  to defend the city if it is attacked.
  The business of the Obers mainly con-
  sists of casting levitation or fly spells. They 
  also offer dimension door, message, and 
  sending spells but these are less popular 
  services. The wizards have a number of 
  magical items such as rings of feather fall 
  that they use, but woe to he who tries 
  to steal from the wizards. Siler Ober is 
  willing to do nearly anything to keep his 
  business intact. If someone tries to jump 
  off the cliff with one of the Ober family’s 
  magic rings, for example, Siler is not 
  above casting dispel magic to show them 
  the error of their ways. 
  Siler Ober
  S
  iler Ober became an adventuring 
  wizard because he wanted to be rich. 
  He spent his early days searching ancient 
  dungeons and doing what adventurers do, 
  but upon discovering the demand for his 
  skills in Edge he settled into a much safer 
  way to make a good living. Siler has been 
  in Edge ever since, living the good life 
  off the payment he collects for his spells. 
  He is one of the richest Stairkeepers in 
  Edge and enjoys his wealth immensely. 
  He cannot stand those who would disturb 
  his idyllic quiet life, no matter what their 
  reasons are.  
  Siler Ober, male human Wiz11: CR 
  11; Medium humanoid (human); HD 11d4; 
  hp 30; Init +1; Spd 30 ft; AC 15, touch 
  11, flat-footed 14; Base Atk +5; Grp +4; 
  Atk/Full Atk +6 melee (1d4+1, dagger); 
  SQ Familiar (raven); AL LN; SV Fort +3, 
  Ref +4, Will +9; Str 8, Dex 12, Con 10, Int 
  19, Wis 14, Cha 13. 
  Skills and Feats: Appraise +10, Concen-
  tration +14, Diplomacy +8, Knowledge 
  (arcana) +12, Knowledge (local) +10, 
  Profession (stairkeeper) +11, Spellcraft 
  +14; Combat Casting, Craft Wondrous 
  
  78
  CHPT.
  #
  «4»
  a merchant and is only just beginning 
  to grasp the intricacies of life in Edge. 
  Her bargaining style is basically “take it 
  or leave it” and she barely tolerates the 
  Stairkeepers getting a portion of her 
  money. If Ma Stonefoller pushes for too 
  many concessions from the mech scal-
  ers, she is likely to meet with a violent 
  response. 
  Azock Dro, female human Mcj10/
  Mcd4: CR 14; Medium humanoid 
  (human); HD 14d6+14; hp 70; Init +4; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 
  14; Base Atk +10; Grp +11; Atk +15 melee 
  (1d6+1, rapier) or +15 ranged (1d6+1, 
  throwing axe); Full Atk +15/+10 melee 
  (1d6+1, rapier) or +15/+10 ranged 
  (1d6+1, throwing axe); SA Unarmed 
  mech damage +2d6, stunning attack; SQ 
  Extraordinary pilot, mech fingers — war-
  rior instinct and skill transfer, patchwork 
  repairs, push the envelope 3/day, roll 
  with the punches — 1 increment, special 
  skill uses, agile mech +1, fast movement; 
  AL N; SV Fort +5, Ref +15, Will +4; Str 12, 
  Dex 18, Con 12, Int 16, Wis 10, Cha 8. 
  Skills and Feats: Balance +21, Climb +21, 
  Craft (mechcraft) +16, Jump +18, Knowl-
  edge (mechs) +16, Listen +13, Mech Pilot 
  +24 (+38), Sense Motive +7, Spot +17; 
  Combat Expertise, Combat Reflexes, 
  Mech Dancer, Mech Fu, Mechidextrous, 
  Mechwalker, Natural Pilot, Quick Draw, 
  Skill Focus (Climb), Skill Focus (Mech 
  Pilot), Speed Freak, Weapon Finesse.
  Possessions: Pilot armor, rapier, 4 
  throwing axes, climber’s kit, masterwork 
  artisan’s tools (mechcraft), 2 daggers, 
  smokestick, sunrod.
  GRAYMANES 
  O
  lder than any faction of the Stair-
  keepers besides the steppers and 
  porters, the Graymanes came to Edge 
  shortly after the beginning of the lunar 
  rain. The Graymanes were originally 
  inhabitants of a now-ruined city in the 
  Flatlands where they served as flying mes-
  sengers and warriors, using their griffon 
  mounts for their speed and maneuver-
  ability. Most find this warlike past sur-
  prising considering all the Graymanes 
  are gnomes, but the Graymanes say their 
  small size makes it easier for their mounts 
  to carry them. 
  The title Graymane refers to the name 
  of the group’s commander when they 
  reached Edge 95 years ago, and while they 
  have a new leader now, they’ve kept the 
  Graymane name out of respect. Shortly 
  after coming to Edge, the Graymanes 
  found they could make a good living fer-
  rying people up and down the cliff. While 
  this mercantile existence did not ini-
  tially sit well with the Graymanes’ warrior 
  spirit, they made up for this by patrolling 
  around Edge of their own accord, seeking 
  to bring order to the region. Because of 
  this, the Graymanes have the best repu-
  tation among the people of Edge of all 
  the Stairkeeper factions. Many are the 
  stories of the Graymanes sweeping in to 
  save travelers from bandits or orc raid-
  ers, although in terms of travel up and 
  down the cliff of Edge, they are not so 
  benevolent. 
  The Graymanes have 12 trained griffons 
  they use to ferry goods. They have recent-
  ly added a new group of recruits from the 
  underdeep: a group of deep dwarves who 
  ride giant spiders that also provide trans-
  portation. The two groups get along well 
  and provide a united front against out-
  siders, especially within the guild. The 
  current leader of the Graymanes, Klaine 
  Skrier, serves as the Captain of the Stair 
  and is in charge of the defenses of the 
  Stairkeepers. He and his Graymanes also 
  patrol the cliff for miles in each direction 
  and “convince” travelers that they should 
  traverse the cliff using the Stairkeepers’ 
  services in Edge. While the Graymanes 
  themselves refuse to attack travelers 
  crossing the cliff outside of Edge, Ma 
  Stonefoller has used their reports and 
  sent groups of thugs to break up opera-
  tions found outside Stairkeeper control. 
  Klaine Skrier has allied with the porters 
  and the pulleymen in the hopes of chang-
  ing guild policy from being so aggressive 
  in such matters. Due to Klaine’s position 
  within the guild and the good reputation 
  of the Graymanes, their influence in the 
  guild is greater than their numbers would 
  indicate.  
  The Graymanes’ primary customers 
  are merchants and rich travelers who 
  want to reach their destinations quickly, 
  and who do not wish to deal with the 
  tempermental Ober wizards. While the 
  Graymanes don’t move much cargo, 
  they have harnesses for doing so when 
  needed. The Graymanes live in a single 
  dwelling in Topside that contains both 
  their living quarters and the stables for 
  their mounts. 
  Klaine Skrier
  A 
  warrior born and raised, Klaine Skri-
  er now struggles to lead the life of a 
  merchant when he hungers for battles and 
  glory. While his patrols of the area sur-
  rounding Edge sate this desire somewhat, 
  he hopes for the day when he finds some 
  glorious cause to support or crusade to 
  wage. Among the Stairkeepers, he is the 
  person most likely to sympathize with 
  adventurers and try to lend them a hand. 
  Despite his desire for some excitement in 
  his life, he is deeply loyal to his followers 
  and sees their well-being as more impor-
  tant than his personal glory.
  Klaine is a wise old soldier who has 
  spent decades in the saddle leading oth-
  ers to war. He does not trust others easily 
  and no one in the Stairkeepers (save per-
  haps the mech scalers) has proven them-
  selves honorable in his eyes. He does 
  not like mercantile matters and hates 
  haggling, earning him a bad reputation 
  among some of the merchants in Edge. As 
  a result, the Graymanes do not make the 
  money they could, but still make enough 
  to live comfortably and keep their mounts 
  fed. Klaine is almost always interested in 
  buying horses in order to feed the Gray-
  mane griffons. 
  Klaine Skrier, male gnome Rgr14: 
  CR 14; Small humanoid (gnome); HD 
  14d8+28; hp 115; Init +2; Spd 20 ft.; AC 
  
  79
  CHPT.
  #
  «4»
  18, touch 13, flat-footed 17; Base Atk +14; 
  Grp +12; Atk +19/+19 melee (1d6+5/x3 
  and 1d4+4/x4, +3 gnome hooked hammer) 
  or +16 ranged (1d6+2, mighty composite 
  shortbow); Full Atk +19/+19/+14/+9 
  melee (1d6+5/x3 and 1d4+4/x4, +3 
  gnome hooked hammer) or +16/+11/+6 
  ranged (1d6+2, mighty composite short-
  bow); SA Gnome traits, favored enemy 
  (humanoids [orcs]) +6, favored enemy 
  (magical beasts) +4, favored enemy 
  (humanoids [humans]) +2, wild empathy, 
  animal companion (griffon), woodland 
  stride, swift tracker, evasion, camou-
  flage, combat style mastery (Two-Weapon 
  Combat); AL NG; SV Fort 11+, Ref +10, 
  Will +6; Str 14, Dex 12, Con 14, Int 11, Wis 
  14, Cha 13. 
  Skills and Feats: Climb +19, Concentra-
  tion +9, Handle Animal +15, Heal +12, 
  Knowledge (geography) +7, Listen +7, 
  Ride +20, Spot +12, Survival +19; Animal 
  Affinity, Mounted Combat, Mounted 
  Archery, Ride-By Attack, Track, Weapon 
  Focus (gnome hooked hammer) .
  Possessions: +2 chain shirt, +3 gnome 
  hooked hammer, mighty (+2) composite 
  shortbow, quiver with 20 arrows, dagger, 
  spyglass, 2 days of rations, 2 potions of 
  cure light wounds.
  Spells Prepared (3/2/1 per day; save DC 
  12 + spell level; CL 7th): 1st—entangle, 
  longstrider, speak with animals; 2nd—cat’s 
  grace, hold animal; 3rd—cure moderate 
  wounds.
  THE PORTERS
  T
  he second-largest faction within the 
  Stairkeepers, but also the poorest, 
  the porters are laborers who carry cargo 
  up the staircases owned by the steppers 
  for a small price per trip. Most of the por-
  ters are half-orcs and all of them are hale 
  and hearty folk, able to run up and down 
  the stairs of Edge several times each 
  day. The porters are largely beholden to 
  the steppers for their income, and the 
  steppers know this. The porters are not 
  treated well by the steppers, and Ma 
  Stonefoller has worked to cut the por-
  ters’ pay. For decades, the porters have 
  accepted these events with little resis-
  tance, seeing as they had few alternatives 
  for employment — but now an aggressive 
  half-orc named Porgrush Rotbellow has 
  become the leader of the porters, and he 
  is not so complacent. 
  The porters usually make 1 sp per trip 
  up or down the stairs, meaning they have 
  to make several trips each day to make 
  a decent living, though some generous 
  merchants have been known to hand out 
  tips. Porters are usually hired by poorer 
  merchants, and they have the highest 
  accidental fatality rate of any of the 
  Stairkeeper factions. In order to fight 
  these injustices, Porgrush Rotbellow has 
  organized an alliance with the Graymanes 
  and the pulleymen against Ma Stonefoller 
  and the steppers. Thus far Porgrush has 
  had little luck, but he and his followers 
  are hopeful for the future.
  Most of the porters live on the out-
  skirts of Topside and Low Docks, in 
  crudely made dwellings that look ready 
  to fall over. All are of low economic stat-
  ure and few have prospects beyond a life 
  of hard labor. Some in the city consider 
  them more a blight or group of thugs than 
  laborers, but these are not people who 
  see them run up and down the stairs of 
  Edge four times a day. 
  Porgrush Rotbellow
  P
  orgrush was born in Edge and spent 
  most of his early years there, but 
  when he turned 18, he left the city to 
  explore the world beyond. Ten years lat-
  er, much of which was spent with orc raid-
  ers, Porgrush returned to Edge with a new 
  understanding of what could be accom-
  plished in the world. Now looking for a 
  way to make his mark in his home city, he 
  joined the porters and quickly worked his 
  way to the top using his leadership and 
  organization skills. He appealed to the 
  sense of being wronged that many por-
  ters possessed, and united them as they 
  had never been before. With his allies, 
  Porgrush now feels he is ready to take on 
  Ma Stonefoller and her followers.
  Ambitious, Porgrush will not rest until 
  he is the leader of the Stairkeepers. While 
  not as amoral as Ma Stonefoller, Porgrush 
  will do what he must in order to meet 
  his goals, although he avoids acts that 
  could negatively affect public opinion of 
  him. He is always gracious in public, but 
  tries to play up the common perception 
  of half-orcs being stupid as much as pos-
  sible. He has found that being underesti-
  mated is one of his best weapons. 
  Porgrush Rotbellow, male half-orc 
  Rog4/Ftr3: CR 7; Medium humanoid 
  (half-orc); HD 3d10+4d6+14; hp 49; 
  Init +0; Spd 30 ft.; AC 15, touch 10, flat-
  footed 15; Base Atk +6; Grp +8; Atk +8 
  melee (1d8+2, warhammer); Full Atk 
  +8/+3 melee (1d8+2, warhammer); SA 
  Sneak attack +2d6; SQ Half-orc racial 
  traits, trapfinding, evasion, trap sense +1, 
  uncanny dodge; AL N; SV Fort +8, Ref 
  +5, Will +3; Str 14, Dex 10, Con 14, Int 
  14, Wis 8, Cha 12. 
  Skills and Feats: Appraise +9, Balance 
  +7, Bluff +8, Climb +12, Diplomacy +8, 
  Gather Information +8, Intimidate +11, 
  Jump +12, Knowledge (local) +9, Ride 
  +3, Sense Motive +6; Combat Expertise, 
  Endurance, Great Fortitude, Iron Will, 
  Power Attack.
  Possessions: Studded leather armor, 
  heavy steel shield, warhammer, artisan’s 
  clothes, dagger, 50 feet of silk rope, grap-
  pling hook, steel mirror, backpack.
  
  THE STEP WATCHMEN
  A
  ll members of the Stairkeepers even-
  tually do time on patrol with the 
  Step Watchmen. Led by the Captain of 
  the Stair, a post currently held by Klaine 
  Skrier, the Step Watchmen work to keep 
  the Stairkeepers safe, prevent crimes in 
  area the Stairkeepers control, and per-
  suade travelers that using the options 
  provided by the Stairkeepers to cross 
  the cliff is the wisest idea. In the area 
  surrounding Edge, Step Watchmen teams 
  
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  STAIRKEEPER RATES AND TRAVEL TIMES 
  Between High Docks and Topside or Low Docks 
  Method of Travel 
  Average Time 
  Cost per Person 
  Cost for Cargo(per 100 lb.)
  Catapult* 
  2 minutes** 
  1 gp 
  1 gp
  Elevator 
  15 minutes 
  2 gp 
  2 gp 
  Feather fall*** 
  4 minutes 
  20 gp 
  N/A
  Fly   
  4 minutes 
  60 gp 
  N/A 
  Giant spider 
  4 minutes 
  14 gp 
  20 gp
  Griffon 
  3 minutes 
  16 gp 
  22 gp
  Jumpline*** 
  2 minute 
  2 gp 
  2 gp 
  Levitation 
  10 minutes 
  40 gp 
  40 gp****
  Mech scaler 
  2 hours 
  5 sp 
  2 sp
  Slide 
  20 minutes 
  8 sp 
  8 sp
  Stairs (exterior) 
  2 hours 
  4 sp 
  6 sp
  Stairs (interior) 
  1 hour 
  8 sp 
  1 gp
  *Up only.
  **Includes preparation time.
  ***Down only.
  ****Per object of up to 500 lb. 
  approach any group trying to conquer the 
  cliff on their own and attempt to talk (or 
  intimidate) the climbers into changing 
  their mind. Violence is rarely used by the 
  Stairkeepers near Edge, although in the 
  city itself, the inhabitants of Cliffside are 
  not quite so peaceful. They pelt trespass-
  ers with garbage for trying to deprive the 
  Stairkeepers of their livelihood.
  Outside of Edge, the Graymanes patrol 
  the cliff for miles in each direction, 
  making sure no one else is trying to set 
  up business crossing the cliff. While the 
  Graymanes are reluctant to do more than 
  intimidate possible competitors, they 
  do report to Ma Stonefoller, who has 
  little compunction about sending armed 
  warriors to shut down such operations 
  permanently. Ma Stonefoller also pays 
  several bandit groups in the area to keep 
  an eye on the cliff and to attack anyone 
  who tries to cross them outside of Edge. 
  
  STAIRKEEPER SERVICES
  T
  he rates for using the various services 
  of the Stairkeepers are standardized 
  and there is little variation within each 
  mode of transportation. Different modes 
  target different customers: The stairs are 
  for the poorer clients with time on their 
  hands, while the beasts of the Graymanes 
  and the spells of the Obers are for rich 
  customers in a hurry. This division of the 
  market is vital to the survival of all Stair-
  keepers and ruthlessly enforced by the 
  guild. Anyone attempting to cut prices 
  in order to drive another Stairkeeper out 
  of business is likely to be thrown out of 
  the guild if they do not stop after the first 
  warning. The only group that breaks the 
  pricing guidelines of the Stairkeepers 
  is the mech scalers, since their stock in 
  trade is the specialty market of transport-
  ing mechs up and down the cliff. Cargo 
  and passengers are an afterthought to the 
  mech scalers.  
  The rules for the various means of trav-
  eling the cliff are listed below, as are the 
  costs and travel times. The travel times 
  are averages for people who seek to get to 
  their destination, but to do so safely and 
  with proper rest breaks when needed.
  Catapults
  W
  hen a character travels by catapult, 
  make a DC 13 Knowledge (archi-
  tecture and engineering) check for the 
  pulleymen operating the catapult (most 
  pulleymen have a +10 skill bonus). If the 
  check succeeds, the character lands in 
  the target net at the other end of the cliff 
  and must make a DC 10 Tumble check or 
  suffer 1d6 points of nonlethal damage. If 
  the check fails, the character misses the 
  net and takes 10d6 falling damage. 
  Climbing
  T
  he cliff of Edge requires a DC 25 
  Climb check. Without using the 
  methods made available by the Stairkeep-
  ers, it will likely take many hours to climb 
  the cliff — and the residents of Cliffside 
  will not suffer such interlopers gladly. 
  Jumplines
  W
  hen a character travels by jumpline, 
  make a DC 12 Knowledge (archi-
  tecture and engineering) check for the 
  pulleyman operating the jumpline (most 
  pulleymen have a +10 skill bonus). If 
  the check succeeds, the character lands 
  without difficulty but must make a DC 10 
  Fortitude save to avoid becoming nause-
  ated for 1 minute. If the check fails the 
  character takes 5d6 falling damage and 
  must make a DC 20 Fortitude save to 
  avoid becoming nauseated for 1 minute.
  Mech Scalers
  C
  limbers in mechs who use the hand-
  holds created by the mech scalers 
  face DC 15 Climb checks, but the mech 
  scalers charge 10 gp for the use of their 
  handholds unless they are piloting the 
  mech (for which they charge 100 gp). Pas-
  sengers carried by the mech scalers are 
  transported in mech hammocks and cargo 
  netting, as the scalers are reluctant to let 
  outsiders enter their mechs. Each passen-
  ger must make a DC 5 Balance check while 
  hanging on to the mech hammock to avoid 
  
  81
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  falling off during the journey. On each 
  trip, there is a 10% chance that some piece 
  of cargo will shake loose and fall to the 
  ground below. Because of these dangers, 
  few use the mech scalers for personal or 
  cargo transportation. 
  Slides
  C
  haracters may only use slides to 
  travel downward. Sleds hurtle down 
  these reinforced chutes, and each sled 
  can carry 500 pounds of weight. Each 
  round the character is on the slide, he 
  travels down 5 feet. Characters may travel 
  faster by releasing the brakes on their 
  sled, increasing their speed to travel 
  downward at rate of 25 feet per round. 
  Each round the sled travels at this accel-
  erated rate, every person on board must 
  make a DC 10 Balance check or be thrown 
  from the sled and over the cliff, taking 
  appropriate falling damage. 
  Stairs
  T
  ravelers on the exterior stairs who go 
  slowly, essentially taking 10 on the 
  Climb checks, can travel the stairs with 
  no chance of falling. Travelers wishing to 
  move at running speed must make a DC 5 
  Climb check each round. Characters who 
  fail this Climb check more than 2 rounds 
  in a row on an exterior stair (i.e., one on 
  the outside of the cliff) fall over the cliff-
  side and take appropriate falling damage. 
  Characters using interior stairs (those 
  inside the surface of the cliff) do not have 
  to make Climb checks. 
  For every 500 feet of vertical distance 
  traveled on the stairs, a traveler must 
  make a DC 10 Fortitude save or become 
  fatigued. 
  
  THE DROW OF HIGH 
  DOCKS 
  F
  or the drow of High Docks, business 
  is life — quite literally. Within the 
  city of Edge, only the dwarves can match 
  the drow in absolute dedication to eco-
  nomic mastery and in ruthless efficiency. 
  But it has not always been this way. When 
  the city of Edge was first established, 
  the drow were less trading partners than 
  they were ferocious opponents. The drow 
  resented the presence of the surface 
  races, as they had long ago claimed the 
  Twilight Gate as their own. For centuries, 
  they had used this major access point to 
  the sunlit lands for their own economic 
  advantage, harvesting plants and animals 
  from above, and selling or trading them 
  to the deepest kingdoms. They were also, 
  though they would deny it vociferously 
  now, intending to use the Twilight Gate 
  as a strategic point from which to launch 
  raids against the surface world.
  When the first Edge settlers arrived 
  and began to establish permanent struc-
  tures, the drow raided them again and 
  again, boiling up from the depths of the 
  Endless River to pillage and slay, and 
  to steal away slaves by the score. This 
  pattern of raid and retreat continued 
  for many years, until the coming of the 
  lunar rains. When the rains struck and 
  the surface races began to scramble for 
  the sanctuary of the underdeep, the drow 
  were forced to unite with the other sub-
  terranean kingdoms to hold them at bay. 
  The losses on both sides were staggering, 
  but eventually the drow were forced by 
  their allies to sue for peace, for the threat 
  of absolute annihilation had given the 
  surface races a desperate strength the 
  deep dwellers could not match.
  In typical fashion, the drow managed to 
  twist even imminent defeat into a victory, 
  at least after a fashion. They “permitted” 
  the surface races to remain in Edge with-
  out fear of further raids, and also volun-
  teered — at great cost to themselves, as 
  they made sure to point out — to “force” 
  the other underdeep kingdoms to sue for 
  peace. They were able to make this ruse 
  work by playing on the xenophobia of the 
  surface peoples. The drow were, by far, 
  the least alien of the hostile underdeep 
  nations, and so it was felt that they were 
  innately more trustworthy than the things 
  which gibbered in the darkness. 
  In the century since the lunar rains 
  began, the drow have continued to play 
  upon this xenophobia, to their great 
  profit. Despite the fact that they were 
  always the most actively hostile under-
  deep race, they are now considered the 
  “Ambassadors of the Shadowed Deep” 
  and are the only subterranean group that 
  the surface kingdoms will openly trade 
  with on a large scale. This suits the drow 
  just fine. 
  Drow Culture in High Docks
  T
  he drow in High Docks are like caged 
  snakes, or perhaps more like spi-
  ders trying desperately to conceal their 
  venom. They play at the civility of the 
  surface races, and channel their naturally 
  predatory interests into business, rather 
  than more bloody pursuits. 
  For the High Docks drow, nothing is 
  more important than maintaining the 
  façade of legitimacy; the dark elves who 
  live within Edge are civil to a fault, and 
  always impeccably dressed and polite to 
  outsiders. They favor long (almost ankle-
  length) silk coats in either indigo blue or 
  black, and they speak in even, measured 
  tones no matter how passionate the con-
  versation. When the drow act, they do 
  so dispassionately, and even when they 
  throw someone who has wronged them 
  over the waterfall, they are careful to 
  hide their grim joy. 
  Despite their play-acting, the drow 
  of High Docks are not good people 
  by any stretch of the imagination, and 
  they cannot always hide their predatory 
  natures. They radiate a palpable sense of 
  
  82
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  menace at the best of times, and have no 
  problems using intimidation or outright 
  threat of economic ruin and even death 
  if it suits their purposes. They are also 
  prone to isolationism, and consider 
  themselves superior to just about every-
  one — while a drow is always polite, he 
  isn’t always nice. 
  The drow of High Docks, and to a 
  lesser extent the drow in the closest twi-
  light kingdoms, have a peculiar affectation 
  worth noting here. They are fond of using 
  branding and tattoos as a way of marking 
  their allegiances and commemorating 
  their greatest accomplishments. Each 
  time a drow is adopted into a commerce 
  house, he is tattooed with the house mark, 
  and it is considered a point of pride for a 
  drow to have multiple house marks, as it 
  is a sign that his talents are much sought 
  after. At the same time, however, a drow 
  with too many tattoos is considered tal-
  ented but untrustworthy, a prejudice that 
  savvier non-drow merchants have begun to 
  use to their advantage. 
  The Commerce Houses
  T
  he drow in High Docks are organized 
  into four large commerce houses, 
  each of which is far larger than their 
  presence in High Docks would lead one 
  to believe. The visible members of the 
  commerce houses are like the tip of the 
  iceberg, and for each drow merchant who 
  lives and works in the High Docks district, 
  there are a hundred more scuttling unseen 
  in the depths of the earth. 
  While the drow houses in their great 
  kingdoms below the earth are still orga-
  nized along familial lines, led by an aged 
  matron controlling the whole house with 
  an iron fist, the commerce houses are 
  much more mercantile. Matters of family 
  are put aside in the interests of profit. In 
  fact, all the commerce houses are col-
  lectively owned by multiple families of 
  drow, and while those families still war for 
  supremacy in the shadows, the commerce 
  houses are mostly left untouched by these 
  conflicts. The key word is “mostly.” While 
  each family house recognizes that business 
  concerns must trump blood, none would 
  hesitate to seize absolute control of a 
  commerce house if they felt they could do 
  so without destroying its usefulness. 
  The four drow commerce houses effec-
  tively control the northern side of the High 
  Docks district, and are the acknowledged 
  masters of trade between the surface 
  world and the underdeep kingdoms. The 
  hierarchy of a commerce house is remi-
  niscent of both traditional corporate and 
  organized crime structures, with a single 
  drow heading the house (she answers only 
  to the matrons of the families who have 
  invested in the house), and a number of 
  lieutenants reporting directly to her. The 
  lieutenants in turn control a variable num-
  ber of rank and file workers, and are largely 
  left to broker deals independently. Within 
  High Docks proper, almost all drow will be 
  at least of lieutenant status. Aside from 
  a few guards who remain within the city 
  on a permanent basis, providing security 
  for the north side through an agreement 
  among all four houses, lesser workers stay 
  in the underdeep. They are brought to the 
  Twilight Gate only to transport merchan-
  dise or to work as bodyguards, enforcers, 
  or leg-breakers. 
  Unlike most organized crime families, 
  it is not uncommon for a drow lieutenant, 
  or even the head of a commerce house, 
  to jump from one house to another if 
  she receives a good offer. After all, each 
  commerce house is controlled by multiple 
  families, and most of these families have 
  some level of influence within multiple 
  commerce houses. In fact, the practice 
  is so common that the great families 
  employ independent agents whose sole 
  duty is to monitor the commerce houses, 
  and attempt to lure especially promis-
  ing drow from one house to another 
  so that the family might see increased 
  profit. Known as headhunters, these 
  independent agents are both feared and 
  respected by the drow, and by the under-
  deep races, for each of them possesses 
  frightening powers. It is an open secret 
  that in addition to work as recruiters, 
  the most ruthless headhunters are also 
  dangerous enforcers, who root out those 
  who intend a family or commerce house 
  harm, and leave their brains leaking out 
  of their ears. 
  Business Interests 
  T
  he High Docks drow are not mer-
  chants in the traditional sense, in 
  that they do not manufacture and sell 
  products of their own creation. Instead 
  they are brokers and facilitators, arrang-
  ing trade deals between the surface races 
  and the twilight kingdoms, and transport-
  ing goods between buyers and sellers. 
  Perhaps surprisingly, the drow take their 
  self-appointed position as facilitators 
  between the lands above and the lands 
  below very seriously, and would not will-
  ingly betray their clients. Of course, this 
  has never stopped them from attempt-
  ing to eke as much profit out of a deal as 
  they can; thanks to their unique position 
  as trade ambassadors, the drow largely 
  control the flow of information between 
  the merchants of the underdeep and the 
  surface, and so they determine which lies 
  and which truths are disseminated. 
  While each of the commerce houses is 
  basically a brokerage, they all have their 
  specialties, those products and services 
  they have claimed as their own territory. 
  There is nothing stopping any of the 
  houses from taking on whatever trade 
  they wish, but by unspoken (and uneasy) 
  agreement, they avoid stepping on one 
  another’s toes whenever possible. This 
  is actually made somewhat easier by the 
  presence of the rogue drow Vinyanka Fleu-
  rdelaine, who has insinuated herself as a 
  theoretically neutral diplomat/mediator 
  between the drow and everyone else. 
  Although the other drow hate her because 
  she has created an artificial position for 
  herself that directly cuts into their prof-
  its and influence, they have also come to 
  depend on her to steer potential clients 
  to the proper house, which reduces the 
  chance of deadly turf wars. 
  
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  House Adonweire
  H
  ouse Adonweire is the youngest 
  of the four commerce houses. It’s 
  a reorganized and revitalized descen-
  dant of the first drow commerce house, 
  House Darkonweire, which fell after the 
  head of the house was revealed to have 
  been siphoning off profits for her family 
  house. Less than five years old, it is also 
  the least influential and most ambitious 
  of the houses, fighting hard to regain the 
  territory its ancestor lost to the other 
  houses. Antarian Telluran, a savvy warrior 
  who has distinguished himself over long 
  centuries as both a soldier and diplomat, 
  leads House Adonweire. 
  In its glory days as House Darkonweire, 
  the commerce house had a stranglehold 
  on the trade and transport of both minor 
  magical items and valuable alchemical 
  components found only in the depths of 
  the earth, most of which were purchased 
  from a worm-farming nation of albino 
  frogmen who live along the shores of the 
  Endless River hundreds of miles from the 
  Twilight Gate. Now House Adonweire 
  seeks to reestablish its dominance of 
  both those industries, which has been 
  usurped by House Envolock. 
  House Adonweire maintains several 
  large warehouses along the northeast-
  ern wall of the High Docks district, and 
  operates out of a two-story manor house 
  surrounded by a high stone wall. Though 
  Antarian has only three lieutenants 
  under his command, each of them com-
  mands an impressive number of soldiers, 
  most recruited from the armies of the 
  families who have invested in the house. 
  House Adonweire is unique in that they 
  prefer to hire mercenary adventurers to 
  deal with trade disputes and to guard 
  their underdeep flotillas. Antarian uses 
  outsiders not because he does not trust 
  his own people, but rather because he 
  wants to establish strong ties with the 
  surface world, in hopes that his house 
  will appear less insular and xenophobic 
  than his rivals. 
  House Envolock 
  H
  ouse Envolock controls much of the 
  flow of magic between the surface 
  world and the underdeep, having seized 
  the trade routes established by the now-
  defunct House Darkonweire. Envolock 
  is also the primary source of funguses 
  and blooming roots from the twilight 
  kingdoms, and the primary importer of 
  vegetables and fruits grown in the gar-
  dens and orchards of the surface lands. 
  Because the members of the house have 
  worked so hard to artificially inflate the 
  prestige of owning surface-grown vege-
  tables and fruits among the nobles of the 
  underdeep, they actually make far more 
  profit from the sale of apples and oranges 
  than they do from the comparatively rare 
  trade in powerful magical artifacts. 
  The leader of House Envolock is a 
  young drow named Deliria Monfriere, a 
  fiendishly skilled alchemist, and though 
  none know it but her, the long-lost heir 
  to the family Obteriere. Deliria faked her 
  death and fled her kingdom long ago, in 
  the wake of a coup that left her immedi-
  ate family dead and the house under the 
  control of a distant cousin. She currently 
  has six lieutenants.
  House Envolock controls all the ware-
  houses along the north side of the High 
  Docks district, and also owns many of 
  the buildings in every other district. The 
  House is headquartered in a small for-
  tress built directly into the walls of High 
  Docks; the fortress is surrounded by a 
  lush orchard that blooms year round, and 
  which contains every conceivable type 
  of fruiting plant, all artificially grown by 
  Deliria herself. 
  House Gloriatha 
  H
  ouse Gloriatha’s power comes 
  from one source: its iron-firm grip 
  over the trade of weapons and armor 
  between the underdeep and the surface 
  world. House Gloriatha is the largest 
  of the commerce houses, and by far the 
  wealthiest, because in the time of lunar 
  rain there is no such thing as too many 
  weapons. The leader of House Gloriatha, 
  Cornellius Stavos, has personally over-
  seen the forging of alliances with a dozen 
  underdeep kingdoms, most notably tribes 
  of orcs, lizardfolk, and duergar, as well as 
  a number of nomad and mech tribes. In 
  order to maintain his profits, Cornellius 
  and his lieutenants take a more actively 
  militant role in world affairs than the 
  other houses, hiring mercenaries to 
  stir conflict both above and below the 
  ground. Cornellius is careful to maintain 
  plausible deniability, and so all the work 
  in sowing war is done through interme-
  diaries. Many of these are psionically 
  or magically powerful beings from the 
  underdeep, those with a vested interest 
  in seeing that the larger kingdoms spend 
  their time and resources fighting each 
  other.
  Ten lieutenants serve House Gloriatha 
  at any given time, most of whom remain 
  in their position for only a few years. 
  Competition to reach prominence within 
  the organization is fierce, and Gloriatha 
  is the commerce house that settles its 
  internal affairs in the way most reminis-
  cent of the great families. Assassination 
  is common, and it is not unheard of for 
  lieutenants to make war on one another, 
  though never in a place where outsiders 
  might see it. 
  House Gloriatha dominates the cen-
  ter of the eastern side of High Docks, 
  and owns every business and warehouse 
  within their territory. Life within those 
  areas of High Docks controlled by the 
  House is hard; rent is typically double 
  that of anywhere else, and merchants and 
  families within the area must pay what 
  is in essence protection money to the 
  House to avoid trouble. 
  The House is headquartered in an 
  impressive two-story mansion that is 
  actually made from two adjacent manor 
  houses connected by new construction. 
  The mansion is guarded at all times by 
  a pair of drow monks, and a ranger who 
  commands the allegiance of a fiendish 
  crocodile, which she (usually) keeps 
  
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  Vinyanka Fleurdelaine
  V
  inyanka Fleurdelaine, known as the 
  Night-Blooming Rose or the Flower 
  which Blossoms in Shadow, is the fore-
  most voice for the drow on the surface 
  world. She is the go-between who bro-
  kers major trades between the drow com-
  merce houses and topside merchants, 
  between the drow houses and the various 
  tribes and nations of the underdeep, 
  and between the highly contentious and 
  competitive drow houses themselves. 
  For this reason, she is perhaps the most 
  influential woman in the city of Edge, 
  and by extension, in the entire world. 
  Unfortunately for Vinyanka, her wide-
  reaching influence comes at a high cost 
  — she is alone, without allies, without 
  friends, without kin, and without hope of 
  escaping the position she fought so hard 
  to achieve. 
  Vinyanka is an anomaly among the 
  drow, who traditionally prefer to stay 
  secreted away in the underdeep, plot-
  ting their intrigues against one another, 
  interacting with the surface races only 
  when the opportunity for immense profit 
  presents itself. Vinyanka has always been 
  fascinated with the surface 
  world and its peoples. From 
  a young age, she immersed 
  herself in their lore, first 
  by reading every available 
  text from the great drow 
  libraries, and later, when 
  she grew dissatisfied with 
  secondhand accounts that 
  contradicted one another as 
  often as they agreed, by abandon-
  ing her house and setting out to explore 
  the surface world directly.
  She spent several decades as a vaga-
  bond and adventurer, never staying in one 
  place for long, but always endeavoring 
  to absorb as much of a region’s lore and 
  customs as she could before taking to 
  the roads again. During these long years 
  of learning and hardship, she amassed a 
  staggering amount of knowledge, most 
  all of it of immediate, practical use. 
  Unlike other adventuring sages, who 
  spend their lives immersed in the study of 
  history and myth, Vinyanka’s passion was 
  for current beliefs and customs — those 
  ritualized practices which make each 
  culture unique, and which define the 
  ways in which its people react with one 
  another, and with outsiders. During her 
  adventuring years, she also became very 
  skilled with sword and spell, and with the 
  engineering of the great war machines 
  that stride the surface world. 
  When at last Vinyanka was satisfied that 
  she had learned all there was to know of 
  the surface world, she returned home to 
  the endless caverns beneath Edge, there 
  to find that her house had disowned her, 
  and that no other house was willing to 
  step forward and adopt her. For a drow, 
  there is no greater shame and no greater 
  punishment than this, as total disowning 
  is tantamount to a death sentence. Vin-
  yanka fled back to the city of Edge and 
  traded in favors and adventure-won gold 
  for a fine manor in High Docks, where 
  she established herself as a sage for hire. 
  For a time, she was content with this 
  relatively quiet life, as her work allowed 
  her to indulge in her twin passions: 
  learning about the world, and 
  accumulating gold, jewels, 
  and other finery. But as 
  Edge’s importance as a 
  trade hub grew, and as 
  the drow houses began 
  to establish themselves 
  as the brokers of trade 
  between the surface races 
  and those who lurk within 
  the underdeep, Vinyanka sensed 
  an opportunity to increase her own posi-
  tion.
  Nobody’s fool, she was wise enough to 
  approach the High Dock dwarves first, 
  whom she knew were the key to her suc-
  cess. She negotiated with them in their 
  language, dressed in the manner they 
  believed appropriate for a woman, and 
  proved herself fluent in their customs; in 
  this way she won their favor and grudging 
  respect. Once the dwarves began to deal 
  locked in a very sturdy iron cage. Alone 
  among the drow, the members of House 
  Gloriatha don’t throw thieves over the 
  waterfall, but instead into the waiting 
  jaws of their pet. 
  House Venaka
  T
  o put it bluntly, the members of 
  House 
  Venaka 
  are 
  snakeheads, 
  dealers of flesh and misery who profit 
  immensely from the illicit slave trade. 
  The majority of their buyers are the 
  underdeep kingdoms, who do not share 
  their surface counterparts’ loathing of 
  buying and selling living beings. Because 
  so much of their business is between the 
  twilight kingdoms, only surface-worlders 
  with a vested interest in slaving have 
  any idea where the majority of House 
  Venaka’s profits come from, and house 
  master Telewan Mistefleure works to 
  keep it that way. 
  As a cover for their slaving activities, 
  the lieutenants of House Venaka have 
  made inroads in the spice trade, special-
  izing in the brokering of salt taken from 
  the duergar slave mines in exchange for 
  the harvest of the worm farmers of the 
  Flatlands and Endless Plains. On those 
  occasions when it brokers a slave trade 
  deal between a surface kingdom and an 
  underdeep nation, the House is always 
  careful to disguise the sale under the 
  guise of another deal — forcing soon-
  to-be slaves to pole blocks of salt up the 
  Endless River, for example. 
  House Venaka controls the western-
  most tip of High Docks, in and around 
  the Twilight Gate. Their warehouses are 
  small, at least above the surface, and are 
  used to hold only spices and other mun-
  dane items. Underneath their warehous-
  es, however, are mazes of soundproof 
  rooms, all of which are used to store 
  slaves for shipping to and from the under-
  deep. The House manor is set before the 
  first of these warehouses, the better to 
  intercept those with prying eyes. 
  
  85
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  with her, the other surface merchants fell 
  all over themselves to ally with her, more 
  because they feared the dwarves gain-
  ing an insurmountable advantage than 
  because of any faith in Vinyanka. From 
  there, gaining the reluctant cooperation 
  of the drow commerce houses was a sim-
  ple matter, as she played off the drow’s 
  instinctive paranoia to convince each 
  chair that they could agree to use her 
  services as an impartial go-between and 
  profit — or refuse and lose ground to 
  their more forward-thinking rivals. 
  To a one, the drow houses fell in 
  line, although none were happy 
  about it. 
  Today, Vinyanka relies 
  on the same strategies 
  to conduct her business, 
  and so she is the broker 
  between brokers. Vinyanka 
  knows that her position is one 
  or artificial importance, and that 
  the only reason her clients need to 
  use her services is because she cre-
  ated an artificial demand for them. 
  The ultimate social chameleon, she 
  flawlessly adopts the mannerisms 
  of each of her clients, and once she 
  has wormed her way into their busi-
  ness, she carefully plants the seeds 
  of paranoia, so that they come to 
  distrust everyone but her. This 
  paranoia is the key to her suc-
  cess; she is everyone’s ally and 
  no one’s friend, and trusted by 
  all precisely because everyone 
  knows she can be completely 
  trusted by no one. It’s an open 
  secret that nearly every mer-
  chant in Edge and in the underdeep 
  would like to see her brought low, 
  but none dare move against her lest 
  her other “allies” leap to her defense 
  to save their own business inter-
  ests. 
  Vinyanka is just two centuries 
  old, but possessed of cunning 
  unmatched by all but the eldest 
  drow matrons. An attractive drow, 
  her obsidian skin, ashen-white hair, 
  lithe build, and immense wealth and 
  power make her much desired as a lover 
  or potential wife. Unlike most drow of 
  Edge, Vinyanka is not heavily tattooed, 
  having fled the underdeep before ritual 
  tattooing and branding came into vogue; 
  her one concession to drow fashion is a 
  tattoo across her lower abdomen, cho-
  sen as always to maximize her image as a 
  woman of all cultures. It reads, in archaic 
  drow, “The path of my choosing.” Vin-
  yanka dresses in a myriad of styles, always 
  with an eye for the latest fashions, and 
  always chosen for maximum effect. She 
  favors long dresses, usually made of black 
  spider’s silk and trimmed with expensive 
  lace and furs, or long coats worn over 
  silk shirts and tight breeches, but always 
  switches her outfits to match her client’s 
  tastes when conducting business. 
  Roleplaying: Vinyanka can fill any 
  number of roles in your campaign, 
  from ally to deadly enemy. As the chief 
  negotiator between the drow and the 
  surface merchants of Edge, Vinyanka 
  has a vested interest in cultivating allies 
  among visiting adventurers, and will 
  undoubtedly approach any moderately 
  competent group, typically with offers of 
  employment as caravan guards or third-
  party security during important meet-
  ings. Likewise, since her livelihood (and 
  indeed her life) depends upon maintain-
  ing control of trade negotiations, she will 
  take an active interest in any ambitious 
  would-be merchant. If the party attempts 
  to establish themselves as a trade power 
  within the city, she will quickly move to 
  gain their favor. Should the party decide 
  against her services, she will do all in her 
  power to crush them economically, turn-
  ing the other merchant houses against 
  them as best she can. 
  Vinyanka Fleurdelaine, female drow 
  Brd12: CR 14; Medium humanoid (elf); 
  HD 12d6+24; hp 76; Init +2; Spd 30 ft.; 
  AC 14, touch 14, flat-footed 12; Base Atk 
  +9; Grp +9; Atk +11 melee (1d4+2, dag-
  ger); Full Atk +11/+6 melee (1d4+2, dag-
  ger); SA Spells; SQ Bardic music (coun-
  tersong, fascinate, inspire courage +2, 
  
  86
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  inspire competence, suggestion, inspire 
  greatness, song of freedom), bardic knowl-
  edge, SR 23, drow traits, light blindness 
  (bright light blinds for 1 round); AL CN; 
  SV Fort +6, Ref +10, Will +12; Str 11, Dex 
  14, Con 15, Int 19, Wis 12, Cha 23. 
  Skills and Feats: Bluff +24, Concentra-
  tion +17, Decipher Script +12, Diplomacy 
  +24, Gather Information +21, Knowledge 
  (geography) +22, Knowledge (local) +19, 
  Perform (string instruments) +21, Sense 
  Motive +19, Speak Language (15 addi-
  tional languages chosen by the GM), Use 
  Magic Device +13; Iron Will, Skill Focus 
  (Bluff), Skill Focus (Diplomacy), Skill 
  Focus (Knowledge (geography)), Skill 
  Focus (Sense Motive). 
  Possessions: +2 keen dagger, ring of protec-
  tion +2, harp of charming, hat of disguise, 
  scores of outfits worth 100 gp or more 
  each. In addition, Vinyanka can borrow 
  most items worth 5,000 gp or less from 
  her clients.
  Spells Known (3/5/5/4/3; save DC 16 + 
  spell level): 0–dancing lights, detect magic, 
  ghost sound, mage hand, message; 1st—charm 
  person, disguise self, feather fall, undetect-
  able alignment; 2nd—calm emotions, detect 
  thoughts, eagle’s splendor, invisibility; 3rd—
  charm monster, clairaudience/clairvoyance, 
  displacement, glibness; 4th—detect scrying, 
  dimension door, freedom of movement.
  Spell-Like Abilities: 1/day—dancing lights, 
  darkness, faerie fire (CL 12th).
  THE DWARVES OF 
  HIGH DOCKS 
  T
  he dwarves of High Docks are rooted 
  in the ways of Duerok, but they’ve 
  branched out to become their own 
  small mercantile empire. They form a 
  link between the “civilized” races of the 
  underdeep (the ones which don’t openly 
  enslave or eat each other) and the world 
  above. Duerok has had an interest in the 
  area since before the ranger Hali Fralief 
  expanded the dwarven presence in this 
  cavern centuries ago. However, genera-
  tions of separation from their home city, 
  combined with regular exposure to other 
  races, caused the dwarves here to think of 
  themselves as a group apart. Now they are 
  closely allied with Duerok, but first and 
  foremost they’re citizens of Edge.
  The Trading Clans 
  T
  he High Docks dwarves are loosely 
  divided into three trading collec-
  tives, which they refer to as clans. Each 
  clan is directed by between ten and 
  fourteen members, with up to hundreds 
  of other dwarves and workers of other 
  races filling in the ranks. Most of these 
  workers rarely stay in the city for more 
  than a week at a time, as they are eternally 
  driving caravans of merchandise across the 
  Endless Plains and the Flatlands, or pol-
  ing barges up and down the rivers of the 
  surface world. 
  Though all three trading clans are unit-
  ed by their dedication to the preservation 
  and renewed glory of the dwarf race, that 
  does not stop them from being bitter eco-
  nomic rivals. Every member of each clan is 
  determined that it will be he who leads 
  his clan to glory, and all understand that 
  in this struggle for dominance, there is 
  room for only one winner. Despite their 
  fierce internal rivalry, though, they come 
  together without question whenever 
  an outsider challenges any of the other 
  clans; so long as they exist, none but 
  dwarves shall stand as the world’s domi-
  nant mercantile empire. Indeed, nothing 
  can unify them faster than a threat from 
  the drow across the river.
  Dwarf Culture in High Docks
  T
  he dwarves of High Docks are almost 
  ridiculously concerned with matters 
  of honor, pride, and tradition, so long 
  
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  as those traditions do not interfere with 
  profit. Such fastidious adherence to tra-
  dition affects all their transactions, and 
  so a merchant who wishes to establish a 
  link to the trade clans must either adapt 
  himself to their ways or come with an 
  offer so good it cannot be refused. 
  The trading clans are exacting in their 
  dealings and conduct their business 
  exclusively in the dwarven language. 
  They open and close every meeting with 
  ritualized prayers of thanks to their 
  gods (even though they have lost much 
  meaning since the lunar rain began) and 
  seal every trade pact with the ritual of 
  splitting stone, in which a solid granite 
  block is split in two and each partner in 
  the agreement given one half the stone. 
  It is considered a sign of a fair agreement 
  when the stone splits directly down the 
  middle with only one stroke of an axe, 
  and a sign of trouble to come if the stone 
  crumbles to fragments. 
  The dwarves absolutely control all 
  properties on the southern side of the 
  High Docks plateau, and are merciless 
  landlords, charging their tenants just 
  enough to avoid crippling their busi-
  nesses. The vast majority of Edge citizens 
  who live on High Dock’s south side work 
  exclusively for the trade clans, and are 
  more indentured servants than they are 
  workers. The dwarves regulate all aspects 
  of their lives, and pay them in script 
  which is near valueless as currency out-
  side of dwarf-run mercantiles. As a result, 
  most porters and dockworkers in the 
  dwarves employ actually end up in debt 
  to the dwarves, ensuring that they will 
  never leave their service. Some of these 
  workers are trying to ally themselves with 
  Porgrush Rotbellow of the Stairkeepers, 
  but so far Rotbellow has chosen to avoid 
  conflict with the High Docks merchants.
  Business Interests 
  U
  nlike their drow counterparts, 
  the trade clans do not bother to 
  stake claims over specific commodi-
  ties. Instead, they openly compete with 
  one another for the favor of merchants 
  and alliances with power groups across 
  the surface world. Of course, each clan 
  has its favored traders and favored mer-
  chandise, but none of them are afraid to 
  undercut the others.
  As the drow control the flow of materi-
  als in and out of the Twilight Gate, so too 
  do the dwarves largely dictate the flow of 
  trade between the surface nations and the 
  underdeep’s dwarven powers. These lat-
  ter groups especially fill the trade clans’ 
  coffers, for the dwarves are even now 
  somewhat reluctant to deal with those 
  not of their race, particularly in light of 
  the way the other nations attempted to 
  overrun the dwarfholds in the first years 
  of the lunar rain. As a result, the High 
  Docks clans have a virtual lock on trade 
  of every sort of item between the dwarf 
  clans, and especially between the dwarf 
  clans and outsiders. The trade clans have 
  serious stakes in farms, worm farms, 
  armorers, mining operations, orchards, 
  textile mills, logging operations, and 
  other such industries across Highpoint. 
  They use these connections to their full 
  advantage. The Edge clans have a lock on 
  trade flowing out from the dwarf clans 
  as well, and function as go-betweens for 
  dwarf craftsmen, particularly miners and 
  armorers, and the non-dwarf kingdoms. 
  The dwarves compete directly and 
  indirectly with the drow. Each group is 
  pursuing the same clients, and they have 
  a shared history of violence, so neither 
  race publicly cooperates with the other. 
  Doing so would be a deathblow to their 
  ability to function within their own 
  communities. A series of brokers and 
  middlemen work between the trade clans 
  and the commerce houses, gathering 
  information and arranging deals without 
  either race having to directly work with 
  the other. For weeks at a time, these bro-
  kers are often the only people who cross 
  the bridges spanning the Endless River.
  Clan Talwar
  T
  he dwarves of Clan Talwar have 
  the bitterest rivalry with the drow, 
  for they compete directly with House 
  Gloriatha in one of Highpoint’s most 
  lucrative fields — selling arms and armor. 
  Many have speculated that the two 
  groups could reap unheard-of wealth if 
  they would set aside their enmity. In fact, 
  one ambitious young Talwar attempted to 
  broker a deal that would have provided 
  the dwarves with crystal weapons from 
  the duergar in return for quality steel-
  work from Duerok. That Talwar scion was 
  chased out of north High Docks by a pack 
  of insulted drow, only to be beaten sense-
  less and dumped in the Endless River by 
  his enraged kinsmen.
  There are ten senior members of the 
  Talwar clan who live and work in High 
  Docks, and hundreds more buyers, 
  caravan drivers, and guards spread out 
  across the world. During the High Water 
  Festival, at least half of these far-flung 
  clan members gather in Edge, to discuss 
  commerce and to determine the course 
  of business for the year. 
  The Talwar clan controls the southern 
  half of the western side of High Docks, 
  and owns all the businesses within that 
  area, as well as almost all the homes. 
  Talwar has seen the most trouble from 
  organized groups of porters, who are 
  attempting to push for more authority 
  over their own lives. The Talwar clanhold 
  is built into the walls at the plateau’s 
  edge, directly to the west of the enor-
  mous mech hanger that anchors the 
  riverbank. The clanhold is a fortress in its 
  own right, and contains literally hundreds 
  of chambers built into the rock face. This 
  multistory catacomb houses armories of 
  the most valuable magical weapons, as 
  well as living chambers for visiting mem-
  bers of the clan. 
  
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  Clan Fralief 
  C
  lan Fralief is the most diverse of 
  the trade clans, with connections 
  to hundreds of different commodities. 
  They trade weapons in limited quali-
  ties, import and export vast amounts 
  of marble, timber, and cloth, and are 
  the acknowledged masters of the spice 
  trade on the surface world, with access 
  to the products harvested in dozens of 
  worm farms. Clan Fralief even maintains 
  a healthy business relationship with the 
  hypsies, trading colorful bolts of cloth 
  and wagon parts for trained animals, 
  which are traded to the drow, who ship 
  them in turn to the twilight noble courts 
  of the underdeep. But their strongest 
  relationship is with the city-state of 
  Duerok, and to many outsiders, this 
  clan is Duerok personified.
  Because the dwarves 
  of Fralief have so many 
  business 
  interests, 
  they have the steadi-
  est income of the 
  clans. At the same 
  time, however, they 
  lack the powerhouse 
  allies of Zothrot and 
  Talwar, and so cannot 
  gain access to the rare 
  commodities the other 
  clans enjoy. Clan chief Gust 
  Fralief would dearly like to correct 
  this weakness, and is actively seeking 
  out adventurers willing to explore ruined 
  cities in hopes of recovering potentially 
  valuable relics with which to attract the 
  most powerful buyers. 
  Clan Fralief is wise with its invest-
  ments, and the thirteen senior clansmen 
  who live and work in Edge collectively 
  control a significant portion of the city’s 
  wealth, and have invested heavily in city 
  works. The Fralief dwarves largely bank-
  roll the two mechs that protect the city, 
  and also donate significant money toward 
  the maintenance of various Stairkeeper 
  projects. Though they ask for nothing 
  in return, it goes without saying that 
  they are treated favorably by most of 
  the citizens of Edge; Ma Stonefoller has 
  been working to cultivate Gust Fralief as 
  an ally. Fralief is the largest trade clan, in 
  terms of clansmen working outside Edge 
  proper; there are hundreds and hundreds 
  of dwarves carrying the Fralief symbol 
  watching over farm production or super-
  vising shipments and deliveries of valu-
  able commodities around the world. 
  Clan Zothrot 
  T
  he dwarves of clan Zothrot have one 
  advantage the other clans cannot 
  (and perhaps would not) match: strong 
  economic ties to the orc hordes of the 
  Endless Plains. The Zothrot dwarves 
  use this advantage to its best effect, and 
  send massive caravans of raw ore 
  and timber to the orcs year 
  round. The Zothrot clan 
  also does brisk busi-
  ness in mech parts, 
  sometimes gained 
  from 
  legitimate 
  sources 
  — 
  but 
  usually gathered 
  in trade from the 
  orcs, who are only 
  too happy to sell 
  stolen 
  parts 
  they 
  cannot use in exchange 
  for raw materials. Despite 
  their close ties to the orcs, and 
  despite the fact that they turn a blind eye 
  to the source of most of the orcs’ trade 
  goods, one commodity the Zothrot will 
  not deal in is slaves, no matter how much 
  the orcs press them. As a result, the orcs 
  have turned to House Venaka, which has 
  strained their relationship with Zothrot 
  somewhat. 
  Clan Zothrot is the smallest of the 
  trade clans, with only seven senior mem-
  bers living and working permanently in 
  High Docks, and fewer than two hundred 
  other clansmen roaming the Endless 
  Plains. Despite its small size, Zothrot 
  commands immense power; the orcs 
  don’t want to see their best connection 
  to the civilized world destroyed, and so 
  will send manpower and mechs to aid the 
  dwarves whenever and wherever they are 
  needed. That arrangement might change 
  if the orc hordes ever organized around 
  a single strong leader, so Zothrot agents 
  are always looking to nip such individuals 
  in the bud.
  Clan Zothrot controls the southern-
  most areas of the High Docks plateau, 
  including the majority of warehouses 
  close to the underdeep. Though they 
  do the least amount of trading with the 
  underdeep nations, they have no inter-
  est in giving up these prized warehouses; 
  instead they rent them out to the other 
  clans, or to independent merchants, for 
  outrageous fees. Clan Zothrot’s clan 
  hold is built into the walls against the 
  southwestern edge of the plateau, and 
  is anchored by the hulking remains of a 
  mech’s torso, purchased from an orc war-
  lord and planted here as an abject warn-
  ing of the clan’s true power. The mech 
  is little more than a spit-shined metal 
  shell, but could easily be refitted to hold 
  a power source and even weapons. The 
  Church of Fhurlin has absolutely refused 
  to allow the dwarves to do this, of course, 
  and for now the clansmen seem content 
  to let the matter be.
  The Axe Gangs
  T
  he often-chaotic drow have managed 
  to turn their side of High Docks into 
  a fairly orderly place, with the four com-
  merce houses cooperating to fund one 
  group of guards who police the northern 
  half of the district. Interestingly, the 
  lawful dwarves have the opposite situa-
  tion. Each clan is responsible for its own 
  protection, and each senior member 
  of the clan often makes his or her own 
  arrangements, so at any time a dozen 
  or more groups of dwarven guards and 
  mercenaries might be carrying out their 
  duties south of the river. Locals call these 
  varied groups “axe gangs.”
  The axe gangs are a raucous bunch. 
  Each one is well armed and well paid, 
  
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  CHPT.
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  giving them more confidence than sense. 
  Although the axe gangs are theoretically 
  all working for the good of the dwarven 
  trade clans, they spend as much time 
  opposing each other as they do on stop-
  ping actual threats. Duerok has long had 
  a proverb that says, “War is commerce 
  carried on by other means,” and the axe 
  gangs prove it. In addition to the usual 
  mercantile intrigues taking place in High 
  Docks, the axe gangs regularly use threats 
  and violence to gain advantages for their 
  employers. Most of this violence is just 
  loud brawling, but every now and then 
  some foolish mercenary will draw a weap-
  on and real blood will be shed.
  The rest of Edge tolerates this situa-
  tion as long as it doesn’t cross the river or 
  travel the cliff. Even the Church of Fhur-
  lin is willing to put up with it, provided 
  the trading clans punish the flagrant 
  offenders and make restitution to any 
  victims. More than once, the drow have 
  tried to take advantage of this apparently 
  unstable situation, but every attempt has 
  failed. If there’s one thing the axe gangs 
  like less than each other, it’s the dark 
  elves.
  Visitors to the dwarven side of High 
  Docks would be wise to give the axe 
  gangs a wide berth. These warriors are a 
  law unto themselves, each group backed 
  by one (or more) wealthy patrons with an 
  agenda to pursue. They aren’t likely to 
  chop someone to pieces in the middle of 
  the street, but if an axe gang suspects that 
  someone is threatening their employer’s 
  interests, they’re likely to chase the 
  suspicious person into the Endless River 
  without asking too many questions.
  Typical axe gang mercenary, dwarf 
  War4; CR 4; HD 4d8+8; hp 26; Init +0; 
  Spd 15 ft.; AC 18, touch 10, flat-footed 
  18; Base Atk +4; Grp +6; Atk/Full Atk +8 
  melee (1d10+2/x3, masterwork dwarven 
  waraxe) or +5 ranged (1d10/19–20, mas-
  terwork heavy crossbow); SQ Darkvision 
  60 ft., dwarf traits; SV Fort +6, Ref +1, 
  Will +2; Str 14, Dex 11, Con 14, Int 10, 
  Wis 9, Cha 6. 
  Skills and Feats: Climb +3, Intimidate 
  +5; Iron Will, Weapon Focus (dwarven 
  waraxe).
  Possessions: 
  Masterwork 
  dwarven 
  waraxe, masterwork banded mail, mas-
  terwork heavy shield, dagger, masterwork 
  heavy crossbow, 10 bolts. 
  THE BLACKWATER 
  TRADING LEAGUE
  T
  rade is the lifeblood of Edge and 
  throughout its history merchants 
  have come to the city from far and wide in 
  the hopes of making a hefty profit. While 
  most of the city’s merchants are allied 
  with or members of one of the major fac-
  tions within the city, such as the dwarves 
  and drow of High Docks or the Stairkeep-
  ers of Cliffside, not all are so lucky. For 
  many decades there was precious little 
  communication among these unaligned 
  merchants of Edge. This changed 50 
  years before the lunar rain began when 
  Portia Blackwater, a deep dwarf merchant 
  with a number of mercantile contacts in 
  the underdeep, founded the Blackwater 
  Trading League with the hope of getting 
  the minor merchants some 
  influence in Edge. Ini-
  tially, the League 
  was little more 
  than Por-
  tia and a 
  small group of her friends trading goods 
  among themselves at a reduced price, but 
  as the Stairkeepers increased in power 
  and began raising prices on their ser-
  vices, the benefits of a united merchant’s 
  guild became apparent. While the League 
  was created as a tool to ease the lives 
  of merchants in Edge by helping them 
  communicate and cooperate, the need 
  for a united front against the Stairkeep-
  ers’ monopoly is what really helped the 
  League grow into the mercantile force 
  it is today. The League has worked as a 
  unit to fight the Stairkeepers and their 
  rate hikes, recently turning most of their 
  business to the pulleymen instead of the 
  steppers, hoping to thereby cut down on 
  Ma Stonefoller’s influence. The League 
  has a strong relationship with the pulley-
  men, who often cut League members a 
  deal on transit up and down the cliff. 
  In the 150 years since its founding, the 
  Blackwater Trading League has grown 
  to encompass most of the merchants in 
  Edge who are not deeply tied to one of 
  the other factions in the city. The League 
  has few rules regarding its members, act-
  ing instead more as an avenue for com-
  munication among merchants to organize 
  shipments, raw materi-
  als, 
  and 
  
  90
  CHPT.
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  exchanges among themselves. It also pro-
  vides a united front when bargaining with 
  other factions in Edge. The major League 
  rules are that all League members get a 
  10% discount on goods and services when 
  dealing with other League members, cer-
  tain limits are placed on competition and 
  unseemly behavior between members, 
  and quality guidelines are followed to 
  ensure that each guild member produces 
  goods that will not earn the League a bad 
  reputation.
  While there are many competitors 
  within the League, they are forced by 
  League rules to keep their competition 
  fair and within certain pricing guidelines. 
  Anyone caught breaking League rules is 
  kicked out of the League and usually driv-
  en out of business as their sources of raw 
  materials and other goods dry up. While 
  the Blackwater Trading League does not 
  interfere much in the daily operations of 
  its members, relying on their own desire 
  for profits to keep them in check, its 
  members react strongly to anyone who 
  betrays the trust the League puts in its 
  members. They are not a violent group by 
  any means, but the economic clout they 
  wield in Edge is becoming powerful.
  The Blackwater Trading League is cur-
  rently led by Guildmaster Wena Black-
  water, granddaughter of the League’s 
  founder. The Guildmaster of the League 
  is selected by consensus among guild 
  members, all of whom are business own-
  ers who operate within Edge or travel 
  through it at least two times a year. In 
  recent years, a number of traveling 
  merchants have joined the organiza-
  tion for the reduced prices its members 
  share among themselves, and these new 
  members have provided a new outlet 
  for the League across Highpoint. While 
  the League has not always been led by 
  members of the Blackwater family, Wena 
  Blackwater has retaken her grandmoth-
  er’s position after turning her family’s 
  business into one of the most profitable 
  smithies in the region. Under Wena’s 
  leadership, the League has developed 
  a close alliance with the pulleymen of 
  the Stairkeepers, and the overall growth 
  of the League has been stimulated by 
  establishing more contacts beyond the 
  city. The goal of the League is profit, so 
  as long as its members are profiting suf-
  ficiently the guild works to support the 
  status quo.
  The Blackwater Trading League is one 
  of the strongest supporters of the Church 
  of Fhurlin in the city, and League mem-
  bers regularly make large donations to 
  the Church in the name of keeping the 
  city orderly and calm. Otherwise, the 
  League tries to stay out of Edge’s internal 
  politics, its members feeling that in the 
  long run politics are bad for business. 
  They are regarded by most Edge residents 
  as a neutral party that sells to everyone, 
  and so they have few enemies in Edge, 
  other than those who would disrupt its 
  peace. 
  The League has two secret operations 
  that only the senior guild members and 
  the leaders of the Church of Fhurlin know 
  about. The first is a network of contacts 
  in and around Edge to keep the League 
  apprised of any attempts to harm the city, 
  since such efforts would also hurt profits. 
  The League has paid off nomad chiefs, 
  traveling merchants, and even dusk 
  runners to keep it informed of events 
  beyond Edge. This effort has created one 
  of the largest information networks in 
  Highpoint, and word of nearly 
  all major happenings in 
  Highpoint reach 
  the League’s ears 
  as fast as it 
  can be car-
  ried. One primary concern of the League 
  is keeping the city safe, so they share this 
  information with the Church of Fhurlin 
  and other groups as necessary. The Gray-
  manes of the Stairkeepers have taken to 
  flight to rescue travelers in distress more 
  than once because of anonymous tips 
  given by the League. The League also 
  uses this information to forecast eco-
  nomic cycles and increase their influence 
  relative to the larger factions, but this is 
  a secondary aim to keeping Edge safe and 
  profitable.
  Its second security measure is hiring 
  groups of mercenary troubleshooters to 
  eliminate problems in and around the 
  city before they become too large. This 
  usually means hiring adventurers to hunt 
  down bandits outside the city, to look 
  into reports of people who go missing, 
  or to investigate claims of lunar cults in 
  the city, but in the past the League has 
  considered assassinating faction leaders 
  within Edge who were causing trouble. 
  While the League has not carried out such 
  an operation thus far, they would do so if 
  they felt the city was sufficiently threat-
  ened (and if they thought they could 
  avoid being blamed). The League has a 
  stable of two dozen adventurers that they 
  usually hire for these operations, but they 
  are always on the lookout for new merce-
  naries. While most of these missions are 
  carried out with little fanfare, 
  occasionally more frag-
  ile situations call 
  for a level of 
  discretion 
  not 
  all 
  
  91
  CHPT.
  #
  «4»
  adventurers possess. Any mercenaries 
  hired by the League will have to prove 
  their ability in the field and in keeping 
  their mouths shut before the League 
  sends them on any missions of a sensitive 
  nature. These missions, and the League 
  spy network, are funded with donations 
  from League merchants, though there are 
  no required guild dues. 
  Wena Blackwater
  A 
  consummate businesswoman and a 
  skilled smith, Wena Blackwater once 
  believed that the Blackwater Trading 
  League was a waste of time and that each 
  merchant in Edge should go their own 
  way. Raised in the comparative plenty of 
  Edge, she thought that her grandmother 
  would do better on her own instead of 
  shepherding all these other merchants 
  in Edge rather than spending time on her 
  own business endeavors.
  Wena didn’t understand the world 
  beyond Edge, so her grandmother 
  arranged for her to spend several years 
  with a group of League merchants who 
  traveled beyond Edge selling wares 
  across Highpoint. During this time, she 
  explored much of Highpoint and spent 
  time among several nomad groups, 
  including the Tlan of the Endless Plains, 
  from whom she learned she had a special 
  talent for music. After seeing that Edge 
  was a precious island of order in a mas-
  sive sea of chaos, she gained a new per-
  spective on the energy her grandmother 
  dedicated to making the city peaceful 
  and profitable. Eventually, Wena inher-
  ited her grandmother’s business and 
  became leader of the League on her own 
  merits.
  Wena has become one of the most 
  proactive League leaders in decades. 
  Some members of the League grumble 
  that she spends too much time trying to 
  defend the city and not enough trying to 
  make money, but these complaints have 
  merely been whispers thus far. Because 
  of her pro-Edge activities, she is popular 
  beyond the League and has numerous 
  allies within the Church of Fhurlin. Wena 
  is about as idealistic as a merchant can be 
  and is very outgoing and friendly, always 
  believing that your best customer is a 
  friend. 
  Wena Blackwater, female dwarf 
  Brd8: CR 8; Medium humanoid (dwarf); 
  HD 8d6; hp 32; Init +0; Spd 20 ft.; AC 
  16, touch 11, flat-footed 15; Base Atk +6; 
  Grp +6; Atk +7 melee (1d8, masterwork 
  longsword) or +8 ranged (1d6, master-
  work shortbow); Full Atk +7/+2 melee 
  (1d8, masterwork longsword) or +8/+3 
  ranged (1d6, masterwork shortbow); SA 
  Spells; SQ Dwarf traits, bardic music, 
  bardic knowledge, countersong, fascinate, 
  inspire competence, suggestion, inspire 
  courage +2; AL NG; SV Fort +2, Ref +7, 
  Will +10; Str 10, Dex 12, Con 10, Int 14, 
  Wis 14, Cha 14. 
  Skills and Feats: Appraise +12, Bluff 
  +12, Climb +6, Concentrate +8, Craft 
  (weaponsmithing) +12, Diplomacy +14, 
  Gather Information +11, Intimidate +6, 
  Knowledge (local) +13, Perform (sing) 
  +13, Sense Motive +9; Iron Will, Nego-
  tiator, Persuasive.
  Possessions: Masterwork chain shirt, 
  masterwork longsword, masterwork light 
  steel shield, masterwork shortbow, quiv-
  er with 20 arrows, masterwork artisan’s 
  tools (weaponsmith), merchant’s scales, 
  artisan’s outfit, pearl of power (2nd level).
  Spells Known (3/4/4/1 per day; save DC 
  12 + spell level): 0—detect magic, know 
  direction, light, mending, message, read 
  magic; 1st—charm person, cure light wounds, 
  feather fall, identify; 2nd—cure moderate 
  wounds, suggestion, tongues, whispering 
  wind; 3rd—cure serious wounds, glibness, 
  scrying.
  THE FOUR 
  MECHDOMS
  A
  ll four of the major mechdoms — the 
  Stenian Confederacy, the Legion, 
  the L’arile Nation, and the Irontooth 
  Clans — have a presence in Edge. The 
  Irontooth have woven themselves into 
  the fabric of the city, especially the Top-
  side district; they are primarily described 
  there. While the Irontooth presence here 
  is (relatively) benign, the other three 
  mechdoms hope to use Edge to further 
  their own agendas.
  The city’s military might pales next 
  to that of a good city-mech. It would 
  be possible for any of the mechdoms to 
  launch an attack that could reduce Edge 
  to rubble. Using force to take control 
  of it is much, much harder. First, the 
  city’s geography makes it very difficult 
  to attack and even harder to besiege, as 
  would-be conquerors and lunar dragons 
  have learned repeatedly over the cen-
  turies. The people of Edge have many 
  places they can retreat to. Second, Edge 
  is a city full of powerful and heavily 
  armed individuals. Although the major 
  mechdoms could marshal armies larger 
  than Edge’s total population, the city’s 
  defenders are on the average much more 
  dangerous individuals.
  Most importantly, no mechdom has 
  yet dared make an open play for Edge 
  because the other three would cer-
  tainly unite against them. Although the 
  Irontooth are too disorganized to try 
  conquering the city, most of the clans 
  would rally against anyone trying to take 
  it for themselves. The Stenians are too 
  rigid for the L’arile Nation’s liking, the 
  elves are too arcane and impractical for 
  the Confederacy, and nobody trusts Shar 
  Thizdic farther than they can spit a dead 
  stirge. Edge is too valuable the way it 
  is. The three organized mechdoms have 
  reasons to want control of the city and 
  everything passing through it, but they’re 
  each willing to enjoy a share of this rich 
  prize rather than take the tremendous 
  risk involved in seizing it outright.
  Instead, the mechdoms have been 
  forced to practice an art rarely found on 
  the surface of Highpoint: politics. Edge 
  is a problem that can’t be solved by vio-
  lence. Each mechdom wants to increase 
  its power there, if only to forestall the 
  
  92
  CHPT.
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  «4»
  others, but doing so takes more than a 
  squadron of Lancer mechs. It requires 
  finesse and subtlety, negotiation and 
  compromise; the mechdoms have been 
  practicing these arts for years. However, 
  the citizens of Edge began playing at 
  factional politics several centuries ago. 
  It seems unlikely that any outsiders will 
  manage to tip the balance of power in 
  their favor any time soon. But each mech-
  dom is trying.
  The Irontooth Clans 
  A
  lthough the Irontooth are gener-
  ally a nomadic people, several Iron-
  tooth clansmen and outcasts have made 
  their home in Edge, setting up shop or 
  offering their services for sale. Though 
  Irontooth from the various clans live 
  and work here, four of the larger clans 
  hold the most sway in Edge: the Bugbear 
  (mainly the Vro family), Battleaxe, Hawk, 
  and the Iron Maiden clans (these clans 
  are described in the Irontooth section 
  of Second Age of Walkers). Since the 
  clans here are strongly allied, they often 
  refer to themselves as the Topside Clans.
  The Irontooth make most of their 
  money in the entertainment industry, 
  running gambling houses, brothels, and 
  gladiatorial rings for mechs. The Iron-
  tooth also provide mercenaries, labor 
  services, hangar space for mechs, and 
  even rental mechs. Also, a relatively new 
  group of Irontooth outcasts has joined 
  the Stairkeepers faction, providing ver-
  tical transportation for both passengers 
  and mechs. Azock Dro leads these daring 
  Irontooth pilots, and she calls her group 
  the mech scalers. Her pilots can move up 
  to Colossal-sized mechs, but prices are 
  not cheap. She also rents hangar space 
  to those in need; she owns two mech han-
  gars on Topside.
  The Irontooth mainly live in Topside. 
  They chose to live surface-side for two 
  reasons: their dislike of the drow, and 
  their need for space. It’s no secret that 
  the rowdy Irontooth do not get along 
  well with the drow. They find the dark 
  elves aloof, arrogant, untrustworthy, and 
  power-hungry; and they have not forgot-
  ten the centuries-long battles with the 
  elven dark race their ancestors shared 
  the underdeep with. Since the drow hold 
  a lot of power in Edge, the Irontooth 
  have had to learn to hold their tempers 
  and tongues in the dark elves’ presence. 
  Living as far away from them as possible 
  in Edge, and using go-betweens to handle 
  business dealings with them, helps the 
  Irontooth maintain their civility. Still, 
  the drow do frequent the Irontooth’s 
  gambling houses and sponsor gladiators 
  at the Irontooth-owned Arena, so the 
  dwarves are forced to have contact with 
  them. 
  Topside has also offered the Irontooth 
  the space they need for their favorite 
  pastime: mech fighting. Not only do 
  they have the Arena for Large and Huge 
  mechs, they also have enough room on 
  Topside to hold larger battles outside of 
  the Arena. As charging for admittance to 
  these open-air battles becomes a prob-
  lem, leaving them with only the proceeds 
  from bets, the Irontooth rarely promote 
  such combats. Instead, they reserve such 
  fights for handling problems between 
  their own clans.
  Most of the Irontooth’s combat- or 
  mech-related pastimes and businesses 
  take place at the Arena. These pastimes 
  include mech jousting, mech climbing, 
  mech beam fighting, gladiatorial combat, 
  and mech ball (these are described on 
  page 10). 
  The Topside Clans work closely togeth-
  er, often co-owning businesses, and they 
  have protection agreements with one 
  another. The clansmen also take care of 
  their own in Edge, seeing hospitality to 
  their traveling clansmen as an honored 
  responsibility. To this end, they have 
  combined their wealth and labor to build 
  lodging and to provide food for their 
  clansmen. 
  The typical Irontooth found in Edge is 
  a 5th-level mech jockey, if accompanying 
  a sizeable mech, or a 2nd-level barbarian 
  if alone.
  The Stenian Confederacy
  M
  ost people in Edge see the 
  Stenians as their friends. They 
  have good reasons to do so. The Con-
  federacy is large, prosperous, safe, and 
  offers its citizens a reasonable amount 
  of freedom. It’s the greatest power of 
  the Flatlands and has a strong connection 
  to the mighty kingdom of Duerok, so it 
  brings a great deal of trade to Edge. The 
  city and the mechdom have a good work-
  ing relationship that allows the Stenians 
  to pursue their enemies down the cliff in 
  exchange for their help defending Edge 
  against monsters.
  This hasn’t stopped the Confederacy 
  from using hidden agents to manipulate 
  events in Edge. They distrust the city’s 
  sprawling chaos, which could breed any 
  number of threats to the stability of the 
  Flatlands. Ideally, the city would agree 
  to become a protectorate of the Con-
  federacy, agreeing to accept Stenian laws 
  and Stenian security forces in return for 
  guaranteed protection from all threats, 
  but the city has refused that sugges-
  tion more than once. Rather than force 
  the issue, the Confederacy is working 
  behind the scenes to mold Edge into the 
  kind of city it would prefer. In an ironic 
  twist they haven’t yet acknowledged, the 
  Stenians are trying to protect their new 
  way of life by turning Highpoint’s chief 
  city into something that looks very much 
  like orderly Duerok. They have the best 
  of intentions, but as is sometimes the 
  case with the Confederacy, they aren’t 
  concerned with the opinions of the 
  people they’re trying to reform.
  The Stenian approach to this goal bor-
  rows from their mech tactics. They’re try-
  ing to catch Edge’s freewheeling culture 
  in a pincer maneuver, hitting it openly 
  with political pressure while secretly 
  using economic leverage. Gathering 
  information about their many rivals is a 
  secondary priority. Edge is a bubbling 
  stew of humanoid activity, but for every 
  meaty fact that floats to the top, the 
  Stenians find four worthless scraps of 
  
  93
  CHPT.
  #
  «4»
  gristle. They prefer to concentrate on a 
  practical outcome — making Edge into a 
  secure eastern outpost of their domain.
  Openly, the Stenian pressure is good-
  natured. The Confederacy has a variety 
  of agreements and arrangements with 
  the various factions of Edge, notably the 
  Stairkeepers, and their influence in High 
  Docks is strong. When making deals, the 
  Stenians often include clauses about 
  security forces and protection, both 
  to impose more order on the chaos of 
  Edge and to provide an excuse for 
  Stenian military units to be 
  in the area. Merchants 
  are usually happy to 
  see Stenian mechs 
  along 
  the 
  trade 
  routes near Edge. 
  The 
  Stenians 
  always encourage 
  Edge to improve 
  its own armed 
  forces, 
  or 
  even 
  better, to perma-
  nently 
  garrison 
  a 
  large Stenian force for 
  everyone’s benefit. So far 
  Edge is secure enough to not 
  need such a garrison, and its various 
  leaders are not foolish enough to fall for 
  the Stenian ploy.
  On a more subtle level, the Stenians 
  use trade to a variety of ends. Aside 
  from the security clauses previously 
  mentioned, they have difficulty tying 
  commerce to their military might, 
  so they concentrate this pressure on 
  individuals instead of Edge as a whole. 
  Stenian officials like military officers 
  and city-mech commanders choose their 
  trade partners based on instructions from 
  the ranks above them. These partners are 
  chosen on their apparent sympathy to the 
  Confederacy’s aims, chiefly the creation 
  of a secure and orderly city.
  Agents in the field have to interpret 
  these orders loosely, as few merchants 
  in Edge seem overly concerned with 
  order, but some choices are obvious. 
  The Stenians refuse to deal with the 
  drow trading houses of High Docks, and 
  they avoid Vinyanka Fleurdelaine when-
  ever possible. Anyone selling weapons 
  or mechs is investigated. If merchants 
  deal only with “reputable” clients, the 
  Stenians establish a trade relationship 
  with them. Those who sell to the drow, 
  the Legion, the orcs, or the rowdier Iron-
  tooth clans will get no Stenian money; 
  the Confederacy also urges its partners 
  to cut off trade with such untrustworthy 
  dealers.
  If a trading partner refuses to 
  stop dealing with groups the 
  Confederacy 
  dislikes, 
  the Stenians are will-
  ing to cut them off 
  entirely. All the 
  Stenian 
  agents 
  and their allies 
  suspend 
  deal-
  ings with the 
  offender. Either 
  the target of this 
  not-quite-black-
  mail 
  will 
  relent 
  and start toeing the 
  Stenian line, or they 
  hold out and quite possibly 
  go bankrupt. Having used this tac-
  tic successfully on more than one weap-
  ons broker, the Confederacy is starting to 
  use it in other spheres. Dealers in every-
  thing from coal to carrots are finding that 
  traders from the Flatlands are starting 
  to bargain as one large unit instead of 
  independent individuals. The approach is 
  working well enough that some of Edge’s 
  more subtle players are already plotting 
  to unravel the Stenian trade network by 
  all available means, for fear that the Con-
  federacy could gain power out of propor-
  tion to its income.
  Stenian money is also used to buy 
  influence in the city when possible. The 
  Confederacy makes donations toward the 
  maintenance of the mech Nardigrum, 
  and it also offers the Church interest-free 
  loans for civic improvement. High Priest 
  Traksis Stols accepted this money early in 
  his reign, but when the Stenians began 
  hinting that they expected favors in 
  return, he stopped. Stenian agents have 
  had more success gaining influence over 
  the Stairkeepers, particularly the pulley-
  men, by offering technical assistance and 
  cheap replacement parts.
  Contacts with the Stairkeepers are 
  important to the Confederacy’s goals. 
  Controlling all traffic up and down the 
  cliff is impossible, but the Stenians want 
  to know about everything that makes the 
  trip, especially mercenaries and mechs. 
  Their network of spies and informers is 
  concentrated in communities sympathet-
  ic to the Confederacy — dwarves, coglay-
  ers, people running from the Legion or 
  the orc warbands. They lack the finesse 
  of Edge’s established power groups, but 
  they do a good job of keeping the Stenian 
  army informed of potential threats on 
  their borders.
  The Stenians have few long-term agents 
  in Edge, but traders and travelers working 
  for the Confederacy’s goals are in and out 
  of the city on a regular basis. Anywhere 
  from five to fifteen of them might be 
  present at a time. Those who have been 
  working for Stenian goals for years might 
  know each other, but usually they operate 
  in relative ignorance and independence. 
  They report instead to Stenian officers 
  on large military mechs who coordinate 
  their information and decide on the best 
  courses of action. One Stenian operative 
  in Edge is worth noting, a gnome singer 
  named Jast Redrabbit (Brd4). Sympa-
  thetic to the Confederacy ever since his 
  twin sons gained citizenship on the city-
  mech Goria, he uses his racial abilities 
  to gather information from the various 
  burrowing animals found in the caves 
  and warehouses of the city. A more typi-
  cal agent is a dwarven merchant (Exp3 
  or Exp1/Rog2), probably at the head of 
  a large caravan from the Flatlands. At 
  times, a seasoned coglayer (Cog6) will 
  join them to monitor the flow of steam 
  equipment and mechs through Edge.
  
  94
  CHPT.
  #
  «4»
  The Legion
  E
  veryone is welcome in Edge as long 
  as they have the coin to pay for their 
  visit. Members of the Legion, however, 
  often find this welcome to be a cold one. 
  For every human nomad who sees Shar 
  Thizdic as a near-divine leader, a dozen 
  other people look at him and find a ruth-
  less manipulative warlord. Money from 
  the warlord’s land is as good as any other, 
  but the people carrying it are often half-
  wild barbarians coming to town for the 
  first time, heads stuffed with pro-human 
  propaganda.
  Shar Thizdic encourages this. Legion 
  traders heading for Edge are always 
  accompanied by hand-picked detach-
  ments of Legion soldiers, many of whom 
  are selected from troublesome tribes like 
  the brutal Jajanya and combative Zhekmir 
  (both described in Second Age of Walk-
  ers; the two are traditional rivals). This 
  adds to the perception of the Legion as 
  an unruly and uncivilized bunch, a group 
  of wild nomads who can’t be expected to 
  understand the intricacies of politics and 
  commerce. As Shar Thizdic knows, the 
  enemy who underestimates you is already 
  beaten.
  For the Legion has a more careful 
  approach to the puzzle that is Edge. Cun-
  ning individuals, personally picked by 
  Shar Thizdic from the Legion’s 
  top ranks, come to the 
  city without revealing 
  their 
  allegiance. 
  Like 
  everyone 
  here, they have 
  something 
  to 
  sell and some-
  thing else to 
  buy. What they 
  sell are the 
  goods of the 
  plains — hides, 
  grains, herd ani-
  mals — and things 
  seized from merchants 
  who earn the Legion’s 
  disfavor.
  They purchase just enough other 
  merchandise to avoid suspicion, but 
  most of their money goes to buy infor-
  mation. How many Stenian mechs have 
  been through Edge lately? What kind 
  were they? Where was the Red Band last 
  sighted? Why has a certain mine suddenly 
  stopped producing iron? Who has had 
  private meetings with the High Priest this 
  week? Why was a certain bard kicked out 
  of the Gray Dragon Bar? Who was the red-
  headed human woman in the company of 
  the drow Cornellius Stavos (leader of 
  House Gloriatha) last night?
  After spending three to seven days in 
  Edge, bartering goods and asking ques-
  tions, these agents and their escorts 
  (Legion soldiers from the middle ranks, 
  dressed as mercenaries) leave the city. 
  The agents always report to Rebirth and 
  present their findings to Shar Thizdic and 
  his inner circle of advisers. As a result, 
  the Legion’s top commanders have nearly 
  as good an idea of what’s happening in 
  Edge as the city’s own residents do.
  Shar Thizdic plans to use this informa-
  tion to conquer Edge. His agents are in 
  the early stages of a plan that he hopes 
  will ultimately cause the prosperous city 
  to open its doors and invite the Legion’s 
  army in as permanent guests.
  The current stage is reconaissance. 
  Edge is a complicated place, and Shar 
  Thizdic wants to know who 
  the important people 
  and vital organiza-
  tions are. He 
  also wants to 
  learn 
  their 
  weaknesses. 
  If a rich 
  merchant 
  is also a 
  notorious 
  drunk, or if 
  the 
  leader 
  of a particular 
  militia has a dis-
  loyal spouse, the 
  Legion’s agents want 
  to know it.
  After using this information to create a 
  sociopolitical map of sorts, Shar Thizdic 
  will identify the hopes and fears of Edge’s 
  citizens. If he can discover something 
  that most of the city fears, then present 
  the Legion as their best hope against 
  it, he may well maneuver the people of 
  Edge into welcoming his dominance. 
  Those who don’t pay attention to Shar 
  Thizdic would be surprised to know that 
  he was capable of planning such a politi-
  cal maneuver. Anyone familiar with the 
  way he united the disparate tribes of the 
  plains wouldn’t be surprised, although 
  they would be wise to be concerned.
  The greatest obstacle to this plan so 
  far is the character of Edge itself. It’s the 
  most cosmopolitan place on or under 
  Highpoint. Its citizens are hard to sur-
  prise and harder to frighten. At first, Shar 
  Thizdic intended to use the lunar men-
  ace, but he hasn’t found a way to present 
  the Legion’s military might as a shield 
  against it, so that notion has been set 
  aside for now. Instead he’s thinking about 
  following an old military axiom and using 
  one of the city’s strengths against it — its 
  connection to the underdeep.
  Already harboring a dislike of non-
  humans, Shar Thizdic finds the city’s 
  drow population especially repugnant. 
  Their elegant cruelty and sinister clev-
  erness worry him. They also represent 
  the bizarre creatures of the underdeep, 
  creatures he and many of his followers 
  detest sight unseen. Most citizens of 
  Edge don’t share this dislike, instead see-
  ing the dark elves as ruthless yet practical 
  businessmen, but Shar Thizdic thinks he 
  can change that.
  For now his minions are busy with their 
  reconaissance. They cast their nets wide 
  for information from across the city, but 
  they sift carefully for information about 
  the underdeep and intelligence from 
  High Docks. All of it comes back to 
  Rebirth, where Shar Thizdic and his inner 
  circle examine and re-examine it, look-
  ing for the first links in a chain that they 
  can ultimately wrap around Edge’s throat 
  and call a gift.
  
  95
  CHPT.
  #
  «4»
  One thing that has so far escaped the 
  Legion’s notice is the growing number of 
  lunar cults in Edge. They pose the sort of 
  threat that all Edge would oppose. Lunar 
  cults would be an excellent enemy to 
  rally the city against, and if Shar Thizdic’s 
  agents were aware of the threat they 
  pose, his attention would switch from the 
  drow back to the moon.
  In the meantime, this process is yield-
  ing useful information of all sorts. The 
  Legion’s ordinary trade missions have 
  profited from this advanced research, 
  learning details about their competitors’ 
  business practices and personal lives. It 
  has also helped Legion caravans avoid 
  bandits and make it to market before 
  rivals with similar goods. Shar Thizdic 
  pays little heed to this economic bonus, 
  as his interests are military and political, 
  but some of his commanders realize that 
  their secret operation is providing obvi-
  ous benefits. The biggest drawback is 
  that only a handful of people are skilled 
  and trustworthy enough to visit Edge and 
  glean this kind of information without 
  making themselves obvious. It has taken 
  quite a while to build a clear picture of 
  Edge, and even as that has come into 
  focus aboard Rebirth, events in the city 
  can and do change everything.
  Some of his inner circle are pushing 
  Shar Thizdic to increase the number of 
  these special agents. So far he refuses. 
  It requires operatives of extraordinary 
  loyalty and discretion, and those are as 
  rare in the Legion as anywhere else. For 
  this plan to bear fruit, it must remain 
  secret; the price of that secrecy is a 
  slow pace. Twice Shar Thizdic himself 
  has accompanied his agents into Edge to 
  survey the city, drawing on his own early 
  years as a wandering merchant, but he’s 
  reluctant to leave the Legion unattended 
  for so long.
  The elite Legion agents are all formi-
  dable figures. Each one has served for 
  some time in the military and proven 
  him- or herself in combat; they have 
  also submitted to magical examination 
  of their minds to verify their loyalty. Six 
  such agents are currently active, rotating 
  between Edge and Legion territory with 
  their small groups of guards. At one time 
  there were eight, but one was killed in a 
  fall from Topside and another commit-
  ted suicide rather than be captured by a 
  pack of lunar-tainted bandits. A typical 
  advanced Legion operative has a variety 
  of talents (for example, Ftr4/Rog5 or 
  Bbn3/Brd8).
  The L’arile Nation
  T
  he L’arile Nation recognizes the 
  pivotal role Edge plays in the politics 
  and commerce of Highpoint. The city is 
  also a vital spot where military strategy is 
  concerned, both for its central location 
  and because it controls the easiest means 
  of traveling between the Flatlands, the 
  Endless Plains, and the underdeep. No 
  place outside their borders is of greater 
  importance to the L’arile Nation’s long-
  term strategy.
  Unlike most groups playing for power 
  in the city, the elves’ ultimate goal isn’t 
  to bring Edge under their control. They 
  want the opposite: a free and neutral 
  city that everybody wants to control and 
  nobody can. Such a city would act as a 
  shield against possible hostile moves by 
  the Legion, the drow, Irontooth raid-
  ers, overzealous Stenians, and the whole 
  long list of possible troublemakers. Any 
  group attempting large military actions 
  would have to devote a substantial force 
  to keeping its border with Edge secure; 
  the city’s unique geography makes it a 
  natural rallying point for those opposing 
  an army. By watching the movement of 
  troops around a neutral Edge, the L’arile 
  Nation can improve its ability to gauge 
  other groups’ military intentions.
  Edge is also valuable because it dis-
  tracts attention from the north. All the 
  plots and counterplots swirling around 
  the city keep Highpoint’s greatest spies 
  and diviners busy, preventing them from 
  watching the forests too closely. The 
  secrets of the L’arile Nation aren’t usu-
  ally sinister, but they don’t want outsiders 
  to guess at things 
  like the extent of 
  their plans for con-
  taining Shar Thizdic, or get 
  a look at the powerful anti-steam 
  magic their wizards are developing.
  Finally, the L’arile Nation has ethical 
  reasons for helping Edge stay indepen-
  dent. Freedom and individual liberty 
  are vital in the culture of the northern 
  forests; that’s one reason Tannanliel is 
  the only city-mech elves have created. 
  Despite its name, the L’arile Nation is 
  actually the less like a nation than either 
  the Stenian Confederacy or the Legion 
  are. The elves want a free Edge for the 
  same reason that they treat Glatek as a 
  partner even though they could conquer 
  it. They see the world as happier, safer, 
  and more prosperous when its residents 
  are left alone to pursue their own inter-
  ests, rather than obeying the whim of 
  kings.
  
  96
  CHPT.
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  «4»
  As a result, agents of the L’arile Nation 
  support the institutions of Edge. The 
  Church of Fhurlin in particular gets their 
  help. Its benign neutrality and its abil-
  ity to keep the city’s politics in balance 
  make it the perfect group for the L’arile 
  Nation’s purposes. It also represents the 
  most vital god left in the world, and some 
  sages of the forest say Fhurlin will play a 
  pivotal role in the divine war. The elves 
  and their intermediaries put informa-
  tion in the Church’s hands, disrupt plots 
  against it, and quietly encourage the 
  city’s dependence on the priests. This 
  assistance is kept secret, even from the 
  Church; anyone who knew the L’arile 
  Nation was so heavily involved in the 
  Church’s activities would raise ques-
  tions that might unravel L’arile plans for 
  the next 20 years. High Priest Traksis 
  Stols is a clever fellow, however, and he 
  has deduced that the elves are aiding his 
  church for reasons of their own, but he 
  will say nothing as long as it seems to be 
  for the good of his city.
  L’arile operations in Edge are heavy 
  on cloaks and light on daggers. Violence 
  doesn’t further their aims. Information, 
  not power, is the treasure they hunt. 
  Many L’arile agents have been in Edge 
  for a long time (three months can be con-
  sidered a long time in this town), making 
  contacts and observing the power plays of 
  other factions. These agents make liberal 
  use of Charisma-based skills and subtle 
  magic from the divination and illusion 
  schools; enchantments are useful in the 
  short term, but if discovered, such spells 
  are certain to draw more attention than 
  the L’arile Nation wants.
  One thing to note about Edge is that 
  very few of its residents are elves. As the 
  L’arile Nation is almost exclusively elven, 
  this hampers their secret activities. A few 
  of its agents are from other races, primar-
  ily hypsy halflings and gnomes sympa-
  thetic to the ways of the forest. Others 
  are half-elves. Many of these can and do 
  pass for human (use of the Disguise skill 
  permits this charade, as does the Blended 
  Features feat from Second Age of Walk-
  ers). The most impressive L’arile Nation 
  agents are those who use magic to con-
  ceal their true nature. Some use extended 
  alter self or disguise self spells for temporary 
  missions. Others adopt invisibility to keep 
  their activities a secret; one L’arile elf 
  lived invisibly in Edge for six months with 
  nobody the wiser. Those with a druidic 
  background can use that class’ wild shape 
  ability, although few druids enjoy staying 
  in Edge for long. Once a L’arile operative 
  sneaked into the High Priest’s quarters 
  and cast rope trick there, allowing her 
  to live there unnoticed and observe the 
  Church’s most secret activities, the bet-
  ter to help them. That opera-
  tion was ended because of 
  the risk, but it shows the 
  lengths the L’arile Nation 
  will go to.
  Other exotic magics 
  are also used to keep an 
  eye on Edge, but power-
  ful spells can have bad 
  consequences. For example, 
  many years ago a L’arile wizard 
  summoned an invisible stalker and 
  tasked it with keeping the Guildmaster 
  of the Stairkeepers safe from assassins. 
  The resentful elemental simply flew the 
  Guildmaster to the top of a mountain and 
  left him there. Experiences like that have 
  prompted the elves to use more subtle 
  methods of late.
  At any given time, the L’arile Nation 
  has between five and ten agents operat-
  ing in Edge. Most of these will be on 
  long-term assignments requiring them 
  to stay in town for weeks or months. 
  Each one is given broad goals, such as 
  “sow distrust among visiting Irontooth 
  Clan members” or “encourage Porgrush 
  Rotbellow to cooperate with the porters 
  of High Docks,” and they are free to pur-
  sue them however they wish. All of these 
  agents have some spellcasting ability. The 
  agents are all familiar with one another, 
  and regularly cooperate against their 
  rivals.
  They stay in contact with the L’arile 
  Nation through a system of enchanted 
  items — commonplace goods like ink-
  wells and iron pots which have had magic 
  mouth cast on them. The agents use this 
  spell to send short messages back to the 
  forest (longer messages can be sent by 
  casting magic mouth several times and 
  using that spell’s delay feature to make 
  the mouths talk in sequence), and they 
  receive instructions the same way. The 
  trigger for each of these items is to say, 
  “Oh noble item, what news does the 
  forest/city have?” in Elven, using the 
  appropriate place. These apparently 
  mundane items are transported back and 
  forth by a group of elven and half-elven 
  merchants based in Glatek. 
  The merchants are all mem-
  bers of the L’arile Nation. 
  Their business is called 
  the Jadeflower Trading 
  Company (a reference 
  to the components of 
  magic mouth), and it is a 
  legitimate business, albeit 
  a small one.
  The typical L’arile agent in 
  Edge is a half-elf rogue/wizard (Rog2/
  Wiz2) with an emphasis on Charisma-
  based skills and non-combat magic; some 
  are bards of equivalent experience. Less 
  common is the skilled spellcaster (elf 
  Rog3/Wiz7), who probably served in the 
  military force aboard a L’arile village-
  mech for a time.
  GUARDIAN MECHS 
  OF EDGE 
  E
  dge is in many ways the cornerstone 
  of Highpoint’s civilization, and so 
  it is in everyone’s interest to see that it 
  is protected from the ravages of lunar 
  dragons, the lunar rain, and the other 
  sorrows that haunt the surface world. 
  For this reason, the nations and power 
  groups of the world can be counted upon 
  to leap to Edge’s aid in the case of attacks 
  and catastrophes. The leaders of Edge 
  
  97
  CHPT.
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  are, however, wise enough to know that 
  outside aid cannot always be counted on 
  to arrive in time — and that those who 
  depend too heavily on the protection of 
  others inevitably find themselves under 
  the thumb of their erstwhile protectors.
  Given that Edge has thrived partly 
  because it is seen as a truly free city, and 
  thus as the perfect gathering point for the 
  many peoples of the world, the idea of 
  coming under outside control doesn’t sit 
  well with the citizenry, who are nothing if 
  not stubbornly independent.
  In order to ensure that Edge is protect-
  ed from lunar monsters, and to make a 
  subtle statement to those nations eyeing 
  it hungrily, the city long ago dipped into 
  its coffers to pay for a number of potent 
  defenses. Of these, the greatest are the 
  city’s two mechs, the immense Nardi-
  grum and the nimble Vadistock (others 
  include the steam cannons mounted 
  across Cliffside).
  Both Vadistock and Nardigrum are 
  old by mech standards, with Nardigrum 
  being the older and less sophisticated 
  of the pair, but both are extremely well 
  maintained by a dedicated staff of coglay-
  ers and steam mages. Periodically, both 
  mechs are upgraded with the newest 
  technology, always paid for out of the 
  taxes and tariffs leveraged from visiting 
  merchants over the previous year. On 
  several occasions, various nations have 
  attempted to curry favor with the city by 
  making gifts of weapons or armor for the 
  mechs, but these parts are always either 
  politely refused or immediately resold to 
  the vagabond tribes that live near the city. 
  Vadistock and Nardigrum are the beloved 
  possessions of Edge, and the people of 
  the city will not see them touched by 
  others. 
  Though the citizens of Edge are not 
  known for being overly sentimental, 
  they have a great deal of affection for 
  their twin defenders, and many consider 
  them to be citizens in their own right, as 
  worthy of respect and even admiration 
  as the greatest heroes. Some people, in 
  fact, assign Nardigrum and Vadistock 
  almost mystical qualities, seeing them 
  as quasi-sentient beings akin to dragons 
  and other mighty beasts of legend. It’s 
  common to see offerings of food, wine, 
  cloth, cheap jewelry and other trinkets 
  left at either the base of the cliff or out-
  side the immense doors that seal their 
  respective hangers — in reality, no one is 
  deluded enough to see two big lumps of 
  gearwork as truly living beings, but many 
  citizens are superstitious enough to not 
  take chances.
  The crews who man Vadistock and 
  Nardigrum are chosen by the leaders of 
  the city (currently the High Priest in con-
  sultation with a dozen notable citizens), 
  and while they prefer to hire from within 
  the city, they will bring in mercenaries 
  from outside if they prove themselves 
  especially capable; there is no room for 
  sentimentality in the defense of the city. 
  The mech pilots and crews are paid exor-
  bitant sums and given free run of the city, 
  as a way of both ensuring their loyalty and 
  acknowledging the fact that Vadistock’s 
  and Nardigrum’s crews never seem to 
  live for long. For their part, the crews of 
  each mech take their jobs very seriously, 
  and like many others within the city, they 
  quickly come to view their titans as allies 
  rather than as just machinery. Though 
  they could easily take the offerings left 
  for their mechs with none being the 
  wiser, few if any ever do — it’s common 
  superstition among the pilots and crews 
  that those who dare take what “belongs” 
  to Vadistock and Nardigrum quickly 
  regret the theft. Indeed, there have been 
  several occasions when offenders died 
  within days of pinching a wheel of cheese 
  or a few coins from the heaps of offer-
  ings, including one particularly famous 
  incident where Vadistock slipped from 
  its chains and plummeted 500 feet to 
  the ground, killing all inside, the evening 
  after the crew and pilot gorged them-
  selves on food and wine left outside the 
  doors of their hanger.
  Nardigrum and Vadistock are consid-
  ered to belong to the entire city, but 
  the responsibility for paying their costs 
  and controlling their actions falls to four 
  groups. The Church ultimately controls 
  the membership of the crews, hiring and 
  training them. Mech costs are paid for by 
  the merchants of High Docks — the drow 
  are obviously connected to Vadistock, 
  and the dwarves support Nardigrum. 
  (Rivalry over which mech is more battle 
  ready is quite high.) Finally, the members 
  of the Stairkeepers contribute to a gener-
  al fund which supplements the contribu-
  tions of High Docks. This not only gives 
  the Stairkeepers a feeling of ownership in 
  the mechs, but it makes sure that neither 
  side of High Docks holds too much con-
  trol over the purse strings.
  On any given day, Vadistock and Nardi-
  grum will be found primed and ready for 
  deployment within their twin, massive 
  hangers as they are considered too valu-
  able for constant use. To ensure that they 
  are ready to defend Edge when needed, 
  the city maintains a small but skilled 
  force of advanced scouts, whose sole duty 
  is to watch for the approach of potential 
  threats and signal the mech crews with a 
  combination of flares and horn signals. 
  This is also dangerous work, as the scouts 
  range many miles beyond Edge’s borders 
  in the performance of their duties.
  The Cliff
  V
  adistock and Nardigrum are some-
  what different from standard mechs 
  in that they are primarily constructed to 
  serve as mobile gun platforms, rather than 
  as immense vehicles intended to stride 
  across the surface world. This is especially 
  true of Nardigrum, which is little more 
  than an enormous artillery platform, but 
  even Vadistock is built with the peculiar 
  defensive needs of the city of Edge in 
  mind.
  The primary challenge in the defense 
  of Edge is overcoming the city’s vertical 
  nature. Since Edge is built above, below, 
  and inside a steep cliff, it is impossible 
  for a normal mech to defend all sections 
  of the city, particularly against flying 
  foes. Since the leaders of the city feared 
  
  98
  CHPT.
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  «4»
  that stationing one mech at the city’s 
  base and one at its top would not provide 
  Edge with the needed degree of protec-
  tion, as the mechs would then be helpless 
  to assist one another, they scrambled to 
  come up with a way to ensure that both 
  mechs could travel easily from Topside 
  to Low Docks. The solution, proposed 
  by the mech-wizard Derek Untarius, was 
  to create a web of immense chains that 
  spanned the length and breadth of the 
  cliff, like a spider’s web of steel links 
  thick as a strong man’s arm. The chains 
  are spaced evenly both horizontally and 
  vertically, to allow the mechs to move 
  to the most advantageous tactical condi-
  tions, and are anchored to the walls, the 
  base, and the top of the cliff by immense 
  bronze plugs driven deep into the rock 
  face. To facilitate the docking and 
  deployment of each mech, pairs of chains 
  on each side of the waterfall are attached 
  to enormous engines set on the base and 
  top of the cliff. These engines, which are 
  powered by steam-driven turbines, seize 
  and thread the chains, pulling Vadistock 
  and Nardigrum up and down the cliff with 
  surprising speed. These chains are off 
  limits to any other mechs, including the 
  mech scalers, and anyone caught using 
  them will face the wrath of an entire city.
  There are immense hangers on the 
  top and bottom of the cliff side, each 
  large enough to hold both Vadistock and 
  Nardigrum simultaneously, though both 
  mechs will never be stored in one loca-
  tion if there is any other option. When 
  not deployed, Vadistock will almost 
  always be found stored in its hanger in 
  Low Docks, as its relatively small size and 
  nimbleness makes it the better choice to 
  maneuver through the maze of buildings 
  clustered there. Nardigrum, conversely, 
  is almost always docked in High Docks, 
  whose mech-friendly lanes it can more 
  easily navigate. It also reminds the Iron-
  tooth in Topside above that they need to 
  behave. 
  Other Mechs
  V
  adistock and Nardigrum are good 
  mechs, but they aren’t the only heavy 
  defenses Edge has. If the city is attacked, 
  its residents will arm themselves against 
  the foe; many of these residents have 
  mechs of their own. The Irontooth of 
  Topside always have an array of Barbagu-
  las, Fangbiters, and Raptors available (the 
  Raptor mech is described in The Shards-
  fall Quest). In Low Docks, the dwarves 
  of Clan Fralief usually have a handful of 
  well-maintained mechs stored in their 
  hangars, although the exact composition 
  of this force changes weekly. A trading 
  group calling itself the Gold Escorts has 
  a trio of Dignitary mechs and twice that 
  many Vipers headquartered in Low Docks, 
  although they are often out transporting 
  passengers and trade goods across the 
  Endless Plains. Their mechs are recogniz-
  able for the elaborate gilded crests on 
  their chestplates, and because their blue 
  traders’ flags are edged with gold fringe.
  Visitors to the city are also expected to 
  contribute to its defense, especially visi-
  tors with mechs. This rule is familiar to 
  anyone who spends time on a city-mech. 
  In addition to any hangar fees, road taxes, 
  and the like, visitors in mechs help pay for 
  their stay by adding their constructs to 
  Edge’s armed forces. At times this is no 
  more than a handful of battered transport 
  mechs. During some seasons, like the 
  time of the Low Water Festival, this can be 
  dozens of powerful mechs with the latest 
  armament. Locals who’ve been around a 
  while talk about the Night of Midsummer 
  Ice, when a small orcish warband drove 
  their rickety mechs toward Low Docks, 
  only to be met by a trio of Icicle mechs 
  from the L’arile Nation (described in the 
  Mech Manual). Using their linked wands 
  of ice storm, the elven mechs smashed the 
  orcish force from hundreds of feet away 
  without suffering any return fire.
  
  NARDIGRUM 
  N
  ardigrum, whose name roughly 
  translates from old Dwarven as 
  “Great Battle Drum” is a monstrosity of 
  iron and bronze, bristling with exposed 
  wires and squat cannons, a monolithic 
  juggernaut that is graceless as a beached 
  whale — but packs enough firepower to 
  level a small city or shatter a lunar dragon 
  with a single well-placed volley. 
  Nardigrum is truly enormous, a rival in 
  size to all but the great city-mechs, and 
  far larger than any opponent it is likely to 
  face. Unlike other mechs, which tend to 
  either resemble a humanoid or quadru-
  ped animal, Nardigrum looks like nothing 
  so much as a bloated metal crab, with a 
  relatively flat, clam shell-shaped body set 
  within a larger iron ring, which is in turn 
  supported by six squat, multi-segmented 
  legs, set three to a side. Each of the legs 
  is tipped with a four-pronged claw that 
  can open and close as needed, and the 
  middle pair of legs is considerably longer 
  than the other sets, allowing it to angle 
  the body ring as needed when attaching 
  to or detaching from the cliff face. When 
  attached to the chain web spanning the 
  cliffside, which is most of the time, the 
  iron ring is set perpendicular to the body 
  and parallel to the rock face, with each 
  leg tightly gripping lengths of chain. 
  This allows Nardigrum to move about the 
  cliff while still remaining a stable firing 
  platform. On the rare occasions when 
  Nardigrum’s pilot takes it to the ground, 
  the iron ring pivots slowly to come even 
  with the shell body, claw legs opening to 
  grip the earth one after another, in much 
  the same way as a centipede slithers 
  across the dirt. When Nardigrum moves, 
  everyone within Edge knows it.
  Nardigrum is powered by a steam 
  engine the size of a small tower, which 
  still barely supplies it with enough power 
  to move at anything more than a crawl. 
  When activated, the engine comes to 
  life with a sputtering roar loud enough 
  
  99
  CHPT.
  #
  «4»
  to shatter glass, and sets the ground to 
  throbbing. Nardigrum vents steam con-
  stantly; plumes of white fog rise from 
  beneath its joints with every motion, 
  and hot water runs in small rivers down 
  its armored back, evaporating into mist 
  wherever it touches exposed wire. After 
  a particularly intense period of activ-
  ity, the air around Nardigrum is as thick 
  with moisture as the coast on a winter 
  morning, and it is for this reason that the 
  mammoth walker is sometimes referred 
  to as the “Cloud Dragon” by longtime 
  residents. 
  Nardigrum’s primary weapon is an 
  enormous cannon, the barrel as long as 
  wide as a fortified tower, and reinforced 
  on its base with a heavy iron cap several 
  feet thick. The barrel is mounted on a 
  pair of reinforced arms which project 
  forward from Nardigrum’s body. When 
  the cannon fires, the force of the shot 
  rockets the barrel back and lifts the front 
  of the mech, and if it fires when Nardi-
  grum is astride the cliff face, the butt 
  end jackhammers into the rock wall with 
  enough force to knock things off shelves 
  all across Cliffside.
  Nardigrum
  Size: Colossal III
  Power Source: Steam 
  Payload Units: 64
  Height: 45 ft. 
  Space/Reach: 50 ft. x 50 ft./25 ft. 
  Crew: 16
  Firing Ports: 35
  Hit Dice: 150
  Hit Points: 825
  Critical Thresholds: Green, yellow 412, 
  orange 206, red 82
  Base Initiative: –3
  Speed: 50 ft. 
  Maneuverability: Poor
  AC: 2
  Hardness: 16 (iron, Colossal III)
  Base Melee Attack: +7
  Base Ranged Attack: –4
  Unarmed Damage: 2d12+15
  Trample: Largest Gargantuan, safe 
  Large, damage 6d6 
  Saves: Fort +0, Ref –4, Will – 
  Abilities: Str 40, Dex 4, Con –, Int –, 
  Wis –, Cha – 
  Special: Armor plating, rock scaler, 
  steady feet
  VADISTOCK
  V
  adistock, whose name translates 
  from the Drow tongue as “Cunning 
  Spider” is the polar opposite of Nardi-
  grum in many ways. It is small, relatively 
  quick, and lightly armed, which stands in 
  stark contrast to its partner. And yet, in 
  its own way, Vadistock is as dangerous a 
  foe and as stalwart a defender of Edge as 
  the mighty Nardigrum. 
  Vadistock is tall and thin, built in a 
  roughly humanoid shape topped with a 
  spider-like mandibled head. It has two 
  primary legs and arms, each of which is 
  designed with multi-directional joints 
  that allow them to bend forward and 
  back with equal ease. When Vadistock 
  is deployed on the ground, these joints 
  are locked into the normal range of 
  movement, but when Vadistock is mov-
  ing along the walls, they are loosened 
  to allow it to grip the cliff face behind 
  it. In addition to its primary limbs, four 
  spindly iron arms jut out like a spider’s 
  legs from the center of Vadistock’s back. 
  These arms, which are tipped with long 
  iron spikes, stream out to a distance of 
  more than 50 feet each, and are deployed 
  only when Vadistock is moving along the 
  cliff face; at all other times, they are 
  folded across the mech’s back. Vadistock 
  moves by alternately gripping and pulling 
  against the great chains, and imbedding 
  its spiked tipped arms into the rock, 
  NARDIGRUM ONBOARD WEAPONS 
  Location 
  Arc of Fire 
  Weapon (Damage, Range in Ft., other) 
  PU 
  Crew
  Torso 
  360° 
  Colossal II steam cannon w/explosive shells (6d12+1d10/800 ft.) 
  32 
  3
  Torso 
  360° 
  Gargantuan javelin rack (2d8(x5)/x2/200 ft.) 
  8 
  2 
   
  Torso 
  360° 
  Gargantuan javelin rack (2d8(x5)/x2/200 ft.) 
  8 
  2
  
  100
  CHPT.
  #
  «4»
  VADISTOCK ONBOARD WEAPONS 
  Location 
  Arc of Fire 
  Weapon (Damage, Range in Ft., other) 
  PU 
  Crew
  Torso 
  180° forward 
  Gargantuan javelin rack (2d8(x5)/x2/200 ft.) 
  8 
  2
  Left arm 
  Melee 
  Gargantuan barbed sword blade (2d12+11/x3) 
  8 
  1
  Right arm 
  180° forward 
  Gargantuan flame nozzle (2d8/x2/50 ft) 
  8 
  1
  allowing it to scuttle up and down, and 
  from side to side, with impressive speed. 
  An advanced clockwork engine that 
  operates in near-absolute silence pow-
  ers Vadistock, making it far quieter than 
  most mechs of its size. It is armed with 
  both long-range cannons and titanic 
  melee weapons, which give it the abil-
  ity to fight both flying opponents and 
  enemies daring enough to set foot within 
  the city itself. Vadistock was recently 
  modified to accept the special require-
  ments of its new pilot, Darius Solovox, 
  an Edge-born mech jockey so dedicated 
  to his craft that he has chosen to have 
  himself permanently embedded into his 
  grand weapon. This is an unprecedented 
  event in the city’s history, and one that 
  leaves the citizen’s both proud of Darius’ 
  dedication and fearful of what might hap-
  pen should he ever decide to go rogue. 
  Vadistock
  Size: Colossal II
  Power Source: Clockwork 
  Payload Units: 32
  Height: 60 ft.
  Space/Reach: 20 ft x 20 ft./30 ft. 
  Crew: 3
  Firing Ports: 20
  Hit Dice: 96
  Hit Points: 528
  Critical Thresholds: Green, yellow 
  264, orange 132, red 53
  Base Initiative: +2
  Speed: 80 ft. (fast legs)
  Maneuverability: Good
  AC: 2
  Hardness: 14 (steel, Colossal II) 
  Base Melee Attack: +3
  Base Ranged Attack: +2
  Unarmed Damage: 4d6+11
  Trample: Largest Huge, safe Medium, 
  5d6
  Saves: Fort –4, Ref +0, Will – 
  Abilities: Str 32, Dex 14, Con –, Int –, 
  Wis –, Cha – 
  Special: Combat spikes, fast legs, rock 
  scaler
  New Trait
  R
  ock Scaler: A mech with this option 
  is specially constructed to allow it 
  the range of movement to climb with-
  out awkwardness. Thanks to the special 
  servos built into the mech, it suffers no 
  penalty to DCs when making a Climb 
  check. In addition, the mech is built to 
  absorb the shock of impact, so it suffers 
  no critical hits when a 6 is rolled on a 
  falling-damage die. This raises the mech’s 
  base price by 10%. 
  CULTS
  Z
  ealots and fringe believers were once 
  rare in Edge. The city has always been 
  dominated by the Church of Fhurlin, which 
  didn’t leave much room for other faiths, 
  and the well-traveled nature of its inhab-
  itants meant that they kept open minds. 
  In recent years, this has changed. Now 
  all manner of strange faiths can be found 
  lurking in the corners of this city. Many 
  of them, although not all, are dedicated 
  to lunar worship in some form. Four such 
  cults — three lunar and one dedicated to a 
  vile aboleth — are described here.
  
  101
  CHPT.
  #
  «4»
  
  BROTHERHOOD OF THE 
  ATTENTIVE POWERS 
  A 
  relatively new cult within Edge, the 
  Brotherhood of the Attentive Pow-
  ers (also called the Attentives) have thus 
  far avoided detection. The Attentives 
  were founded two years ago by Father 
  Ellis Samuel Pedil, who was previously a 
  priest of a god of craft and metalworking 
  named Khore whose worship was once 
  common in Highpoint. Father Samuel was 
  well known in Edge for his generosity, 
  piety, and skill at the blacksmith’s forge, 
  but this all changed two years ago when 
  his loving wife was killed during a mishap 
  with a Stairkeeper elevator. Father Samu-
  el was present at the accident, but due to 
  the war the gods fight in other planes, he 
  did not have the power to heal her that 
  day and could only watch as she died in 
  his arms. Father Samuel then lost his faith 
  and replaced it with dark rage, knowing 
  now in his heart that the gods did not 
  care for the suffering of their subjects, 
  and thus must all be evil and not suitable 
  for worship. 
  Father Samuel wandered for days con-
  fused by Khore’s abandonment of him, 
  asking why the world suffered, before 
  deciding to find new gods whom he could 
  trust to help Highpoint. He began wor-
  shipping the lunar gods and found them 
  more than willing to lend him the power 
  he wanted. After months of seclusion and 
  study, Father Samuel returned to Edge as 
  the leader of a new church, the Brother-
  hood of the Attentive Powers. Father 
  Samuel claims his is a religion that wel-
  comes all adherents and worships gods 
  who are new to this world and need the 
  power of worshippers in order to change 
  it for the better. Knowing that people 
  fear the lunar powers, Father Samuel has 
  renamed them in order to deceive his 
  followers, saying instead they are Star 
  Gods from far beyond this world. Father 
  Samuel preaches love, healing, and the 
  crusade against evil, but he has been very 
  fuzzy about what exactly he qualifies as 
  evil. Thus far his small band of adherents, 
  drawn from the poor folk of the area, has 
  paid more attention to his fiery oratory 
  than the details of his sermons. 
  Only a small number of his followers 
  know the truth of the powers Father Sam-
  uel worships, and they know that if the 
  Church of Fhurlin or anyone else were to 
  learn the secret of their group, it would 
  not last long. Because of this, while 
  Father 
  Samuel’s 
  introduc-
  tory sermons are 
  delivered in 
  public, his real sermons are delivered in a 
  secret cellar beneath his dwelling in Low 
  Docks. For now he and his minions seek 
  to increase their numbers and infiltrate 
  the Church of Fhurlin in the hopes of 
  subverting it to their cause. While their 
  numbers among the poor have grown 
  dramatically in recent months, few have 
  joined Father Samuel’s inner circle and 
  no agents have been gained among the 
  followers of Fhurlin. In the long term, 
  Father Samuel hopes to turn Edge into 
  the center of lunar worship in Highpoint, 
  thinking that such status will perma-
  nently protect it from the lunar dragons. 
  To this end, he is willing to work with 
  almost anyone, especially other lunar 
  cults. Most of his followers who know the 
  truth are laborers and craftsmen, with a 
  number among the porters and steppers 
  of the Stairkeepers. Few have combat 
  skills or other abilities of note, but they 
  provide Father Samuel with an excellent 
  information network. Father Samuel has 
  hired a few thugs and bandits to provide 
  muscle for his operations, disguising 
  them as clergy, but has told them little of 
  his true purpose. 
  The people of Edge have reacted to 
  Father Samuel’s seeming rebirth with 
  confusion and sympathy, either believ-
  ing his story about new gods or thinking 
  it’s all the product of a mind driven mad 
  by grief. Few recognize the threat he and 
  his followers present. Sadly, anyone who 
  speaks out against Father Samuel often 
  comes to an accidental end shortly there-
  after, something the Church of Fhurlin is 
  beginning to notice. 
  Father Ellis Samuel Pedil
  O
  nce a pious and good-
  hearted man, Father Sam-
  uel has used his reputation as 
  such to create a church based 
  on lies and deceit. Although 
  he believes that ultimately 
  he works for the good of the 
  people of Edge, he is will-
  ing to use any means at his 
  
  102
  CHPT.
  #
  «4»
  to respect, and their loathing to reverence 
  — even love. So it is for the handful of men 
  and women who have sworn allegiance to 
  the Brotherhood of Silent Wings, a lunar 
  cult dedicated to the clandestine worship 
  of Erefiviviasta, goddess of flight. 
  The cult was founded in Edge twenty 
  years ago by the twins Micah and Pronzac 
  Von Stuk, former mech pilots and would-
  be inventors whose dream had always been 
  to take to the skies in flying machines of 
  their own devising. In the early days, the 
  Brotherhood of Silent Wings was not a 
  lunar cult at all, and was in fact a pact 
  between the two brothers to take revenge 
  against the lunar dragon who slew their 
  third brother. In those first years, the 
  brothers’ fury shone like a hell-born star, 
  and they were consumed by a hatred so 
  fierce that it was legendary among other 
  mech pilots. Micah and Pronzac spent 
  years pursuing the dragon who slew their 
  unfortunate sibling, but were never able to 
  best it in battle. And so they threw them-
  selves into research, absorbing every bit of 
  knowledge they could about the dragons 
  and their home. At first, they studied in 
  the hopes of finding some clue to the 
  dragon’s destruction, but as the months 
  became seasons and then years, both 
  Micah and Pronzac began to study for the 
  joy of learning.
  Frustration at their inability to best the 
  lunar dragon became grudging respect for 
  its power, and then reluctant admiration, 
  and finally unabashed love for the might of 
  the titanic lunar beasts. In the following 
  months, the brothers strove to learn all 
  they could about existing lunar cults and 
  studied the writings of heretical priests 
  of the mortal gods. During this time, they 
  attracted the first members of what would 
  become the true Sworn Brotherhood, dis-
  affected adventurers and scholars hungry 
  to share in Micah and Pronzac’s knowl-
  edge. But no matter what they learned, no 
  matter the passion they developed for the 
  study and worship of the lunar dragons and 
  gods, the brothers never abandoned their 
  original dream: to take wing and rise above 
  the mud and dust. 
  disposal to do so. His desire to keep his 
  operations under wraps has limited him 
  thus far in terms of his nefarious deeds, 
  but he plans in the near future to begin 
  making “offerings” to the lunar gods that 
  he hopes will bring him more power. Ulti-
  mately, he is willing to sacrifice anyone 
  for his twisted goals, but he especially 
  likes killing priests of the “false gods” 
  such as Fhurlin.
  When around outsiders, Father Samuel 
  takes on the demeanor of a caring and 
  fatherly priest who is always ready to 
  advise his parishioners. In secret, his 
  behavior does not change, but it takes on 
  a deeply disturbing slant as he speaks of 
  human sacrifice in the same genial way 
  he talks about raising children or marital 
  matters. He is perpetually calm except 
  when preaching, during which he yields 
  completely to his emotions, a practice 
  that could someday ruin his charade. 
  While Father Samuel honors all the 
  lunar gods in his secret ceremonies, 
  Andakakilogitat is the god he primarily 
  serves. Father Samuel receives spells and 
  such from the lunar gods, but does not 
  know much of what they consider reli-
  gious ceremonies, so he has begun mak-
  ing up his own instead. Thus far the lunar 
  gods seemed pleased with his efforts. 
  Father Ellis Samuel Pedil, male 
  human Clr6: CR 6; Medium humanoid 
  (human); HD 6d8+6; hp 33; Init 
  –1; Spd 30 ft.; AC 14, touch 9, flat-
  footed 14; Base Atk +4; Grp +4; 
  Atk/Full Atk +4 melee (1d8, 
  heavy mace) or +3 ranged 
  (1d10, heavy crossbow); SQ 
  Rebuke/command undead, 
  Chaos 
  and 
  Destruction 
  domain abilities; AL NE; SV 
  Fort +6, Ref +1, Will +8; Str 
  10, Dex 8, Con 13, Int 12, Wis 
  16, Cha 14. 
  Skills and Feats: Bluff +8, Con-
  centration +6, Craft (blacksmith-
  ing) +5, Diplomacy +8, Heal +7, 
  Intimidate +4, Knowledge (religion) +9, 
  Listen +5, Sense Motive +5, Spellcraft 
  +4, Spot +5; Alertness, Brew Potion, 
  Negotiator, Persuasive.
  Possessions: Chain shirt, heavy mace, 
  light wooden shield, heavy crossbow, 
  quiver with 20 bolts, holy symbol, cleric’s 
  vestments, bell, 2 candles, healer’s kit, 
  ring of mind shielding, potion of cure moder-
  ate wounds, potion of nondetection.
  Spells Prepared (5/4+1/4+1/3+1 per day; 
  save DC 13 + spell level): 0—cure minor 
  wounds, detect magic, detect poison, inflict 
  minor wounds*, mending; 1st—command, 
  cure light wounds, detect evil, inflict light 
  wounds*, obscuring mist; 2nd—augury, cure 
  moderate wounds, enthrall, shatter*, unde-
  tectable alignment; 3rd—contagion*, cure 
  serious wounds, dispel magic, obscure object. 
  Domains: Chaos, Destruction.
  *Indicates a domain spell. 
  
  SWORN BROTHERHOOD OF 
  SILENT WINGS
  W
  ise men say that there is a fine line 
  between love and hate, and they 
  speak the truth. Emotions are complex, 
  serpentine things, and obsession is a dis-
  ease that can twist the thoughts of even 
  the strongest mind. Those who hate too 
  strongly, who focus all their passion on 
  one great foe, can find their rage turning 
  
  103
  CHPT.
  #
  «4»
  Unlike many other lunar cults, who 
  attempt to swath themselves in absolute 
  secrecy, the Sworn Brotherhood of Silent 
  Wings chooses to hide in plain sight. They 
  openly advertise the cult as a loose asso-
  ciation of inventors and scholars, all fas-
  cinated with the idea of flight, and cloak 
  their religious fervor beneath a mask of 
  good-natured bumbling and eccentric-
  ity. Micah and Pronzac can still count on 
  their reputation as fierce dragon-hunting 
  pilots to work to their advantage as well, 
  since no one would believe it possible for 
  them to have changed so utterly. 
  The members of the Sworn Brother-
  hood of Silent Wings believe the lunar 
  rains were a sign from the heavens that 
  the world of man is transitory, a grand 
  cosmic mistake which the true gods have 
  chosen to correct. They see the destruc-
  tion of the world as inevitable and well 
  deserved, and view the lunar dragons as 
  harbingers of divine will, horrific angels 
  whose very presence speaks of the true 
  grandeurs that wait beyond the veil of 
  mortal lands. 
  The Sworn Brotherhood is not a true 
  apocalyptic cult, however, in that they do 
  not believe the mortal races are meant to 
  be wiped from existence. Members point 
  to the fact that the lunar rains and the 
  lunar dragons have not scoured life from 
  the world after more than a century. In 
  fact, it could be argued that the members 
  of the cult are ultimately very optimistic, 
  even hopeful, about the ultimate fate of 
  mankind. Their core belief, the vision 
  which guides them in all their actions, 
  is that the mortal races are intended to 
  transcend the bonds of earth, to take wing 
  and rise to the moon and then beyond 
  to the stars, where an infinite paradise 
  awaits. The fact that they pay homage to 
  vile lunar abominations doesn’t seem to 
  disturb them.
  The Sworn Brotherhood of Silent 
  Wings has only one main goal, to reach 
  the moon, but of course each member 
  of the cult has his or her own interests. 
  In addition, the members of the cult are 
  wise enough to know that in order to 
  achieve their dreams, and in order to help 
  humanity see the wisdom of their ideas, 
  they must cultivate both respect and 
  power among “those without the vision 
  to see their wings.” 
  Since their particular passions and 
  skills are considered eccentric at best, 
  the members of the Sworn Brotherhood 
  have not bothered to try to gain power 
  among the major trading houses that 
  effectively run the city of Edge. Instead, 
  they work to cultivate favor with the 
  technically minded Stairkeepers and vari-
  ous local coglayers, who are inclined to 
  respect people with odd interests, seeing 
  them as kindred spirits.
  To show the practicality of their 
  odd flying contraptions, the 
  cultists have been working 
  to create machines that can 
  serve as an alternative to 
  the traditional means of 
  scaling the great cliff 
  that splits the city. So 
  far, their work has met 
  with mixed results 
  and 
  mixed 
  reac-
  tions at best. Most 
  citizens 
  consider 
  their machines to be 
  extraordinarily danger-
  ous (which they are) 
  and likely to steal profits from everyone 
  else (which they perhaps would). Some 
  Stairkeepers have, in fact, taken it upon 
  themselves to sabotage the work of the 
  Brotherhood, though they rarely need 
  to bother since the machines the cult-
  ists make never seem to work as anything 
  but fast rides to an early grave. To date, 
  the “war” between the cultists and the 
  Stairkeepers has been good natured, at 
  least on the latter’s part. Micah and Pron-
  zac, however, see this interference as an 
  affront to their dreams, and to their god-
  dess, and have reached the point where 
  they are actively considering murder. In 
  fact, Pronzac has confided to Micah that 
  he has a plan to destroy the bulk of the 
  staircase entirely, thereby forcing the 
  citizens to turn to the Brotherhood and 
  their devices. 
  The members of the cult are also inter-
  ested in accumulating as much lore about 
  flight and the lunar dragons and their 
  goddess as they can. They frequently 
  hire adventurers and traveling scholars 
  to investigate these subjects, using their 
  reputations as eccentric scholars and 
  inventors to cover their true designs. 
  The members of the Sworn Brother-
  hood have taken the alien goddess Ere-
  fiviviasta as their patron, and in her name 
  they offer sacrifices of animals, pray fer-
  vently, and conduct bold experiments in 
  flight, in the hopes that they might find 
  a way to her throne, and to the paradise 
  they are sure she holds for them. 
  As many cults do, the Sworn Brother-
  hood gives blood sacrifice to their god-
  dess as a form of worship. Unlike other 
  cults, whose ceremonies are drenched 
  in religious ritual, the members of the 
  Brotherhood conduct their sacrifices in a 
  manner more akin to an autopsy, captur-
  ing live flying creatures and then dissect-
  ing them, in hopes that their goddess will 
  be pleased enough to reveal the secrets 
  of flight that the animals hold within 
  their flesh and spirit. 
  The most important rituals of the 
  Brotherhood of the Silent Wings, how-
  ever, are their festivals of flight, twice-
  
  104
  CHPT.
  #
  «4»
  every case, the current members of the 
  cult have been handpicked by Micah and 
  Pronzac, and were only brought into the 
  fold after they had shown their passion 
  and genius while assisting the Brother-
  hood in its more public flights. When a 
  candidate is deemed worthy, they are fol-
  lowed and their private lives scrutinized, 
  the better to weed out those who 
  would not be amenable to the broth-
  ers’ beliefs. Should a candidate still 
  prove acceptable, they are approached 
  with a personal invitation to “work with 
  those who are like yourself, and achieve 
  a feat your lessers dare not dream 
  of.” If the potential member agrees 
  to join the Brotherhood without 
  hesitation, then he is instantly and 
  permanently granted membership into 
  the group. From that moment on, the new 
  member is expected to immerse himself 
  in the Brotherhood’s existing research, 
  and to support the group in the achieve-
  ment of its one shining goal. 
  To be sure, not everyone who is 
  approached by the brothers accepts 
  membership into the ranks of the Sworn 
  annual gatherings where each member of 
  the cult attempts to achieve the seeming-
  ly impossible: taking wing without aid of 
  magic. These events are very public, and 
  are held on the west bank of High Docks, 
  on the very edge of the great cliff. The 
  goal of the Brotherhood is to cross the 
  vast width of the river, soaring from one 
  bank to the other in one long, continuous 
  flight, although other demonstrations 
  have involved primitive parachutes, 
  crude air-screw helicopters, and on one 
  memorable occasion a rocket capable of 
  carrying a single passenger. These dem-
  onstrations universally end in failure, 
  sometimes disastrously so, which makes 
  them very popular spectator events; more 
  and more viewers show up each time a 
  new demonstration is held. The members 
  of the Brotherhood have attracted a small 
  but enthusiastic contingent of young 
  assistants willing to help in any way they 
  can — so long as they aren’t required to 
  actually fly the devices themselves. 
  The Sworn Brotherhood of Silent 
  Wings is small, with only nine full-time 
  members and an equal number of hang-
  ers-on who do not understand the true 
  nature of the cult. To a person, each 
  member of the cult is a former adventur-
  er or scholar with a deep and abiding 
  fascination with flight, with the lunar 
  dragons, and with the moon itself. 
  For this reason, the members of the 
  cult tend to be very well educated, or at 
  least very worldly and experienced with 
  matters both natural and supernatural. 
  Because of the insanely dangerous 
  nature of their worship, the mem-
  bership of the Sworn Brother-
  hood changes with alarming 
  frequency. Changes, but does 
  not grow in size. The found-
  ers of the cult, the Von Stuk 
  brothers, are both cunning 
  enough to understand the need 
  to keep their group small and 
  snobbish enough to restrict 
  their 
  proto-religion 
  to 
  only the most “wor-
  thy” candidates. In 
  
  105
  CHPT.
  #
  «4»
  Brotherhood, but that has never proved 
  an issue — after all, each candidate has 
  very publicly assisted the Brotherhood 
  during at least one experiment, and acci-
  dents do happen. 
  Micah and Pronzac Von Stuk
  T
  o say that Micah and Pronzac Von 
  Stuk are half-mad is to do a disservice 
  to the exquisite depths of their insan-
  ity. Years of frustration and misplaced 
  adoration have twisted their minds into 
  a treasure trove of ravings, mad fancies, 
  and insane ambitions; they have crossed 
  over to a new rationality, one wholly dis-
  connected from sane experience. 
  Despite their madness, Micah and 
  Pronzac possess a genius for their shared 
  passions, and are among the world’s fore-
  most scholars on the subjects of lunar 
  dragons and avians of all sorts. They are, 
  in all respects, the epitome of both the 
  mad scientist and the renaissance inven-
  tor, always planning and constructing 
  convoluted devices with which to achieve 
  their dreams and change the world forev-
  er. What they explicitly are not, however, 
  is harmless. Neither Micah nor Pronzac 
  has any compunction about crushing 
  someone who stands in their path, and 
  both still possess the finely honed skills 
  of a warrior. Pronzac, especially, has a 
  penchant for dreaming up cunning and 
  elaborate death traps for his enemies, 
  and he sometimes goes looking for con-
  flict as an excuse to release the anger that 
  is still clenched within the dark corners 
  of his soul. 
  Micah and Pronzac are twins, identi-
  cal in every respect save for a patch of 
  scarred skin atop Micah’s head, a legacy 
  of their final attempt to kill the lunar 
  dragon that slew their brother. They 
  both dress to play up their reputations 
  as eccentric scholars, wearing long robes 
  and skullcaps, and cultivating almost 
  waist-length gray beards. They almost 
  always wear armor beneath their robes, 
  however, and never go anywhere with-
  out a brace of knives hidden somewhere 
  on their persons. Micah and Pronzac 
  are in their mid-fifties, and though still 
  in excellent shape for their age, their 
  faces are heavily furrowed with wrinkles, 
  and they have begun to succumb to the 
  relentless caress of time. 
  Micah and Pronzac Von Stuk, male 
  human Mcj9; CR 9; Medium humanoid 
  (human); HD 9d6+9; hp 39; Init +3; 
  Spd 30 ft.; AC 16, touch 14, FF 13; Base 
  Atk +6; Mech Atk +9; Grp +7; Atk +10 
  melee (1d4+2, +1 dagger); Full Atk +10/
  +4 melee (1d4+2, +1 dagger); SV Fort +4, 
  Ref +9, Will +4; AL NE; Str 12, Dex 17, 
  Con 13, Int 19, Wis 13, Cha 15. 
  Skills and Feats: Craft (mechcraft) +16, 
  Knowledge (engineering) +19, Knowl-
  edge (avians) +19, Knowledge (lunar 
  creatures) +19, Knowledge (mechs) 
  +19, Mech Pilot +15; Mech Walker, 
  Moon Watcher, Natural Pilot, Skill 
  Focus (Knowledge [engineering]), Skill 
  Focus (Knowledge [avians]), Skill Focus 
  (Knowledge [lunar creatures]), Skill 
  Focus (Knowledge [mechs]), Weapon 
  Finesse. 
  Possessions: +1 dagger, silvered dagger, 
  2 potions of cure moderate wounds, leather 
  armor, jumbled masses of tools, dog-
  eared books on flight or lunar creatures, 
  various blueprints bundled under one 
  arm. 
  THE CULT OF ABSOLOA’TI
  N
  ot all new cults in Edge are lunar-
  related. Some creatures from the 
  underdeep have great power and influ-
  ence, and they have taken advantage of 
  the ensuing battle between the earthly 
  and lunar powers to forward their own 
  agenda. Absoloa’ti, a gargantuan aboleth, 
  is one such underdeep creature. It lives in 
  a large lake in a little-used cavern not too 
  far from Falltown. Sixty years ago, a group 
  of drow merchants fled to its cavern from 
  a pursuing group of duergar, and the 
  aboleth enslaved their leaders to its will. 
  With its psionic powers and magic, it con-
  vinced them that it was a great deity who 
  deserved their veneration; the turned 
  drow and duergar leaders then brought 
  others into Absoloa’ti’s fold. Over time, 
  the quasi-deity gained the ability to grant 
  spells, and when it did so, a fervent few 
  began serving it as priests. 
  Absoloa’ti’s clerics and followers, 
  who number just over 200 individuals of 
  various races (including twenty clerics), 
  believe they should work to enslave the 
  residents of Edge to their deity’s will. To 
  succeed, they know they need to destroy 
  the influence of the Church of Fhurlin. 
  Cult of Absoloa’ti
  Symbol: A triangular symbol with a circle 
  of writing tentacles in its center.
  Alignment: Lawful Evil
  Portfolio: Dark water, oppression, 
  slavery.
  Worshippers: Evil water races, slavers, 
  underdeep creatures.
  Cleric Alignments: LE, LN, NE.
  Domains: Law, Enslavement, Evil, 
  Water.
  Favored Weapon: Flail.
  Absoloa’ti is a demi-deity with worship-
  pers numbering just over 200 now. It 
  (aboleth are asexual) appears as a gar-
  gantuan aboleth, and it possesses the 
  powers of a 15th-level wizard, in addition 
  to its growing divine powers. 
  When on the Material Plane, 
  Absoloa’ti lives in a water-filled cavern 
  near the underdeep’s entrance to Edge. 
  When not on this plane, Absoloa’ti lives 
  on the Elemental Plane of Water. Three 
  of Absoloa’ti’s children reside in the 
  lakes and waters near the upper reaches 
  of the underdeep. They help keep an eye 
  on their parent’s growing religion.
  Absoloa’ti wants to eventually control 
  the bustling city of Edge, as it is High-
  point’s most important city. Of course, 
  doing so requires the destruction of the 
  Church of Fhurlin. Its flock is currently 
  plotting ways to rid Edge of the Church 
  and its priests.
  
  106
  CHPT.
  #
  «4»
  They are currently hatching plans to rid 
  the city of the misguided priests, one by 
  one if need be. They’ve already gained 
  some information on the inner workings 
  and layout of the Church by torturing a 
  lesser priest whom they had captured. 
  Currently, Absoloa’ti’s faithful run a 
  slavery ring, selling their wares legiti-
  mately as merchants in High Docks. 
  Absoloa’ti has control of a few members 
  of House Gloriatha, and all its trade 
  activities flow through that house. Its 
  followers also participate in banditry, 
  robbing underdeep caravans of rival mer-
  chants and attacking whatever travelers 
  they happen upon. 
  Cult Shrine
  T
  he cult has a shrine near Absoloa’ti’s 
  cavern. Five duergar clerics and ten 
  to twelve duergar thugs remain at the 
  shrine at all times. The shrine consists 
  of three small caverns; two serve as quar-
  ters, while the third and largest one holds 
  the altar to the aboleth they worship.
  Cult Organization
  T
  he priestess Jeorienne leads the Cult 
  of Absoloa’ti, and she keeps her pow-
  er through a network of spies attached 
  to House Gloriatha. She reports directly 
  to Absoloa’ti or its aboleth children. 
  The duergar clerics under her command 
  remain in the underdeep for the most 
  part, carrying out attacks on caravans as 
  Jeorienne directs. The duergar are the 
  largest part of the bandit ring. While 
  the dark dwarves enslave races from the 
  underdeep, the drow houses handle the 
  aboveground abductions and the slave 
  sales in Edge.
  Jeorienne Gloriatha
  J
  eorienne is a noble within the drow 
  house of Gloriatha. Sixty years ago, 
  when she was but a young merchant 
  learning the trade from an elder sister, 
  the aboleth Absoloa’ti enslaved her to its 
  will. Under its guidance, she gained pow-
  er as a priestess, and she eventually took 
  over command of the duergar bandits, her 
  former enemies, who also served it. Now 
  she runs a major slavery network in Edge 
  and the underdeep. Her followers some-
  times abduct travelers — ones who won’t 
  be missed — and sell them on the market 
  as well. This would put her at odds with 
  her own house if she did it too openly, 
  New Domain: Enslavement
  Deities: Absoloa’ti
  Granted Powers: You cast enchantment 
  spells at +1 caster level.
  1 Ray of enfeeblement: Ray deals 1d6+1 
  per two levels Str damage.
  2 Hold person: Paralyzes one humanoid 
  for 1 round/level.
  3 Slow: One subject/level takes only one 
  action/round, –2 to AC, –2 on attack 
  rolls.
  4 Black tentacles: Tentacles grapple all 
  within 15-ft. spread.
  5 Hold monster: As hold person, but any 
  creature.
  6 Dominate person: Controls humanoid 
  telepathically.
  7 Forcecage: Cube or cage of force 
  imprisons all within.
  8 Hold person, mass: As hold person, but 
  all within 30 ft.
  9 Binding: Utilizes an array of techniques 
  to imprison a creature.
  
  107
  CHPT.
  #
  «4»
  but thanks to Absoloa’ti’s guidance, she 
  has made enough secret contacts within 
  House Venaka to cover her tracks.
  Jeorienne spends much of her time 
  learning about the Church of Fhurlin. 
  Through her spies, she has gathered a 
  great deal of information on its priests. 
  Absoloa’ti has entrusted her with a mis-
  sion to destroy the Church, but the great 
  aboleth is not in any hurry. It understands 
  that the entrenched institution will take 
  time to destroy. Jeorienne has tried, like 
  many other merchants, to bribe her way 
  into the Church, but she has not met 
  with much luck. Having grown tired of 
  such attempts, she recently had her thugs 
  kidnap a mid-level priest to gather more 
  information on the layout of the Church’s 
  inner sanctum. This method has given 
  her some good details, but she dare not 
  abduct more priests for fear of being 
  discovered. She is not yet ready to fight 
  an open war.
  Jeorienne Gloriatha, High Priest-
  ess, female drow Clr9: CR 11; Medium 
  humanoid (elf); HD 9d8+9; hp 53; Init 
  +0; Spd 30 ft.; AC 18, touch 10, flat-
  footed 18; BAB +6; Grp +7; Atk/Full Atk 
  +9/+4 melee (1d6+3/x2, +2 light flail) 
  or +7/+2 ranged (1d4/19-20/x2, 
  +1 hand crossbow); SA Spells; 
  SQ Darkvision 120 ft., 
  drow traits, light blind-
  ness, rebuke undead, 
  spell-like 
  abilities, 
  spontaneous casting, 
  SR 20; AL LE; SV Fort 
  +7, Ref +5, Will 
  +11; Str 13, Dex 11, 
  Con 13, Int 13, Wis 
  18, Cha 13.
  Skills and Feats: 
  C o n c e n t r a t i o n 
  +11, Diplomacy +6, 
  Heal +13, Knowledge 
  (arcana) +6, Spellcraft 
  +10; Combat Casting, 
  Iron Will, Lightning Reflex-
  es, Scribe Scroll.
  Possessions: +3 splint mail, +2 light 
  flail, +1 hand crossbow, dagger, potion 
  of cure serious wounds, scroll of cure serious 
  wounds (CL 5), scroll of hold person (CL 9), 
  scroll of cure serious wounds (CL 9), scroll 
  of divination (CL 9), pouch, 150 gp, holy 
  symbol.
  Spells Prepared: (6/5+1/5+1/4+1/2+1/
  1+1; save DC 13 + spell level); 0—cre-
  ate water, detect magic, detect poison, 
  guidance, light, resistance; 1st—cause 
  fear, command, divine favor, doom, 
  ray of enfeeblement*, summon 
  monster I; 2nd—aid, bear’s endur-
  ance, hold person*, resist energy, 
  owl’s wisdom, spiritual weapon; 
  3rd–bestow curse, magic vest-
  ment, prayer, searing light, slow*; 
  4th—black tentacles*, divine power, 
  tongues; 5th—flame strike, hold mon-
  ster*. Domains: Enslavement, Evil.
  *Indicates a domain spell.
  Spell-Like Abilities: 1/day—dancing lights, 
  darkness, faerie fire (CL 9th).
  
  plate 6  The sport of understairing is very popular in 
  Edge – and very dangerous.
  
  109
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  #
  «5»
  2. Caddiz dul’Emyrion, a drow trade 
  representative (Ari2). He came to do 
  business with House Adonweire, but his 
  real goal was to see the sunlit world for 
  the first time. So far it terrifies him. He 
  compensates by being rude and pushy 
  toward anyone he encounters who isn’t 
  from the underdeep.
  3. Engong Elfkiller, a fierce ogre of the 
  Flatlands (Bbn4). This one-eyed brigand 
  is wanted by the Stenian Confederacy, 
  and they’ve offered 500 gp to anyone who 
  brings her in alive. Engong has no inten-
  tion of going quietly.
  4. Garvis, a gnoll troubador (Brd5/
  Rng1). A sweet and good-natured fellow, 
  despite his feral appearance, Garvis is 
  looking for a way to forget his love for the 
  fair gnoll maid Jekkhal, who abandoned 
  him when he refused to eat a gnome for 
  her.
  5. Ssskah, a Thurd lizard-priest (Clr7). 
  He is here pursuing legends of a lost city 
  of snake-men. His stories say the city was 
  swallowed by the earth for the blasphe-
  mies practiced by its inhabitants, and he 
  would dearly love to learn those foul rites 
  himself.
  6. Lurskilik Gearbelly, a shifty goblin 
  tinkerer (Cog4). He’s carrying plans 
  for mechs that he claims can replace 
  Vadistock and Nardigrum. Perhaps they 
  could. But he stole them from Egwerd 
  Turnscrew’s workshop, and now a host of 
  angry Irontooth are hot on his trail.
  7. Fergus, a grizzled dwarf worm farmer 
  (Cmn1). Fergus was sent to Edge by his 
  clan with a supply of gullet mash (the edi-
  ble and nutritious, yet disgusting, glop 
  that some giant worms have in their stom-
  achs). He’s supposed to trade the gullet 
  mash for supplies, but he’s had trouble 
  finding anyone who wants the stuff.
  8. Kenta Lionheart, a half-elf traveler 
  (Drd10). She and her dire lion compan-
  ion are only staying in Edge long enough 
  to heal from a recent battle with orc raid-
  ers. Kenta hates being cooped up, and her 
  lion frightens the horses at her inn.
  9. Merrulchi the Reader, a human 
  scribe, linguist, and translator (Exp9). 
  Translating a lunar language is her life’s 
  ambition. Grim and ascetic, she has come 
  to Edge following rumors of a lunar cult 
  that could help her. She isn’t advertising 
  this mission, but she’s not ashamed of her 
  goal either.
  10. Uk, a proud troglodyte spear-for-
  hire (Ftr4). He disdains his own race and 
  left his underdeep home to prove that he 
  was a great warrior. Bad experiences in 
  the gladiator pits of the drow cost him his 
  left eye, and his hatred for the dark elves 
  is barely under control.
  11. Cobb Thunloc, a dwarf mech jockey 
  (Mcj10/Ftr1). Once the pilot of an inde-
  pendent Scale Hunter mech, Cobb was 
  the victim of a mutiny. He managed to 
  escape, thanks to his Stenian military 
  training, and now he wants revenge on his 
  traitorous crew.
  12. Applefeather, a humble monastery 
  student (Mnk1). Humble, that is, for a 
  half-fiend human with scaly orange skin, a 
  forked tongue, and wicked horns. Apple-
  feather is polite and helpful to a fault. He 
  says he’s on a quest to unlock the mystery 
  of his soul.
  13. Ipani the White Stag, an elf pala-
  din (Pal 14). A follower of the old elven 
  goddess Cynavar Sworddaughter (elven 
  religion is described in Second Age of 
  Walkers). Ipani was an adult when the 
  lunar rain began. She hunts lunar crea-
  tures and their taint, and also seeks to 
  prove her superiority over those who rely 
  on steam power.
  14. Groyot Lizardstalker, a displaced 
  cogling (Crg6). He was banished from 
  his home aboard Nedderpik for the crime 
  of sharing tribal secrets with an outsider. 
  Groyot is innocent, and now he uses 
  his skills to stalk the doppelganger who 
  framed him.
  15. Kefava Nur, an amoral gnome 
  mercenary (Rog13). She’s a juggler, a 
  fire-eater, a fortune-teller, a flute player, 
  and a woodcarver. Kefava is also a skilled 
  assassin looking for her next job. She has 
  only one scruple: Once she gives her 
  word or takes a contract, she never goes 
  back on it, no matter how dangerous (or 
  dull) the results.
  16. Puulio Pual, a slathem sorcerer 
  (Sor3). Claiming to be a humble merchant 
  of Glatek, he’s actually in town to meet 
  with a L’arile Nation agent. Spies from the 
  Legion were recently found in his city, and 
  he was sent to consult with Glatek’s L’arile 
  allies on the appropriate response. Puulio 
  keeps his magic a secret.
  17. Tikt 27, a human steamborg (Smb10/
  Cog2). Already more machine than man, 
  Tikt is here looking for assistance in 
  becoming one of the assimilated. He has 
  long since lost his sense of self.
  18. Kryllak, an inexperienced elf bounty 
  hunter (War2). This axe-wielding hunter 
  has unwisely set his sights on the Red 
  Band, and he’s looking for allies help bring 
  them in.
  TWENTY THINGS ABOUT EDGE
  
  20 PEOPLE WHO ARE JUST PASSING THROUGH
  1. Madame Ysalla Farknower, a notorious halfling 
  hedge wizard (Adp5). She’s skilled at making potions 
  and scrolls, but her true calling is offering loud and 
  embarrassing advice to everyone in earshot.
  
  110
  CHPT.
  #
  «5»
  19. Laughing Qwellot, a derro wiz-
  ard (Wiz5). Only his constant giggling 
  betrays a hint of madness. Otherwise he 
  seems calm and controlled as he wanders 
  the markets of Edge, looking at every-
  thing but buying nothing.
  20. Crushbone, an enigmatic greater 
  stone golem (found in the MM). A huge 
  and terrifying figure, Crushbone is 
  methodically stalking up and down the 
  largest staircases of Edge; it seems to be 
  searching for someone. It hasn’t harmed 
  anybody, so Edge’s various guard compa-
  nies are letting it pass (and paying its tolls 
  to the irate Stairkeepers), but they watch 
  it like a hawk. The Graymanes have been 
  approached about grabbing Crushbone in 
  a griffon-borne net and dropping it well 
  away from the city, but they are reluctant 
  to risk their beasts this way. Divination 
  magic suggests that Crushbone will leave 
  Edge soon under its own power. 
  20 THINGS FOUND ON A 
  STAIRCASE
  1
  . A crumpled ragdoll. A child dropped 
  it as her family trudged upward toward 
  the Flatlands and, they hope, a place on 
  a Stenian city-mech. They will be quite 
  grateful if someone returns it and stops 
  little Katya’s sobbing.
  2. A brass horn. This shoddy instru-
  ment was cast aside by a discerning bard. 
  Anyone using it to make a Perform check 
  suffers a –2 penalty.
  3. A six-inch braided strand of grass. 
  Two teenagers of the Tlan tribe ran away 
  from their home in the Legion and came 
  to Edge to be wed. This is an unfinished 
  betrothal bracelet they were making.
  4. A glass eye. The con artist Waan 
  Hekker uses these in an elaborate scam 
  involving eyepatches and false wagers. 
  He visits Edge every year for the Low 
  Water Festival.
  5. A flame-scarred boot. It’s made of 
  expensive underdeep lizard leather, and 
  its owner cannot be found.
  6. A torn note that threatens death. 
  Written in Common on cheap parch-
  ment, this is the left half of a message 
  to someone named Wystan. Apparently 
  Wystan did something involving a woman 
  and a large sum of silver, and he is now 
  threatened with a fate involving red-hot 
  meathooks.
  7. A large crate (5 ft. by 5 ft. by 5 ft.) 
  with no label or mark on it. This might be 
  a mimic (from the MM) which has crept 
  out of the underdeep in search of prey.
  8. A daffodil wrought from silver. It 
  radiates faint transmutation magic, as 
  it’s a living flower transformed by L’arile 
  Nation magic.
  9. A thumb-sized lump of glowing crys-
  tal. It sheds as much light as a candle and 
  never goes dim, but the sickly green illu-
  mination it provides is just unpleasant.
  10. A gaudy lacquered mask with three 
  eyeholes. Sized for a small human (or 
  particularly large gnome), this red-and-
  orange creation is apparently intended 
  for someone who has a third eye in the 
  forehead.
  11. A sack of turnips. Nobody misses 
  this.
  12. A glass bottle containing perfume. 
  An inexperienced pickpocket dropped 
  this upon being discovered earlier, and 
  it rolled into a dark corner. It’s chipped 
  but not broken, and the sweet floral scent 
  inside could be sold for 25 gp to the right 
  sort of buyer.
  13. A tidy little pyramid of springs, 
  topped with a gear. This is a shrine 
  to Dotrak built by a visiting coglayer. 
  Although the Church is tolerant, its 
  parish guard will dismantle this pyramid 
  when they find it.
  14. A bundle of feathers. An orc sha-
  man from the Endless Plains thought this 
  bundle would let him fly. They’re fishing 
  his corpse out of the Endless River now.
  15. A leather cap decorated with finger 
  bones. Whatever dwarf owned this appar-
  ently collected human and elven index 
  fingers.
  16. A tortoise shell. Once belonging to 
  a common box turtle, this shell has been 
  polished and carved with the letters of 
  the Draconic alphabet.
  17. An empty waterskin. A thirsty por-
  ter used this and cast it aside; he’s now 
  nearly dead from poisoning. Traces of the 
  poison linger in this skin (arsenic, DMG 
  chapter 8, only enough to inflict initial 
  damage).
  18. A pouch of game pieces. These 
  carved ivory mammoths, walruses, and 
  polar bears are half of a set used to play 
  an obscure game called Glacier. The 
  workmanship is crude but interesting. 
  They could be sold for 10 gp as a nov-
  elty, although their owner would pay five 
  times that for their return.
  19. A loaf of savory-smelling bread. It’s 
  as warm as if it came out of the oven five 
  minutes ago, and it tastes delicious even 
  though it’s been sitting here for three 
  days. Some of Ma Stonefoller’s associates 
  in the baking trade are experimenting 
  with magical preservation, and anyone 
  who cuts it open will find a scroll enti-
  tling them to a free meal anywhere in 
  Edge. So far none of the locals have dared 
  eat the eldritch bread.
  20. A thin bronze chain. A kobold ped-
  dler dropped it while hauling his goods 
  down the cliff. He doesn’t care if he gets 
  it back, but he will try to sell everything 
  else he’s got to whoever returns it.
  
  20 MISHAPS ON THE CLIFF
  1
  . After a particularly cold morning, the 
  mist on the stairs of Cliffside ices over, 
  creating a treacherous climb for morning 
  travelers. Anyone climbing the stairs 
  
  111
  CHPT.
  #
  «5»
  before noon suffers a –4 penalty on their 
  Climb checks. 
  2. One of the cables used in the eleva-
  tors of the pulleymen begins to fray, 
  leaving only moments before it snaps and 
  sends the elevator crashing hundreds of 
  feet to the ground. 
  3. A porter drops the large crate he is 
  carrying up the stairs, sending it careen-
  ing down into the travelers below him. 
  Anyone on the stairs below him must 
  make a DC 10 Reflex save to avoid getting 
  hit by the crate. Those struck by the crate 
  take 1d6 points of nonlethal damage and 
  must make a DC 5 Balance check to avoid 
  falling. 
  4. One of the 
  Graymane 
  grif-
  fons 
  is 
  feeling 
  particularly stub-
  born and hungry. 
  It attacks a horse 
  on one of the pul-
  leymen elevators, 
  biting for several 
  rounds before its 
  rider gets it under 
  control. 
  5. As the mech 
  scalers 
  pilot 
  a 
  mech up the cliff, 
  it runs out of coal 
  in mid-trip and 
  must be refueled 
  before it can con-
  tinue. The mech 
  scalers are willing 
  to pay top coin 
  for those willing 
  to help transport 
  the fuel. 
  6. A client of 
  the Ober wizards 
  decides he really 
  likes his fly spell. 
  He decides to 
  zoom about for a 
  while instead of 
  landing directly. 
  This results in a 
  possibly 
  deadly 
  drop when the spell expires.
  7. One of the ancient staircases begins 
  to crack under pressure, raining rocks 
  down on those below. Anyone on the 
  staircase must make a DC 7 Reflex save 
  to avoid being pelted by rocks for 1d4 
  points of damage. Also, those standing 
  on the collapsing portion must make a 
  DC 10 Climb or Jump check (character’s 
  choice) to avoid falling when the stair-
  case gives way the following round. 
  8. One of the clients of the Ober wiz-
  ards, who was leased a ring of feather fall, 
  tries to make off with the ring instead 
  of returning it, sparking a chase through 
  Cliffside as the wizards try to recover 
  their property. 
  9. A jumpline snaps while in use, send-
  ing the user plummeting to Falltown 
  unless someone manages to catch him. 
  10. A miscalculation while firing one of 
  the pulleymen cargo catapults launches 
  a crate of iron goods into a house in 
  Topside, knocking much of the building 
  down in the process.
  11. An unknown wizard casts a dispel 
  magic spell on one of the Ober family’s 
  clients, sending the client falling to his 
  doom. Now the Ober wizards need help 
  hunting down the culprit and renewing 
  their good name. 
  12. A safety violation report against 
  one of the pulleymen elevators puts it out 
  of commission for several hours, backing 
  up travel for most of the day and causing 
  many to seek other methods of travel. 
  Naturally, this sends their nearest com-
  petitors into a frenzy.
  13. While carrying a passenger down 
  from Topside, one of the Graymanes 
  spots a mugging in process in Falltown 
  and swoops in to attack, taking the pas-
  senger on the ride of his life. 
  14. A load of goods traveling down a 
  cargo slides hits an obstacle, sending it 
  hurtling off the slide and onto a nearby 
  staircase. Anyone on the staircase that is 
  struck must make a DC 10 Reflex save or 
  take 2d6 damage. 
  15. A huge meteor crashes to the 
  ground one night, unusually close to 
  Edge. It causes immense damage in Cliff-
  side and lots of trouble for the Stairkeep-
  ers. Anyone on the stairs at the time must 
  make a DC 15 Reflex save to avoid falling 
  over the edge. All Stairkeeper operations 
  are extremely slow over the next few days 
  as repairs are made. 
  16. Due to poor maintenance, a mech 
  being transported by the mech scalers 
  breaks off a limb, making it impossible 
  to continue. To save the mech, the scalers 
  must climb out to the shoulder with spare 
  parts and repair it while hanging several 
  hundred feet in the air. Skilled volunteers 
  will be paid well for their help.
  
  112
  CHPT.
  #
  «5»
  17. Members of two rival mech tribes 
  that travel near Edge meet on one of 
  the stairs and a fight ensues. The combat 
  quickly spreads and threatens to knock 
  those nearby over the cliffs. 
  18. A thunderstorm strikes Edge, mak-
  ing all travel up the cliffs more difficult. 
  All Balance and Climb checks made to 
  climb the cliffs or travel through Cliff-
  side suffer a –2 penalty.
  19. Due to high winds, one of the build-
  ings in Morchis’s Folly breaks free of its 
  supports and plummets down through 
  Riverhole into Falltown. Anyone caught 
  beneath it must make a DC 14 Reflex save 
  or take 1d6 damage and fall down along 
  with the building. 
  20. A lunar meteor of moderate size 
  strikes Cliffside, destroying several 
  homes, damaging a staircase, and cutting 
  the lines to one of the elevators. Injured 
  and dead abound after the disaster, and 
  more will soon follow due to structural 
  damage if the area is not evacuated. 
  
  20 SLANG TERMS AND 
  INSULTS
  1
  . Pig shifter: A porter who makes a liv-
  ing transporting livestock up and down 
  the cliffside. Topsiders and High Dockers 
  often deride those who live on the stair as 
  “stinking like a pig shifter.” 
  2. Dock rocker: A High Docks worker 
  who complains too loudly about the drow 
  and dwarf merchant houses. “Don’t be a 
  dock rocker” is a common caution among 
  workers, and basically means keep your 
  mouth shut. 
  3. Bent his lamp: High Docks guides 
  are commonly called “lamp bearers.” 
  When a High Docks lamp bearer robs 
  those he’s guiding through the mist, he’s 
  “bent his lamp,” referring to the common 
  practice of lamp bearers braining unsus-
  pecting drunks with the heavy brass lamps 
  they hold. 
  4. A short swim to eternal glory: 
  When a resident of Edge complains too 
  much about his life, his friends often 
  remind him “It’s just a short swim to 
  eternal glory,” meaning all he has to do is 
  jump off the waterfall for all his troubles 
  to end. 
  5. Wobbler: A visitor to Edge who 
  recently decided to climb the cliff with-
  out any resting. Such visitors tend to walk 
  around for days with horrible cramps in 
  their legs. 
  6. Thinking like a flatlander: Locals 
  like to think that they are savvier and 
  more worldly than citizens of other 
  towns. So when a local does something 
  foolish, it’s said that he’s “thinking like 
  a flatlander.” 
  7. Drow negotiations: The drow com-
  merce houses are famed for their brutal-
  ity, so when a resident of Edge decides 
  to settle a problem with his fists, he’s 
  decided to practice “drow negotiations.” 
  8. Rode the water highway: When-
  ever someone falls (or is thrown) into the 
  Endless River and is swept over the falls, 
  they’ve “ridden the water highway.” 
  9. A man’s got to eat, but he don’t 
  have to eat garbage: Visitors to Edge 
  often expect porters and other hired help 
  to act more like slaves than businessmen. 
  When a visitor oversteps his bounds this 
  way, the local often says, “A man’s got to 
  eat, but he don’t have to eat garbage,” and 
  then just drops whatever he’s carrying, 
  usually off the cliff. 
  10. Low Water prices: When a mer-
  chant charges an outrageous price for 
  merchandise, he’s said to be using “Low 
  Water prices,” referring to the outra-
  geous markups most merchants set dur-
  ing the Low Water Festival. 
  11. Bitter lemons: Many of the 
  residents of the stair supplement their 
  income selling lemonade to those scal-
  ing the stair, and the cheapest never 
  bother to sweeten the juice. When two 
  residents of the stair are fighting for busi-
  ness, they’ll scream back and forth that 
  the other sells “bitter lemons.” Over the 
  decades, the phrase has become slang for 
  any underhanded business practice. 
  12. A fourteen-blister afternoon: 
  When a porter or dockworker’s day is 
  especially hectic, he’ll say he’s putting in 
  “a fourteen-blister afternoon.” 
  13. Up the stairs backwards: When 
  someone does something difficult just 
  because she’s showing off, she’s said to be 
  “walking up the stairs backwards,” refer-
  ring to a yearly contest between young 
  bravos to see who can do just that in the 
  shortest time. 
  14. Fungus muncher: The poorest citi-
  zens of Cliffside and High Docks often 
  have to subsist on fungus stolen from the 
  Twilight Gate, and so “fungus muncher” 
  has come to be an insult for anyone who 
  looks or is destitute. 
  15. Floaters: Topsiders and High Dock-
  ers refer to those who live in the shanties 
  at the base of the falls as “floaters.”
  16. Brought the ball, but forgot the 
  mech: Whenever someone shows up 
  woefully unprepared to do his job, he’s 
  said to have “brought the ball, but forgot 
  the mech,” in reference to the games of 
  mech ball played during the Low Water 
  Festival. 
  17. The moon take ’em: When a local 
  is really angry at someone, he’ll often say 
  “Let the moon take ’em” — in essence, 
  he’s saying he’s angry enough to want 
  someone dead. If he says it directly to 
  someone’s face, then it’s time for knives. 
  18. Like a blind fish: It’s not uncom-
  mon for blind albino fish to course their 
  way up from the underdeep and end up 
  plunging over the falls. When someone 
  is acting “like a blind fish,” she’s walking 
  into more trouble than she can handle. 
  19. Rock eater: A rock eater is an Edge 
  visitor who attempts to scale the cliffside 
  without using the any of the Stairkeep-
  ers’ methods. It’s an incredibly insulting 
  term, one synonymous with both stupid-
  ity and cheapness, two of the things that 
  the people of Edge despise the most. 
  20. Goat: A slang term for a man or 
  woman who climbs the cliff without 
  effort. Being called a goat is actually 
  quite a compliment, especially for those 
  who are not residents of Edge. 
  
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  
  20 MECHS IN THE HANGARS 
  OF EDGE
  1
  . One of Smiggenbopper’s mechs, 
  the Perambulatory Ogre mech called 
  Blood Harvest. It’s a well-known Iron-
  tooth clan mech that occasionally comes 
  to Edge for repairs and parts. The pilot of 
  Blood Harvest, Paze-Ti Azzerton (drow 
  Mcj11, a former comrade in arms of Azock 
  Dro), is always looking for a chance to 
  further test his unique mech.
  2. The Steadfast Mountain, a Stenian 
  Bastion mech that is usually assigned to 
  patrol the Flatlands and prevent unwant-
  ed visitors from crossing the cliffs. The 
  Steadfast Mountain can be found several 
  times each year in Edge and it is strictly 
  run by the book by its captain, Seris Grat-
  terstock (Mcj6/Ftr1). 
  3. The Restless Wind, a Talon mech 
  owned jointly by a number of merchants 
  from the Blackwater Trading League 
  that use the mech to carry their wares 
  across the Endless Plains. It makes regu-
  lar rounds through the region around 
  Edge selling to nomads and mech tribes, 
  returning to Edge to renew its supplies 
  when it empties out. 
  4. The Black Runner, a Barbagula mech 
  piloted by an independent mech jockey 
  named Pita Risalti (human Mcj12). The 
  Black Runner is rumored to be a mech 
  raider for hire, willing to attack anyone 
  for the right amount of money. Within 
  the region around the Edge, Pita keeps 
  her activities to a minimum, not wanting 
  to lose her primary base of operations. 
  5. The Bottom Walker, a Scorpion mech 
  of the Stenian Confederacy that used a 
  stair to climb down to the Endless Plains. 
  That stair has been destroyed by lunar 
  rain. Unable to return to the Stenian 
  Confederacy until another special stair 
  is built, it now patrols the bottom of the 
  cliffs near Edge. 
  6. The Reborn Valor, a Skull Crusher 
  mech that was captured from the orcs by 
  soldiers of the Legion. It has since been 
  put to use as an escort for Legion mer-
  chants traveling to Edge, and there are 
  rumors its crew occasionally uses press 
  gangs while in Edge to keep the rowing 
  benches full.
  7. The Last Resort, a Totem mech 
  owned by a group of nomads who usually 
  travel through the mountains north of 
  Edge mining the minerals found there. 
  The Last Resort is always in poor shape 
  when it comes into town once a year car-
  rying the tribe’s annual mineral harvest.
  8. Viper 1, the first Viper mech ever 
  built. It still remains in Edge on perma-
  nent display as something of a showroom 
  piece. It rarely sees use except for dem-
  onstrations of its abilities.
  9. Iron Bear, an Iron Maiden mech 
  owned by an Irontooth clan that travels 
  through Edge several times each year. 
  Its crew is extremely proud of their 
  mech and their abilities, regularly mak-
  ing challenges to mechs they meet. The 
  crew of the Iron Bear has a long-standing 
  disagreement with the mech scalers, and 
  the two often brawl when they 
  meet in Edge.
  10. The Recovered Gal-
  lant, a Fangbiter mech 
  that had been in the 
  hands of a group of rust 
  riders — before the rust 
  riders attacked a merchant 
  caravan that was better 
  protected than they expected. 
  Now the mech has been repaired, 
  upgraded, and serves as a caravan guard 
  for hire. 
  11. Cazard, an Incinerator mech that 
  has been recently dispatched to the End-
  less Plains in the hopes of tracking down 
  the Red Band and eliminating them. The 
  mech and its companions only have a 
  short time to accomplish their goal, so 
  they are looking for all available informa-
  tion on the habits of the bandits.
  12. Safe Harbor, a Dignitary mech 
  owned by the Blackwater Trading League. 
  It is used to carry cargo and escort mer-
  chants around Edge. It makes trips to 
  Glatek several times each year, and can 
  be taken as far as Chemak for the right 
  price.
  13. The Weighted Blade, a Barbagula 
  mech operated by a mercenary mech 
  jockey named Paser Rike (gnome Mcj5). 
  He was previously a member of a mech 
  tribe that traveled in the northern plains, 
  but the tribe was wiped out a few years 
  ago by a lunar dragon. Now Paser Rike 
  and his mech work for the highest bid-
  der.
  14. The Legged Vault, a Dignitary mech 
  owned by the Blackwater Trading League 
  that may be rented out by the hour by 
  merchants and others who need a mech 
  for a short time. The Legged Vault comes 
  with a skilled crew. Although the crew 
  is willing to face combat, they are very 
  interested in keeping repair costs down.
  15. The Vigilant, a Lancer mech of 
  the Stenian Confederacy that is often 
  assigned to accompany Stenian mer-
  chants heading to Edge. The pilot, Yuris 
  Stonehammer (dwarf Mcj9), makes a 
  habit of climbing the cliffs as the mech 
  scalers do each time he visits as 
  a test of his piloting skills.
  16. The Eternal Guard-
  ian, an animated elven 
  Lancer mech that is part 
  of the L’arile Nation. It 
  comes to Edge escorting 
  elven traders from the 
  north and its pilot, Suren 
  Nassil (elf Mcj7/Mnk3), is 
  known for picking fights with 
  Stenian mech pilots while in town.
  17. The Bonebreaker, a Skull Crusher 
  mech that is believed to be owned by orc 
  raiders from the far side of the Endless 
  Plains. The crew of the Bonebreaker is 
  completely made up of half-orcs who 
  behave themselves while in Edge and 
  often buy large quantities of weapons. 
  Many suspect they are supplying their orc 
  brothers.
  18. The Safe Journey, a Talon mech for 
  hire that transports merchants and other 
  travelers wherever they need to go. The 
  captain and owner of the Safe Journey, 
  Miles Ironaxe (dwarf Mcj5/Brd1), will go 
  
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  #
  «5»
  anywhere for the right price and is always 
  interested in seeing places no one has 
  been before. 
  19. The Manacle, a Viper mech used 
  by a bounty hunter mech jockey named 
  Fendis Rockaxe (human Mcj8/Rog5). 
  Fendis offers his services to citizens and 
  governments, claiming he can bring any 
  criminal back to face justice. His most 
  common customers are merchants look-
  ing to remove bandits and raiders from 
  important trade routes.
  20. The Wyrm Breaker, a Scale Hunter 
  mech from the Stenian Confederacy that 
  patrols the area hunting lunar dragons. 
  While the dragons are no longer so com-
  mon in the Stenian Confederacy, the 
  Confederacy doesn’t want them to simply 
  regroup elsewhere and return in greater 
  numbers.
  20 POPULAR FOODS IN 
  EDGE
  1
  . Worm stew, made from Stenian worm 
  meat and a small assortment of veg-
  etables. A tavern mainstay in Edge.
  2. Rat steaks, a meal only eaten by the 
  poor of Falltown. Although it’s of dubi-
  ous health value, many claim the meat is 
  quite tasty.
  3. Blackrot Beer, a duergar beer 
  shipped into Edge from the underdeep. 
  While most surface dwarves find its taste 
  too sour, gnomes are known to favor this 
  drink.
  4. Deepberry wine, a drow delicacy 
  made from special berries that only grow 
  in the light of certain phosphorescent 
  moss. 
  5. Moss stew, a meal common among 
  the poor of Edge, made up of various 
  flavorful mosses and lichens that grow in 
  the vicinity.
  6. Fried mushrooms, a dwarven recipe 
  that involves frying mushrooms in pig fat. 
  A very popular but expensive dish.
  7. Rock bread, a hard wheat bread with 
  large grains in it that make it crunch 
  loudly when eaten. 
  8. Paili Wine, a new wine from a spe-
  cially sheltered vineyard in the Stenian 
  Confederacy. It is the first wine made 
  from surface grapes in many years that is 
  available in quantity.
  9. Muck pudding, an underdeep desert 
  made from sugar and various mushrooms 
  that have a strong sweet flavor.
  10. Fire meat, a dish from the Legion. It 
  is a heavily spiced piece of beef that many 
  find far too spicy to eat.
  11. Yak steak, a common meal among 
  some of the local mech tribes such as the 
  Bone Wolves. No spices are used in yak 
  steaks, not even salt, though some are 
  marinated in fermented yak milk.
  12. Cliffside sandwich, a three-layer 
  sandwich made of meat, vegetables, and 
  mushrooms mimicking the three layers of 
  Cliffside. It is especially popular in the 
  taverns of Morchis’s Folly. 
  13. Gorsh nuts, a combination of vari-
  ous nuts, berries, and other small foods 
  that some Irontooth clans use for snack 
  food on the trail. 
  14. White catfish, a common food 
  found all over Edge pulled from various 
  lakes of the underdeep. Few consider the 
  meat tasty, but it is plentiful.
  15. Black squids, a type of small black 
  squid found in subterranean rivers that is 
  considered a delicacy among dark elves.
  16. Duerok Brew, the traditional ale of 
  surface dwarves shipped regularly from 
  Duerok.
  17. Frycakes, a flat type of bread that 
  is commonly cooked by putting on top 
  of a steam engine until it is ready. It is 
  especially popular among 
  coglayers.
  18. Hearth bread, stout dwarven bread 
  made in massive ovens in Duerok and 
  Stenian settlements in the Flatlands.
  19. Greaser, an alcoholic drink made 
  from fermented potatoes, a number of 
  berries, and grease. Drinking it (and 
  keeping it down) is considered an ini-
  tiation among the pulleymen of the 
  Stairkeepers. 
  20. Tadpole-in-a-hole, a common dish 
  among the porters of Falltown. It is made 
  by throwing cheese, bread, and whatever 
  meat is available in a pot, then cooking it 
  in one mashed-together whole. 
  
  20 THINGS AT AN ENDLESS 
  TRADER’S STALL
  1
  . Fresh vegetables. Asking price: 28x 
  normal price.
  2. A brick of salt wrapped in cloth. Ask-
  ing price: 10 gp.
  3. A clay pot filled with dirt. A toad 
  lives inside the pot. The toad allegedly 
  tells the future. Asking price: 100 gp.
  4. Crushed flower petals in a small 
  cotton sack. Their aroma is wonderful. 
  Asking price: 5 sp.
  5. A longspear carved entirely from a 
  single bone. Asking price: 8 gp 6 sp.
  6. The location of an underdeep mer-
  chant who has exactly what you’re look-
  ing for. Asking price: 40 gp.
  7. A ruby the size of your thumbnail. 
  Asking price: 875 gp.
  8. The salvage rights to an abandoned 
  mech in the roughlands. Asking price: 
  2,500 gp.
  9. Boots much finer than 
  the ones you’re wear-
  ing. Asking price: 1 
  gp 2 sp.
  
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  CHPT.
  #
  «5»
  10. One dose of a sweet-smelling pink 
  powder. When dissolved in a beverage, 
  this powder will cause the drinker to 
  fall madly in love with you. Asking price: 
  60 gp.
  11. Three syllables of an efreet sultan’s 
  true name. Asking price: 10,000 gp.
  12. As many casks of whale steak as you 
  can buy. Asking price: 4 gp each.
  13. The deed to a small fungus farm 
  in an underdeep war zone. Asking price: 
  350 gp.
  14. Her boat, which she no longer 
  needs. Asking price: 50 gp.
  15. Several crumbling scrolls written 
  in an ancient dialect of Dwarven. One of 
  the scrolls has a drawing that looks like a 
  mech blueprint. Asking price: 200 gp; only 
  sold as a set.
  16. Bales of raw silk. Asking price: 35 gp 
  each.
  17. A salve that detoxifies poisoned 
  wounds. Asking price: 12 gp.
  18. Several nuggets of a strange metal 
  that catches fire easily and cannot be 
  quenched by water. Asking price: 90 gp 
  each.
  19. The contents, sight unseen, of a 
  locked iron chest the merchant cannot 
  (or will not) open. The chest must be 
  lined with lead, as scrying its interior is 
  impossible. Asking price: 500 gp.
  20. Nothing — but he’ll buy every 
  piece of equipment you’re carrying for 
  15% more than market value.
  20 TRADITIONS AND GAMES 
  OF EDGE
  1
  . Understairing: The various staircas-
  es that wind up and down the cliff are 
  often quite narrow, making it difficult to 
  haul bulky materials up the cliff face and 
  leading to many slow-moving clusters of 
  travelers. Experienced porters carrying 
  items they can secure to their back often 
  “understair,” which is to say they climb 
  up the stairs by going hand over hand 
  underneath them, hanging suspended 
  hundreds of feet in the air. Understairing 
  has become a contest of skill and daring 
  among the experienced porters of the 
  city, and they often challenge outsiders 
  to prove their courage with an under-
  stairing race. 
  2. Stair Diving: Young Edge hooligans 
  often challenge one another to leap from 
  one stair’s railing and drop to another 
  landing far below. This contest is unimag-
  inably dangerous, not only because the 
  participants risk missing the stairs below 
  and plunging to their death, but because 
  they risk crashing through the oft-rotten 
  boards that make up each stair. 
  3. Roof ta’ Roof: Many of Cliffside’s 
  exterior buildings are built close enough 
  that one can jump from roof to roof, and 
  so many do, either to bypass slow climb-
  ers or to prove their courage. Roof ta’ 
  Roof is a popular game among nomad 
  tribesmen and mercenaries visiting Edge 
  during the Low Water Festival, because it 
  makes them feel daring. For Edge locals, 
  however, cheering someone just for 
  jumping from one roof to another is like 
  cheering when they pull their pants up; in 
  other words, nice to do for children, silly 
  for adults. 
  4. Right Passing, Eyes Open: When an 
  Edge resident on the way up or down the 
  cliffside wants a slower traveler to move 
  out of his way, he always says the above as 
  he comes within arm’s reach of the one he 
  wishes to pass. The listener, if he is from 
  Edge, will always step to the left if he can, 
  to make room for his fellow traveler. The 
  custom began a little over a century ago, 
  when a small-scale turf war resorted in 
  multiple murders on the stair, and led to 
  porters telling one another “right pass-
  ing, eyes open” as a way of warning both 
  of their approach and their alertness to 
  foul play. The tradition continues today, 
  though few remember its origin. 
  5. Bouncing Bones: A gambling game 
  played by Cliffside dwellers, in which the 
  participants take turns rolling handfuls of 
  dice down a winding stair, betting on the 
  highest total. Points rolled are multiplied 
  by the number of stair flights that the 
  dice rolled down before stopping. Dice 
  that fall off the stair aren’t counted (and 
  usually aren’t found). Porters enjoy stop-
  ping their ascent to play quick games of 
  Bouncing Bones with lemonade sellers 
  and other vendors, much to the exaspera-
  tion of merchants. 
  6. Dropsie: A children’s variant of 
  Bouncing Bones, in which an adult drops 
  a copper piece (or other similarly value-
  less trinket) wrapped in bright red cloth 
  off the edge of High Docks or Topside. 
  Immediately after it is dropped, all the 
  competing children immediately race 
  down the cliffside however they can; 
  the first to find the bundle gets to keep 
  the prize within, and holds the bundle 
  until the next year. The priests of Fhurlin 
  sometimes host games of Dropsie in the 
  days before the Low Water Festival, as 
  they feel the god of roads looks favorably 
  upon the game. 
  7. Final Journey: When a respected 
  porter or dockworker dies, her body is 
  bundled and either set adrift to tumble 
  over the falls and on down the Endless 
  River, or tied to the bottom of a barge 
  carrying something other than food and 
  carried upstream through the Twilight 
  Gate, where it is inevitably devoured by 
  the small predatory fish that lurk in its 
  depths. Only porters and dockworkers 
  are accorded this honor, for they toil 
  from birth until death, walking endless 
  miles but journeying nowhere. 
  8. Highwater Remembrance: When 
  the Low Water Festival begins, the Stair-
  keepers place bundles of colored cloth, 
  handfuls of tarnished coins, bouquets, 
  or even old toys along the landings of 
  the cliffside stairs to commemorate 
  their brethren who have died during the 
  Festival’s many decades of existence. 
  These items remain upon the stair for the 
  duration of the Festival, and woe to any-
  one who tries to disturb them in any way; 
  in addition to believing that the spirits of 
  the honored dead haunt those who would 
  steal their offerings, citizens believe it is 
  their duty to ensure would-be thieves suf-
  fer more… earthly punishments as well. 
  9. Handing Over Knives: All porters 
  
  116
  CHPT.
  #
  «5»
  and dockworkers carry knives, and it is 
  traditional for them to hand their naked 
  blades over to customers when they begin 
  transporting expensive merchandise up 
  or down the cliff, or down the Endless 
  River to the Twilight Gate. The knife is 
  returned if and when the merchandise is 
  transported safely. In olden days, it was 
  permissible for a merchant to cut down a 
  porter if he stole or ruined merchandise, 
  but now the tradition is purely ceremo-
  nial. 
  10. Throwing Garbage: Stair dwellers 
  often live one atop the other, and so it is 
  considered rude for them to simply dump 
  their waste out the doors of their homes, 
  or indeed to dump their waste during the 
  daylight hours. Instead, they bundle their 
  waste into burlap or cloth bags and hurl 
  it as far out from the cliffside as possible 
  each morning. Those who do not follow 
  this custom risk severe beatings, either 
  from those living below them or from 
  porters who catch a faceful of waste while 
  carrying cargo. 
  11. Never Look Back: Most porters 
  and dockworkers are devout followers 
  of Fhurlin, and they consider it unlucky 
  to look back once a journey has begun, 
  as that shows a lack of surety and trust 
  in the road ahead. As a result, supersti-
  tious porters and dockworkers face their 
  destination while climbing the cliff or 
  traversing the Endless River, and will not 
  turn around for any reason. 
  12. Turning Back is Bad Luck: 
  Citizens of Edge consider it very bad 
  luck to stop a journey up or down the 
  cliff, or along the Endless River, once 
  it has begun. As a result, a laden porter 
  or dockworker will not turn around to 
  retrieve dropped or forgotten items once 
  he has pushed away from the riverbank, or 
  taken even one step up or down the cliff-
  side. Enterprising children will follow 
  overloaded porters, offering to retrieve 
  dropped items for a few coins.
  13. Assistance Pledge: Once a porter 
  has agreed to carry merchandise up or 
  down the cliffside, no other porter will 
  assist him in carrying his burden, no mat-
  ter the consequence, until he is directly 
  asked to do so. Once that is done, how-
  ever, the porter asked must immediately 
  assist, though he has the right to demand 
  reasonable payment for doing so. 
  14. Dropped Property: Items dropped 
  by a porter or resident remain their 
  property until sunset. If he or she has 
  not returned to gather up his property 
  by that point, it becomes the property of 
  whoever claims it, no questions asked. By 
  decree of the Church, this custom applies 
  only to personal items; this means goods 
  belonging to merchants remain their 
  property if a porter drops them, but not 
  if the merchant drops them.
  15. Gifting: People who live in Cliff-
  side consider it very good luck to gift the 
  first porter they see each day with a token 
  of food or a small glass of lemonade. It is 
  considered bad luck for both the porter 
  and the giver if the token is refused, and 
  so early-rising porters are often stuffed 
  by the time they reach the other end of 
  the cliff. 
  16. Firm Price, Immediate Payment: 
  Before a porter or dockworker agrees 
  to transport someone or something up 
  or down the cliffside, or up or down 
  the Endless River, he must establish an 
  acceptable price and receive payment. 
  No porter or dockworker will carry cargo 
  without being paid in advance, and once 
  the price is set, the worker will accept no 
  more and no less than that sum. 
  17. Blind Walking: It was once cus-
  tomary for every porter to, once a year, 
  attempt to navigate his way up or down 
  the cliffside blindfolded. While doing 
  so, the porter would chant continuous 
  thanks to Fhurlin for the blessings of 
  the previous year, and the year to come. 
  Under Ma Stonefoller’s administra-
  tion, the Stairkeepers now discourage 
  this practice. She claims it’s a matter of 
  safety; astute observers say it’s because 
  this custom interfered with profits.
  18. Ridge Riding: Especially brave 
  dockworkers and bargemen will often 
  compete in a game of ridge riding, in 
  
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  «5»
  which they attempt to swim back and 
  forth across the Endless River while stay-
  ing as close as possible to the edge of the 
  great waterfall. Ridge riding is a very pop-
  ular sport, and even wealthy merchants 
  get involved, though they almost never do 
  more than bet heavily on the outcome. 
  19. Chain Scaling: A tradition unique 
  to the mech crews of Edge. Whenever a 
  pilot or crewman joins the crew, he must 
  climb up or down one of the immense 
  chains spanning the cliff. This tradition 
  is frowned upon by the Church, because 
  it’s resulted in more than one death. The 
  crews don’t care and don’t listen. 
  20. Barge Fighting: A custom that has 
  mostly passed into history, barge fighting 
  is the legacy of ancient rivalries, from a 
  time when merchant companies fought 
  over premium High Docks land. Barge 
  fighting is a formal duel in which two 
  enemies fight with blunt weapons (usu-
  ally barge poles or quarterstaffs) on a 5-
  foot-square barge, which is suspended on 
  ropes against the edge of the waterfall. 
  They fight until one yields or is thrown 
  into the water. On rare occasions, public 
  disputes are still settled in this manner. 
  
  20 PEOPLE TRAVELING THE 
  CLIFF
  1
  . A plump and jolly halfling who 
  calls himself Sir Lawrence the Sand-
  wich King (Exp6). He’s making his way 
  through the various places of business 
  of the Stairkeepers, selling sandwiches 
  and other snacks to the hungry. He always 
  knows the latest gossip among the Stair-
  keepers and is well liked through the 
  neighborhood. 
  2. A squad of pulleymen carrying spare 
  parts to one of their contraptions. They 
  are worried about sabotage and are suspi-
  cious of anyone who ventures too close, 
  especially outsiders. 
  3. A family of refugees from the End-
  less Plains, passing through Edge as 
  they travel to the safety of the Stenian 
  Confederacy. They have a few heirlooms 
  they are trying to sell to get more money 
  for the trip, some of which may be minor 
  magic items.
  4. A porter, known as Braz the Moun-
  tain (human Cmn2) for his large stature 
  and strength, carrying a large crate of 
  weapons up to the top of Edge. He and 
  his fellows have been carrying weapons 
  all day and they think this means someone 
  is preparing to start a war, a thought he is 
  ready to share. 
  5. Marcus Longerin (human Exp2/
  Rog2), a safety inspector for the Inspec-
  tor General of the Stairkeepers, making 
  his daily rounds of the various Stair-
  keeper operations. Always looking for a 
  bribe, he is more than willing to strand 
  travelers who do not pay him to approve 
  their chosen method of travel. Ignoring 
  his request for a bribe can delay travel-
  ers by many hours as he slowly does his 
  paperwork and drags out his inspections. 
  6. A group of Stenian soldiers return-
  ing home after hunting bandits. They are 
  happy to be going home and they spend 
  their journey up the cliffs singing tradi-
  tional dwarven songs, much to the annoy-
  ance of everyone nearby.
  7. A merchant from Glatek transporting 
  goods purchased in Edge down the cliffs 
  to a waiting mech. He is almost ready to 
  return home, but is looking to hire on a 
  few more guards for the trip east.
  8. A drow looking for Ma Stonefoller 
  to talk about Stairkeeper business. The 
  drow has already been up and down the 
  cliffs several times searching for the 
  errant guildmaster, and this has done 
  nothing to improve his mood. 
  9. Members of a mech tribe from the 
  Flatlands are traveling down to Low 
  Docks to get spare parts from Castor’s 
  Junk Shop. They are not comfortable in 
  such a large, bustling city and react to 
  everything with wonder and fear. 
  10. A group claiming to be escaped 
  non-human slaves from the Legion ter-
  ritories. They say they are trying to reach 
  the Stenian Confederacy. Paranoid and 
  worried that they are being followed, 
  the group is suspicious of any human who 
  eyes them strangely. These refugees have 
  little money and may have to resort to 
  begging to secure travel through Edge. 
  11. Some Irontooth clansmen are trav-
  eling up the cliffs via stairs or elevator 
  while the mech scalers move their mech 
  up the cliffs. This has put the clansmen on 
  edge and they are ready to pick a fight. 
  12. Several dwarven stonecutters trav-
  eling up the cliffs to repair a staircase 
  that recently broke. Ma Stonefoller 
  demands that they work quickly, making 
  them nervous, and they complain inces-
  santly about the steppers.
  13. A merchant named Lara Marsip 
  (half-elf Exp1) from Stilt City overseeing 
  her goods as they are transported up the 
  cliffs of Edge. A very talkative person, 
  she is full of rumors about current events 
  in the Endless Plains and beyond. Lara is 
  also particularly interested in historical 
  artifacts, and is considering exploring 
  the Howling Halls in the hopes of finding 
  some tortog items. 
  14. An elf courier named Leres (Sor6) 
  from the L’arile Nation transporting sev-
  eral cultural relics down the cliffs. These 
  items are magical and the courier is con-
  cerned that someone has learned of his 
  cargo and is going to try and steal it.
  15. A small-time gnome thief named 
  Phineas Trill (Rog1) who has recently sto-
  len a large collection of precious gems 
  from an orc tribe of the Endless Plains. 
  Now he is trying to get to the safety of 
  the Stenian Confederacy before the orcs 
  catch up with him.
  16. A steamborg seeking to return to 
  the Stenian Confederacy in order to pur-
  chase his own mech with riches recently 
  taken from a group of bandits. While he 
  has the money for a mech, he is still look-
  ing for crewmembers. 
  17. A grain merchant moving his stock 
  up the cliffs to sell to the settlements 
  of the Flatlands. While he has plenty of 
  drovers and porters, he’s still looking 
  to hire a few guards both for duty inside 
  Edge and beyond. 
  18. A dark, cloaked figure (a porter 
  taken over by a lunar skinstealer) trying 
  
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  to cross the cliffs into the Stenian Con-
  federacy under the cover of night. The 
  skinstealer avoids attention and does 
  a poor job interacting with terrestrial 
  beings.
  19. An anklebiter named Gaj Meneron 
  (Stk5/Ank5) who has been hired to take 
  out a Stenian Confederacy mech patrol-
  ling the edge of Confederacy territory so 
  that a group of smugglers may run goods 
  through its route. A secretive fellow, 
  he wants to remain as unobtrusive and 
  unmemorable as possible. 
  20. A coglayer named Kulli Suniron 
  (Cog4) who is traveling to Duerok to 
  study with the Gearwrights Guild. A 
  hopeful and energetic student, she is 
  interested in all things involving steam 
  and mechs, and is all too eager to lend 
  her expertise to anyone who needs it. 
  
  20 ITEMS FOR SALE AT THE 
  LOW WATER FESTIVAL
  1
  . Cadyis bats: Cadyis bats are a domes-
  ticated breed found exclusively in the 
  underdeep. They are identical to normal 
  bats, save for the fact that they can be 
  trained to mimic speech in the same way 
  that a parrot can. Asking price: 150 gp. 
  2. Dented mech arm: An iron arm for 
  a Colossal steam mech, unremarkable 
  save for a dent in the exact shape of a 
  human body directly behind the fist. Ask-
  ing price: 400 gp. 
  3. Masterwork swords: A cache of ten 
  masterwork longswords, allegedly found 
  in a ruined smithy in Rook. Asking price: 
  4,000 gp for “historical value.”
  4. Coral: Ten wagons full of coral 
  received in trade from the slathem. 
  The merchant claims the coral has “the 
  hardness of stone.” It is, in fact, identi-
  cal in strength to stone, but only half 
  the weight, and sufficient to construct a 
  mech of Huge size or smaller. Asking price: 
  1,000 gp. 
  5. Mensite: A chest containing 5 
  pounds of mensite. Asking price: 2 pounds 
  of gold per pound of mensite, and must 
  purchase entire stock. 
  6. “Ancient” plans: A set of plans 
  claimed to be from the First Age of Walk-
  ers. A Forgery, Appraise or Knowledge 
  (mechs) check against DC 35 will reveal 
  the plans as forgeries, although they will 
  produce a reasonably good Huge clock-
  work mech. Asking price: 10,000 gp. 
  7. Hypsie-trained bears: Four hyp-
  sie-trained black bears that have learned 
  how to perform simple tricks meant to 
  entertain crowds. Asking price: 500 gp for 
  all four. 
  8. Contract for Gur fruit: Shar 
  Thizdic has placed limits on what the Gur 
  nomads can sell to outsiders, but a mer-
  chant has acquired the rights to sixty bar-
  rels of Gur apples. He promises they will 
  be magically preserved to last one full 
  year. Asking price: 300 gp for the rights, 
  payable immediately. 
  9. Barrels of albino trout: Salted and 
  preserved albino trout caught by slathem 
  in the depths of the underdeep. Asking 
  price: 25 gp per barrel, twenty available. 
  10. Fire roses: A Wisp family has 
  brought seeds from the rare fire rose, 
  whose blossoms are said to erupt into 
  heatless flame under the light of a full 
  moon. Asking price: 100 gp for 100 seeds. 
  11. Dusk devil: Infant dusk devil (true 
  breed), suitable for training. Asking price: 
  awarded to the highest bidder; bids start 
  at 600 gp. 
  12. Worm-grown fungi: Baskets of 
  fungi harvested from inside a worm 
  farmer’s prize beast. Worm-grown fungi 
  are considered a delicacy. Asking price: 
  20 gp. 
  13. Duergar wine: Casks of duergar 
  lichen wine, a bitter and extremely alco-
  holic drink that smells like beer and looks 
  like horse urine. Asking price: 10 gp. 
  14. Silver-tipped mech lances: Three 
  Huge lances, each of which is tipped 
  in silver. The merchant claims they 
  are “especially effective against lunar 
  beasts.” Asking price: 300 gp.
  15. Lizard-skin cloaks: Traded from 
  the Thurd lizard worshipers for live 
  snakes. Sized for a human or half-orc. 
  Asking price: 15 gp. 
  16. Darkmold poison: A toxin harvest-
  ed by troglodyte worm farmers. Contact 
  poison; Fort save DC 17; 1d4 initial Con 
  damage and 1 point secondary Con drain. 
  Asking price: 200 gp per vial.
  17. Clockwork toy dragons: Clock-
  work toys in the shape of lunar dragons 
  that scuttle across the ground when acti-
  vated, and release jets of harmless steam 
  every 1d4+1 rounds. Asking price: 5 gp. 
  18. Stavian woven bread: Pieces of 
  stiff bread woven into intricate, artistic 
  shapes by the Stavian nomads, and suit-
  able for nigh-indefinite storage. Asking 
  price: 7 sp per day’s supply. 
  19. Duergar steam rifle: Sinister-
  looking steam rifles of duergar make. 
  These are identical to a standard steam 
  rifle, save that it weighs only 6 pounds. 
  Asking price: 400 gp.
  20. Nomad cloth: Bolts of brown cloth 
  that shimmer and change shade under the 
  sun. Woven by dusk runners, this valuable 
  material adds a +2 circumstance bonus to 
  Hide checks made in desert or mountain-
  ous environments. Asking price: 15 gp per 
  cloak’s worth of material. 
  20 LOW WATER FESTIVAL 
  EVENTS
  1
  . A drunken merchant mistakes a char-
  acter for an acquaintance, and invites 
  him to get in on a great deal trading with 
  some drunken worm farmers. 
  2. A wandering troubadour chooses 
  the characters as the target of a dirty 
  limerick, much to the amusement of the 
  gathered crowds. It begins, “There once 
  was a half-orc from Glatek....”
  3. The characters stumble upon a mer-
  chant thrashing his son for selling bolts of 
  cloth at too low of a price.
  4. A hypsie juggling flaming torches 
  and riding a bear wanders through the 
  market square. Six more hypsies trail him, 
  urging merchants to follow them to their 
  wagons full of exotic treasures. 
  5. A priest of Fhurlin leads a small 
  
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  group of porters in prayer as they ready 
  themselves to haul squealing pigs up the 
  cliffside. 
  6. A fistfight breaks out between two 
  groups of rival merchants trying to sell 
  the same products to one wealthy buyer. 
  7. An impromptu game of Roof ta’ Roof 
  takes place directly overhead as the char-
  acters attempt to cross the cliff. There 
  are five Irontooth clansmen playing the 
  game, and if they notice the characters, 
  they will enthusiastically shout for them 
  to join in. If the characters refuse, the 
  clansmen will taunt them loudly.
  8. A giant ball of cloth wrapped in cop-
  per wire crashes through an entire row of 
  merchants’ tents, causing havoc. A few 
  moments later, a gang of whooping mech 
  jockeys rush in and begin to roll the ball 
  back the way it came. 
  9. A woman in a low-cut dress 
  approaches at night. As she lewdly propo-
  sitions a randomly chosen character, a 
  drow appears and whispers in her ear, and 
  presses coins into her palm. They wander 
  off together. 
  10. A traveling entertainer puts on a 
  Punch-and-Judy-style puppet show. The 
  hook: A small gnome woman plays Judy, 
  and a clockwork mechanism stars as 
  Punch. 
  11. A merchant arrives in the city, his 
  caravan of rare goods preceded by a 
  phalanx of tortogs, and watched over by 
  a rickety Barbagula mech. 
  12. A traveling wrestler sets up a ring 
  outside the Tipsy Porter (in High Docks) 
  and challenges all comers to a bout. The 
  wrestler is Curgon the Burly (male half-
  orc Bbn3 with Str 20, Improved Unarmed 
  Strike, and Improved Grapple). 
  13. The characters are asked to wit-
  ness the signing of a contract between 
  two merchants. The contract is for the 
  exchange of cloth for grain. 
  14. An illusionist creates a major image 
  of a small lunar dragon, which is imme-
  diately “slain” by a merchant wielding a 
  longsword. The merchant has hired the 
  illusionist to attract business.
  15. If the characters are obviously 
  adventurers, a merchant approaches 
  them and asks them to accompany him to 
  a tent tavern, so they can guard him as he 
  finalizes a trade agreement. 
  16. A wandering festival visitor bumps 
  into one of the characters, attempting 
  to pick his or her pocket (female human 
  Rog2).
  17. A horse breaks loose from a mer-
  chant’s wagon, and begins to run wild 
  through rows of merchants’ tents. The 
  animal is considered hostile for the pur-
  poses of using wild empathy to calm it.
  18. A half-mad beggar begins preaching 
  of the moral failure of the mortal races, 
  and claims the lunar rains are the punish-
  ment of the gods. 
  19. High Priest Traksis Stols and a 
  half-dozen parish guards move in a pro-
  cessional through the rows of merchant 
  stalls, stopping to bless those who ask for 
  Fhurlin’s favor. 
  20. The characters witness a lamp bear-
  er leading a drunken merchant through 
  the streets. The next day, the merchant is 
  found dead, his body floating at the base 
  of the falls. 
  20 PLACES TO HIDE
  1
  . Inside a crate. Edge is full of crates, 
  boxes, and the like; more than one 
  fugitive has sheltered in them, and occa-
  sionally someone tries to leave the city 
  this way. It’s a great way to hide from pry-
  ing eyes, but porters who discover that 
  their cargo is alive are usually unhappy 
  about it. They don’t get paid for hauling 
  the wrong load up and down the cliff, 
  and they’re liable to take it out of the 
  offender’s hide.
  2. On the cliff. It’s got plenty of narrow 
  ledges and vertical fissures that an expe-
  rienced (or desperate) climber can cling 
  to for a few minutes.
  3. Among the crowd. Many of the 
  people in Edge are transient; nobody’s 
  likely to pay attention to a new face 
  on the street. This is less true in High 
  Docks, where a large number of residents 
  are employed by either the dwarves or the 
  drow, but it’s still worth a try.
  4. Within the Church. Not only is the 
  Church itself a large enough structure to 
  hide inside, but most Edge residents wor-
  ship Fhurlin. Someone claiming to share 
  that faith is likely to get a few moments’ 
  trust from them, which can lead to even 
  better hiding places.
  5. With the pack animals. Above and 
  below the cliff, stables shelter the horses, 
  mules, and more exotic beasts of burden. 
  The drow sometimes have huge lizards or 
  giant spiders to haul their cargo. It takes 
  some skill to hide with animals, but it 
  provides shelter and covers one’s scent 
  quite handily. On the other hand, the 
  stable stink doesn’t go away for hours.
  6. Under the river. This stretch of the 
  Endless River doesn’t have any perma-
  nent inhabitants that will recognize or 
  threaten an intruder. A quick dunk below 
  the surface is enough to shake off most 
  pursuers.
  7. On the cavern ceiling. In High 
  Docks, nobody looks up.
  8. Below the floor. Cliffside has many 
  structures built off the cliff face. Some-
  one clinging to the underside of such a 
  building can be difficult to find, unless 
  the building’s inhabitants hear them 
  moving underfoot.
  9. In the back room. As Edge is a city 
  that draws people with something to 
  hide, many business owners and residents 
  are willing to provide a few minutes’ shel-
  ter in return for a few coins. Not being 
  remembered costs more, of course.
  10. Inside a mech. More and more 
  mechs are drawn here from across High-
  point, and many of them (like the popular 
  Dignitary model) are designed with pas-
  sengers in mind.
  11. Within the rock. A handful of 
  spells allow one to meld with stone, pass 
  through earth, and the like. For those 
  without such powerful magic, well, shov-
  els and picks can be purchased all across 
  Edge.
  12. Locked up in jail. The Church’s 
  parish guard maintains a small number 
  
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  of cells, and they work with the Step 
  Watchmen to keep troublemakers off 
  the streets. Just be careful — the city’s 
  private militias are more likely to throw 
  people down the waterfall than into jail.
  13. Surrounded by beggars. Edge has its 
  share of them. Some are diseased, others 
  are annoying, a handful are frightening. 
  As in cities everywhere, residents usually 
  ignore them, and this willful blindness 
  extends to those in their company.
  14. Behind your own face. A good dis-
  guise isn’t hard to come by.
  15. In the night. Edge is never totally 
  asleep, but after sunset the activity drops 
  off. Someone wanting to avoid notice has 
  an easier time when most residents are 
  asleep. As is often the case, though, High 
  Docks is an exception. Not only is it busy 
  all the time, its primary residents func-
  tion perfectly well without the sun.
  16. In the light. The drow, and many 
  other unpleasant creatures, shun bright 
  light. This can work very well in the short 
  term, although it’s unlikely to stop a 
  determined pursuer.
  17. Within the guts of the machinery. 
  Elevators, catapults, complex pulleys, 
  and other machines are part of the city’s 
  commercial backbone. Aside from a few 
  dedicated pulleymen and curious coglay-
  ers, nobody pays attention to their inner 
  workings unless something goes wrong.
  18. Beyond the Twilight Gate. Very few 
  individuals are willing to follow someone 
  into the underdeep, especially if that 
  someone is capable of getting past the 
  Gate’s guardians.
  19. In the merchandise. Merchants 
  display their wares everywhere in Edge, 
  and while one’s back is turned, a sneaky 
  character can duck into the racks or piles 
  and get a little cover.
  20. In the open. Sometimes the best 
  defense is a good offense. If you stay in 
  public, most enemies won’t make a direct 
  move against you, for fear of having their 
  dastardly deeds seen. Edge is a transient 
  and commercial place, but its inhabitants 
  still stick up for the underdog.
  
  20 HIGH DOCKS RESIDENTS
  1
  . Donnie Stanz (male half-orc 
  Com1): Donnie is a lifelong resident 
  of the city, and though he has only one 
  arm, he’s known as one of the most 
  dependable porters in the city — and also 
  the most stubborn. He supplements his 
  income betting first-time visitors double 
  his fee that he can carry their loads up the 
  cliff without stopping once; if he fails, he 
  does it for free. He’s yet to lose that bet. 
  2. Martine the Mighty: Martine is 
  a mountain goat, probably the last one 
  alive anywhere on the city side of the 
  cliff. Locals say Martine can’t die — not 
  won’t, but can’t — and there are hundred-
  year residents of the city who claim to 
  remember him from before the lunar 
  rain. The trade clan dwarves have adopted 
  him, after a fashion, and they would con-
  sider it a terrible omen were he to die. 
  The goat doesn’t technically live in High 
  Docks, but he’s a mascot of sorts for the 
  district.
  3. Marigold (female halfling Exp3): 
  Marigold is, or rather was, a hypsie, until 
  she was captured and sold as a slave to a 
  merchant bound for the Low Water Fes-
  tival. She was bought by dwarves of Clan 
  Zothrot, and freed in exchange for her 
  help setting up trade contacts with the 
  hypsies. Now she works as a translator 
  and occasional guide, and also dances 
  for gold during the Low Water Fes-
  tival. 
  4. 
  Leftidge 
  Moore 
  (male 
  human Ftr4): At one time, Left-
  idge was a mercenary in the 
  Stenian Confederacy’s employ, 
  but he lost his taste for blood 
  work after a disastrous battle 
  against a necromancer-led lunar 
  cult. Now he’s lost himself in 
  the High Docks, and hires out 
  as a porter, a dockworker, a 
  barge poler, or anything else 
  that will make him a few coins. 
  He carries a shortsword, but it is 
  literally welded into its sheath by necro-
  mantic magic, so Leftidge mostly uses it 
  to prop open doors. 
  5. Dunbine Collins (male half-elf 
  Mcj9): Dunbine is the oldest member of 
  the mech Nardigrum’s crew, and its chief 
  gunner. When not seated behind the 
  barrel of his mech’s massive cannon, he 
  will be found seated in front of a tavern’s 
  massive barrel of ale. Dunbine is fond of 
  picking fights with visitors to Edge, and 
  relishes the look of surprise on their 
  faces when every patron in the bar rises 
  up to protect him. 
  6. Gratchek (female goblin Rog6): 
  Gratchek lurks around the edges of the 
  Twilight Gate from sunset to sunrise, 
  and sleeps in the rafters of nearby ware-
  houses at night. A killer and spy for hire, 
  she earns most of her pay from the drow 
  of House Venaka, who pay her to silence 
  those who discover the depths of their 
  slave operations. 
  7. Twine (male human Rog1): Twine 
  is a 9-year-old boy, the eldest of his wid-
  owed mother’s seven sons. Twine isn’t his 
  real name, but it’s what everyone calls 
  him. He spends most of his days sneak-
  ing in and out of warehouses, caravan 
  wagons, and occasionally the rooms of 
  adventuring parties, stealing food and 
  other staples that his family needs. His 
  
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  neighbors are sympathetic to his family’s 
  plight, and will hide him from the author-
  ities when they must. 
  8. Stulk (male war dog): Stulk is 
  Twine’s best friend, an enormous black 
  mastiff with teeth like steel pegs. Stulk is 
  old now, and his fur is streaked with gray, 
  but he can still tear a man to pieces when 
  he wants to — and if someone threatens 
  Twine, you can bet he’ll want to. As pay-
  ment for the trinkets he steals, Twine 
  sometimes loans Stulk to merchants 
  who need help carrying heavy supplies; 
  longtime residents are used to the sight 
  of Stulk padding up and down the various 
  stairs, and feed him scraps of meat to help 
  him keep his strength. 
  9. Hayden (male gnome Exp3): 
  Hayden is a member of the Sworn Broth-
  erhood of Silent Wings, and thus a lunar 
  cultist. Independently wealthy following 
  the death of his parents, Hayden has 
  dedicated his life to the construction of 
  a mech capable of independent flight. 
  Most days, he can be found on edge of 
  the waterfall, launching tiny scale models 
  of his prototypes into the infinite sky. 
  Most don’t work, and needless to say the 
  people who live directly below him are 
  not enthralled by his experiments. 
  10. “Lord” Ragmire (male human 
  Ari3): Ragmire lives on the very edge 
  of the district, his home a precariously 
  perched shack barely wider than a latrine. 
  He claims to be over a century and a half 
  old, and the lost king of the dwarves, but 
  from what everyone can tell he’s maybe 
  50 years old, and definitely not a dwarf, 
  let alone the king of them all. The drow 
  permit him to live on their half of High 
  Docks both because he pays for his rent 
  in gold, and because his claims infuriate 
  certain of their dwarven rivals, which 
  amuses them no end. 
  11. Morning Glory (female elf 
  Mnk7/Com2): Morning Glory is a por-
  ter by choice, not by need. She came to 
  Edge almost twenty years ago, after the 
  abbot of her monastery told her she must 
  learn humility before she could master 
  enlightenment. And so she came to Edge, 
  the most crassly commercial place in the 
  world, there to obey the whims of those 
  who seek nothing beyond profit and plea-
  sure. She still hasn’t learned humility, and 
  so she still hasn’t left. 
  12. Rhymer (female human Com1): 
  To make a living as a porter, you’ve got to 
  have contract with the dwarves or drow, 
  or you’ve got to look strong and depend-
  able. Failing that, you try to have a good 
  shtick. Rhymer does. She sings to and for 
  her clients as she totes their wares, and 
  has an amazing gift for impromptu rhymes 
  and dirty limericks. It also helps that 
  she’s curvy as a mountain road. She does 
  incredible business during the Low Water 
  Festival, enough that she only works the 
  rest of the year when she wants to. 
  13. Red Stockings (male halfling 
  Rog2): Red Stockings, named for the 
  hip-length red wool socks he constantly 
  wears, works odd jobs poling barges up 
  and down the Endless River, but isn’t 
  too concerned about earning a serious 
  reputation as a bargeman; he’d rather 
  be an adventurer. He’s been working to 
  convince Leftidge Moore to teach him 
  the ropes, but Leftidge wants nothing to 
  do with him. Red Stockings also pesters 
  every visiting adventurer he sees, and 
  won’t take a hint to shut up and leave. 
  14. Valentinia (female elf Exp5): Val-
  entinia works as an independent sage and 
  accountant, and her home is crammed 
  with hundreds of books tracking the 
  profits and losses of a hundred merchants 
  from both the underdeep and the surface 
  world. She avoids working for the drow 
  and the dwarves whenever possible, and 
  enjoys helping fledgling merchants cut 
  into either group’s profits when she 
  can. The source of this antagonism is a 
  mystery.
  15. Vesper Nachtfleure (female 
  drow Sor3/Rng5): Vesper is a House 
  Venaka snakehead, a minor slave trader 
  whose chief duty is tracking down 
  escaped slaves. Though she nominally 
  lives in the drow kingdoms in the heart of 
  the underdeep, she spends much of her 
  time near the Twilight Gate, picking up 
  side work tracking down thieves who’ve 
  stolen from Edge merchants. 
  16. Stavios Mere (male dwarf Cog1): 
  Stavios is a new arrival to Edge, and the 
  newest member of Vadistock’s mainte-
  nance crew. Unlike his fellows, Stavios 
  isn’t arrogant. Instead, he’s dangerously 
  curious about the nature of the lunar 
  dragons and lunar rain. He and Micah 
  Von Stuk have begun a halting friend-
  ship, and Micah hopes to lure the young 
  dwarf to the Sworn Brotherhood, so they 
  can use his connections to gain access to 
  Vadistock. 
  17. Jessica Marchuk (human female 
  Exp4): Jessica is an old woman, well past 
  the age where she can work as a porter 
  steadily. Instead, she relies on the sup-
  port of others, and spends her days urging 
  the porters and dockworkers to stand up 
  for themselves and claim a better posi-
  tion in society. Sensing the end of her life 
  is near, she is determined to spark a major 
  change in Edge before she dies, which 
  may lead her to perform a rash act. 
  18. Porter (male half-orc Bbn2): 
  Porter is, as you might expect, a half-orc 
  who ports merchandise up and down 
  the cliffside. No one knows Porter’s 
  real name, and he absolutely refuses to 
  say it, so everyone just calls him Porter. 
  He’s violent by nature, though he refuses 
  to kill regardless of provocation; he’s a 
  bare-knuckle brawler. For Porter, fighting 
  is like a religious calling, and not a week 
  goes by that he doesn’t make a few copper 
  pieces boxing in a tavern common room. 
  19. 
  Deckard 
  “Clapper” 
  Drum 
  (human male Com1): During the time 
  of low water, Deckard does what he can 
  to earn a living by begging, borrowing, 
  or — when he must — actually working 
  as a porter. During the Low Water Festival, 
  though, he becomes a virtual dynamo of 
  work, guiding hundreds of drunken mer-
  chants through the fog as a High Docks 
  lamp bearer. His nickname comes from his 
  habit of clouting his customers on their 
  ears with simultaneous blows of his two 
  lanterns, so he can steal their money and 
  dump their bodies in the Endless River. 
  
  122
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  «5»
  20. Rose (female half-elf Exp2): 
  Rose is the only prostitute who lives 
  and works in the High Docks full time, 
  a pretty woman with bright red hair and 
  a penchant for snorting when she laughs. 
  Rose lives on the eastern banks of the 
  Endless River, and when she isn’t selling 
  her services as a companion, she can be 
  found smoking a pipe on the roof of her 
  two-story shack. 
  20 ENCOUNTERS NEAR 
  EDGE
  1
  . A pack of wolves driven mad by drink-
  ing the waters of the Rain Field are on 
  the prowl looking for fresh meat. 
  2. A group of travelers, struck by a par-
  ticularly nasty bout of lunar rain the night 
  before, struggle to tend their wounded 
  and make it to Edge before nightfall. All 
  the while, bandits from the Red Band 
  circle the travelers, waiting for them to 
  succumb. 
  3. A group of Legion soldiers is on 
  patrol outside their territory looking 
  for Stenian spies who have fled toward 
  Edge. They will question anyone they 
  come across about the fugitives and may 
  follow particularly suspicious travelers. 
  Any non-humans are likely to get a rude 
  reception from the soldiers. 
  4. One of the wild griffons of the flat-
  land cliffs has decided to attack a small 
  group of horse-mounted travelers in the 
  hopes of getting a meal. The travelers 
  have been fleeing from the griffon for 
  miles thus far, but have not been able to 
  chase it off or kill it.
  5. A primary mech of a small mech 
  tribe, the Storm Runners, has suffered a 
  mechanical malfunction and the entire 
  tribe makes camp while repairs are under-
  way. The tribe may have to stay put for 
  several weeks to affect repairs, or even 
  send a runner to Edge in order to procure 
  the parts needed to fix the mech.
  6. A group of dronogs controlled by 
  a lunar skinstealer prowl the area in the 
  hopes of getting a humanoid host for the 
  skinstealer; the vile creature wants to 
  infiltrate Edge. The dronogs will attack 
  any creature they come across, and have 
  already eliminated several caravans in 
  the area.
  7. A small squad of slathem explor-
  ers who have traveled down the Endless 
  River exploring the Endless Plains. They 
  are interested in what happens along the 
  length of the river and the possibility of 
  trade with the city of Edge. The slathem 
  have a number of trade goods from the 
  exotic west, such as items made of blood-
  red coral, that they seek to trade. 
  8. A small Irontooth clan traveling 
  on its way to Edge. The clansmen are 
  bored out of their minds. If encountered 
  around evening, the clansmen suggest 
  camping together for the night and hold-
  ing a joust or other martial competition 
  to pass the time. The clansmen are simply 
  looking for a good fight and some enter-
  tainment, and if given such they will be 
  very grateful.
  9. Several smoking dead roam aim-
  lessly across the Endless Plains, their 
  creator having died of natural causes a 
  short distance away. Now these undead 
  wander according to the last order of 
  their leader, which was to bring people to 
  him in the hopes that he could be saved. 
  The undead will continue to attack and 
  kidnap travelers in the area until they are 
  destroyed. 
  10. The remains of a caravan wiped out 
  by orc raiders. Several wagons lay burned, 
  and a Lancer mech (Stenian model) lies 
  broken among the rubble. The orcs left 
  some treasure behind in hopes that the 
  attack site would attract the interest of 
  others — so they can return later and col-
  lect more victims.
  
  123
  CHPT.
  #
  «5»
  11. The metal skeleton of an abandoned 
  mech stands against the sky, mostly 
  picked clean of useful components. 
  Everything that remains has been rusted, 
  but several trak trak wander around the 
  area as if looking for something. Maybe 
  Dotrak has some great purpose for this 
  place or machine.
  12. Confused by some recent seismic 
  activity, a group of undomesticated giant 
  worms surface nearby and inspect the 
  area, looking for food. They are attracted 
  to any source of noise or vibration, but if 
  they encounter none after a few minutes, 
  they return to their subterranean home.
  13. A merchant heads toward Edge 
  with a small caravan of armored wagons 
  carrying pottery, glassware, and various 
  miscellaneous goods. The merchant has 
  a supply of interesting potions, poisons, 
  and alchemical goods, although she will 
  only show these to customers who seem 
  disreputable enough. 
  14. A small group of brigands from 
  the Red Band, hired by Ma Stonefoller 
  to chase a group of entrepreneurs trying 
  to set up a cliff elevator a few miles from 
  Edge. These bandits are simply planning 
  to go in, kill everyone, and then make 
  sure no one knows what happened. Any-
  one they encounter on the way to the job 
  is an impediment to the plan.
  15. A steamborg named Morgil (human 
  Smb2) who has gotten lost in the Endless 
  Plains and is nearly out of water and coal. 
  Unless he replenishes these supplies 
  soon, he will die, slowly and painfully. 
  16. A coglayer named Urie Pendetter 
  (dwarf Cog9) who, along with several 
  companions, is searching the Flatlands 
  for his mech. He and his companions 
  were forced to abandon it due to a 
  boiler leak. Now Urie hopes to find 
  the mech before any bandits or 
  other undesirables find it and strip 
  it for parts.
  17. A small group of farmers who 
  have found a region of the plains 
  that they are trying to turn back into 
  arable land. Their small settlement is 
  barely a hamlet, but they hope some-
  time soon to have an actual crop to take 
  to Edge and sell.
  18. A lifeless caravan — all men and 
  beasts were killed off days ago by the 
  lunar rain. Now their corpses bloat in the 
  sun, but the caravan itself has not been 
  touched, though some of the wagons 
  were damaged in the rain. 
  19. An ongoing battle between a mer-
  chant caravan and a group of orc raiders. 
  Each side has a single mech, but the orcs 
  have superior numbers and ferocity. The 
  merchants will be overwhelmed soon if 
  they do not receive assistance. 
  20. A large group of tortogs 
  walk slowly across the landscape, 
  carrying their wares within 
  their shells and on a few 
  small wagons pulled by 
  hand. The tortogs are 
  interested primarily in 
  trade and are heading to 
  Edge for that reason, but 
  if they happen across par-
  ticularly tempting targets, 
  their activities may turn to 
  banditry. 
  
  124
  CHPT.
  #
  «0»
  APPENDIX ONE: LEGAL INFORMATION
  T
  his printing of The Last City is done under 
  version 1.0a of the Open Game License; 
  version 5.0/4.0 of the d20 System Trademark 
  License and d20 System Trademark 
  Logo Guide; and the Revised 
  (v.3.5) System Refer-
  ence Document, by 
  permission 
  from 
  Wizards of the 
  Coast. 
  Subse-
  quent printings 
  of this book 
  will incorporate 
  final versions of 
  the license, guide, 
  and document. 
  Designation 
  of 
  Product 
  Identity: 
  The 
  following items are hereby desig-
  nated as Product Identity in accordance with 
  Section 1(e) of the Open Game License, ver-
  sion 1.0a: The terms DragonMech, clockwork 
  ranger, coglayer, mech jockey, steamborg, the 
  assimilated, gearwright, mech devil, steam 
  mage, Dotrak, gearstride, Seroficitacit, Col-
  lege of Constructors, steam power, lunar rain, 
  rodwalker, Stenian Confederacy, Duerok, 
  Highwater, Glatek, Highpoint, Edge, Chemak, 
  Lebra, worm farmer, deep trader, dusk runner, 
  Irontooth Clans, L’arile Nation, Tannanliel, 
  Nedderpik, Durgan-lok, Lokag, Thuron, Goria, 
  Clan Fralief, Clan Kudeah, Clan Miglud, Kor-
  duk, Morst, Glorius, Lok-stead, Thuron-Dom, 
  Goria Reign, Lokag’s Throne, Parble, Regin, 
  Ohdum, Marek, Vardoc, Tenned, Plygen, And-
  var, Justicar, Master Pilaston, Master Theckne, 
  Master Rhorka, repositors, regulors, cogulors, 
  steingard, ancient kamla, gur. hidalgezh, 
  jajanya, loamasa, shar’stavians, tlan, 
  usni, zhekmir, shintaji, Heréal, 
  Lilat, Lebra, Wistholiel, White 
  Congress, 
  the 
  Cyarliel, 
  Gearwrights 
  Guild; 
  any 
  and all Goodman Games 
  products, logos, titles; all 
  monster, character, NPC 
  and mech names; any and 
  all stories, storylines, plots, 
  thematic 
  elements, 
  and 
  dialogue; all artwork, 
  symbols, designs, depic-
  tions, illustrations, maps 
  and cartography, likenesses, 
  poses, logos, symbols, or 
  graphic designs, except 
  such elements that already 
  appear in the d20 System 
  Reference Document and 
  are already OGC by virtue 
  of appearing there. The above 
  Product Identity is not Open 
  Game Content.
  Designation of Open Game Con-
  tent: Subject to the Product Identity designa-
  tion above, the following portions of The Last 
  City are designated as Open Game Content: 
  all monster, NPC, and mech stat blocks; and 
  anything else contained herein that is already 
  Open Game Content by virtue of appearing in 
  the System Reference Document or some other 
  OGC source. 
  Some portions of this book that are delineat-
  ed OGC originate from the System Reference 
  Document and are ©1999, 2000, 2001, 2002, 
  2003 Wizards of the Coast, Inc. The remainder 
  of these OGC portions of this book is hereby 
  added to Open Game Content, and if so used, 
  should bear the COPYRIGHT NOTICE “The 
  Last City, by Lee Hammock, Matthew Sprenge-
  ler, Christina Stiles, Patrick Younts, Copyright 
  2005 Goodman Games.” 
  All contents of this book, 
  regardless of designation, 
  are copyrighted year 
  2004 by Goodman 
  Games. All rights 
  reserved. Repro-
  duction or use 
  without 
  the 
  written permis-
  sion of the pub-
  lisher is expressly 
  forbidden, except 
  for the purpose of 
  review or use of OGC 
  consistent with the OGL.
  
  125
  CHPT.
  #
  «0»
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity; (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
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  Derivative Material of Open Game Content; (h) “You” or “Your” means the licensee in terms of this agreement.
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. 
  Gary Gygax and Dave Arneson.
  DragonMech Copyright 2005, Goodman Games
  The Last City, by Lee Hammock, Matthew Sprengeler, Christina Stiles, Patrick Younts, Copyright 2005 Goodman Games, contact info@goodman-games.com or www.goodmangames.com
  
  The Surface World is Wasted
  With each rising moon come the surface-blasting meteors of the lunar rain, 
  destroying everything living below. All the major cities of DragonMech are reduced 
  to rubble – except for one. The free city of Edge, carved into the solid rock of a 
  2,000-foot tall cliff, still stands strong – and is ruled by no one.
  One City Still Stands
  Built into a natural cavern above a towering waterfall, Edge is the world’s busiest trade port. 
  An ancient river flowing from the heart of the underdeep divides the cavern in two. Each bank 
  is a city unto itself – as is the nearby cliff-dweller settlement. No government has ever united 
  these disparate populations. Will the rising mechdoms claim this merchant jewel? Or will 
  Edge remain a rough-and-tumble frontier town like it has always been?
  ISBN 1-58846-771-6            WW17605 
  $21.99 U.S.
  Requires the use of the Dungeons 
  & Dragons Player’s Handbook, 
  published by Wizards of the Coast, 
  Inc. This product utilizes updated material from 
  the v.3.5 revision.
  Sword & Sorcery books are published under the 
  Open Game License and are 100% compatible 
  with v.3.5 rules and the d20 System.
  www.goodman-games.com 
   
  www.swordsorcery.com 
   
  
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