TEXT: Secrets of the 
  Alubelok Coast
  1
  Credits
  Author:  David Reeder
  Editors:  Brian Jelke, David Kenzer, Don Morgan and Mark Plemmons
  Art Director:  Bob Burke
  Art Coordinator:  Mark Plemmons
  Cover Illustration:  Drew Willis
  Interior Illustrations:  Keith DeCesare, Jeremy Mohler, Eric Olsen, Philip Renne 
  Cartography:  Rob Lee, Craig Zipse
  Project Manager:  Brian Jelke
  Production Manager:  Steve Johansson
  Playtesters:  Anne Canavan, Joe Charles, Doug Click, Gigi Epps, Charles Finnell, 
  Donovan Grimwood, Robert Landry, Mark Lane, John Massare, Mike Patterson, 
  Mark Prater, David Sink Jr., Brad Todd, Joe Wallace, Luke Wetterlind, John Williams 
  and John Wright.
  Table of Contents
  Chapter 1: The Alubelok Coast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Chapter 2: Islands of the Alubelok Coast . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
  Chapter 3: Sobeteta, The City on the Rock . . . . . . . . . . . . . . . . . . . . . . . . . .27
  Chapter 4: Orders and Organizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Chapter 5: Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
  Chapter 6: Familiars and Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
  Appendix A: Monsters of the Alubelok Archipelago  . . . . . . . . . . . . . . . .68
  Appendix B: Treasures of the Alubelok Coast . . . . . . . . . . . . . . . . . . . . . . . .83
  Appendix C: Adventure Hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
  Appendix D: NPCs and Notables of Sobeteta . . . . . . . . . . . . . . . . . . . . . . . .88
  Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
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  Chapter 1: The Alubelok Coast
  2
  Introduction
  On the coast of the Kalamaran Sea, midway between 
  Bet Urala and Bet Kalamar, lie the mires of the Alubelok 
  Swamp and the islands of the Alubelok Archipelago. 
  That the islands of the latter bear the name of the 
  former is no coincidence - scholarly debate continues 
  even to this day as to which islets and atolls belong to 
  the island chain and which to the mire.  This region is 
  collectively known as the Alubelok Coast, a region of 
  great opportunity and greater peril.  Trade here can 
  make a pauper wealthy or beggar into the mightiest 
  merchant house in mere days, though this is not the 
  greatest concern for most travelers here.  By and 
  large, they rightfully reserve their attentions for the 
  physical dangers, pirates, brigands and unwholesome 
  creatures that plague this region, as they do nowhere 
  else on Tellene.  Travel through the straits, passages, 
  bogs, mires and channels of the Alubelok Coast is not 
  for the poorly armed or faint of heart.
  There are no completely accurate maps of the coast, 
  though cartographers know the islands slightly better 
  than the fens.  This is partly due to the inherent diffi-
  culty of accurately charting such a region, and also to 
  do with the fact that the terrain often changes.  Rivers 
  alter their courses, paths shift, mud flats are pushed 
  sometimes leagues in one direction or the other, 
  while sandbars and banks are raised or drowned by 
  the vagaries of storms both inland and at sea.
  In the Alubelok Archipelago, the three largest 
  islands (Bosinela, Remeter and Rokalel) and their 
  kindred islets have been correctly mapped for naviga-
  tion.  Travelers should be warned, however, that 
  scores of smaller islands, some no more than singular 
  rock formations less than a few paces across, remain 
  uncharted.  To the best of any scholarly knowledge, 
  no map accurately details these.
  As has been noted, there is little clear distinction 
  between the swamp’s coast and the archipelago’s 
  boundary.  Wise folk typically regard the two as one 
  and the same.  Silt-laden river water mixes with the 
  salty stuff of the Kalamaran Sea, and the boggy 
  effluvia of the swamp muddies and fouls all of it. 
  Creatures rightfully belonging to the swamps have 
  been seen farther south than the southernmost island 
  of Rokalel, while sea creatures have been discovered 
  many miles into the swamp itself. 
  Because of this intermingling, travelers must be 
  wary of perils normally expected in swamps, as well 
  as hazards usually found at sea.  Water beetles (large 
  enough to prey upon galleys) skim across the water, 
  while crocodiles large enough to be mistaken for 
  great wyrms have eaten more than one hapless 
  mariner.  Harpies inhabit cliff-sides, and both sea trolls 
  (see Dangerous Denizens: Monsters of Tellene) and 
  scrags abound.  Bullywugs and grippli (see Appendix 
  A: Monsters) often range south from the fens in 
  small boats, while lizardfolk congregate here in great 
  numbers.
   Though ships continue to disappear or lose their 
  crews to the area’s predatory occupants, travel and 
  trade continues.  Basiran frigates and Kalamaran 
  galleys do their best to tame the area, but their efforts 
  do little more than reduce the risk to a generally 
  acceptable level.  Without their efforts, and the ever-
  present sojourns of adventurers and daring explorers, 
  travel here would be suicidal at best.
  What You Need to Play
  This campaign resource assumes that you own the 
  three core rulebooks of the Dungeons & Dragons® 
  game: The Player’s Handbook (PHB), the Dungeon 
  Master’s Guide (DMG) and the Monster Manual (MM). 
  This product uses updated material from the v.3.5 
  revision of the D&D® rules.  As this book is compat-
  ible with the Kingdoms of Kalamar® fantasy campaign 
  setting, it is also useful to have the Kingdoms of Kalamar 
  campaign setting sourcebook and the Kingdoms of 
  Kalamar Player’s Guide (KPG).  Some magic items 
  included herein also make reference to powers or 
  spells described in the Kingdoms of Kalamar Villain 
  Design Handbook (VDH).  Feel free to substitute other 
  powers for those items if you do not own that book. 
  Chapter 1: The Alubelok Coast
  2
  
  Chapter 1: The Alubelok Coast
  3
  A BRIEF HISTORY OF THE REGION
  The Svimohzish Isle, scholars say, was the cradle 
  of human civilization.  Arguments abound over the 
  veracity of this, or at least over the extent of its 
  accuracy, but one thing is not argued.  Tribes of early 
  humans crossed from the island to the main continent 
  at some point, and whether they were newcomers or 
  latecomers, they came through the area known as the 
  Alubelok Coast to get there.
  The bounty of the Alubelok Swamp, its wild rice 
  and plentiful foods, its wild honey and waterfowl and 
  game creatures, supported the clansmen when they 
  arrived and allowed them to thrive.  A variety of perils 
  faced them, but one thing they never needed to fear 
  was hunger.
  Kalamarans were the first racial group to settle the 
  Alubelok Swamp in any numbers.  Doubtless there 
  were Dejy tribes there ahead of them, but not in 
  sufficient strength to prevent the warlike, red-haired 
  people from taking control of the region.  It was from 
  a strong, untroubled foundation in the region that 
  King Inakas founded the kingdom that would eventu-
  ally become the greatest single monarchy on Tellene.
  Kalamarans claim they brought civilization to the 
  continent, though the elves and dwarves (and even 
  the Brandobians) had long-standing kingdoms that 
  were centuries old before the Kingdom of Kalamar was 
  even established.  Brandobians - Eldorans specifically 
  - claim to be the oldest monarchy in the Sovereign 
  Lands.  Naturally, most sages dispute this (though 
  very carefully, both in Eldor and the Empire).  There 
  is strong evidence that powerful Dejy kingdoms 
  of great size existed and fell long before any tribe 
  ever crossed the “land bridge” believed to have once 
  existed between Svimohzia and the main continent. 
  Ruins deep in the Khydoban Desert, Elos Desert and 
  others far out to sea on islands a week’s journey west 
  of Vrandol support this idea.
  What many do not know is that a very few unthink-
  ably ancient ruins have been discovered deep in the 
  heart of the Alubelok Swamp (one of the most singu-
  larly inhospitable places in all of the Sovereign Lands). 
  The history, origins and purpose of these ruins remain 
  unknown.  One legend attests that an entire city 
  lies buried below leagues of vile, suffocating mud 
  somewhere in the swamps. The truth of this cannot 
  be told with any accuracy, but enough mysteries and 
  Chapter 1:
  THE ALUBELOK COAST 
  THE COLOSSUS OF MOANING ROCK
  Solitary, forbidding and somehow lonesome, the Colossus 
  has stood atop the low, rugged island of Moaning Rock since 
  time immemorial.  No one knows who built it or why—it has 
  always just been.  This grim sentinel has been a familiar site 
  and landmark for navigators since before the human clans 
  ever crossed to the continent and the only mariners were 
  elves.  At that time it stood on the shore staring out at the 
  storm-tossed sea.
  The island of Moaning Rock is a mile due south of the 
  southernmost point of Rokalel Island.  It is little more than 
  1,500 feet across, a mostly bare expanse of rock inhabited 
  only by seabirds and jutting just twenty feet up out of the sea. 
  The Colossus stands 60 feet tall, a golem-like figure of massive 
  proportions. No one has ever seen it move, though one or 
  two scholars have shown ancient (and a few not so ancient) 
  drawings that indicate it has not maintained its exact posture 
  over the years. What has caused it to adjust its stance or alter 
  the direction of its gaze is unknown.  Not in living history, 
  however, has it stirred significantly, been altered or changed in 
  any way.  The gigantic statue is as permanent and unchanging 
  as the mountains, keeping an eternal watch over what is now 
  called the Kalamaran Sea.  It appears to be wrought of bronze, 
  but its strength belies this.  A legion of discoloration mars its 
  surface, and it is covered in mosses and even barnacles on 
  its feet.  It is crafted in the semblance of a man in an archaic 
  breastplate, unarmed, with one hand shading its eyes. What it 
  is watching for no one seems to know - no loremaster, no sage 
  and no scholar.  It is an icon of vigilance and perpetuity.
  Chapter 1: The Alubelok Coast
  3
  
  Chapter 1: The Alubelok Coast
  4
  strangeness exists in the region – such as the ancient 
  Colossus of Moaning Rock - to make any sage or 
  scholar gnaw his lip and wonder.
  PEOPLES
  The majority of the inhabitants of the Alubelok Coast 
  region are, unsurprisingly, of Kalamaran ancestry. 
  With few exceptions, however, this lineage is mixed 
  and intermixed with the blood of virtually every race 
  or ethnic group accessible by land or by sea.  Their 
  hair and skin color remain every conceivable hue and 
  shade, reflecting this mixture.
  The population of the area is surprisingly small and 
  scattered.  At least 75% of the region is uninhabited, 
  an extremely high percentage of land to be unten-
  anted in an established kingdom, particularly one 
  where so much of that land is arable.  An accurate 
  measurement of the population density is impos-
  sible, but at least a third, perhaps as much as half, of 
  the inhabitants of the Alubelok Coast reside within or 
  nearby the walls of Sobeteta.
  There is a strong Dejy influence among the isolated 
  clans living in the swamp, more predominant than 
  any other racial influence.  Likewise there is fairly 
  strong Dejy influence among the people 
  living on the islands on the western end 
  of the Archipelago.  In 
  Sobeteta and settlements 
  further west, however, the 
  people are from such a 
  thoroughly intermingled 
  ancestry that singular 
  ethnic distinctions are 
  virtually unseen.
  Only one ‘people’ in 
  the swamp seem ethni-
  cally unique, and that is 
  the people of the clans 
  that live in and around 
  the swamp.  This warlike 
  group appears to be a 
  unique and distinct inter-
  mingling of an aggres-
  sive Dejy tribe and the 
  descendents of the first, 
  most warlike Kalamaran 
  tribes.  Numbering just a 
  few thousand, and living 
  in scattered villages rising 
  from the swamp in huts 
  built on tall poles, these 
  people are quiet but 
  vicious fighters that have adapted well to life in that 
  inhospitable place.
  The Dejy blood that runs in their veins is that of 
  the Sethome, a tribe that was probably most closely 
  related to the Simay or Kakado.  In their Kalamaran 
  blood holds true all of the great strengths that 
  helped that race conquer a continent, with few of the 
  weaknesses or drawbacks. They still call themselves 
  Sethome and regard themselves as distinct from any 
  of the other inhabitants of the swamp, and from their 
  distant Kalamaran kin in Sobeteta and the Empire. 
  They are not a xenophobic people, nor necessarily 
  inhospitable or hostile to traders or travelers, but 
  they have no tolerance for foolishness or anything 
  they regard as a slight.  They are fiercely independent 
  and self-sufficient; their warriors and hunters possess 
  skills that shame lizardfolk clans, and their shamans, 
  rangers and barbarians are said to command the 
  obedience of massive crocodiles.  Much of their 
  folklore revolves around those scaly beasts, in fact, 
  and many say their strongest warriors, chieftains and 
  holy men are actually were-crocodiles.
  Chapter 1: The Alubelok Coast
  4
  
  Chapter 1: The Alubelok Coast
  5
  Where many peoples rightly fear crocodiles, and 
  regard them as a malignant and evil-natured beast, 
  the Sethome venerate the creatures and believe 
  them to be descended from the gods.  It is a familiar 
  picture or character in their artwork and is prevalent 
  in their rituals and customs.  The tribesmen respect 
  the crocodile’s ability to hunt and fight both in water 
  and on land, its silence and strength and stealth. 
  They believe that crocodiles are descended from a 
  breed of creature first put on Tellene to defend the 
  world against both mortal and supernatural evils. 
  They believe that the Alubelok Swamp was originally 
  formed by the weeping of a massive and ancient 
  legendary crocodile, saddened at the death of a mate 
  and brood killed during one of the many battles 
  between The Traveler and The Storm Lord (hence the 
  phrase “crocodile tears”).   Criminals, prisoners and 
  persons accused of heinous crimes are bound and 
  put in crocodile-infested waters to be judged.  If they 
  are not killed and/or eaten, they are considered to be 
  innocent (and, for inexplicable reasons, this seems to 
  be a practice that holds truer than one might expect 
  from such a primitive custom).
  An exact reason for the successful nature of their 
  “relationship” has long baffled scholars and learned 
  folk, but it is clear there is indeed some unusual and 
  mystical truth to it.  Certainly Sethome tribesmen are 
  able to swim unmolested by the creatures, and are 
  able to travel the swamps untroubled by them.
  There are other races living in the swamp, of course. 
  Lizardfolk and grippli (see Appendix A: Monsters) 
  are the most numerous of these, but there are also 
  goblins, orcs and other, fouler creatures too.
  GEOGRAPHY OF THE ALUBELOK 
  COAST
  As previously mentioned, the Alubelok Coast is a 
  region of geographical confusion.  There are the vast 
  bogs, fens and mires of the Alubelok Swamp to the 
  north, and the many varied islands and islets of the 
  Alubelok Archipelago to the South.  The area can be 
  generally divided along a line roughly paralleling 
  the branch of the Ridara River ending in what is now 
  called the Readywatch Passage. 
  To the west of this line lies the Kingdom of Basir, 
  the naval power of the Kalamaran Empire, ruled by 
  the House of Kadana.  Most of the ships found in and 
  around the Alubelok coast originate in Basir.
  To the east of this line lies Kalamar, the once-
  kingdom that is now the seat of the Empire bearing its 
  name.  Most of the coast on this side of the “border” 
  belongs to the Duchy of Sobeteta, its inhabitants 
  owing fealty to Duke Sorabek II, who rules that city. 
  The border continues north along the course of the 
  Ridara River, all the way to the city of Birirelido.  The 
  Duke of Sobeteta, though primarily concerned with 
  the governance of that city, is the highest ranking 
  Kalamaran official in the region.  As such, the duke 
  holds sway over all the human settlements of the 
  three major islands of the archipelago (though in 
  practical terms they are mostly left to administer their 
  cities autonomously).
  There is no accurate map of the area to be found 
  anywhere in the Empire. Such a thing would be 
  impossible to accurately render, regardless of the skill 
  of the cartographer.  Part of the difficulty in accurately 
  charting the region is the ever-changing nature of 
  the terrain itself.  Although the Ridara remains true 
  to its course, its offshoots and lesser paths often 
  shift.  Paths change with the sodden movements of 
  the bogs or disappear entirely.  Sandbars, banks and 
  islets in the swamp and at sea as well are uncovered 
  or submerged by the whims of the weather and the 
  tides - there are even those who say that some of the 
  islands of this abominable place move on their own.
  Imperial and Basiran ship captains have long plotted 
  their courses using reasonably accurate charts drawn 
  in the first days of the Empire and constantly updated 
  in the long years since.  However, no navigator has 
  ever been able to chart the place in its entirety or with 
  complete accuracy.  Rokalel, Bosinela and Remeter 
  Island are solid and unchanging.  Equally predictable 
  are the majority of the smaller islets that surround 
  these three.  There are, however, great numbers of 
  tiny islets scattered among their larger kinsmen and 
  mixed into the various estuaries and small bays of the 
  swamp. The majority of these have been charted, but 
  that still leaves scores that have not. Some of them 
  are as big as a house, others just a few paces across, 
  and others still nothing more than isolated rock 
  formations thrusting up from the water (or the mud). 
  Some of them are solid and are considered to be “dry 
  land.”  Others are nothing more than slightly firm bits 
  of saltwater marsh.  Across the coast, landmarks and 
  specific areas are annotated on maps and charts, but 
  many are referred to with nothing more concrete than 
  vague notations of distance or uncertain estimations 
  of location.
  There is little to divide where the swamp ends and 
  the archipelago begins in most places.  The muddy 
  water of the river “thick enough to walk on in places” 
  as one Birirelidan merchant once described it, washes 
  many leagues out into the sea.  The waters are dark 
  and murky even in places where ships cross.  
  While any character can wade in relatively calm 
  water that is not over his head (a potentially serious 
  problem for Small-sized characters), wading in the 
  mud and muck will present additional dangers - the 
  clinging of the mire will slow characters down to a 
  pitiable pace, and will greatly affect exhaustion and 
  Chapter 1: The Alubelok Coast
  5
  
  Chapter 1: The Alubelok Coast
  6
  encumbrance. The preponderance of vines and heavy 
  vegetation makes travel even more difficult.  The mud 
  and water of the Alubelok Coast and other boggy 
  places of the Alubelok Swamp is always of varying, 
  often unpredictable, depth.  There are vast tracts of 
  the swamp proper that can be waded, particularly 
  in areas away from the main Ridara River channels. 
  There are other places that must be swum, and others 
  still that are comprised of such clinging mud that 
  any travel must be done (somehow) on the surface. 
  The danger becomes worse when one considers the 
  fact that some watery areas are actually standing on 
  anywhere from 2 to 10 feet of mud or more, occasion-
  ally as deep as 25 feet, and none of these can be 
  predicted.  There are also areas of quicksand and 
  treacherous currents, and in certain places—such 
  as the Settlemaw Flats—the muck is rumored to 
  be hundreds of feet deep, with vegetation-clogged 
  water lying over that!
  Not until a traveler actually achieves the open 
  water of the Girdsword Strait or Remeter Bay can 
  he be certain that he has left the marshes behind. 
  This imprecise mingling of swamp and sea has led 
  to the migration and movement of both swamp and 
  sea-dwelling predators in both directions.  Small 
  islands are home to shambling mounds and massive 
  crocodiles, while mudflats and mires may play host 
  to sharks, adding to the perils that menace shipping 
  here.
  THE TRADITION OF RICE AND THE 
  FOUNDATION OF A KINGDOM
  Rice is intimately involved in the culture as well 
  as the food and economy of tribes and towns of 
  the Alubelok Coast, Sobeteta notwithstanding.   No 
  description of the region, however vague, could make 
  due without mention of the grain.
  Legends, myth, tradition, folklore and ritual all speak 
  of rice, and why not?  It was wild rice that fed the first 
  people crossing the land bridge from Svimohz to the 
  main continent, and it is no idle claim that rice was 
  the staple that kept the first Kalamarans from starving 
  before they ever began to build their great empire.  In 
  that respect, it was the cultivation of this grain that 
  permitted early civilization to flourish, and so is the 
  agricultural cornerstone of Sobeteta.
  Scholars have noted early maps bearing the canon-
  ical works of Rotak the Voyager that make reference 
  to rice fields, wetland tracts girding the land bridge 
  before it was broken.  At least one copy of The Endless 
  Journey (the Canon of the Temple of the Stars) kept 
  in well-protected veneration in the Voyager’s temple 
  in Sobeteta speaks of the provisioning of several 
  explorers (now saints) before setting off south along 
  the coast or east into the mountains.  Rice was 
  foremost among the staples they carried with them. 
  Indeed, a colloquialism among rural and remote 
  denizens of this coast (and other places) is, “Do you 
  have your rice?”  This phrase asks, in effect, if someone 
  is properly prepared and equipped before leaving on 
  a journey.
  Dejy folk of the area have long passed down the 
  tradition that Shanydefyn, the Raiser, led the first Dejy 
  to the wild rice fields of the area. Most accept that she 
  returned after the sundering of the land bridge and 
  the beginning of more troubled times to teach them 
  to cultivate it in paddies and fields. Most worshippers 
  of the Field Mother in this region sacrifice sacks of 
  rice instead of bushels of grain, and use a bowl of rice 
  for her symbol.  They look to birds, cranes and coots 
  in particular, instead of deer as her animal.  In their 
  imagery she is often portrayed as a smiling woman 
  standing ankle-deep in water with wetland birds 
  taking flight behind her. 
  Rice cultivation and use is described in great detail 
  in many copies of the Blessings of the Land.  A 
  few past High Field Masters (speaking alternately 
  of Shanydefyn, Regorike, Ehsiwhomnesh or even 
  Gavdever and Dolkagh-Naz-Kelgar) mention rice 
  instead of wheat or barley or rye.  Friends of the 
  Fields adhering to this particular manifestation of the 
  Raiser will throw a handful of blessed rice (effectively 
  the same as the holy water of other faiths) at their 
  foe when employing their Preserve Life power (see 
  the Kingdoms of Kalamar Player’s Guide, Chapter 10: 
  Magic).
  Across the width and breadth of the Alubelok Coast, 
  rice is regarded as a symbol of plenty and domesticity, 
  and tradition holds that “the most precious thing is 
  neither pearls nor silver, but rather the First Grain” (the 
  latter being, of course, rice).  Bet Uralans can sell their 
  pearls—but they cannot eat them.
  Wild rice is what originally supported the majority of 
  the tribes and clansmen that crossed the land bridge, 
  long before there was Kingdom of Kalamar (much less 
  an Empire).  It was spread and planted as they moved 
  and settled, as important as a food source for wild fowl 
  and other game as for a gathered food source itself. 
  Wild rice is an annual grass that depends on seeds to 
  propagate itself from year to year (this has never, in 
  recorded history, been a problem along the Alubelok 
  Coast - even during the Age of Great Anguish, when 
  localized famines afflicted many regions). It grows in 
  shallow water (up to 4 feet deep) in slow streams and 
  rivers and in vast tracts of freshwater marshland.  In 
  short, it grows anywhere there is a soft silt or mud 
  bottom.
  Shallow bends or waterways, below sandbars, in 
  protected coves and shallow bays of open stretches 
  Chapter 1: The Alubelok Coast
  6
  
  Chapter 1: The Alubelok Coast
  7
  of water is an excellent place for the grain, which is 
  usually found near cattails and water lilies.  About the 
  only place it will not grow is along open shorelines 
  exposed to strong waves or strong currents, in heavy 
  shade or amongst dense swamp vegetation.  Humans 
  are not the only ones who have realized the opportu-
  nities for hunting wild game that stands of wild rice 
  provide.  Humanoid bands use them for the same 
  thing, and many monsters have long since learned to 
  wait for humans coming to harvest…
  In natural stands, and in stands well established 
  after planting, enough seeds usually drop into the 
  water each fall to give a good crop the next year. In 
  good stands, the plants often grow so closely together 
  that they keep out other water plants and form such 
  dense masses that it is difficult for harvesters to reach 
  them by boat.
  Wild rice must be planted using fresh seed.  Such 
  seed is available for sale or trade anywhere more 
  than one or two families gather along the coast.  It 
  is difficult to store the seed during cold weather, 
  but the temperate clime of the coast combined with 
  traditional methods of storing the seed in cool and 
  wet conditions ensure there is no shortage of the 
  grain.  Wild rice is planted by hand, from a boat, even 
  thrown in packed mud out into the water.  It typically 
  takes just one or two seasons of planting for a stand 
  to flourish and perpetuate itself.
  Rice cultivation is a well-developed skill along 
  the coast. Rice farmers here have crop yields that 
  harvesters in other regions would require divine 
  assistance to duplicate.  The natural soil fertility and 
  climate, together with an extensive and well-devel-
  oped irrigation network, allow for two, sometimes 
  even three crops per year.  Rice cultivation is labor 
  intensive but very efficient.
  Most farmers of the region cultivate rice in paddies, 
  using the processes of puddling soil and transplanting 
  seedlings. (Puddling breaks down the internal 
  structure of soils, making 
  t h e m  m u c h  l e s s 
  subject to water loss.) 
  Transplanting is 
  the planting of seedlings into standing water, to give 
  them a head start over a vast range of competing 
  weeds, which leads to higher yields.  The farmers 
  stagger their cropping cycles, to keep demand 
  for water and labor constant.  Wet rice agriculture 
  requires a great deal of cooperation between farmers 
  in order to time the offset of planting, flooding and 
  draining different fields.  Rather than work in those 
  fields that belong to the Duke, as was once the tradi-
  tion, local taxes are paid in a small tithe of grain from 
  each crop.  The Duke’s fields, once planted by farmers 
  paying their taxes through labor, are now leased out 
  to different landowners.
  Farmers of the region are very canny and take the 
  best possible advantage of whatever is presented 
  them.  They will grow crops on the soil between 
  paddies, and keep fish in the flooded fields.  They also 
  collect frogs, shellfish and snails, as well as hunting 
  the plethora of game birds that come to feed there.
  There are many different kinds of cultivated rice, 
  and innumerable ways in which it is put to use.  White 
  rice, chewy brown rice and red rice are the three 
  most common.  Rice is brewed into tea and its bran 
  oil used as a high quality cooking oil.  Rice flour is 
  used in baking, rice hulls are burned as fuel or mulch, 
  and rice starch thickens sauces and desserts (or can 
  be used to make a syrup).  Sticky sweet rice is used 
  for rice dumplings and cakes, and puffed or popped 
  rice is used for cereal and snack food.  Rice can be 
  caramelized, molded with jelly into cakes and baked 
  into breads in place of wheat (common breads of the 
  region include c’pati, which is flat, light and round, 
  and gunaj, which is darker and harder and made in a 
  square loaf).
  Dry, flat rice cakes are a staple in the shipboard diet 
  of mariners hailing from this region. Likewise, rice 
  milk (which is used in many towns and settlements 
  as a substitute for animal milk and milk powder) is 
  often carried to sea in the provisioning of 
  ships.
  S’binisib is a cracker-like snack made of 
  cooked non-waxy rice flour kneaded and 
  rolled into sheets, cut, dried, dried again 
  and baked. Alarare expands more during 
  baking, has a soft texture and dissolves 
  easily in the mouth. Senbei is harder and 
  rougher. All kinds of variants, seasonings 
  and flavorings are used to mix with the 
  rice dough, including sesame seeds, 
  dried seaweed, pickled eel, pulver-
  ized shrimp, goat cheese and 
  every spice known. 
  Even the lizardfolk of the 
  Alubelok Swamp utilize rice 
  flour, baking it (although, 
  Chapter 1: The Alubelok Coast
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  Chapter 1: The Alubelok Coast
  8
  admittedly not a lot of it) into hard cakes with fungi 
  and strips of smoked meat.  These long-lasting, nutri-
  tive cakes are stored against need, or carried by 
  hunting and war parties into the bogs and marshes of 
  their home.  (The more daring and/or foolish adven-
  turers, explorers and travelers who have traded with 
  or spent time among the lizardfolk have long extolled 
  the virtues of ghrrsh, and seek out the rare merchant 
  who has it for sale.)
  Sobetetans (and other coastal denizens) do more 
  than bake rice—they ferment it, with the same skill 
  and inventiveness of any human vintner or dwarf 
  brewer.  Taverns, fine inns, portside swills and every 
  kind of establishment in between offer a wide 
  variety of rice wines, beers and other drinks (n’miris, 
  for instance, is a clear, gin-like beverage made by 
  distilling a particular kind of rice wine) in every variety 
  of quality and palatability.
  Wet-grown rice is not the only crop of the Alubelok 
  Coast of course, just the most prevalent. Dry fields, on 
  the islands throughout the archipelago and delta, are 
  used to grow a few aromatic strains of rice in addition 
  to tea, corn, cabbage and even tobacco (though 
  typically the yield of tobacco in this region is fairly 
  poor).  The dry fields are not as easy to cultivate, and 
  generally only produce one good crop per year.  Small 
  plots near village houses or city gardens (the latter 
  much encouraged by Church of Life’s Fire) are used to 
  grow other vegetables and spices, including plantain, 
  copra, pepper and cloves.  Within the last decade 
  or so, several smaller merchant houses and firms 
  have begun trading in an unusual pipeleaf (called 
  k’terek) made with a mixture of tobacco and clove.  It 
  is an acquired taste, but brings an excellent price in 
  Sobeteta’s Harbor District, and the increasing number 
  of foreign visitors growing to like it would seem to 
  indicate a great potential for export in the future.
  Commerce and Coins Along the Coast
  The nature of trade along the Alubelok Coast make 
  it likely that the coins of almost any nation can be 
  seen changing hands, though naturally Duke Sorabek 
  does what he can to encourage the use of Kalmaran 
  currency (including exchange rates that heavily favor 
  Imperial Kalamaran Arus, Denarus, and Seseters over 
  the coins of other realms.  Despite this, the coins of 
  Svimohzia and the Young Kingdoms are common as 
  curses along the docks.  Ahznomahni Bards are as 
  common as Prompeldian Goodpieces, and even such 
  oddities as Giilian Goldcoins and Eldoran Sovereigns 
  may be given in trade or change.  The only currency 
  unique to the area are the orichalcum “golems” once 
  minted by Sobeteta (they are no longer made, nor 
  have they been for many years, but are still consid-
  ered valuable by merchants native to the City on the 
  Rock).  Probably crafted in imitation of the Colossus 
  of Moaning Rock, Sobetetan Golems are nearly as 
  big as the metal trade ingots used by many lands to 
  transfer large amounts of wealth.  Heavy and feature-
  less, they are wrapped in bands of silver and set with 
  two small chips of peridot mined in Dakelvail for eyes. 
  A whole Golem is worth 150 gp; a “headless” Golem, 
  which lacks the two gems, is worth far less (usually 
  just 20 gp, though this may vary depending upon 
  how much of the torso was taken when the head was 
  chopped off).  A “starved” Golem has been split down 
  the middle, bisecting the eyes and the torso, and is 
  worth 75 gp.  There are very few Sobetetan Golem 
  trade-bars still in circulation, but they are still used 
  occasionally to transfer large amounts of money.
  SAILING THE COAST
  There are many different ships plying the waters of 
  the Alubelok Coast, but the larger ships often seen in 
  other waters do not sail as commonly here because of 
  the difficulty of navigating the passages further west. 
  Larger ships are also slow moving and so much more 
  vulnerable to the pirates that continue to plague the 
  area despite the best efforts of the Basiran fleets, 
  the Imperial navy and the few but well-crewed and 
  heavily armed vessels of the Assembly of the Water 
  Corner.  These difficulties have led to the construc-
  tion of small, swift sloops that are quickly dominating 
  maritime trade.
  Other vessels common to the coast are the cog, a 
  square-rigged merchant vessel used in many areas 
  of Tellene, and the outrigger, a small but swift little 
  sailing boat used by Dejy fishermen.  There are also 
  caravels, galleys of every stripe and single-masted 
  sloops in great numbers.
  The Alubelok Coast has two high tides and two 
  low tides each day.  Tides in this region are mild, 
  thankfully, or navigation would become that much 
  more difficult.  Tide tables for the region are only 
  completely accurate with regards to the three larger 
  islands and most of those on the southern edge of 
  the Archipelago.  The numerous smaller inlets are a 
  different story.  High tide along the southern edge 
  is just two to three feet, depending on how close 
  the moons are in conjunction.  High tide along the 
  swamp is even less than that.
  THE TEEMING COAST
  The waters of the Alubelok Coast are as rich and 
  varied with life as the marshes that hunker to the 
  north.  The brackish estuaries and silt-laden bays 
  harbor a variety of marine and crustacean life, as 
  well as numerous plants, all fed by the nutrient rich 
  runoff pulled by the tides out of the Alubelok Swamp. 
  Further out, the water clears (the bottom can be seen 
  Chapter 1: The Alubelok Coast
  8
  
  Chapter 1: The Alubelok Coast
  9
  near the more southerly islands of the archipelago) 
  but is no less fecund.
  There are many coral reef formations through the 
  islets, cays, islands and spits of the archipelago, but 
  few of them are at sufficient depth to provide a threat 
  to navigation (thankfully; there are enough of those 
  already). In the waters swim tarpon, mullets, mackerel 
  and grouper in great number, and every possible kind 
  of smaller fish.  These are netted, hooked and even 
  speared in great numbers but they never diminish. 
  There are also huge beds of kelp along the bottom, 
  probably spread here from the colder waters of 
  Elos Bay.  Through these nodding aquatic forests 
  wander nomadic clans of locathah, and myriad other 
  creatures.  Sahuagin war parties prowl through them 
  on occasion, sometimes falling prey to larger, more 
  dangerous predatory creatures.  The kelp canopy can 
  reach heights of thirty feet or more; some of it rising 
  against coral cliffs, mimicking beneath the sea what 
  grows on land.  The stalks of kelp can be as big around 
  as a man’s arm, and can grow as fast as two or three 
  inches a week.  However, the constant wave action 
  erodes them, creating vast amounts of detritus upon 
  which countless organisms feed below.  One thing of 
  particular interest in the kelp is the sallet snail.  Unique 
  to the area, it can grow as large as a man’s head. Their 
  shells, properly treated and crafted, are as strong as 
  metal (often providing the locathah and merfolk with 
  armor).  Their meat is considered a delicacy by many; 
  a netful brought to harbor by locathah traders will 
  bring many hundreds of gold pieces worth of trading 
  material.
  Pilikar, a small but tasty fish, swims the islands of 
  the archipelago in great numbers.  A floating shoal 
  of pilikar may be a half a mile or more across, like 
  glimmering silver stains on the sea surface.  Fishermen 
  consider crossing paths with a shoal of pilikar great 
  fortune, for they can fill the holds of their ships within 
  minutes.  Where pilikar run, porpoises and sharks and 
  sea birds follow.  Fishermen and sailors will watch to 
  see if the shoal moves at all.  If it remains stationary 
  too long they will immediately put up canvas and sail 
  for other waters; that kind of swimming banquet will 
  soon attract creatures large enough to make a meal of 
  entire ships were they to grow weary of fish.
  SAILING THE CHANNELS
  The Ridara is said to be the longest river on 
  Tellene, and carries an incredible amount of traffic 
  in the form of boats, barges and even small sailing 
  ships.  Above Birirelido the river is deep enough to 
  support relatively deep-hulled craft.  Below that city it 
  becomes progressively shorter, until, through the last 
  fifty or so miles it is navigable only by shallow-hulled 
  craft.  The river is many leagues in length, running 
  from the Shynako Hills to the Alubelok Swamp, from 
  which point it breaks up into many channels flowing 
  towards the Kalamaran Sea.  Before this breakup, 
  its long, meandering course flows through or near 
  several provinces; thus Doderan, Tokite and even Pari 
  traders will be found plying its waters, often going all 
  the way to Sobeteta to conduct their business.
  On average, the Ridara itself can be considered 
  to have a move of 15 feet.  Once the river diverges 
  into different channels, its current slows.  The main 
  channel widens here somewhat, but still maintains a 
  move speed of about 12 feet. Other smaller channels, 
  particularly the shallow ones that twist and loop 
  and wend their way into the swamp, may have a 
  movement rate as slow as 5 feet or less.  
  The Ridara River is traveled by an array of craft 
  just as great as the coastline itself, though the best 
  merchant craft are flat-bottomed cogs, keelboats and 
  longships.  This is because sandbars, mudbanks and 
  shoals plague all the channels, varying in frequency 
  and severity. The main channels are least afflicted, 
  though by no means free of them.  The smaller 
  channels becoming lost in the marshes are worst.  A 
  boat that runs into a sandbar or mudbank becomes 
  stuck in place.  To be freed of the obstacle, it must first 
  be undamaged enough to move.  Moving the craft 
  off the sandbar can be difficult and tricky, depending 
  on the situation.  In some cases, one can await the 
  coming of the tide and just float the boat free, or 
  remove some of the cargo until the craft’s draft depth 
  decreases sufficiently to push her free.  Maneuvering 
  a boat off of an average sandbar or mudbank will 
  take 3d10 minutes and a successful Profession (sailor) 
  check (DC 15).  Moving a ship of off such an obstacle 
  will be more difficult, taking 5d10+10 minutes and 
  requiring a Profession (sailor) check of DC 20.  Rough 
  seas, storms, flooded waters and other factors may 
  make these checks more difficult.
  Although the main channels are navigable by 
  most small craft, many of its other courses and side-
  channels are not.  In these places it is often necessary 
  to pole the boat, usually by thrusting the pole down 
  into the riverbed at the bow of the craft and walking 
  it all the way back to the stern.  Unfortunately, poling 
  a boat is exhausting and difficult, and possible only in 
  relatively shallow water.
  In the swamp’s worst places, vessels must be 
  tracked, or hauled along with ropes by people on the 
  shore.  This is the most exhaustive and difficult way 
  to move a boat, but in some of the Alubelok’s worst 
  places this is the only way to do so.  This can be a 
  dangerous undertaking, particularly for those whose 
  job it is to swim or wade up to the next solid landing 
  or tree and fix the ropes.
  Chapter 1: The Alubelok Coast
  9
  
  Chapter 1: The Alubelok Coast
  10
  SPECIFIC WATERWAYS AND ENCOUNTERS
  Defiles Course
  The swiftest channel is the one that becomes the 
  Defiles Course.  By the time its poisonous waters 
  come rushing out of the hills they are swift indeed, 
  with a move rate of 30 feet.  If a boat or small craft 
  is traveling with the current, it effectively adds the 
  current’s speed to the craft’s move rate. If traveling 
  against the current, its speed is slowed by the same 
  amount.
  Little is known of the Defiles Course, which begins 
  without preamble, carves through an odd stretch of 
  solid ground in the midst of the swamp, then ends 
  again just as unexpectedly.  The Course itself is twisting 
  and steep-sided, a series of sharp-edged gorges and 
  river-scoured passages that writhe through a length 
  of bleak hills as rough and barren as any to be found 
  north or west of Elos Bay.  Here the waters enter 
  somewhat sluggishly, even sullenly, but begin to rush 
  and race within a league, until they are a torrent.  With 
  each league the waters pass southward they grow 
  ever darker and fouler, until they are black as pitch 
  when they exit the Course and reenter the Swamp.
  Drinking from the water at the southern end of the 
  Course is tantamount to death—if the drinker’s belly 
  doesn’t burst with pain he is sure to die of fever within 
  days, if not hours.  No one can explain how this rugged 
  hill country came to appear in the midst of a swamp 
  wider than most countries.  It can be stated with 
  certainty that secretive and well-armed bands have 
  sought the Defiles Course on numerous occasions 
  since the earliest days of the House of Bakar.
  Girdsword Strait
  The Girdsword Strait begins immediately west of 
  Rokalel Island, running between it and the mainland 
  swamp.  It is aptly named, for travelers here must 
  brave any number of wicked and dangerous creatures 
  that call the islands and the Alubelok Swamp home. 
  Although it is narrower than the passage which skirts 
  the island to the east, a vagary of the prevailing 
  winds and an offshoot of the West Current allows 
  most ships to travel at a much greater speed (x1.25) 
  within the Strait.  This often shaves as much as two 
  day’s sailing time from the northern tip of the island 
  to the Kalamaran Sea.  For unfathomable reasons of 
  geography, the East Monsoon Winds also seem to 
  trouble this area less than other places, making it 
  less dangerous to transit when storms are upon the 
  region.  Ship captains, despite the number and variety 
  of unwholesome beasts to be encountered here, 
  often cross the Strait for this reason.
   Almost any predatory creature that can be found in 
  a bog or at sea seeks prey along this channel, including 
  giant crocodiles, goldfins, lizardfolk, sahuagin, and so 
  on.  However, the greatest danger to ships in the Strait 
  is Carstanaughir the Black.  Carstanaughir is an ancient 
  Black Dragon who lays claim to all of the brackish 
  water and murky bogs between Defiles Course and 
  Girdsword Strait (players, see below in Wyrms of the 
  Alubelok Archipelago; DMs, see Appendix A).
  Keelshiven Shoals
  The Keelshiven Shoals (“Kupirisa Remikal” in 
  Kalamaran) are a particularly dangerous place for 
  ship traffic, as the numbers of rotted hulks lying on 
  the bottom there can attest.  The remains of ships of 
  all nationalities lie here, once piloted by adventurers 
  Chapter 1: The Alubelok Coast
  10
  
  Chapter 1: The Alubelok Coast
  11
  seeking fortune and fame against the monsters and 
  brigands living deep within the swamps.  Furthermore, 
  monstrous sea birds and odd, sea-loving wyvern-like 
  creatures nest atop the masts and spars that can 
  be seen spearing up through the waves, and entire 
  parties of undead heroes, brigands and monsters 
  wage war upon one another in gruesome remem-
  brances of the rivalries they had when still alive.
  Readywatch Passage
  The aptly named estuary called the Readywatch 
  Passage (“Marog’Li Gelofa”) sees very little traffic, 
  as it crosses through the territory of Carstanaughir 
  the Black.  It was also here that the first mate of the 
  Basiran galley Matamor’s Whimsy was snatched off 
  the forecastle of his ship and carried away by a giant 
  insect similar in form to a massive dragonfly but 
  as long as the vessel itself.  Travel on Readywatch 
  Passage is virtually unheard of, for obvious reasons, 
  but it is occasionally used by groups of unwary 
  explorers in search of adventure, or foolish merchants 
  seeking a faster passage to Remeter Island.
  Remeter Bay
  Remeter Bay may be the fastest route to travel from 
  the coast of Basir to the city of Sobeteta (rather than 
  passing along the western side of Remeter Island), 
  but it is not without its perils.  Brigands and tribes of 
  bullywugs and grippli are prominent here, and often 
  assault passing ships – particularly if they pass too 
  near their coastal or island homes.  Remeter Bay is 
  also said to be haunted by Long Lankin (see below), 
  and is often crossed by pirate craft that know to 
  expect merchant ships and barges here.
  Settlemaw Flats
  A vast stretch of mud, quicksand and boggy rot, 
  the Settlemaw Flats are home to strange, stinking 
  creatures like sharks overgrown with fungus, wide-
  footed and sharp-toothed predatory birds, mud-men 
  and other things less recognizable and far worse. 
  League upon league of treacherous quagmire and 
  depthless, sucking muck comprise the majority of 
  the flats, but rumors of a sunken citadel (enchanted 
  enough to have produced the aforementioned mud-
  men by the legion) often draw foolish adventurers to 
  it.  
  Stories that not just a castle, but an entire city, lies 
  buried under the Settlemaw’s muck are not totally 
  discounted, for travelers there (the few who survive 
  to brag of it) often bring odd relics and weaponry 
  of strange, unrusting metals with them when they 
  emerge.  The depth of this unwholesome area has 
  never been reckoned, but the lizardfolk and bully-
  wugs thereabout maintain that the mud reaches 
  deeper here than any of the waters off the coast…
  DANGERS OF THE WATERWAYS
  Long Lankin
  Long Lankin is the source of more than one child’s 
  nursery rhyme in Sobeteta.  The most common goes 
  something like “Long Lankin walks the foul bog shore, 
  her hut is bones and nothing more.”  Long Lankin is 
  a powerful sea hag, known by some as the Alubelok 
  Crone, and by gray-haired old salts as Auld Lannie. 
  Her lair is somewhere near the estuary where the 
  Ridara meets the sea, on the northern tip of Ridara 
  Bay.  She prowls the sea and the banks of the river 
  alike, hunting amongst the river traffic coming from 
  Birirelido or upriver from Sobeteta and Tovido.  She 
  rarely strays far from the river, and has been seen as 
  far as thirty leagues north of the coast.  On occasion 
  she has preyed upon sea-going vessels, but is most 
  often seen close in to shore.  Long Lankin, so named 
  because of her height, is the bogeyman (woman) of 
  many mothers in fishing villages thereabouts.  “Hush 
  child, or Auld Lannie will hear you!”  Whether her hut 
  is truly made of bones or not remains a matter of 
  conjecture.
  The Mermaid’s Promise
  The Mermaid’s Promise is a ship of the dead, a 
  pirate craft of rotted wood and long-deceased crew, 
  captained by a skeletal master who brings her forth 
  only at night and only in the thickest fog.  Such is 
  her reputation that many sailors will not put forth 
  to sea if a mist is laying about or looks to be coming 
  in.  The vessel takes her name from the figurehead at 
  her prow, that of a bare-chested mermaid with her 
  bosom thrust forth provocatively and a beckoning 
  arm extended.  Verdigris discolors the brass of the 
  ships fixtures and dead barnacles mottle its hulls-
  nothing lives for any length of time when in contact 
  with her planks.  When seen by her prey (and only a 
  very, very few have returned to describe her) there will 
  be numerous dead fish floating about her and flotsam 
  adrift in her wake.  This trail may extend for over a 
  mile in the water behind her and may, for a fortunate 
  few, provide a warning to turn back.  Fey lights dance 
  and flicker amongst her masts and fixtures, and will o’ 
  wisps dance about the ships lanterns.  Only tattered 
  remnants of sail and billowing fragments of hawser 
  remain of her rigging, but she moves with the speed 
  of a warship under full sail.  
  Skahdal Breaktroth, captain of the Mermaid’s 
  Promise, appears only occasionally, but death and 
  misery are sure to follow when he does.  Breaktroth 
  is a skeleton, though doubtless more powerful than 
  any simple created undead, and is certain to have 
  many dread powers.  A pirate in death as he was in 
  life, he lost his left arm (whilst still counted amongst 
  Chapter 1: The Alubelok Coast
  11
  
  Chapter 1: The Alubelok Coast
  12
  the living) to a captain of the Kalamaran navy over 
  two hundred years ago, said captain hewing the limb 
  off with a blade thought to be called Shiveneth. This 
  weapon was either a cutlass or scimitar (tales vary) 
  of surpassing sharpness whose edge held more than 
  its share of enchantment (and could not be blunted, 
  even on stone).  Breaktroth subsequently slew the 
  Captain despite his injury, then butchered the crew 
  and fed them in pieces to the sharks.
  Breaktroth still bears Shiveneth, having taken it 
  from the captain after losing his arm, and captains 
  a crew that is unwaveringly loyal - their undeath 
  tied to his, their will his own.  Much of his original 
  crew has been destroyed over the years.  However, 
  his boarding parties never fail to bring back fresh 
  ‘recruits’ in the form of zombies, skeletons and wights 
  from amongst the crews and passengers that are his 
  victims.  The treasure amassed aboard the Mermaid’s 
  Promise must surely be great, if bloodstained, but it is 
  doubtful that any of it will ever fill anyone’s coffers.
  Sahuagin’s Grieve
  There are many ruins to be found in the Alubelok 
  Archipelago, most originally of Kalamaran construc-
  tion, some predating the Empire by centuries.  In the 
  days of Kolokar, when the Barrier was constructed 
  and fortress building at its zenith, scores of small 
  watchtowers were built throughout the islands. These 
  watchtowers varied in size and were garrisoned by 
  anywhere from a dozen to a hundred marines and/
  or infantry.  They served as bases and supply ports 
  for patrolling ships.  This attempt to subdue the 
  Archipelago failed as a matter of course, and most 
  of the campaniles now lie in various states of ruin 
  (though they are not necessarily unoccupied).  
  Sahuagin’s Grieve was a full-sized fortress, with 
  its own harbor and garrisoned by several hundred 
  troops.  Sometime during the Age of Anguish, when 
  Imperial attentions along the Empire’s borders were 
  at their ebb, a host of Sahuagin of unheard of size rose 
  up from the waters and attacked the fortress.  The 
  garrison was able to drive the creatures off, albeit with 
  great loss and the Sahuagin tribes were devastated 
  (and have never recovered).  This battle probably 
  occurred sometime after IR 150, for records indicate 
  that the place was still hale, if undermanned, as late 
  as IR 140, but naught is mentioned of it in an Imperial 
  naval reckoning conducted by Thedorus in the first 
  season of his reign.  The fortress was abandoned 
  shortly thereafter, but the name remains.  Who or 
  what now occupies the grim place is not known, but 
  several explorers and adventurers bound for there 
  have not returned.
  Three-Eyes
  Three-Eyes is the name by which a particularly 
  loathsome denizen of Sobeteta goes, as no one is 
  certain of the creature’s real name (nor if it truly 
  exists).  Somewhere beneath Sobeteta, in a subter-
  ranean lair connected to both the sewers and the 
  harbor, is said to be an old and wicked Aboleth that 
  may or may not be the master of slave ring stretching 
  from Pel Brolenon to Tarisato.
  Three-Eyes, if tales are to be believed, has agents 
  among the more squalid areas of Wharfside, and may 
  have truck with the most unsavory elements of the 
  city.  It is known for certain that several pirate vessels 
  do business with some kind of monstrous creature 
  that purchases and sells slaves.  At least two promi-
  nent villains of the area met a grisly end beneath 
  the docks, their skin turned to slimy mucus and their 
  mouths filled with stinking, gray-colored slime.
  Puter Spew, once the captain of the Triton’s Fancy 
  (and one of the two villains mentioned above) is said 
  to have been overhead in a tavern discussing his 
  business dealings with Three-Eyes.  In this alleged 
  conversation he mentioned traffic with more than 
  one unwholesome, slime-covered creature ‘like a 
  cross between a slug and a fish’ at different islets of 
  the archipelago.  If this is true, then Three-Eyes, if it 
  is indeed an Aboleth, may not be the only one of its 
  kind about. 
  Wavehunger
  Wavehunger is another pirate vessel of ill repute, 
  and the fear generated by rumor or her sailing 
  may actually be greater than that of the Mermaid’s 
  Promise.  Wavehunger is crewed at least partially by 
  lycanthropes as cunning with their maritime skills as 
  they are black-hearted and ravenous.  Little is known 
  as to who or what captain is master of this vile vessel, 
  but its acts have caused horror and woe as far west as 
  Vuramathatido and as far east as Fewidu (and once 
  even raided the docks of Hinsvahni, on the northern 
  coast of Mezh-Vowmi Isle).
  The crew of Wavehunger employs a number of 
  tactics and ruses to gain the trust of their prey or get 
  aboard – assuming they do not simply storm aboard 
  in a bloodthirsty frenzy and slay everyone they find. 
  They have been known to put a few of their number 
  adrift in a dinghy, claiming to be survivors of a wreck, 
  or to act as though they have been stranded on some 
  lonely shore awaiting rescue. Several of their numbers 
  have, in the past, even hired onto other ships as new 
  crewmen to work their mischief from within.  Their 
  lair, if they have one, remains unknown, but they are 
  thought to have originally called Sobeteta their home 
  port.
  Chapter 1: The Alubelok Coast
  12
  
  Chapter 1: The Alubelok Coast
  13
  The master of Wavehunger is clever.  He has yet to 
  lose a fight, though his crew has suffered casualties in 
  the past.  It is thought that at least one or two of his 
  crewman are in fact were-rats, working with others 
  of their ilk in the sewers along the docks to track 
  the comings-and-goings of choice victims and the 
  destinations of different ships.  At least one winged 
  creature was seen in a particularly bloody skirmish 
  one evening off the Ubikokeli Highlands – most 
  believe it was a werebat, employed by the ship’s 
  master as a scout and lookout.  Such a collection of 
  vicious lycanthropes is without precedent in the naval 
  annals of any maritime nation, and if true is a peril 
  to shipping unmatched by any other danger known 
  in the Sovereign Lands, save perhaps some of the 
  vessels that ply the Sea of the Dead.
  The crew of Wavehunger is thought to occasion-
  ally enter Sobeteta (and perhaps other harbors) in 
  disguise, aboard captured ships.  The recent slaughter 
  of a troop of Harbor Watchmen on Sobeteta’s wharves 
  has been attributed to these creatures.
  The Wreck of the Brine-Bear
  In IR 89, during the first months of the Kalamaran 
  Civil War, the wizard Verun traveled south from Baneta 
  en-route to Bet Kalamar at the behest of the warlord 
  there.  Originally hailing from Cosolen, Verun had 
  been one of the founders of the College of Magic in 
  Pekal.  Not being one of the nicest wizards around 
  (he never seemed to stop being the child who pulled 
  the wings off flies), he had been asked by his associ-
  ates to leave the school.  Unwilling or unable to fight 
  several mages nearly as strong or stronger than he, 
  Verun gathered all of his treasures and relics (as well 
  as several of those rightfully belonging to the College) 
  and complied.  Unfortunately for Verun, he chose 
  to journey during the monsoon season.  All of his 
  magicks were unable to keep the Brine-Bear afloat in 
  the face of a tempest of unimaginable fury and the 
  ship went down.  The exact location of the shipwreck 
  is unknown, though earnestly sought after.
  Occasionally, rumors surface that the Brine-Bear 
  was actually destroyed by creatures summoned and 
  then inadequately controlled by the mage himself. 
  Further, more dire rumors hint that Verun is still alive 
  (in a manner of speaking) and continuing his research 
  in the Brine-Bear’s watery grave.
  Wyrms of the Alubelok Archipelago
  At one time, several dragons were thought to dwell 
  in the Alubelok Archipelago.  Some small, some large 
  and of varying ages, they have come and gone over 
  the centuries.  Now, only one clearly dominates.
  Carstanaughir the Black is a venerable black dragon 
  of cruel disposition and vile demeanor.  This evil drake 
  claims the entirety of the land between Girdsword 
  Strait and Defiles Course as his domain, though the 
  fact that he holds no legal right to the land is an 
  unimportant distinction to the hapless or foolish 
  travelers the wyrm encounters.  Carstanaughir lairs 
  somewhere in the grimmest bogs of the area, revered 
  as a god by native bullywug tribes and served by 
  many foul swamp creatures who become his minions 
  or are quickly destroyed.  Carstanaughir is seldom 
  seen away from the mires of his home, but he is one of 
  the great terrors that give Girdsword Strait its name. 
  (DMs seeking more information on Carstanaughir can 
  refer to Appendix A.)
  Two other dragons are thought to dwell in (or to 
  have visited) the Archipelago.  The first is an adult 
  bronze dragon said to have dwelt on eastern Bosinela 
  Island.  Rumormongers claim that the wyrm met his 
  end in some watery place while hunting for sunken 
  treasure, perhaps even in whilst in search of the wreck 
  of the Brine-Bear.  The truth of this remains uncon-
  firmed, but many have gone hunting his supposedly 
  abandoned lair.
  The last dragon believed to dwell in the area is 
  an aquatic dragon (see the Kingdoms of Kalamar: 
  Dangerous Denizens) of rather largish size.  Its name 
  unknown, this drake has been seen poking its head 
  above the waves near the eastern isles.  This wyrm’s 
  disposition and background also remain unknown, 
  though the abbot of Deeping Abbey is said to have 
  had a dragon as an honored guest within the past 
  few months.
  The Chuul-Skin Orc Clan
  Amongst the hundreds and hundreds of orc tribes 
  across Tellene, there are generally considered to be 
  only fifteen gnoghaagak (major orc tribes).  These 
  include such tribes as the Black Hand and the Wolves 
  of P‘Rorul; huge tribes numbering in the thousands 
  with names and symbols not only recognizable but 
  often feared by human, elven and dwarven kingdoms. 
  The Chuul-Skin tribe is rarely counted as belonging in 
  this company, largely because of the vast, fen-choked 
  wilderness in which they live and their relative lack 
  of notoriety.  Away from the cities along the swamp, 
  few people have heard of them.  This would probably 
  not be the case if they preyed more upon the Ridara 
  river traffic that flows through their domain, but for 
  a variety of reasons the tribe does not typically prey 
  upon it.  Some orcs of the tribe hire out in small bands 
  (ranagran) as guards for boats and barges traveling 
  downriver, but do so with sufficient infrequency 
  that few of the merchants that pay them become 
  aware of just how big the tribe really is.  Note that 
  the Chuul-Skins are only the largest of the orc clans 
  in the Alubelok Swamp.  There have been as many 
  as a dozen others, much much smaller in number, 
  Chapter 1: The Alubelok Coast
  13
  
  Chapter 1: The Alubelok Coast
  14
  identified by reliable Kalamaran scholars.  (Note: For 
  more on the major orc tribes of Tellene, see Fury in the 
  Wastelands, pg. 61.)  
  Tribal Symbol: A Chuul pincer over a clawed green 
  handprint.  Leaders and successful hunters have bits 
  of Chuul chitin grafted to their skin.  At least thrice a 
  year large hunting parties head out into the swamp 
  in search of the massive and cunning chuul, perhaps 
  the most dangerous (and intelligent) predators in the 
  swamp.  Orc fighters fight for the right to accompany 
  such an expedition and it is considered a great honor 
  to lead one (not surprisingly black orcs are accorded 
  this right more often than not).  Occasionally a few 
  more intelligent and powerful orcs hire out as merce-
  naries on the Ridara, float south nearly to the estuary 
  where that river empties into the sea, then hunt chuul 
  as they return home on foot.  Few hunts are successful 
  since as many as one in three hunting parties return 
  empty-handed, and nearly an equal number never 
  return at all.  But when they do return with their 
  quarry, the meat from inside the chuul pincers is 
  eaten raw, as a delicacy, and their tentacles taken 
  back to the aanugh of the tribe (mostly adepts and 
  shamans, but including a few clerics and sorcerers 
  as well) as spell components and trophies.  It is the 
  hard shell of the chuul that is the greatest prize, 
  however.  Surviving members of the hunt have the 
  right to take small pieces of the chitin and sew them 
  onto their flesh (from which the tribe gains its name). 
  The process is long and painful, as the small patches 
  of insect-crustacean shell are first crudely sewn onto 
  the orcs’ back, arms, hands and even faces.  Over 
  the course of time, if they do not become infected, 
  the plates eventually become part of the orcs’ hide. 
  Combined with the great number of scars the orcs 
  have, mostly gained from the constant scratching and 
  tearing at innumerable insect bites, these pieces of 
  chitin give them an ugly and horrifying look indeed.
  Territory Controlled: If the Alubelok Swamp, which 
  is roughly triangular, was an arrowhead, the Chuul-
  Skins would claim the northernmost fifty miles or 
  so that form the point.  Their settlements are widely 
  scattered across these northern fens, but tend to be 
  more heavily concentrated in the eastern bogs, along 
  the Kalamaran side, than those that border Basir.  They 
  continue to slowly expand, however, and the pole-
  mounted, fetish-adorned skulls that mark the area of 
  the swamp they control (control being a relative term) 
  are found a little further south each year.
  The various Chuul-Skin settlements are all built 
  above ground, as the muck of the bog and the high 
  water table generally prevents them from delving 
  underground (though a few small, naturally occur-
  ring caves lie beneath one or two, mostly either filled 
  with water or at least requiring the ability to swim 
  to reach).  Villages are constructed in a circle, usually 
  atop patches of solid ground but occasionally on 
  large raft-like structures anchored in place.  Villages 
  are surrounded by one and sometimes two rude 
  palisade walls, well camouflaged to blend into the 
  surrounding swamp and often built around patches 
  of quicksand or treacherous ground as an additional 
  defense.  The three spawning pits controlled by the 
  tribe are well-defended and are often guarded by 
  trolls that are unaware of their importance.
  Numbers: The Chuul-Skins number some 2,500 orcs. 
  They are not as big a tribe as many others, but life in 
  the Alubelok has made them hard. They are scattered 
  across at least ten or more lairs, though there is one 
  central lair that holds the bulk of the tribal leader-
  ship and 20% or so of their numbers (along with two 
  of their kughagrun spawning pits).  Fully 8% of the 
  tribe are black orcs; the rest are of common stock. 
  Chuul-Skin guruk-vra half-breeds are looked down 
  upon less than those of other tribes, and can attain 
  positions of rank and influence (though they must 
  still fight to prove themselves against the full-bloods). 
  There are several trolls (one in four are actually scrag) 
  in the central and larger settlements, as many as the 
  various ugokh ruling over those places feel they can 
  adequately control.  There are small bands of okogn 
  warriors who function as “troll tenders”, as it were. 
  It is their responsibility to keep the giant creatures 
  pointed in the right direction and from eating too 
  many members of the tribe.  In addition to trolls, 
  the tribe has control of two small goblin clans and 
  a tribe of grippli (though the latter do not fare well 
  under orcish rule).  As recently as a decade ago there 
  were lizardfolk and bullywugs still in the area, but the 
  former have finally been pushed out and the latter 
  have largely drifted south (many into the dragon’s 
  domain).  A few may remain, but if so they remain 
  deep in hiding.  
  Though the tribe does a fair job of dominating the 
  area in which they dwell, complete control of it is 
  impossible.  There are far too many predators living in 
  the Alubelok for that, and the ever-present lizardfolk, 
  while far fewer in number, are both canny and strong. 
  They also lose more than a few tribe members in their 
  periodic Chuul hunts in the deeper swamp.  When the 
  casualties are counted, the Chuul-Skins suffer as many 
  casualties in the swamp as they do in their frequent 
  raids across the Ridara.
  Resources: The only resources readily available to 
  the tribe are the unique Alubelok herbs, creatures 
  and items that are found nowhere else on Tellene. 
  Such things are not easy to trade, and are difficult to 
  harvest and transport, however the tribe’s small but 
  effective network of half-orc “merchants” enables it 
  to engage in some commerce with select Kalamaran 
  Chapter 1: The Alubelok Coast
  14
  
  Chapter 1: The Alubelok Coast
  15
  towns and cities (usually some of those north of 
  the swamp).  Food, livestock and slaves are taken in 
  numerous raids, and a surprising amount of income 
  is earned by Chuul-Skin mercenaries that hire out to 
  unscrupulous merchants for the barge-ride down the 
  Ridara to Sobeteta.
  Religious Bias: There are, of course, large numbers 
  of Chuul-Skin orcs that follow Grarg.  Other orcish 
  deities have their followers, but interestingly worship 
  of Grurg, Grarg’s son is not tolerated.  There are a few 
  black and common orc ka’ago’ghugh rangers who 
  know a surprising number of the tenets of the god 
  Bushnak the Bear, but this is not worship or adulation 
  in the traditional sense, and they are rumored to see 
  him as a massive boar instead of a bear in any event.
  Raid Targets:  Chuul-Skin orcs are constantly hunting 
  (or being hunted by) the creatures of the swamp and 
  other humanoid clans in particular.  The most lucra-
  tive and dangerous raid targets, however, are the 
  Kalamaran towns located just across the river.  The 
  tribe raids eastwards more often than to the north 
  (both because they trade there through half-breed 
  agents and are wary of the strong garrison at Bugido), 
  and have pillaged outlying human settlements as far 
  away as Sethido and Fefido. On one or two particu-
  larly daring raids the town of Hithido saw orcs in the 
  streets and once, just five years ago, half the Basiran 
  town of W’wido was burned to the ground by orcs 
  thought to be Chuul-Skins.    
  Current Events: Within the last several years no less 
  than ten orcs and half-orcs of the tribe have achieved 
  a notoriety and even fame as gladiators fighting in 
  Gor Lisadera, the great arena of Sobeteta, and several 
  more (all guruk-vra) have slipped into Kalamaran 
  towns to enlist in Emperor Kabori’s legions.  This has 
  not been an intentional exodus, but the skills brought 
  back to the tribe by the half-dozen or so that returned 
  have the current garak considering whether or not 
  an intentional scheme of sending his fighters into 
  human society might benefit the tribe militarily.
  There are some troubling events that have 
  concerned the tribe while this is going on, however. 
  The first has been the advent of a massive tendriculos 
  that has recently begun preying upon orcs on the 
  Basiran side of the swamp.  Several large parties have 
  sought the creature thus far without success and 
  numerous warriors were lost in the effort.
  Of even greater worry, however, are the recent 
  sightings of Castanaughir the Black by orcs traveling 
  or patrolling the southern reaches of their “realm” and 
  more recent skirmishes with strong bands of bully-
  wugs.  Traditionally the bullywugs have been unable 
  to stand up to the Chuul-Skins in combat, and have 
  been all but driven out of the northern third of the 
  swamp.  These new skirmishes would seem to herald 
  a change in the status quo, and coupled with the 
  sighting of the dragon have the orcs concerned that 
  the drake is looking to expand his “kingdom” north-
  wards.  The sting of this, however, has been allevi-
  ated somewhat by a sound thrashing delivered to a 
  mercenary company within the sight of Rilefido by a 
  strong band of Chuul-Skin black orcs and trolls.  This 
  victory, less than a fortnight old, yielded much arms, 
  armor and plunder.
  Chapter 2: Islands of the Alubelok Coast
  15
  Chapter 2:
  ISLANDS OF THE 
  ALUBELOK COAST
  
  Chapter 1: The Alubelok Coast
  16
  Though the flow of the Ridara River splits the 
  Alubelok coast into many different “islands,” only 
  three are considered as such.  These are the southern-
  most islands: Bosinela Island, Remeter Island, and the 
  most prominent – Rokalel Island, where we find the 
  city of Sobeteta.
  ROKALEL ISLAND
  Originally a barren and unappealing place, certain 
  parts of it have long since become cultivated, terraced 
  and irrigated.  All along the eastern coast are innumer-
  able rice fields and paddies.  It is rugged and broken 
  on the interior, climbing to just under 500 feet above 
  sea level at  
   tip the island spears up and out of the 
  water into what is called the North Prow (though there 
  is no Southern Prow or any other similar promontory 
  to distinguish it – that is simply what locals call it). 
  Thrusting over the waters of the Bay like a ship’s ram, 
  the North Prow is the second-highest point on the 
  island, and allows the watchers in the tower built 
  there to see for miles in every direction.  This tower is 
  officially called Stone Beak but referred to by almost 
  everyone as just “the Beak.”  Stone Beak is manned by 
  a permanent but small garrison of the Sobetetan City 
  Guard, occasionally relieved by a unit of Harbor Watch 
  marines or Imperial troops, all of whom share that 
  duty.
  Though the majority of dangers in this region lie 
  in the waters and the swamps, anywhere there are 
  people to provide victims there will be criminals 
  and bandits to prey on them.  These are rarely if ever 
  any huge threat on Rokalel Island (there being a far 
  more lucrative criminal career available in piracy or 
  smuggling) but they can be troublesome.  These 
  bandits and brigands (never in any great numbers, 
  but a nuisance nonetheless) have long used the 
  broken and rocky region of the central island to hide 
  in, preying upon smaller settlements and isolated 
  homesteads.  
  Brigands are not the danger on the island of course. 
  Adventurers and soldiers from Pekal once created 
  a stir on the northern end of the island by burning 
  crops, destroying the roads in the region and razing 
  all the buildings outlying Stone Beak (killing the 
  better part of the garrison as they did so).   Though 
  more of a distraction than a true invasion, it was still 
  an attack on Sobetetan soil.  While there was a great 
  deal of damage done, the Pekalese took no real action 
  against the poor folk and peasants, instead confining 
  their efforts to military targets and soldiers.  
  Nevertheless, the principle of the act (not to 
  mention its brazen execution) outraged both Colonel 
  Pateris and the Duke.  It is unlikely that any force 
  could reach the island in great strength without 
  first a warning being sounded, but this fact failed to 
  mollify the Kalamarans, whose reaction to the raid 
  was far greater than the actual damage should have 
  warranted.  (Sorabek, no fool, is well aware that Kabori 
  will not take kindly to any real damage being done to 
  his most profitable port by his enemies, and that his 
  position - as well as his life - hinges on making sure 
  such a thing is not allowed to occur).  It is for these 
  reasons that the Sobetetan military troops mount 
  frequent, periodic patrols across the island, sweeping 
  different areas in turn.  Sobetetan Watch-galleys, 
  which vigorously patrol all around the island from the 
  city and a small dock below Stone Beak, also beach 
  themselves occasionally, allowing strong parties of 
  marines to strike inland at random.  
  THE BLACK WOUND
  The Black Wound is an ominous looking place, a 
  black and noxious hole plunging down into the rock 
  of Rokalel Island.  Strange sounds issue up from it 
  periodically, and obscene creatures have been known 
  to crawl forth.  The Black Wound was formed in 443 
  IR when the deep gnomes of Dakelvail repulsed an 
  attack of fish creatures from the labyrinthine tunnels 
  and dark caverns beneath their city.  The creatures 
  were not defeated, they were simply turned aside 
  - much like a swarm of ants forced to alter their path 
  by a physical barrier.  The day after the battle with 
  the deep gnomes, the fishy horde spewed forth from 
  the ground through a pit that several scores of them 
  perished to dig out.  Once loose upon the island 
  devastation ensued.
  The destruction and bloodshed visited by the horde 
  upon the gnome and halfling settlements in the hills 
  left entire towns empty.  The same happened to 
  numerous human villages.  Sobeteta itself very nearly 
  fell, with City Guardsmen and citizens alike hunted 
  and harried through the streets and platoons of the 
  Watch besieged in stone buildings.
  Two days after they emerged from the pit they 
  withdrew again.  Days later still, mythar and Sobetetan 
  scouts encountered one another as they scouted the 
  place.  The hole was black and noxious, with odious 
  smells and strange sounds issuing up from it.  The 
  stone around the pit had been blackened by filth and 
  worn smooth by the passage of countless bodies. 
  It looked, as the mythar captain put it, “like a black 
  wound in the earth.”  The name stuck.
  Since that time a watch has been maintained upon 
  the Wound.  A strong company of mythar soldiers 
  maintains this guard, augmented by a platoon of the 
  Sobetetan City Watch.  Several thick obelisks have 
  been raised around the hole, from the top of which 
  archers and spellcasters can rain death down upon 
  any emerging creatures.  A permanent bivouac has 
  been built nearby as a billet for the troops.  However, 
  Chapter 2: Islands of the Alubelok Coast
  16
  
  Chapter 1: The Alubelok Coast
  17
  no walls or towers or permanent fortifications have 
  been constructed.  The original intention was to 
  ring the place with battlements.  However, repeated 
  eruptions gave wise heads pause.  If we wall the 
  Wound off, thought they, or sealed it up, might not 
  the fish creatures come forth somewhere else?  Better 
  to know whence they will come and not be caught 
  completely unprepared…
  DAKELVAIL
  Population: 9,000 mythar (deep gnomes)
  At a Glance: The people of this underground fortress 
  city are truculent and unfriendly to the few outsiders 
  that are ever allowed below.  Strangers are rarely 
  able to approach the place undetected.  There are 
  several cunningly concealed watchposts in the rocks 
  out and away from the gates, accessible only from 
  within the city itself.  Keen-eyed mythar sentries 
  watch from inside these trapped and warded clefts; 
  the narrow passages often drip with (and smell of) 
  leaking saltwater.  Worse yet, many passages leading 
  to private chambers and homes are gnome-sized 
  often and viciously trapped, frequently splitting into 
  confusing dead-end tunnels that end in spiked pits 
  or deadfalls.
  Inside the city itself, visitors can expect to be 
  greeted with sullen silence and unfriendly, harshly 
  measuring looks.  Dakelvail has been a city at war for 
  generations; its citizens have little time for frivolity or 
  levity, and may be even dourer than their kinsmen of 
  other lands.  
  The ongoing conflict in the twisting caverns and 
  plummeting wells beneath their city has been virtu-
  ally the sole occupation and focus of these deep 
  gnomes for generations.  How the mythar came to 
  Rokalel Island is unknown, though they claim their 
  city predates that of the Kalamarans.
  In the month of Renewal, in 433 IR, the mythar were 
  nearly destroyed.  A stinking horde of mysterious, 
  fish-like creatures burst in upon the lower levels of 
  their city without warning and ran rampant through 
  the halls.  The butchery that ensued was horrific. 
  The mythar soldiery were skilled and capable, but 
  unprepared and too few.  In the end, barely a quarter 
  of Dakelvail’s folk, the Dakelvailgrim, were still alive 
  when the creatures were driven away.  Now, over a 
  century later, they have yet to recover.
  A decade to the day after this attack the fish 
  creatures came again.  The gnomes, however, had not 
  been idle during the intervening ten years, and the 
  surging tide of filthy humanoids died by the hundreds 
  on traps, in pits and under deadfalls; on spikes and 
  choking to death on poison and burned in torrents of 
  flaming pitch.  Even in the face of all that they came 
  Chapter 2: Islands of the Alubelok Coast
  17
  
  Chapter 1: The Alubelok Coast
  18
  through, but the mythar soldiers were ready for them 
  and repulsed them after a bloody fight that began 
  and ended in darkness.
  What followed after that battle is a tale better told 
  in the history of The Black Wound (see above).  The 
  gnomes reset their traps and rebuilt their defenses 
  and continued to muster their strength, occasion-
  ally rebuffing lesser forays of fish creatures from the 
  depths, or clearing their mines of troglodytes and 
  hunting the monsters of the chasms.
  The reinvigoration of the Kalamaran Empire posed 
  a problem for the Dakelvailgrim.  A vigorous new 
  Duke, fresh from the campaign to retake Tokis, felt it 
  only reasonable that the mythar share in the burden 
  of guarding the Black Wound.  Sages had discerned 
  what had occurred in 443 IR - the Duke’s stance was 
  that it was the deep gnomes who had driven the 
  fish creatures to the surface, and that they therefore 
  bore at least some responsibility for the damage that 
  had been cast.  He felt that Dakelvail should bear 
  the burden of standing watch over the hole.  Several 
  battalions of infantry bivouacked on the hills near the 
  city were there to make his position known to the 
  gnomes.
  The Dakelvailgrim’s attitude was predictable, but 
  they were in a quandary.  They possessed barely 
  sufficient strength to hold the periodic assaults of 
  fish creatures at bay.  They could not afford a two-
  sided battle; however, their trenchant pride would 
  scarcely allow them to meekly surrender to the Duke’s 
  demands.  However, they were not unaware of what 
  had happened to the dwarves of Karasta, nor were 
  they ignorant of the tenuous position of the elves of 
  Doulathanorian.  A compromise seemed unavoidable, 
  though they were loath to make it.
  In the end, the lord of Dakelvail agreed to a treaty 
  whereby he was ennobled in they eyes of Kalamar 
  - he is now the equivalent of a Kalamaran count, and 
  is so formally addressed by Sobetetans and other 
  Kalamarans.  He holds Dakelvail semi-autonomously 
  as a fief, with the Duke of Sobeteta as his liege.
  Dakelvail is too large a city for its current population, 
  which has not yet fully returned to its former strength. 
  Large sections of it remain untenanted and echo 
  hollowly to the tread of constant patrols marching 
  their way over rock and small pools of leaking water. 
  It is built for defense, however, with successive rings 
  of redoubts and bastions and strong points as its 
  roads and stairs climb closer to the surface. 
  Government: Lord Count Brunthal Obalik is the 
  unquestioned master of Dakelvail.  He is blunt, 
  straightforward and anything but intemperate.  He 
  cares for nothing except the preservation of his city 
  and his people.  It is an all-consuming obsession of his 
  considerable will and strategic genius.  Anything that 
  threatens the survival of the Dakelvailgrim is dealt 
  with ruthlessly.  The city’s population is ruled with a 
  military efficiency that is unhindered by cumbersome 
  bureaucracy.  Officials have titles and rank commen-
  surate with their position and responsibility; those 
  that need it are assigned aides and a small staff.
  Lord Duke Obalik has no liking for his position in 
  the Kalamaran nobility.  It is said he uttered his oath of 
  fealty through gritted teeth.  He is also well aware of 
  Duke Sorabek’s past deeds, his slaughter of gnomes 
  and dwarves in particular.  Though neither he nor 
  his subjects bear any particular like or dislike for rock 
  gnomes, the fact that they were butchered out of 
  hand galls him greatly.
  None of the mythar cares for the current state of 
  affairs, but they are a pragmatic and obdurate folk 
  and see no options available to them.  There are 
  no subversive groups or political malcontents in 
  Dakelvail.  They are too busy fighting or training to do 
  so to indulge in such pointless and disloyal machina-
  tions.
  Economy: The mythar trade some with the rock 
  gnomes and halflings of the hills, exchanging precious 
  stones and well-crafted tools and implements with 
  them for agricultural products, goat’s milk and honey 
  (their one indulgence).  Their artisans, when they 
  can spare the time, create incredible sculptures and 
  other artwork from stone.  These bring a high price 
  in Sobeteta when, on rare occasion, mythar travel 
  there.  Their weapons are equally valued and are 
  sold to Sobetetans and other island inhabitants, but 
  are only carried abroad in small numbers and so are 
  usually purchased only by collectors or those wealthy 
  enough to afford them.  Typically, these are just 
  knives, daggers, small swords and the like.  They have 
  also been known to sell flavorful mushrooms and 
  other delicacies from the caves in order to purchase 
  other items unavailable to them.
  Military: Every gnome old enough to carry a weapon 
  in Dakelvail does so.  The martial nature of the city 
  insures that artisans, craftsmen and even scholars 
  can wield a blade or swing a mace.  The actual 
  military force of the mythar numbers a thousand. 
  Soldiers are tough and strong, skilled with a variety 
  of melee weapons, particularly the flail, which many 
  Dakelvailgrim prefer.  Missile support is provided by 
  crossbows or volleys of envenomed darts, usually 
  hurled from behind a covering rank of armored 
  gnomes bearing shields.  A few mythar fighters, and 
  many rogues, fight two-handed with the vicious 
  haerthach (see Chapter 5: Equipment).  
  Their sorcerers prefer spells that will augment and 
  support the ranks of their soldiers.  Their wizards, 
  even fewer in number than their sorcerers, specialize 
  in either conjuration or evocation, the better to either 
  Chapter 2: Islands of the Alubelok Coast
  18
  
  Chapter 1: The Alubelok Coast
  19
  summon monsters into battle or create barriers and 
  devastating enchantments for use against their foes. 
  It is not just accepted that mythar mages will take 
  part in the defense of the city, it is expected.  There 
  are a few deep gnomes who care for and fight along-
  side war dogs bred over the years by clergy of The 
  Old Man.  They are short at the shoulder and heavily 
  muscled, and wear mail crafted by gnome armor-
  smiths.
  Temples: There is but one faith followed in Dakelvail 
  - the Order of the Pike.  Captain Gulpin Tagazi leads 
  the clergy of the Order of the Pike, and oversees 
  the breeding of the squat, powerful war dogs that 
  fight alongside the Dakelvailgrim.  There are a total 
  of eleven clerics of Sergeant, Elite and Regular rank 
  aiding Captain Tagazi in his services and his training. 
  They work ceaselessly to hone the fighting skills and 
  decision-making abilities of the mythar soldiery, and 
  have turned the use of traps of ambuscade into an 
  art.  None of these clerics of Serabel would be of any 
  use in a cavalry battle or establishing pike drill, but 
  they are unmatched in their mastery of savage tunnel 
  warfare.
  Mages & Sages: Habamel Shywright is skilled mythar 
  wizard who toils constantly to improve her mastery of 
  skills and runes.  She has several copies of her spell 
  books, sharing her conjuration spells freely with her 
  apprentices and with several fighting mages who 
  seek to learn at least some ability with magic to help 
  their comrades in battle.  She scribes scroll after scroll 
  to be carried by them, and her apprentices, when they 
  accompany patrols into the deep.
  Herjam Natassi is an excellent conjurer who lost his 
  hand to a grick in his youth.  He has had to modify 
  many of his spells with somatic requirements to 
  accommodate this loss.  The creatures Natassi has 
  summoned forth in the past have turned the tide of 
  more than one bitter fight.  He keeps several potent 
  magic items on his person, and would still go “down 
  below” with the mythar soldiers if he was spry enough 
  to do it.  Age has taken its toll on the old gnome, but 
  he remains a priceless asset to the city.
  Underworld: Though there are rogues in Dakelvail, 
  they are not practicing thieves.  They are scouts or 
  masters of ambush, practicing their skills to strike fish 
  creatures or illithids unexpectedly, from out of the 
  darkness.  The punishment for thievery in the city is 
  ritual dismemberment, beginning with the removal 
  of the offender’s hands, but this sentence has not 
  been necessary in living memory.
  Interesting Sites: The Black Wound is the most 
  notable site in or near Dakelvail, of course, but there 
  are others of interest.  One of these is the Cave of 
  Pikes, a large open-mouthed cave one league north 
  of the city.  Inside the cave is a huge chessboard 
  carved in the stone of its floors.  The pieces are over 
  a foot tall - deep gnomes and war dogs on one side 
  pitted against a variety of subterranean creatures 
  on the other.  Seawater trickling from a small crack 
  feeds a pool in the cave, around which chairs and 
  other furnishings are placed.  In the Cave of Pikes 
  the Dakelvail clerics of The Old Man entertain other 
  faithful of the Order of the Pike from distant lands 
  and cities for discussion (even they are only allowed 
  into the city at times).  What no one outside the city 
  suspects, not even Duke Sorabek, is that the tunnels 
  below Rokalel Island may actually connect with The 
  Grottoes in the Ubikokeli Highlands.  Recently Lord 
  Obalik has received a petition from a scholar in far-off 
  Anowhizh requesting permission to come investigate 
  that possibility.
  Special Notes: The mythar will probably never 
  completely adjust to their status as Kalamaran 
  citizens, but neither will there ever be a danger that 
  they might revolt.  Colonel Herit, commander of the 
  mythar military, believes that they can use it to their 
  advantage, however, for if they are Duke Sorabek’s 
  vassals, is he not duty-bound to aid them?  He would 
  no more welcome human soldiers in the city than 
  any other gnome (not that they’d be able to stand 
  upright), but weapons and armament and other assis-
  tance could be gained.  He has yet to bring this to the 
  “Count’s” attention, but he intends to.
  ROPIDU
  Ropidu is a tiny coastal town on the western shore 
  of Rokalel Island just a few leagues west of Tovido, 
  connected to that town by a road that cuts across 
  the narrow waist of the isle.  Ropidu has no harbor 
  to speak of, just a few small piers suitable only 
  for berthing small fishing craft and similar vessels. 
  Ropidu is governed in Duke Sorabek’s name by a 
  military appointee known as the Warden.  Though 
  his power is similar to that possessed by the Barons 
  of other towns, the Warden is a strictly professional 
  post without any patent of nobility attached.  The 
  current Warden of Ropidu is Fasamir P’Mara, a former 
  Captain of the Kalamaran legions who served Duke 
  Sorabek in his campaigns in the mountains prior to 
  his appointment as Duke of Sobeteta.  Though the 
  Warden’s former military rank was lower than several 
  of the soldiers currently serving the Duke, his position 
  and the strategic value of the watchtower high on a 
  ridge above the town, give him power and prestige 
  normally accorded to men of greater rank (or richer 
  blood).  All able-bodied men in Ropidu are required 
  to maintain some sort of missile weapon in their 
  home or business due to the large numbers of avian 
  monsters coming out of the Alubelok Swamp, and 
  Chapter 2: Islands of the Alubelok Coast
  19
  
  Chapter 1: The Alubelok Coast
  20
  all public businesses have racks of pole-arms, arrows, 
  quarrels or slingstones near the front doors.
  TOVIDO
  Population: Tovido’s resident population is 
  comprised of 1,407 humans, predominantly 
  Kalamarans, but at any given time there may be half 
  again as many people from other lands filling local 
  inns and hostels.  There are often several score or 
  more doughty fighters from all over (including even 
  Brandobians and Reanaarians!) who come here to 
  fight alongside the Tidesmen.  In addition to these 
  human folks, there are perhaps 300 or more halflings 
  dwelling in cliff homes hewn out of the rock high 
  above the town.
  At a Glance: Tovido, a small walled town of some 
  1,407 persons, is an outpost of humanity sitting on 
  the road between the tiny town of Ropidu to the 
  west and the port of Sobeteta to the eastern side of 
  Rokalel Island.  It is a physically small place, built tall 
  rather than wide in order to improve ease of defense, 
  so that it looks like the town is huddled up against 
  the cliffs.  The local bogs have been filled in out to 
  a distance of a half a league all the way around the 
  town and the harbor has been warded by sunken 
  ships with stone-filled hulls and huge lengths of 
  chain.  Despite all these precautions, creatures from 
  the Alubelok Swamp often make a meal of Tovidans, 
  who are watchful and wary as a matter of course. 
  Difficult shoals and wicked, rocky cliffs line the shore 
  for leagues in either direction, making Tovido’s small 
  harbor of little use for any traffic traveling east of 
  Rokalel Island to or from Sobeteta.
  Government: Tovido has been actively and 
  efficiently ruled by Baron Pul’Har Gu’Lap Tovido since 
  he was granted the Barony by Duke Sorabek’s prede-
  cessor. A lean and restless veteran of the Tokite 
  Civil War, Baron Tovido spent over a year in the 
  Militocracy of Korak, where his sound advice and 
  unflappable demeanor made him nearly as impor-
  tant to the Koraki General as the Council of Six (some 
  say Baron Pul’Har’s attitude towards the Alubelok 
  Swamp mirrors that of the Koraki General’s view of the 
  hobgoblin menace).  The halflings in the cliffs above 
  Tovido are also beholden to Baron Tovido, though 
  they largely administer themselves.
  Economy: Though Sobeteta is a far larger port, 
  and far more frequently visited by river traffic, the 
  commerce traveling down the Ridara River has 
  tremendous impact on Tovido.  Many traders who 
  do not wish to make the larger city a port of call (for 
  whatever reason) conduct their business in Tovido 
  (among these is the well known, if not notorious, 
  Golden Alliance ivory merchant Zeba Mastera).  There 
  is also some overland traffic with Dakelvail, for the 
  Mythar rarely care to travel as far away as Sobeteta, 
  when they venture away from their city at all.  There 
  is but one narrow road switching back and forth 
  from the plateau above down to the town, but crafty 
  Tovidans have constructed vast winches on the edge 
  of the cliffs, devices large enough to raise and lower 
  platforms bearing fully-laden wagons.
  Military: There is a handful of Sobetetan infantry 
  on detached duty here, plus the Baron’s household 
  troops (about forty or so), the town militia (known as 
  the Tidesmen) and great number of halfling slingers, 
  who rival those of P’Bapar in skill. The Baron’s house-
  hold troops patrol the plateau and act as a constab-
  ulary, often accompanied by halfling slingers; the 
  Tidesmen are rarely home for long.
  Major Temples:  Though several deities have strong 
  representation in Tovido, none have as many worship-
  pers as The Holy Mother.  The Valiant is also widely 
  followed (not surprisingly, given the great temple 
  in Sobeteta).  The Raconteur has a small but very 
  vocal following, and there is an unassuming chapel 
  of The Eternal Lantern there, supporting a small but 
  very active sect of the Kalenal Gali, the Order of the 
  Slayer. 
  Mages & Sages: There are several minor sorcerers, 
  wizards and even druids in Tovido.  The best known 
  of these is Halavan Sapetir, a red-haired Kalamaran as 
  tall as a Fhokki who is said to keep a small octopus or 
  cuttlefish in a massive tank in his home as a familiar.
  Underworld: Gortrean Relloi, an unsavory 
  Prompeldian, is probably the most disliked man in 
  Tovido.  He is a smuggler and a slaver and a trafficker 
  in all manners of goods, but he has never been caught 
  in the act and so continues to flaunt his wealth in 
  town.  Relloi (probably an assumed name) is also a 
  well-known dealer in strange monsters and oddities, 
  creatures he markets quite ingeniously to various 
  gladiatorial arenas throughout the Vast Empire.  His 
  current stock includes a massive female crimson 
  worm (See Dangerous Denizens: The Monsters of 
  Tellene) taken by trappers in the Alubelok Swamp, 
  and, if rumors are correct, a Crawling Head being kept 
  in a massive, soundproof vault underground.  Another 
  fellow often eyed askance by Tovidans is Marazzhak 
  the Scowler, a huge sil-karg bounty hunter who, along 
  with several dubious henchmen, use Tovido as a base 
  from which to hunt wanted criminals and other...
  targets...that travel the Ridara River.
  Interesting Sites: Three small tunnels have opened 
  in the cliffs above Tovido within the last several 
  months, higher than the town but below the halfling 
  cliff-dwellings.  No one knows who or what created 
  these openings, which have been explored as deeply 
  as several leagues into the earth, but the Baron is 
  taking no chances.  Fearing that these might be 
  Chapter 2: Islands of the Alubelok Coast
  20
  
  Chapter 1: The Alubelok Coast
  21
  stemming from the Black Wound, he has ordered 
  each one collapsed in on itself as soon as it appeared, 
  and strong patrols have been ordered all along the 
  bottom of the cliffs.
  Special Notes: The area is principally known for 
  the great numbers of different bird life that live 
  along the cliffs here (they also give the town its 
  Merchant’s Tongue nickname, “Terntide”).  Terns, gulls, 
  cormorants, ospreys and other species all frequent 
  the coastal rocks, making their nests on the rocky 
  heights that deny shipping any sanctuary.  Sighting 
  them is considered good fortune for the smaller craft 
  coming from the river, as it is a sign that the harbor 
  is near.  Many of these birds, in particular the ospreys 
  (which are of unusual size) are tamed for use by the 
  Tidesmen, most of whom have bonded with one in 
  the same fashion that some folks train hounds or 
  domesticate other creatures.  Using them in much the 
  same way that falconers do their birds, the Tidesmen 
  patrol the coast in sculled craft, or guard the harbor 
  and nearby waters in sloops and small brigs.  Though 
  few in number, the Tidesmen are doughty fighting 
  men and often sought for assistance with a particular 
  problem or foe.  They have cleared out particularly 
  troublesome nests of grippli in the mires north of 
  their town, and are said to have once driven away 
  the ship Wavehunger (an action for which the ship’s 
  captain is sure to bear them a grudge).  Though most 
  wear mail and carry spears and blades as the tools of 
  their craft, there are rumored to be magic-wielding 
  folk numbered in their company as well.
  BOSINELA ISLAND
  As well as being the headquarters of the Knights 
  of the Breaking Wave (see Chapter 4: Orders and 
  Organizations), Bosinela Island offers the following 
  sites.
  RETHIDO
  Population: 1,211 Kalamaran humans, most of pure 
  stock but a few show the features and darker skin of 
  the Svimohz.  There is a small but unique segment 
  to the town’s population that has only been settled 
  in Rethido for about a decade.  A little more than 
  ten years ago, a large contingent of Tokite soldiers, 
  veterans of the war with Pekal, all settled here and 
  have since become respected and valued residents 
  of the town.
  At a Glance:  The small fishing town on the southern 
  coast of Bosinela Island is relatively peaceful and quiet. 
  Things are stirred up here only a few times a year, 
  when the regattas of Sobeteta bring great numbers 
  of small craft to her docks for a brief period.  If it were 
  not for the giant crabs that seem to congregate in 
  the shallow waters here, only the retired soldiers of 
  the town militia would make the place remarkable 
  at all.  The prime crabbing waters stretch for at least 
  thirty leagues in either direction of the little town’s 
  small harbor.  Interestingly, it is only the brief stretch 
  of deeper water where the docks are built that is free 
  of the huge creatures (the claws of which can slice 
  through mail as easily as the silk of milady’s gown). 
  Government: Baron Rethido is as gray-haired as 
  he is fat and good-natured.  He is an anomaly in the 
  current politics of the Vast Empire in that his family 
  has ruled over Rethido since anyone can remember 
  (though the current line is a distaff branch of those 
  who ruled here before), all of them competent and 
  none of them (almost unbelievably) ever growing 
  ambitious or supporting the wrong faction.  He pays 
  the taxes he must to Duke Sorabek and makes sure 
  that both the constables and militia are ready for the 
  troublesome boat races and regattas that will never 
  go away.  The Baron is neither outspoken nor greatly 
  charismatic, but he somehow manages to keep the 
  loyalty of the citizens he rules and that is no mean 
  feat. Other necessary governmental functions are 
  conducted by the town council, headed by Rethido’s 
  granddaughter (nearly as mild as he is and twice as 
  shrewd) and a retired Tokite mercenary colonel.
  Economy: The economy of Rethido is almost 
  exclusively centered around her fishing fleets and 
  crabbers, though some trade is conducted with small 
  villages and scattered farms on the hills of the island’s 
  interior.  
  Military:  There is a surprisingly strong and skilled 
  militia in Rethido, largely due to the training and 
  influence of the soldiers who retired here.  Though 
  not as well disciplined or used to the keeping of 
  formations as professional units, they have by dint of 
  long practice become adept at using their pole-arms 
  to fight large aquatic monsters and more than a few 
  of the town’s younger lads have been welcomed into 
  service on the warships of Truetide Bight because of 
  that skill.  There are also some fifteen constables in 
  town, all of them skilled riders (though not trained to 
  fight as cavalry).  In addition to watching over Rethido, 
  they are used as post and dispatch riders between 
  Rethido, Satirido and the numerous small settlements 
  not large enough to have their own constabulary.
  Major Temples: There are no major temples in 
  Rethido.  The Raiser is worshipped by some, Bright 
  Eyes by others, and of course there are a few that 
  pray to Wave Crusher.  Most of the population that 
  actually attends services does so in the Baron’s Great 
  Hall, where worship of the Lord of Silver Linings is 
  conducted.  (Note: it has been rumored that the Baron 
  wanted to enter the Church of Everlasting Hope as a 
  young man and would have done so had the death of 
  Chapter 2: Islands of the Alubelok Coast
  21
  
  Chapter 1: The Alubelok Coast
  22
  his older brothers in battle not required him to remain 
  and rule.)
  Mages & Sages: The only mage of any real note in 
  Rethido is actually the Baron’s illegitimate son, B’Rogis 
  Rethido.  B’Rogis is no great wizard by any means, 
  but he is proficient.  He recently returned from a trip 
  to Balelido, where he earned a great deal of money 
  working as cook for several wealthy families there. 
  He has recently toyed with the idea of attempting 
  to animate the remains of the giant crabs with some 
  kind of necromantic spell, figuring that an exoskel-
  eton should be subject to the same sorcery as an 
  endoskeleton.  He hasn’t really put much work into 
  though. 
  Underworld: Other than a few petty thieves, 
  pickpockets and smugglers, there is no real under-
  world to speak of in Rethido.  The constables are 
  irritable when provoked into action and tend to make 
  sure sailors or visitors toe the line.
  Interesting Sites: A day’s ride southwest of Rethido 
  is a large abandoned manor rumored to be haunted, 
  inhabited by humanoids or worse, generally avoided 
  by the locals (who know better than to tarry anywhere 
  near the place).  What most folk do not realize is that 
  the place was once home to a Tarisatan wizard who 
  maintained close contacts with numerous unpleasant 
  fellows that traded along and in the Obakasek Jungle. 
  The wizard brought a large number of humanoids of 
  many different species into the labyrinth of tunnels 
  beneath his home.  The place is now thick with 
  mongrelmen, though they take great care not to 
  reveal themselves.  Baron Rethido is aware of the 
  situation, but is content to let the pitiful creatures 
  alone as long as they keep to themselves.  The lure 
  of a dead mage’s treasure, however, may eventually 
  force his hand.
  Special Notes: The majority of the old Tokite soldiers 
  that settled in Rethido were pikemen, very good 
  ones, all members of a company commanded by one 
  Lakaran Dilomas.  Approximately twenty in number, 
  they were the core band of a unit that had followed 
  Colonel Dilomas for years.  Dilomas himself was an 
  experienced mercenary with a good reputation, who’d 
  helped to establish the pike drill for Emperor Kabori’s 
  Sixth Legion.  Dilomas hailed originally from Rethido 
  and wished to retire there to live out his days.  Such 
  was the loyalty he commanded from his troops that 
  a score of them, mostly landless and tired of fighting, 
  came with him.  Their skill with pikes, halberds and 
  glaives became a valuable talent when it came to 
  harvesting the giant crabs (before their arrival, killing 
  one was a chancy, if lucrative business).  
  Dilomas is not a man who could be recognized 
  as a soldier of such reputation and background.  He 
  dresses like the rest of the men of the village and is 
  not one to put on airs.  His organizational ability and 
  the experience of his men has changed the village 
  forever—they’ve trained the other men (and some 
  Chapter 2: Islands of the Alubelok Coast
  22
  
  Chapter 1: The Alubelok Coast
  23
  of the women) in pike drill, and take large numbers 
  of giant crabs for sale or trade.  This has kept many of 
  the villagers alive, and led them to a surprising and 
  entirely unexpected prosperity.  It has also made the 
  ordinary little place a very dangerous target indeed 
  for pirates, something at least two unsavory and 
  unsuspecting crews have learned to their chagrin.  
  SATIRIDO
  Satirido, hardly any larger than Melidu, is actually 
  beholden to Baron Rethido of Rethido.  It was once 
  the center of a Barony in its own right, but its most 
  recent liege corresponded with the wrong nobleman 
  in Emperor Kabori’s court, and the Emperor had him 
  removed, in pieces.  For the last five years the town 
  and its surrounding villages and thorps have grown to 
  look wistfully upon their larger neighbor to the south; 
  Baron Rethido, however, is careful not to encourage 
  their overtures of fealty.  He has no desire to rule 
  any larger a fief than he does already, nor does he 
  want anyone above him to suspect he has plans for 
  “improvement”.  Other than these goings-on, there is 
  little of significance in Satirido to distinguish it from 
  any other small harbor along the Alubelok Coast.  It 
  is dangerous, stinking and hot.  However, there is one 
  notable “inhabitant” of the area.  Along the northern 
  shores of Bosinela Island and through the southern 
  banks of the great swamp, swims a giant crocodile 
  that is regarded almost affectionately by the folk 
  of Satirido.  The locals call this almost-mascot King 
  Snaggletooth, and assume he hails from the mires of 
  the Sethome Dejy to the north.  King Snaggletooth 
  is big enough to have been mistaken for a small 
  wyrm in the past, and is known to have dragged a 
  buccaneer’s sloop beneath the water once during a 
  particularly wet spring. 
  DEEPING ABBEY
  Deeping Abbey, some 5 miles west of Rethido, refers 
  to both a particular section of coastline there and a 
  huge temple of Lisar, the Mother of the Elements.  The 
  Abbey is one of the largest such churches to be found 
  anywhere on Tellene, and is certainly the greatest to 
  be found on the shores of the Vast Empire.  Here at 
  Deeping Abbey, Lisar is honored in her incarnation 
  as Wave Crusher, the patron of the Cult of the Water 
  Corner of the Assembly of Four Corners.  A naturally 
  occurring deep harbor fronts the Abbey, which is a 
  fortress in its own right.  Coral-walled watchtowers 
  as strong as any wrought of stone guard both the 
  harbor entrance and the road that approaches the 
  place from the eastern side.  There are catapults on 
  the landward side towers, and catapults and wooden 
  piles employed seaward.  The latter are well placed to 
  batter any ships foolish enough to come thither.  The 
  harbor itself is a small bay that can be reached only 
  through a narrow channel, a passage wide enough to 
  allow the movement of but two large vessels at a time 
  (indeed, the biggest ships have been known to scrape 
  hulls as they pass).  Its depth is sufficient to allow 
  ships of the greatest draft.  A second, smaller Inner 
  Harbor lies further in from the larger one.  Only ships 
  captained and manned by servants of Wave Crusher 
  are allowed into the Inner Harbor.
  A Guardian of the Water Corner (Tebom Febidu, a 
  Basiran hailing from a long line of fishermen) admin-
  isters the Abbey.  Guardian Tebom was taken from the 
  deck of his uncle’s small craft when he was still a boy 
  and he was impressed into imperial service aboard a 
  trireme out of Bet Kalamar.  His aptitude and ability 
  astounded a young acolyte aboard the vessel and he 
  was quickly transferred from the deck to the chapel. 
  His accomplishments since then have been remark-
  Chapter 2: Islands of the Alubelok Coast
  23
  
  Chapter 1: The Alubelok Coast
  24
  able, and if he still harbors some ill will towards the 
  imperials he takes care not to allow it to interfere with 
  his duties.  There are sixteen other clerics serving in 
  the Abbey, including ten Servants and Initiates and 
  another half dozen of higher status.  In addition to 
  these clergy there are a score and a half commoners 
  and lay folk tending to the day-to-day needs of the 
  clerics and temple grounds, plus an equal number of 
  sturdy men-at-arms.  Not surprisingly, a former naval 
  officer commands this contingent.  The Guardian’s 
  personal guard (which he decries the need for but his 
  followers demand) of six are all men who served in 
  the navies of Basir, Pekal or Eldor.
  A village nearly the size of a small town has risen up 
  around the temple to serve the needs of the clerics 
  and travelers who come here seeking trade or shelter. 
  Lawlessness is not abided, and trouble is virtually 
  unheard of.  There is a school of navigation located 
  here which draws students from places as close as Bet 
  Kalamar to cities as far away as Cosolen, Vrandol, Shyff 
  and even Narr-Rytarr.  The fishing village of Satirido 
  and the town of Rethido lie within several hours walk 
  of the Abbey.  The Abbey leaders claim that these 
  peoples are under their protection, though nominally 
  they are actually the vassals of Count Rethido.
  Deeping Abbey is home port to several warships 
  crewed by clerics and lay worshippers of Wave 
  Crusher.  They often roam abroad hunting monsters, 
  pirates or anything else that threaten the sailors, 
  fishermen and other mariners who worship Lisar.  The 
  number of these ships is rarely great, but all manner 
  and kind of craft may be encountered, from Basiran 
  frigates to Kalamaran biremes and sloops, to even 
  junks and suvarzha (see the Kingdoms of Kalamar 
  supplement, Salt & Sea Dogs) from faraway lands. 
  These ships serve to defend the Outer Harbor and 
  patrol the surrounding sea lanes in times of need, 
  but there are rarely more than a few of them actively 
  doing so.  Such vessels typically do not tarry in port, 
  being eager to venture once more out on the sea to 
  perform Lisar’s work.
  The clergy of Deeping Abbey are sincere and 
  strong in their faith.  They have long since mastered 
  skills maritime, and know water miracles unknown 
  anywhere else.  They keep company with numbers 
  of aquatic beasts and are said to have traveled to 
  “the seas of other worlds.”  The veracity of this last 
  statement is debated, but it is claimed that the Inner 
  Harbor is warded by a massive water elemental called 
  Trammelswurl, a creature of prodigious strength and 
  size.  It is further claimed that, in the early years of 
  Emperor Kabori’s reign, the elemental slew a huge 
  dragon turtle with contemptuous ease.  Regardless 
  of the true story, a giant polished shell remains atop 
  a tiny island in the Inner Harbor and is now a chapel 
  for the private vigils of the priesthood.  The surmised 
  existence of this creature, and its traditional friend-
  ship with the Guardians of Deeping Abbey, lend 
  credence to local rumors that the Inner Harbor is in 
  fact some sort of gateway or crossing place to the 
  Elemental Plane of Water.
  Though he has always guided the clergy of the 
  Abbey in their efforts against pirates, sea-wreckers 
  and those who would make the seas unsafe, recently 
  Guardian Tebom’s thoughts have strayed westward, 
  to the Defiles Course (or, as it is sometimes called, 
  the Blackwater Rush).  The bitter waters of that turgid 
  waterway have long befouled many leagues of the 
  Alubelok Swamp, as well as certain small estuaries 
  of the Basiran end of the Girdsword Strait.  Lately the 
  black water has even begun to kill off much of Basir’s 
  rice crop in the region.  Increasingly the Guardian has 
  wondered what is to blame for the killing river and is 
  beginning to feel as though Lisar is calling upon him 
  to end that defilement.
  Recent attempts by certain Purgers of the House 
  of Scorn to discredit the Deeping Abbey have come 
  to naught, much to the relief of the Guardian and 
  his staff.  Certain followers of the Despiser had tried 
  to blame an attack on Sobeteta by a host of water 
  elementals on a conjectured, fictional Keeper of the 
  Water Corner (or perhaps Guardian Tebom himself). 
  Though none of the worshippers of Lisar were worried 
  they would be held to blame for the attack, having 
  the accusation made at all was infuriating.  Too, the 
  Guardian’s well-known background lent at least some 
  credence to the claims.  However, the Purger who 
  began the accusations caught the eye of Resemer the 
  Unholy as a result of his efforts.  This put a swift end 
  to said efforts.
  REMETER ISLAND
  Aside from the village of Kalido and the following 
  two locations, Remeter Island is said to have little to 
  interest travelers.  
  KALIDO
  Far to the west of any other Alubelok town, Kalido 
  was once (a long time ago) argued about and even 
  fought over.  Powerful noblemen of Basir claimed the 
  little walled port, which most Kalamarans consider to 
  be beholden to the Duke of Sobeteta.  This squabble 
  has long since been forgotten as the war with Pekal 
  heated up.  With the increasing number of fleet 
  actions out on Elos Bay, the well-protected harbor 
  at Kalido has begun to see naval vessels with more 
  frequency, and Princess Dela of Basir has recently 
  agreed to put a company of armored crossbowmen 
  ashore there to help keep the town safe in the event 
  Chapter 2: Islands of the Alubelok Coast
  24
  
  Chapter 1: The Alubelok Coast
  25
  of Pekalese or privateer attack.  Kalido has a popula-
  tion of 957, mostly Kalamarans with familial ties both 
  in Basir and Sobeteta.  Baron T’Poru Loritu Kalido has 
  ruled here for just a few years, being awarded the 
  title some time after Duke Sorabek was installed in 
  Sobeteta.  He was granted the rights to the Barony by 
  Emperor Kabori himself for his role in some unknown 
  intrigue involving the Duke of O’Par.  Of utmost 
  concern to Baron Kalido, right now, and even more 
  so than worries over what Pekalese warships might 
  do, is a gang of Vrocks that have been savaging the 
  small settlements of herders and farmers furthest out 
  from Kalido.  How these extraplanar creatures came to 
  leave the abyss and trouble Remeter Island the baron 
  does not know, but to say that he is worried about 
  them would be a gross understatement.
  MELIDU
  An unprepossessing village of barely 400 people 
  on the southeastern tip of Remeter Island, Melidu 
  is noteworthy for just one reason.  One particular 
  citizen of the town, the formidable Asa Vitilar, is far 
  more than she seems at first glance.  Still a hale and 
  attractive woman, though now nearing her sixtieth 
  year, Asa was a Basiran Dancer (and a powerful one) 
  for many years before settling here.  She was riding on 
  the stern of a Basiran frigate that foundered in a storm 
  in the waters nearby, and a local fisherman pulled her 
  from the sea more drowned than alive.  A widower, 
  he nursed her back to health and eventually helped 
  her return to Bet Urala.  She remained there for just a 
  season before her heart led her back to him, to settle 
  down in Melidu permanently.  That was fifteen years 
  ago, and though her husband’s health failed last year 
  she has remained there.  She is not quick-tempered, 
  nor easily given to violence, but she will tolerate 
  nothing that might bring harm to the village or its 
  inhabitants—and her abilities as a mage are still very 
  much to be reckoned with.  At least once or twice a 
  year she receives visitors at odd hours—mages, some 
  of them, and more than one dangerous looking man 
  in rune-covered armor.  In the absence of a Baron (the 
  actual House Melidu died out many decades past, and 
  no one has ever taken or been given the town or title 
  to rule it), Asa Vitilar acts as a sort of “headwoman”, 
  with several prominent townsfolk to help her “govern” 
  (such as she does).  Duke Sorabek rarely troubles the 
  place, and if he was aware that it is in need of a Baron 
  it would be very surprising.  Were he so informed, it 
  is doubtful he would take any action.  Vitilar keeps 
  trouble from brewing, and Saltheart would probably 
  balk at an official Sobetetan presence anyway.
  THE SALTHEART KINGDOM
  The Saltheart Kingdom is a mostly aquatic region 
  claimed by Saltheart Spraystrider (the Merchant’s 
  Tongue rendering of his true name), a reef giant of 
  astonishing size and strength.  “Kingdom” is a relative 
  term and not one of specific political implications 
  - neither Princess Dela of Basir nor Duke Sorabek 
  II of Sobeteta acknowledge the sovereignty of the 
  kingdom, though they do recognize the practicality 
  of its “ruler’s” mastery of the area.
  Saltheart’s kingdom comprises a chain of numerous 
  small islands to the south of Remeter Island (and, 
  depending upon the giant’s mood, much of Remeter’s 
  southern coastline as well).  Technically falling within 
  the borders of the Kingdom of Basir, its eastern 
  periphery is considered to be one of the boundaries of 
  the Girdsword Strait (and is, in fact, one of the reasons 
  that channel earned the name).  Spanning nearly 100 
  miles of water, the kingdom is home to a variety of 
  aquatic creatures, humanoid clans, small numbers 
  of lesser giants and even several tiny human fishing 
  villages.  All of them acknowledge Spraystrider as 
  their sovereign, or they do not last long.  A surprising 
  number of pirate ships also pay fealty and a tribute of 
  their plunder to the giant in return for permission to 
  ply his waters.
  Only a few decades after the demise of Emperor 
  Fulakar, an overweening Kalamaran admiral felt the 
  giant’s ire, losing several ships to the self-proclaimed 
  ruler’s wrath.  Because of this, most believe the 
  giant is several hundred years old at least.  Saltheart 
  Spraystrider is known to have great treasures hoarded 
  in his sea manor, the exact location of which is 
  unknown.  More than one adventurer has met his end 
  hunting for it, and at least one, the Captain known 
  as Baragir the Osprey, was pursued all the way to 
  Sobeteta harbor by the giant’s hunting pack of sea 
  cats and there devoured.  One fabled treasure thought 
  to be in his possession is the Reef Lord’s Pearl, a price-
  less gem reputed to be as large as a man’s head.
  Spraystrider is not unreasonable, but he is tempera-
  mental and quick to anger.  Merchants or sailors 
  wishing to pass through Girdsword Strait in his waters 
  do well to pay the tithe he demands, and even royal 
  Kalamaran warship captains are known to pay their 
  toll.
  There is no capitol of the Saltheart kingdom, per 
  se.  There is only the Reef Lord’s aquatic mansion, 
  somewhere below one of the larger islands in his terri-
  tory.  In this manse dwells the giant himself, along with 
  a few guests of various races.  The cave and mansion 
  is guarded by a variety of marine creatures, including 
  sea-lions and giant eels.  There are usually at least 
  forty or fifty merfolk warriors defending the home of 
  their liege, possibly alongside several locathah
  Chapter 2: Islands of the Alubelok Coast
  25
  
  Population: Varies.  Perhaps 2,000 humans, several 
  hundred merfolk and locathah, a few score hill and 
  reef giants, unknown numbers of lizardfolk and 
  assorted other aquatic creatures.
  Government: Saltheart Spraystrider is a desultory 
  ruler.  In reality, he rarely bothers his “subjects” so long 
  as they abide by his claim to authority.  Each tribe, 
  village or band within his realm rules itself virtually 
  autonomously, rarely troubled by the outside world. 
  Village headmen are the authority in the various 
  human and humanoid villages.  
  Gelruh is the chieftain of a powerful and well-estab-
  lished tribe of lizardfolk dwelling in the salt-water 
  marshes of one such isle off the southeast coast of 
  Remeter Island.  He is physically powerful and very 
  intelligent, leading a tribe of several hundred with 
  the assistance of several druids and shamans.  The 
  members of his tribe are accomplished fighters and 
  masters of ambuscade, defending their island from 
  intruders with a labyrinthine network of snares and 
  traps.
  Pisaladh is the locathah barbarian who rules the 
  largest of the several semi-nomadic locathah bands 
  that dwell in the kingdom.  Pisaladh has led several 
  groups to Sobeteta in the past, and continues to do 
  so on occasion, braving that human port more often 
  than his counterparts in the other clans.  Pisaladh is 
  said to carry Edaro’s snarling trident (see Appendix 
  B), a powerfully enchanted weapon once borne by 
  a Basiran ship captain and since handed down from 
  chieftain to chieftain in his tribe.
  Economy: The economy of the kingdom is self-
  supporting and simple.  Beyond what is necessary 
  to sustain its inhabitants, the fishermen of the island 
  occasionally export certain parts of their catch.  They 
  often claim salvage rights to the cargo and surviving 
  remnants of ships that sink in the nearby waters and 
  then wash ashore.  Usually this salvage is traded for 
  manufactured goods unavailable to the villagers (and 
  later traded by canny merchants for a tidy profit in 
  Sobeteta or Bet Urala).  Gelruh’s tribe of lizardfolk 
  has carefully established trade relations with a few 
  discreet and honest merchants, much to the benefit 
  of both sides.  In addition to rare herbs found in the 
  marshes, Gelruh’s folk provide these merchants with 
  cloaks and capes woven with unsurpassed skill—
  these garments, which will keep out virtually any 
  rain and offer surprising protection from the cold, are 
  much sought after in Sobeteta and sell for a tremen-
  dous price.  
  Because their relationship with the lizardfolk give 
  them a virtual monopoly on such raiment, these 
  merchants take great pain to maintain good relations 
  with the tribe and can be counted on to assist Gelruh if 
  he is in need.  (The tribes of the Alubelok Swamp trade 
  similar garments, but without any consistency and in 
  no great numbers.)  There is a small (but thriving) 
  pirate economy in the kingdom as well.  Saltheart 
  pays little heed to the laws of man, and requires only 
  that a tithe from any transaction involving plundered 
  goods be paid to him or to the peoples he rules.  It 
  would be impossible to determine how exactly this 
  plunder is allocated to the different villages and 
  bands, because there is no prescribed method.  The 
  giant appears to give it away in a whimsical, unpredict-
  able fashion.  Likewise, certain human villages have 
  made agreements with independent naval captains 
  (predominantly Basiran), helping them to track down 
  and destroy these pirates.  In these cases Saltheart 
  mandate is the same.  A percentage of goods or 
  monies recovered must be given to the village that 
  provided the information, and a percentage of that 
  goes into his coffers.
  Military: There is no “standing” military as such in the 
  kingdom.  Saltheart is very powerful in his own right, 
  and is known to have several score locathah warriors 
  guarding his hold.  In addition to these fighters, and 
  the adepts and shamans that advise and assist them, 
  he keeps a large hunting pack of sea lions and dire sea 
  lions the way certain human nobles keep hounds.  A 
  few humans from the villages of the kingdom dwell in 
  air-filled caves in his mansion, and (or so rumor has it) 
  so do a few very powerful gray elves.
  Temples: Any of the known churches can be 
  found represented amongst the various peoples of 
  the kingdom, though there are no formally estab-
  lished temple structures of the kind common to 
  human kingdoms to be found there.  Among both 
  humans and merfolk of the area, the most commonly 
  worshipped deities are Wave Crusher, The Raiser, 
  The Emperor of Scorn, or The Bear (or The Balancer 
  as it is known underwater); respectively known as 
  Ambomorphsys, Reagoor, Peasorta, and Banasquata 
  by the merfolk.  Amongst the Zek’Ira (lizardfolk) of the 
  area, The Holy Mother holds sway almost exclusively. 
  There are followers of The Old Man among them in 
  small numbers and a very few adherents to The Way 
  of the Berserk (although they tend not to advertise 
  their faith, and often leave their home and make 
  their way into the Alubelok Swamp).  These lizardfolk 
  worship the Battle Rager in his incarnation as Turacg, 
  a maniacal lizardfolk warrior bearing a stone-axe 
  and riding an immense dire crocodile as large as a 
  dragon.  The sahuagin of the region worship several 
  deities like the merfolk, but lean more towards the 
  Chapter 2: Islands of the Alubelok Coast
  26
  
  The City on the Rock sits on Rokalel, the large, 
  rock-rimmed island at the southern end of the Ridara 
  River delta.  The city is large, sprawling and noisome, 
  its own smells and odors often overwhelmed by 
  the putrid stench of the nearby Alubelok Swamp. 
  Summer is the favorite season for Sobetetans, 
  because the constant breezes from the south and 
  southwest bring a welcome relief from the stink.  The 
  Elos Breeze is particularly welcomed, though rarely 
  felt in any strength.  This wind also seems to curtail 
  the visits of avian predators from nearby islands 
  and marshes, though anyone who travels beyond 
  the city’s archer-paced walls (ranchers, farmers and 
  sailors) will always keep a wary eye on the sky.  Giant 
  vultures, eagles, harpies and stirges are among the 
  many flying creatures that menace the region.
  Traffic to and from Sobeteta typically sails along 
  the outside periphery of the Alubelok Archipelago, 
  for reasons that are abundantly clear.  However, as 
  with all such perilous places, there are those who 
  brave its dangers for the benefits to be gleaned from 
  doing so.  Among these are improved sailing time 
  gained by taking the channels through the islands, 
  commerce with scattered, hidden communities in the 
  islands or along the shores of the swamp, and trade 
  with the humanoid clans of the bog, who harvest 
  rare plants, spices and, on occasion, even more rare 
  creatures.  Lastly, of course, are those who venture 
  into the islands and the swamp to actually hunt 
  those creatures—the Alubelok boasts unwholesome 
  creatures unheard of in other places.
  Sobeteta is a disproportionately busy place, even 
  for a city her size.  She is one of two primary end ports 
  of the Reanaarian Run, and is located on a crucial 
  point along the trade routes of the Kalamaran Sea. 
  For instance, at least one vessel in four that visits her 
  harbor is traveling the Merchant’s Run.  Sobeteta is 
  visited by all manners of merchants and their craft. 
  The flags of many nations can be seen flying in her 
  harbor, Ahznomahn and Ozhvinmishii in particular 
  (the so-called City on the Rock does a brisk business 
  with wine shipped out of Ashoshani ports of call). 
  Ships putting in at Sobeteta may be bound for ports 
  as close as Bet Kalamar to as far away as Cosolen!  The 
  warehouses along the wharf hold everything from 
  locally grown rice to korit’sa sausage from Lidareta, 
  brilliantly hued feathers from the Delnondrian Islands 
  and slaves out of Pel Brolenon.  During monsoon 
  season the port grows even busier, for most craft will 
  stay closer in to shore to avoid those storms.
  Sobeteta is the most cosmopolitan of all the 
  Kalamaran cities.  Languages from a dozen lands 
  are spoken on her streets, and likewise the coins of 
  at least as many places are spent.  Thieves, assassins 
  and cutthroats abound, but so do scholars, sages 
  and philosophers.  If you want it, it can be found in 
  Sobeteta, but staying in the city can be as dangerous 
  as getting there.
  One other interesting facet of Sobeteta is the unique 
  structure of her walls and higher buildings.  There are 
  wires strung from spires and poles to fend off aerial 
  monsters from the swamps, and many battlements 
  are spiked for the same reason.  Although the walls 
  are not covered this way, all watchtowers are, and 
  most are not open-topped.  They have a peaked roof 
  that slopes out over the turrets to protect them from 
  above.  Arrow slits are open in these, with stepped 
  platforms below, so crossbowmen can shoot up at 
  flying attackers as well as over the battlements towards 
  the ground.  Soldiers and constables alike have long 
  since learned to tread carefully if the mandates of 
  their post carry them to a high place.  More than one 
  has been snatched up and carried away.
  POPULATION
  Sobeteta is composed of 56,300 humans, nearly 
  all Kalamarans.  Indeed, many of the noble houses of 
  Chapter 3: Sobeteta, The City on the Rock 
  27
  Chapter 3:
  SOBETETA, THE CITY ON 
  THE ROCK 
  
  Chapter 3: Sobeteta, The City on the Rock 
  28
  the city take great pride in their ability to claim nearly 
  ‘pure’ Kalamaran blood.
  As can be expected of a maritime populace, other 
  races come from any number of backgrounds, brought 
  hither by trade, conquest or slavery.  These include Dejy 
  from the tribes in the nearby swamps to as far away as 
  the sands of Elos; Brandobians from Mendarn, Cosdol 
  or even Pel Brolenon; Reanaarians from the maritime 
  cities of the Bay, and Svimohz from the northern and 
  eastern coasts of that region.  The largest concentra-
  tion of non-Kalamaran humans is two thousand or so 
  second-generation Zazahni who immigrated to the 
  city over the last two decades, fleeing the ongoing 
  internecine conflicts there.  Recently, dangerous-
  looking Dejy of the Simay tribe have been seen in 
  the company of certain merchants, ritually tattooed 
  and showing filed teeth.  The presence of these exotic 
  bodyguards, recruited from the verdant depths of 
  the eastern Vohven Jungle, has quickly become a 
  mark of status and prestige.  They have proven to 
  be a worthwhile and deadly investment, as several 
  thieves, racketeers and even pirates have learned to 
  their dismay.
  There are relatively few humanoids making their 
  home in Sobeteta (though this cannot be said of those 
  whom travel and commerce bring through).  There 
  are a few score lightfoot halflings and rock gnomes, 
  primarily craftsmen or adventurers (inside the city) or 
  farmers and herdsmen (outside the city).  High elves 
  are a rarity that will draw the occasional curious look 
  from Sobetetans, though their appearance in the city 
  as visitors from ships is common enough that few will 
  remark upon it.  Gray elves may be seen at times as 
  well, with a stronger (though not hostile) reaction. 
  This far west, away from the immediately overseeing 
  eyes of Imperial Kalamar, dwarves can also be seen. 
  Half-hobgoblins, half-elves and half-orcs all make a 
  home in the city, but not in any great numbers.  There 
  are probably less than two score hobgoblins living 
  in the city.  Those that do are almost all adventurers, 
  swords-for-hire or gladiators (one of the former is 
  thought to be a Restorer of Kruk-Ma-Kali.  See the 
  Kingdoms of Kalamar Player’s Guide for more informa-
  tion on the Restorers.).
  There are a few deep gnomes in Sobeteta; they 
  are typically emissaries, adventurers or young adults 
  undergoing their surface-travel rite of passage. 
  These mythar all hail from the buried fortress-hold 
  of Dakelvail (see page 16), deep beneath the barren 
  rocks of western Rokalel Island.  There is never more 
  than a handful of the dour and unfriendly gnomes in 
  the city - at times there are no more than the ambas-
  sador to Duke Sorabek II and his small contingent of 
  bodyguards.  Sobetetans have learned through hard 
  experience not to trouble or molest the trenchant 
  deep gnomes—most will ignore any they see (the 
  safest overture to make).
  There are some that say Sobeteta is more Basiran in 
  her attitudes and personalities than Kalamaran, and 
  certain parallels can be drawn to support this.  Basiran 
  ships are the greatest naval assets of the Empire, and 
  her greatest cities are all ports.  Both are removed 
  geographically and socially from the Kalamaran heart 
  Chapter 3: Sobeteta, The City on the Rock 
  28
  
  Chapter 3: Sobeteta, The City on the Rock 
  29
  of the Empire and both have a value disproportionate 
  to their size for the Emperor.
  This interpretation, however, is incorrect - Sobetetans 
  do not particularly identify with Basirans.  In fact, if the 
  truth were told, they do not particularly identify with 
  any Kalamaran region or state.  Sobetetans regard 
  themselves with a certain proud distinction - land, 
  water, marsh and decades of custom distance them 
  from any of their neighbors.  Emperor Kabori controls 
  the various fiefs of Kalamar and Tarisato, the Kingdom 
  of Basir, the Kingdom of Tokis and the Duchy of 
  Dodera, but gives the Sobetetans a surprising amount 
  of latitude.
  When making a list of Imperial provinces (Basir, 
  Tarisato, etc.), Sobetetans tend to add and the City of 
  Sobeteta (at least in their own minds) as a separate 
  entry at the bottom of that list.  Some folk have said 
  in the past that the islands of the Archipelago should 
  be declared its own duchy, like Dodera, these obser-
  vations being made despite that fact that nearly half 
  of the island chain and a third of the swamp belongs 
  to the King of Basir.  
  The fact that the position of Duke has been an 
  appointed position for the last several decades is one 
  reason this has never happened.  There is no filial line 
  or tradition tied to the city or any of its territories. 
  Common sense on the part of successive appointed 
  Dukes, who can be removed as quickly as they were 
  installed, is a second reason.
  GOVERNMENT
  Sobeteta is a vital commercial city, as well as a 
  strategic location for the Imperial and Basiran navy. 
  Because of its importance to the Empire, the Emperor’s 
  most trusted duke governs Sobeteta.  This is not a 
  hereditary position—this duchy does not come as 
  part and parcel of someone’s inheritance (or at least 
  it no longer does).  The current Duke of Sobeteta is 
  Sorabek II, an energetic and driven man who proved 
  his loyalty to Kabori during the annexation of the 
  dwarven kingdom of Karasta after the Battle of Kadir 
  Ridge.  There he ordered the massacre of a gnome 
  village that had been harboring dwarf dissidents and 
  survivors of the battle.  What many believe to be the 
  scariest aspect of the man is that he regarded the 
  deed as necessary and did not hesitate.  This was not 
  out of malice, as he harbored no particular enmity 
  towards dwarves or gnomes beyond recognizing 
  them as the enemy.  He simply did what he believed 
  needed to be done.  Sorabek has a reputation in more 
  than one province as a “hatchet man,” a man who 
  fixes problems - permanently.  His solutions require 
  a ruthless and merciless dedication to results; he 
  harbors no doubt that the end justifies the means. 
  The Duke of Sobeteta is nominally the liege lord of 
  the seven larger towns and cities of the islands and 
  all of the smaller settlements throughout the archi-
  pelago, but he is typically too concerned with events 
  in his own city itself to spare much thought to the 
  others.
  Working for the Duke to ensure functioning of the 
  city is the Privy Council.  Several important officials sit 
  upon the council, offering advice or counsel (much 
  of it necessary because the Duke is not actually from 
  there).  Major decisions regarding policy or military 
  action are always discussed there.  Sorabek rarely 
  fails to attend a meeting, and the members are savvy 
  enough to know which decisions require his presence 
  to finalize and which can be made in his absence. 
  They do not bandy words or try to manipulate him, as 
  he has little patience for sycophants or bureaucrats.
  Among the councilmen are the Duke’s Registrar, 
  who records and registers births, deaths, and deeds 
  of property.  He spends most of his time supervising 
  tax collection and accounting or city revenue and 
  expense.  Works closely with the local clergy of The 
  Hall of Oaths in the signing and witnessing of promis-
  sory notes, contracts, etc.  It is also the job of a part 
  of his overworked office to record the sentencing of 
  criminals as High Esquire Minon, Chief Magistrate of 
  the City, hands down his punishments.  The Prefect of 
  the City Guard sits on the council, as do other impor-
  tant figures.  The Prefect rarely attends meetings, 
  however, except to advise or answer questions at 
  need.  There are usually three or four other prominent 
  citizens on the Council, appointed by the duke for 
  terms of one year.  Often these are merchants, but in 
  the past they have included craftsmen, shipwrights 
  and once even the formidable mistress of a bordello.
  Chapter 3: Sobeteta, The City on the Rock 
  29
  HISTORY OF THE BANNER
  The symbol of the city was, centuries ago, simply a racing 
  war galley with sea foam piling up under its prow.  However, 
  sometime during the first few confusing years after Emperor 
  Kolokar’s death, the kraken was added and the galley changed 
  somewhat. No Sobetetan now living can explain how or why 
  this happened, nor can any histories account for nearly four 
  months during that desperate time.  No records anywhere 
  to be found can account for any activity during those four 
  months, and details of a season on either side of it are sketchy 
  at best.  It is thought that the changes to the flag were made 
  during this lost period.  Whatever the provenance of the new 
  flag, it has long since come to be accepted by the populace 
  of the city and flown with great pride.  
  Once a rather foolish scholar wrote a treatise to the effect 
  that he believed the nature of the flag had something to do 
  with the rumors of a god-like creature of the deep named 
  G’Tiru.  His opinions were met with derision and he eventu-
  ally vanished.
  
  Chapter 3: Sobeteta, The City on the Rock 
  30
  The Banner of Sobeteta: The official emblem of 
  Sobeteta is a lean war galley with a high prow, in 
  profile (facing sinister).  It has a single mast but no 
  sail, and all of its oars are swept to the rear, as though 
  driving it forward.  Rising out of the water behind it 
  is a massive, stylized kraken, its tentacles uncoiling 
  from the water both fore and aft.  It is this emblem 
  that adorns the walls of the towers of the City Guard 
  and the face of the Ducal Seat, and likewise it is this 
  emblem flown from the flags of Sobetetan military 
  vessels.  Interesting, most native Sobetetan merchants 
  show their civic pride by flying the emblem as well. 
  (Sobetetans are notoriously prickly, and known in 
  every port on the Kalamaran Sea for their allegiance 
  to their home city.) 
  The kraken-and-galley sigil is the arms of the city, 
  not the Duke or any other noble family, but only the 
  Duke is allowed to fly his colors higher.  Anyone else 
  flying the Sobetetan flag must place it higher on the 
  staff or mast than any other colors flown, or risk the 
  seizure and impoundment of the property (typically a 
  ship or building) whereupon the flag is flown.  Unless, 
  of course, they are flying the colors of Kalamar itself 
  which would necessarily take the superior position.
  ECONOMY
  The largest single export Sobeteta provides to 
  the Empire (and to the world) is the omnipresent 
  crop, rice.  Rice grown virtually everywhere there is a 
  human settlement in the Archipelago, on the Basiran 
  side as well as the Kalamaran side.  Sobeteta also 
  trades with Svimohzia, the cities of Reanaaria Bay 
  and virtually every other major maritime interest in 
  the Sovereign Lands.  Sobeteta may not be as busy 
  as Svowmahni, or as cosmopolitan as Zoa, but it is a 
  place of endless opportunity and activity, nonethe-
  less.  The city certainly handles a much wider variety of 
  cargoes, sees stranger wares and hears more different 
  languages than many other ports on the Kalamaran 
  Sea, with the obvious exception of Bet Kalamar.
  Sobeteta is an ideal commercial and naval port, 
  from several points of view, with excellent harbor 
  installations (including cranes, sling-hoists and the 
  best lading apparatus available along the coast. 
  Along the harbor are several wide, roofed pavilions 
  to facilitate trade.  There are shipyards, but not many 
  - most ships are actually constructed in Basir or Bet 
  Kalamar itself.  There are ship-sheds in several places 
  to shelter naval and Harbor Watch vessels, with a few 
  that are privately owned for wealthy merchant ship 
  owners.
  The harbor at Sobeteta is a bustling, crowded 
  place in any season.  Ships of every stripe sail or 
  row towards and away from the docks at all hours. 
  Docks and piers ranging in size from those that moor 
  small fishing boats to those that can accommodate 
  the looming Kalamaran triremes march for over a 
  league along the water.  The wharves throng with 
  fishermen, sailors, merchants, travelers, deckhands, 
  laborers, constables, soldiers and wide-eyed visitors 
  who have never seen (or smelled) anything like what 
  is to be beheld there.  Dray animals, carts and wagons 
  wend back and forth from the wharves, loading or 
  unloading cargo in a stream that ends only when the 
  last vestige of daylight has been chased from the sky. 
  For voyages or cargo of great or time-pressed impor-
  tance, huge lamps can be lit along the quays (though 
  this is done with frequency only during the busiest 
  times of the year).
  In addition to her great importance as a harbor, 
  Sobeteta marks the end point of trade floating down 
  the Ridara River.  An entire industry has grown up 
  around transport up and down this river, perhaps 
  the longest on Tellene.  Boats and barges, skiffs 
  and coracles and keelboats of all kinds can be seen 
  plying the waters of the Ridara, from as far north as 
  the Kakapela Hills to the vast delta of the Alubelok 
  Swamp - nearly 300 leagues of navigable water. 
  Such a natural highway sees a tremendous amount 
  of traffic.  The natural destination of goods being 
  shipped abroad is the City on the Rock.
  Naturally, these two sources of trade (and revenue) 
  make Sobeteta a wealthy city.  This, in turn, generates 
  large sums of money in the form of taxes, tithes and 
  tariffs.  Sorabek for his part is justly proud of his post, 
  as well as a loyal noble of the Empire.  He is motivated, 
  energetic and capable (unfortunately for his enemies 
  and political malefactors).
  Amongst the various products and resources 
  supporting the thriving Sobetetan economy are, first 
  and foremost, its numerous rice products.  Rice wine 
  and rice beer are popular here and available for 
  export, as is rice flour and even “rice porcelain”, in 
  which grains of rice are pressed into the paste before 
  firing.  They disintegrate and form tiny translucent 
  windows in the (usually) white or blue dishes—
  decoration of such porcelain has become an art form 
  in its own right, resulting in beautiful (and expensive) 
  pieces of art.  Rice powder of great purity is also avail-
  able in Sobeteta.  This stark white powder is sold in 
  small cakes and used by mimes, courtesans, thespians 
  and other professionals to color their skin white. 
  Brewer’s rice for fermentation is shipped abroad, as 
  is virtually every other rice-derivative product.  Many 
  different spices and vegetables are cultivated in city 
  gardens and cliff-side terrace fields, all of which bring 
  a good price to merchants and sailors coming in 
  from a long sea voyage (and a sailor’s diet of bland 
  foods).  The recent introduction of k’terek, a pungent 
  clove-and-tobacco pipeleaf worth 1 cp per pinch, has 
  Chapter 3: Sobeteta, The City on the Rock 
  30
  
  Chapter 3: Sobeteta, The City on the Rock 
  31
  proven immensely popular.  Supply will not keep up 
  with demand and several merchants and growers are 
  attempting to develop other similar tobaccos to suit 
  different tastes.
  In addition to the rice and other agricultural 
  products, wool is available from the rocky island 
  highlands and honey as well.  In the Harbor District 
  Sobeteta sees far more money change hands for the 
  repair and refitting of ships than their construction 
  or purchase, but there are always ships, boats and 
  various types of small craft available along the docks 
  for sale.  This lends itself to the manufacture and trade 
  of all manners of nautical paraphernalia and minutiae 
  - sailcloth, rope, tarpaulins, pitch and the like.
  A tremendous variety of products are hunted, 
  gathered or cultivated in the bogs and deltas of the 
  Alubelok Swamp.  The great majority of it makes 
  its way to the markets of Sobeteta.  At least three 
  different breeds of wild rice are gathered there, along 
  with rare plants, unusual spices and unique herbs. 
  Also found there are feathers from the vast numbers 
  of waterfowl, saltwater clams dug from shallow, 
  muddy beaches, freshwater clams from river courses 
  and mussels from the marshes.  Alongside these are 
  rare plants, spices, rare creatures (or parts of them), 
  medicinal herbs, unguents and balms.
  In addition to all of these products, there is, of 
  course, a vast amount of fish brought to the docks. 
  The waters of the Kalamaran Sea are known for their 
  largesse in the shoals and straits and passages of the 
  Alubelok Archipelago.  Only rarely will a fishing craft 
  return from open water empty handed.  Fishing is a 
  common and respected trade in Sobeteta, and the 
  city’s fisherman are good at their craft.  Despite their 
  skill, however, they are no match for the nomadic 
  bands of aquatic creatures who occasionally emerge 
  from the harbor looking to trade.  In particular, bands 
  of locathah coming to Sobeteta often bear unusual 
  catches up onto the wharves.
  There are other things taken from the sea, of course. 
  Ink from cuttlefish and squid, pearls (though none 
  to match those of Basir), shrimp, oysters and clams. 
  Sobeteta is known for selling great amounts of wetur, 
  or “shamblefish,” (see Chapter 5: Equipment).  Eels 
  are particularly well liked in Sobeteta.  Most that are 
  caught wind up being consumed locally.  People of 
  the city have a variety of favorite recipes revolving 
  around eel (and, predictably enough, rice).  There 
  are a variety of eel species in the waters of the archi-
  pelago, some of them large enough to make a meal of 
  the occasional incautious fishermen.
  Other things traded at market include wool from 
  the upland farms (there is not much of it, but it is good 
  quality), some cheeses, lamp oil, and dye.  This latter 
  product is a recent development.  Quite by accident, it 
  was discovered that one variety of saltwater mussels 
  produces a gray, dark green or black dye of excellent 
  quality.  The purity of the color does not yet rival the 
  dyes of Tharggy, but that may come in time.  In the 
  interim, much work is being done to try to produce 
  other hues.
  MILITARY
  The city’s barracks house 2,000 to 3,000 infantry 
  and marines, many of them Imperial troops.  The 
  responsibility of the troops in Sobeteta is twofold. 
  Their first mandate is to defend the city herself.  This 
  assignment is usually considered the easier of the two 
  responsibilities, though it is not without risk.  Their 
  second mandate is to keep and assure the security 
  of Sobeteta and the trade route down the Ridara 
  River - the patrolling of Rokalel Island and all of the 
  small settlements falls within this tasking, as well 
  as the scouting and patrolling of the Ridara and its 
  immediate environs.
  There are several distinct elements to the Sobetetan 
  military, aside from the Imperial troops.  One is the 
  City Guard, while the second is the Harbor Watch. 
  Each of these has its own commander, with a separate 
  and distinct hierarchy or rank, but required by the 
  nature of their mission to work closely together.  This 
  relationship has led to trouble and issues over rank 
  and command in the past, but the current Duke has 
  sufficient strength of will and personality to make it 
  work.
  Aside from the Guard and the Watch, there is also 
  the unofficial “Guild Levies” (detailed below), a large 
  contingent of marines and infantry, and whatever 
  visiting Imperial troops happen to be in the city at 
  that time.
  The City Guard: Guardsmen receive training compa-
  rable to the foot soldiers of most nations and are well 
  equipped (though not up to the standards of Kabori’s 
  legions).  They are responsible for policing the city for 
  and manning all city walls, gates and towers.  They 
  usually maintain watch in Stone Beak Tower at the 
  north end of the island, watching over the natural 
  springs in the northern hills, from which virtually all 
  the city’s fresh water comes.  In addition to these 
  varied duties, they sometimes patrol Rokalel Island.
  The City Guard is more loosely organized than 
  various units of the military, and less rigidly disci-
  plined, but this is no reflection on their ability.  There 
  are 490 constables in the City Guard available to 
  police Sobeteta, 32 of them female.  This also includes 
  several low-level clerics who aid in investigations. 
  They are almost all human, but a few are half-breeds 
  of different kinds and at least a dozen elves are 
  among them.  The City Guard is comparatively large 
  Chapter 3: Sobeteta, The City on the Rock 
  31
  
  Chapter 3: Sobeteta, The City on the Rock 
  32
  considering the size of the city, but despite this they 
  remain busy, even harried during the height of the 
  shipping season.
  Prefect Paramil Tusima, an intense and soft-spoken 
  man in his middle fifties, commands the Sobeteta City 
  Guard.  Tusima is tall for a Kalamaran, with thinning 
  hair cropped short and a sharp widow’s peak above 
  his brow.  He often makes those who do not know 
  him uncomfortable when he gazes at them—he 
  rarely blinks, and the scar from an old wound has 
  left his right eye permanently half-closed.  Tusima 
  was born an orphan and spent his early years in the 
  narrows of Old Town.  Tall and strong, if unusually 
  lean, even in his youth, he became a gladiator out of 
  desperation at the age of thirteen.  Fighting for his life 
  against beasts or other men with a full belly seemed 
  preferable then to starving to death.
  His few years in the arena were successful ones, 
  though he never earned any huge amount of renown 
  or inspired any songs.  The worst hurt he ever suffered 
  was the one that nearly took his eye, inflicted by a 
  sahuagin pitted against him in Gor Lisaderi, Sobeteta’s 
  huge gladiatorial arena.  Still, living through half 
  a decade of gladiator fighting was, in his mind, a 
  success in and of itself.  He was never happy, however, 
  and still bears a burden of guilt and shame over the 
  lives he took and the wounds he inflicted in the name 
  of entertainment.
  At the age of eighteen he left the arena and found 
  a place in an adventuring company leaving the City 
  on the Rock for Tarisato.  He stayed with this group 
  for the next several years, venturing into the P’Rorul 
  Peaks and the Obakasek Jungle several times.  This 
  life, though lucrative, left him feeling so incomplete 
  that he eventually returned to Sobeteta to don the 
  half-cloak of a city guardsman.
  That was over thirty years ago.  Tusima rose through 
  the ranks steadily, if not quickly, serving as a constable 
  for years and taking part in several notable investiga-
  tions.  One particular event, his last case before taking 
  the position of District Captain involved tracking 
  down (and ultimately destroying) a rakshasa that was 
  using its alter self ability to control a murderous ring 
  of smugglers and thieves.  Four other guardsmen 
  were slain in the course of that investigation and two 
  more crippled.  It was their loss that eventually led 
  him to create the Wall of Stones outside the Tower of 
  the Guard when he became Prefect a decade later.
  Tusima does not much care for the Duke, who 
  returns the antipathy, but he is good at his job and 
  maintains a productive professional relationship with 
  the nobleman despite his personal feelings.  The Duke, 
  for his part, recognizes the ability of and strength of 
  character in his Prefect and supports him to the 
  fullest (despite his personal feelings).  He is too busy 
  these days administering the City Guard and carrying 
  out the other various responsibilities of his post, but 
  he is at heart still a simple half-cloak, and earnestly 
  believes in the fundamental necessity of his job.
  The Prefect has divided the city into three districts: 
  the High, Low and the Wharf (so-called so as not to 
  create any confusion with the Harbor Watch).  The 
  High District is comprised of what most call the “old 
  city,” within the original set of city walls; the Low 
  District is what many call “downside,” or that part 
  of the city which was built within the second set of 
  city walls.  The City Guard also has three divisions 
  - the Street Guards, responsible for patrolling the city 
  streets, the Wall Guards, who man the walls, towers 
  and city fortifications, and the Harbor Guards, who 
  handle the Wharf District.  Approximately half the City 
  Guard constables are assigned to the Street Guards, 
  around a hundred and fifty to the Wall Guards and the 
  remainder to the Harbor Guards.  
  Constables of the City Guard always patrol at least 
  in pairs, and sometimes in a group as large as half a 
  dozen, but this is rare.  Guardsmen split the day in half, 
  working one of two twelve-hour shifts each twenty-
  four hours.  Barring special events, assignments or 
  turn-outs (when everyone that can walk is put on the 
  street) there are six elements in each district, three per 
  shift; each element works four days on and is then off 
  for two.  In theory this keeps the maximum number of 
  constables on the street at any given time.
  The typical guardsman wears a kind of studded 
  leather armor the Guard’s own armorsmiths make 
  and maintain for them.  The heat of the island and 
  the amount of walking they do make heavy armor 
  prohibitive and impractical.  Similarly, the amount 
  of time they spend in proximity to the water makes 
  something they can stay afloat in a necessity.
  Guard armor is made of a stout canvas cuirass, with 
  soft leather sleeves guarding the upper arms to just 
  above the elbow.  A side-split pleated skirt protects 
  the groin and thighs, the lower legs by stout boots. 
  The canvas cuirass is reinforced with finger-width 
  strips of stiff, lacquered leather affixed at right angles 
  with other stripes in a crisscross fashion by flattened 
  metal studs. (In game terms, this armor is identical 
  to studded leather armor as presented in the D&D 
  Player’s Handbook.)
  Though this kind of protection is by no means 
  the best to be had, it is almost always sufficient for 
  the typical threats the guardsmen have to face.  If 
  confronted with something that requires a “heavier” 
  response, they will call the nearest soldiers to assist.
  Constables carry a variety of weapons and equip-
  ment and wear a distinctive half-cloak with a weighted 
  hem that keeps the garment from flying up in their 
  face.  A few carry quarterstaffs, but most carry a 
  Chapter 3: Sobeteta, The City on the Rock 
  32
  
  Chapter 3: Sobeteta, The City on the Rock 
  33
  folded net and baral (see Chapter 5: Equipment).  The 
  guardsmen who carry nets are very skilled in their 
  use (given the number that come from a fisherman 
  background, this is hardly surprising) and can swiftly 
  entangle an unruly citizen – followed by a few stout 
  thumps from a baral, if need be.  Most will also carry 
  a dagger or bill knife as well, and all are issued with a 
  wax-sealed wooden vial of white ilem blossom and 
  a pair of smotherblend vials in case of emergencies. 
  The guardsmen along the harbor in the wharf district, 
  particularly those assigned to the night shift, also 
  usually carry wax ball of ‘merfolk musk’ to deter any 
  unfriendly critters they might encounter.
  The Guild Levies: Aside from the City 
  Guard and Harbor Watch, there are also 
  the Guild Levies.  The ‘troops’ of the Guild 
  Levies are reasonably equipped 
  and indifferently trained, 
  provided, supplied 
  and paid for by various 
  guilds, trade-leagues 
  and merchant alliances 
  at the direction of the 
  city’s powers-that-be to 
  augment the Guard and 
  Watch.  Their numbers 
  vary depending on the 
  time of year and level of 
  activity within the city, 
  but typically number 
  about half that of the 
  City Guard.  They are 
  not particularly well 
  regarded by their official 
  counterparts, and with 
  the exception of a very 
  few reliable units they 
  are not committed 
  to difficult situations 
  if there is a choice. 
  However, the majority 
  of merchants and trading 
  leagues are well aware that the 
  continued profitability of their various enterprises 
  is dependent upon the stability and relative peace 
  of the city, so they provide reliable support to the 
  Prefect and his officers if called upon.
  The Harbor Watch: The Harbor Watch is also 
  reasonably well trained and equipped.  It is primarily 
  responsible for maintaining the security of the harbor, 
  wharves and docks of the city proper.  Its personnel 
  patrol both on foot and in fast, well-equipped ships, 
  working in conjunction with visiting Imperial vessels, 
  to patrol the southern half of Rokalel Island.  They 
  also bear the unenviable responsibility of keeping 
  the Ridara River trade route safe for nearly a hundred 
  miles from the delta to a point almost 50 miles north 
  into the swamp.  Sobeteta has no large naval craft of 
  her own - everything beyond the immediate vicinity 
  of the island is the responsibility of Emperor Kabori’s 
  navy.
  The Harbor Watch falls under the command of 
  the City Prefect (who answers only to the Duke). 
  The Harbor Watch is divided into troops - each 
  troop consisting of two 56-man platoons, with each 
  platoon further divided into five 11-man squads (ten 
  watchmen and a squad sergeant).  The 
  platoons are commanded by a monitor 
  (roughly equivalent to a platoon 
  sergeant), the troop by a captain 
  with a subaltern (lieutenant) 
  for an adjutant/aide-
  de-camp.  Unlike most 
  navies, where crews 
  are assigned to specific 
  vessels, Watch ships 
  and boats are manned 
  by different squads on 
  rotating assignment.
  The Harbor Watch 
  wear a style of brigan-
  dine armor, a composite 
  construction made of 
  small plates sewn to 
  an undercoat of sturdy 
  canvas and reinforced by 
  an outer layer of lacquered 
  leather.  They wear helms 
  with an open-fronted 
  visor that is guarded by 
  vertical metal strips to 
  block slashing attacks. 
  Though this kind of 
  helmet surrenders some 
  protection, particularly 
  from piercing attacks, it does 
  allow good visibility.  They are typically 
  armed with a ranseur or longspear, with a shortsword 
  or mace as a secondary weapon.  A few are armed 
  with a flanged footman’s mace - these guardsmen 
  carry a large shield.  At least a third of these troops 
  carry light crossbows, and have a few bolts treated 
  with stumblefish toxin (see Chapter 5: Equipment) for 
  use if needed.  In addition to the standard materials as 
  carried by the City Guard (dagger or bill knife, white 
  ilem blossom, smotherblend vials, merfolk musk) 
  each member of the Harbor Watch has one dose of 
  Second Wind available to him.
  Chapter 3: Sobeteta, The City on the Rock 
  33
  
  Chapter 3: Sobeteta, The City on the Rock 
  34
  Imperial Troops: The Imperial troops of Sobeteta 
  are organized in unit standards, in the same manner 
  as Emperor Kabori’s Legions.  Colonel Pitar Pateris, a 
  fiercely mustachioed man whose temper is as fiery 
  as his hair, commands both marines and infantry. 
  Colonel Pateris is a volatile but capable man who 
  accompanies his men into the field as often as his 
  administrative duties will permit.  He is a seasoned 
  officer who limps slightly because of two old leg 
  injuries.  One injury is several years old; the lingering 
  reminder of an encounter with a massive carnivorous 
  lizard while stationed in Tarisato.  The other is more 
  recent and still healing, the result of a run-in with a 
  maddened dire crocodile that ran afoul of a patrol he 
  was accompanying north of Ropidu.  He has suffered 
  two other major injuries in his life; neither, ironically, 
  suffered in any of the many battles he has seen in 
  nearly twenty years of service.  The scar on his left 
  arm came from the wyvern that killed his horse in the 
  Katagas Rise - the finger missing from his right hand 
  was taken by a water naga he hunted down and killed 
  with several of his father’s men-at-arms while home 
  on furlough.
  His troops find great humor in this litany of reptile-
  inflicted wounds (a standing joke says that his 
  next encounter will be with a dragon, and the only 
  thing left for him to lose is his head).  They recently 
  purchased a brilliant emerald-green lizard from a 
  Svimohz merchant for him, and painted a bright red 
  stripe down its head to match his hair.  He found the 
  foot-long lizard on his desk early one morning and 
  the resulting curses would have blistered the ears of 
  any of the sailors down on the docks—he didn’t get 
  rid of it, however.  Now, nearly six months later, the 
  creature is as long as his arm and weighs as much as a 
  small dog.  He continues to revile it on occasion, and 
  threatens to kill and skin it at least once a week, but 
  he never fails to feed it scraps from his table.  If it is 
  not basking in the sun on the windowsill in his office 
  (a pastime it will soon outgrow), the lizard can usually 
  be found sprawled across the flagstones outside his 
  door.  Since that time many of the lower-ranking 
  soldiers have taken to painting a tiny green lizard 
  on the boss of their shields, something their officers 
  affect not to notice.
  The typical infantryman of the Colonel’s command 
  is armored in a chain hauberk and helm, most with a 
  shield.  They carry a longsword, dagger and javelins, 
  and when on the walls or patrol afield they also carry 
  a longspear (to deal with threats from above).  Each 
  platoon has also been ordered to issue a crossbow to 
  as many of its soldiers as show some ability with the 
  weapon.  This has proven to be, on average, about 
  one in five.
  Of the six platoons, five are on duty of some kind at 
  all times.  Typically two are on the walls, splitting the 
  day and night shift between each platoon’s squads. 
  This keeps around eighty soldiers atop the battle-
  ments (alongside the Wall Guard) at all times.  A third 
  and fourth are usually the “traveling platoons” used 
  for tasks away from the city, while the last is tasked 
  with some kind of special assignment.   
  The current task, undertaken with the usual 
  grumbling of all soldiers everywhere, is the construc-
  tion of a new road that will run from Sobeteta straight 
  northwest to Tovido, and finally north to Stone Beak, 
  bisecting the island.  This endeavor is backbreaking 
  labor, but keeps the soldiers conditioned and strong. 
  Good-natured rivalry between the infantry platoons 
  and their mounted counterparts has so far led to 
  cobblestone walls being stacked by night in front 
  of the stable doors and large amounts of horse 
  dung being deposited along unwatched stretches of 
  roadway.
  Go-Fourth Road, as it is called, is being built of 
  crushed rock on a foundation of packed earth.  It 
  stands two feet higher then the surrounding terrain, 
  and is sloped somewhat to allow water from frequent 
  rains to run off.  Any thickets and brush have been 
  cleared away from the road a stone’s throw to either 
  side in order to prevent any ambushes.  The few trees 
  have been left in place, but their limbs are lopped off 
  to the height of a man and they have been thinned out 
  in those places where they grow too close together.
  Captain Balan Nosahu, a dogged and close-mouthed 
  scion of an old Tokite noble family, leads the light 
  horse squadron that accompanied Colonel Pateris to 
  this assignment with the tradition of breeding both 
  superlative warhorses and fine cavalrymen.  He has 
  an excellent rapport with the Colonel, but does not 
  often take part in officers’ counsels unless required to, 
  preferring to spend as much of his time in the saddle 
  as possible.  
  Nosahu’s troopers wear either studded leather 
  armor or brigandine.  High spirited and skilled, most 
  carry short composite bows and a horseman’s mace or 
  flail, usually with a buckler hanging from their saddle 
  for the rare occasions when they fight in melee.
  This cavalry has the primary responsibility for 
  providing roving patrols over all of Rokalel Island, 
  riding as far north as the very tip of the isle.  At any 
  given time a quarter of the squadron will be out on 
  patrol, typically divided into two squads of about a 
  dozen men.  Other may be abroad keeping contact 
  with the stronger foot patrols that Colonel Pateris 
  maintains. 
  It was a troop of this squadron that recently came 
  to the aid of the mythar garrison at the Black Wound 
  when fish-like creatures from the pits and caverns 
  Chapter 3: Sobeteta, The City on the Rock 
  34
  
  Chapter 3: Sobeteta, The City on the Rock 
  35
  below attacked it.  The cavalry captain was not present 
  for that fight, something that he bitterly regrets 
  despite his justifiable pride in the conduct and perfor-
  mance of his men.
  TEMPLES
  The two major temples in Sobeteta are to The 
  Knight of the Gods and to The Speaker of the Word. 
  There are, in addition to these two, several smaller 
  churches and shrine to other deities.  Less well known, 
  and rarely acknowledged (if it is indeed even known) 
  by most Sobetetans are a few cult-like organiza-
  tions that worship entities or creatures that may not 
  actually be divine, but have certain powers (and a less 
  than desirable effect on their devotees) of their own.
  The Basilica of the Sword: The greatest temple in 
  City on the Rock is that of the Halls of the Valiant.  This 
  monumental and martial edifice, called the Basilica 
  of the Sword, or at times the Basilica of Blades, is 
  home to the Valiant himself, High Priest to the Knight 
  of the Gods for all of the Sovereign Lands.  Here the 
  Knight of the Gods is worshipped in as many different 
  tongues as there are people that have ever set foot 
  on a ship’s deck.  Because Sobeteta is a Kalamaran 
  city, however, he is most often prayed to as Deb’fo.  As 
  befits the church of such god whose sacrifices include 
  the weapons of defeated enemies, it is virtually a 
  small fortress in its own right - the Halls of the Valiant 
  is the only institution in the city allowed any fortifica-
  tions beyond stout walls and barred windows.
  Vanamir the Tall, the High Valiant, is a swarthy and 
  powerful Svimohz who is known and admired for 
  his personal courage and demonstrated willingness 
  to defend the city or its inhabitants from any peril. 
  Vanamir has personally saved the city and its citizens 
  from destruction by sea monsters on three separate 
  occasions.  
  The first was from a band of marine trolls who 
  overwhelmed the few Harbor watchmen that could be 
  readily mustered against them and began wreaking 
  havoc along the waterfront.  The sea trolls attacked 
  the city in unheard of numbers and easily butchered 
  the constables and soldiery that were first responding 
  to their depredations.  It was not until Vanamir arrived 
  with Purifiers, Defenders and even Guardians, as 
  well as at least two paladins, that the 
  monsters were contained.  He did not 
  single-handedly defeat the entire band, 
  but he was personally responsible for the 
  destruction of a large part of them, and 
  there can be little doubt their attack would 
  have gone largely unchecked if it had not 
  been for his arrival.
  His second exploit was his single-handed 
  destruction of a giant squid (some say 
  kraken) that pulled over a dozen ships 
  down into the waters of the harbor, slaugh-
  tering their crews and easily defeating the 
  soldiers that came against it.  Vanamir 
  is said to have leaped from the rigging 
  and struck and an amazing killing blow, 
  though no witnesses have been found to 
  pledge the story’s truth.  Minstrels have 
  since written more than one ballad about 
  it, and the story of the battle is said to have 
  reached ports as far away as Geanavue.
  The last time he rescued the city was 
  from a host of water elementals and never-
  before-seen aquatic monsters that poured 
  out into the sea from what is presumed 
  to have been a gate that opened just a 
  quarter of a mile off the coast of the island. 
  Several naval vessels were involved in this 
  epic fight, including several of Sobeteta 
  and some of Basir as well.  Though Vanamir 
  survived, an Imperial trireme known as 
  Bulakar’s Troth was sunk in that battle with 
  Chapter 3: Sobeteta, The City on the Rock 
  35
  Vanamir recounts his impressive adventures for young visitors.
  
  Chapter 3: Sobeteta, The City on the Rock 
  36
  all hands.  The loss of these brave Kalamaran sailors 
  and marines was a bitter pill that overshadowed any 
  joy he might have felt at his victory.
  Vanamir the Tall is the epitome of what a cleric 
  or paladin of the Knight of the Gods should be.  He 
  personifies justice, chivalry and kindness, and is as soft-
  spoken and merciful to children, as he is terrible to his 
  foes.  Over 4,000 faithful and ardent followers of The 
  Knight of the Gods fill the Halls of the Valiant on holy 
  days.  They adulate The Swift Sword in various names 
  - Deb’fo (Kalamaran) and Whenhesh (Svimohzish) 
  usually, but at times as Brovadol (Brandobian) or 
  Naemae (Reanaarese) as well.  Most of the congrega-
  tion is comprised of the common folk of Sobeteta, but 
  there are great numbers of constables and soldiers 
  among them.  At any given time there may be as 
  many as two score or more clerics residing in the 
  temple, although many may be abroad or afield on 
  missions as required by their faith.  There are typically 
  several paladins to be found there as well, taking or 
  reaffirming their oaths, or resting in preparation for 
  their next foray abroad in search of evil to fight.
  Across the city from The Basilica of the Sword is The 
  Glaive House, a large house and hall administered 
  by clerics of The Swift Sword and providing shelter 
  to many of the city’s orphans (brought to that state 
  by shipwreck as often as not).  Several Friends of the 
  Fields and lay followers of The Raiser assist in this 
  charitable endeavor alongside the clerics of Deb’fo.  It 
  too is of stout construction, with a low outer wall and 
  a catwalk (but is not a keep or fortress of any kind).
  Clerics and paladins of the Swift Sword accompany 
  Sobetetan soldiers abroad as a matter of course, but 
  their help is not wanted as often as they would like. 
  They have a tendency to charge the foe without 
  regard for what more practical soldiers would think of 
  as necessary tactical or prudent considerations.  For 
  similar reasons they rarely stand watch at The Black 
  Wound - few have the patience for sentry work even 
  with the chance that foul creatures might issue forth 
  from that abominable place.  Most of them deeply 
  regret that they were not there during the recent 
  trouble...but none of them have volunteered to help 
  either.
  TrueTroth Cathedral: The second major temple in 
  Sobeteta is that of the Hall of Oaths.  Truetroth 
  Cathedral is also a massive and impressive (if more 
  subdued) structure, one of the largest temples of The 
  Speaker of the Word in the Sovereign Lands.  It is not 
  by chance that this temple is located relatively close 
  to the Tower of the Guard.  Its Grand Esquire, Minon, 
  serves as Duke Sorabek’s Chief Magistrate.  He has a 
  flawless memory for faces and crimes.  Criminals in 
  Sobeteta rightly fear being brought before him for a 
  second time.  His policy is “Once, show mercy.  Twice, 
  show justice.”  Minon, who has forsaken his family’s 
  surname in favor of his calling, was once a member 
  of a powerful noble family.  The name of this family 
  is not known, but he maintains correspondence with 
  many powerful people in Bet Kalamar, and once 
  hosted Legionnaire Donik Galo in his chambers as an 
  honored guest.
  Many of the temple’s clergy, primarily Servants and 
  Advocates but including at least one or two of higher 
  level, accompany constable patrols throughout the 
  city.  There are about a half score of these, and 
  another half-score initiates of the order who have not 
  yet been ordained in the order.  They may accompany 
  Guardsmen alone or in pairs, often in company with 
  one or doughtier ordained fighters (not paladins or 
  clerics, but still recognized members of the church). 
  Known as “Red Lions” for the sigil they wear on their 
  tabards, they are a great asset to the city’s efforts in 
  the enforcement of law and order, and are welcomed 
  by the often-overworked constables as such.  They 
  or their counterparts from Falcon Watch are present 
  during most investigations and at all interrogations 
  and questionings, where their skills are of great use.
  They can also be counted on to be of great help 
  in a fight if confronted by wrongdoers who opt for 
  violence when confronted.  The Venerable Hovaran 
  Ku’Ato, for instance, recently came to the aid of a 
  beleaguered patrol and surely saved it from destruc-
  tion.  They were beset on all sides by steel-bearing 
  smugglers and at least five wererats, when Hovaran 
  arrived.  He burst in amongst the attackers reciting 
  mantras from The Word, laying several of them low 
  with hard-swung blows of his flail and scattering the 
  lycanthropes.  
  There are probably only 1,500 or so regular worship-
  pers that attend services at the Hall of Oaths, but 
  approximately the same number are occasional or 
  desultory members of the congregation.  There are, 
  of course, many other Sobetetans who call upon 
  the Keepers of the Word as witnesses, counselors or 
  advocates.  Amongst the clergy are approximately a 
  dozen clerics of varying rank (this number does not 
  including the Red Lions) serving their faithful, and 
  usually a paladin or two as well.
  Sobati’s Well: Sobati’s Well is the Sobetetan church 
  of The Great Builder.  The stern clerics of this particular 
  branch of that faith have a unique responsibility in 
  the city.  Their hall, though no fortress, is nonetheless 
  built to withstand anything short of an overwhelming 
  attack or a siege.  The reason for this is that in the 
  center of their temple is a huge cistern, the largest 
  source of fresh water in the city.  Water from a large 
  natural spring on a hill two miles north of the city is 
  Chapter 3: Sobeteta, The City on the Rock 
  36
  
  Chapter 3: Sobeteta, The City on the Rock 
  37
  piped down into the cistern through aqueducts in a 
  cool, unending flow.  It is then piped from the church 
  to several other cisterns available to all and sundry, 
  scattered throughout the city.
  Many years past, during the Time of Misfortune, 
  the Duke of Sobeteta at the time charged the temple 
  with the responsibility of warding the water supply 
  and ensuring that no one would tamper with the 
  vital drinking water nor deny it to anyone who 
  needed it.  The Builders of Law accepted the charge 
  and now keep watch over the cistern.  They do so 
  autonomously, unattended by even the City Guard 
  (with whom they maintain an excellent relationship). 
  Should anyone escape their vigilance and manage 
  to taint the water supply or disrupt its dispersal, they 
  can rest assured that every resource will be bent to 
  locate them.  Tampering with the city’s water supply 
  is a crime punishable by death.  
  The congregation of this church is very small by 
  the standards of the city, its few clergy kept very 
  busy by the demands of architects, builders who 
  desire a blessing or assistance with planning new 
  construction, and of course their guard of the cistern. 
  In addition to these demands, they are often called 
  upon for counsel or help during The Fortnight Purge 
  because of their knowledge of sewer construction 
  and sanitation.  
  Several of the younger clerics of the temple (there 
  are only ten total) occasionally go out and help with 
  the construction of Go-Fourth Road.  They help with 
  the City Guard and the Prefecture as much as possible, 
  but their many duties severely limit this time.
  Journey Hall: Journey Hall is the local church of 
  the Journeymen—the number of worshippers and 
  petitioners in its congregation is completely depen-
  dent upon the number of ships in the harbor.  Here 
  sacrifice can be made and blessings asked of The 
  Traveler.  By and large most of the people who 
  come here are sailors, ship’s crewmen and marines. 
  There is a surprising amount of dialogue between 
  the clergy here and that of Truetide Bight (see page 
  20); Journeymen can occasionally be found serving 
  aboard the ships of Wave Crusher who venture abroad 
  in search of pirates.  Others who travel the Ridara, 
  however, and there have been many who have taken 
  service as escorts or guides to merchants or travelers 
  who wished to ply the river.  It is important to note 
  that Journey Hall has a small barracks inside its walls, 
  two common rooms full of beds for those of the 
  faithful that might need a place to rest.  These often 
  include visiting clerics, travelers on an extraordinarily 
  lengthy journey, and even the “Breakers,” as lay folk 
  often call the Knights of the Breaking Wave (see page 
  48).
  The Church of Life’s Fire: Mother Tellene has a 
  small, unnamed shrine in the market district, where 
  rice, other grains and livestock are bought and sold. 
  She has but a few clerics in the city.  The clerics 
  of the Church of Life’s Fire are kept busy in the 
  markets, promoting the many small gardens that 
  flourish throughout the city (most of them on the flat 
  rooftops common to almost all structures in the city). 
  They also assist in the tending of orphan children in 
  The Glaive House.  One cleric in particular, a formi-
  dable woman named Fitolima Fapeki, is noticeable 
  and outspoken.  She has mused aloud more than 
  once about organizing a crusade of sorts against the 
  lacedons that haunt Keelshiven Shoals and prey upon 
  sailors that are blown off course.
  Four Falcons Watch: Four Falcons Watch is the hall 
  that harbors the clerics and congregation of The True. 
  It takes its name from the four stone, gargoyle-like 
  statues of falcons over its great doors.  Each three-
  foot statue is poised differently, but all are arranged 
  to glare down upon anyone wishing to enter.  From 
  here The Courts of Justice watch over the populace 
  of Sobeteta and assist the Duke’s Prefecture in the 
  enforcement of Kalamaran and Sobetetan law.  There 
  are seven clerics of The Magnificent Magistrate in Four 
  Falcons Watch, four of whom attend Grand Esquire 
  Minon as magistrates of the Prefecture.  The other 
  three, each with three sturdy fighting men who hold 
  true to the principles of the Exalted Judge, travel on 
  an ongoing ‘tour’ of the villages and towns of the 
  archipelago.  In these distant and remote places they 
  hold court and dispense justice in the Duke’s name 
  (and that of The Exalted Judge as well, of course).  
  Followers of G’Tiru prepare an unfortunate for sacrifice.
  Chapter 3: Sobeteta, The City on the Rock 
  37
  
  Chapter 3: Sobeteta, The City on the Rock 
  38
  Miscellaneous: Places for the worship of several 
  other gods may be found throughout the city. 
  Among these are temples to The Eternal Lantern, 
  The Peacemaker, The Pure One and The Lord of 
  Silver Linings.  Clerics of The Raconteur are well 
  regarded, given the number of bards and spellsingers 
  in the city, but those of The Guardian do not willingly 
  identify themselves without cause.  There are too 
  many merchants and travelers who take exception to 
  their beliefs to make open preaching of their doctrine 
  a healthy endeavor.  However, several local clerics 
  of The Guardian, along with a small number of the 
  Brotherhood of the Broken Chain, recently attempted 
  to free a large number of slaves being held in the pens 
  of a local gladiator trainer.  The attempt was sadly 
  unsuccessful, leaving most of those participating 
  dead and the survivors in chains.   
  There are also small shrines to The Shimmering 
  One, The Great Huntress and the Coddler, as well as 
  also the Parish of the Prolific Coin, the Temple of Three 
  Strengths, the Inevitable Order of Time, the House of 
  Scorn and the House of Vice.
  The Parish of the Prolific Coin has a following of 
  several hundred, as might be expected, and the 
  House of Vice as well (worship to the latter god being 
  conducted in lewdly decorated chambers hidden 
  beneath more than one brothel along the docks).  The 
  Inevitable Order of Time and the House of Scorn have 
  substantial congregations as well.  Luckily, worship of 
  P’Rakeke in Sobeteta is disorganized and scattered, 
  with several ‘sects’ in the city preaching different 
  dogmas.  “Drive out the deep gnomes,” some say; 
  “despise the Svimohz, burn out those who do not 
  belong here” say others.  However, the attentions of 
  a local wizard, Resemer the Unholy, have severely 
  depleted the ranks of House of Scorn during these 
  last several months.  Clerics of the Hatemonger have 
  taken to hiding or leaving - Resemer holds a grudge 
  against them all, and goes to great lengths to let them 
  know about it.
  At one time, the Temple of Strife held surprising 
  sway in Sobeteta, but its influence has waned almost 
  to nothing since internal dissension (ironically) 
  brought many of it clerics to blows and tore the faith 
  apart.  If there are any Minions of Misfortune still in 
  the city, they are keeping a low profile.
  The Cult of G’Tiru: The cult of G’Tiru is a small enclave 
  worshipping a mythical Kraken god from the deep. 
  They are secretive and paranoid, given to sadistic 
  practices and violent rituals.  Their prayers beseech 
  their obscene beast god to come forth from some 
  abyssal sea trench and destroy Sobeteta, breaking 
  her ships, pulling down her walls and devouring 
  everyone who does not drown.  They have perpe-
  trated murder in back alleys and underneath the 
  wharves on occasion, usually in the form of a ritual 
  killing that makes the sacrifice a long and torturous 
  practice.  
  Any thinking creature is a suitable sacrifice, but 
  sailors—preferably of some rank, with captains or 
  officers best of all—are their first choice.  Thus far 
  most of their victims (there have only been a few) 
  have been just simple sailors, but the recent killing 
  and disfigurement of a sailor (he was defaced with 
  knife wounds carved into squid-like shapes) has 
  gotten the attention of the City Guard and the Harbor 
  Watch alike.  
  Chapter 3: Sobeteta, The City on the Rock 
  38
  G’TIRU OF THE TRENCH
  G’Tiru of the Trench is an unthinkably massive, black-
  hearted and disgusting creature that has been the 
  source of many reference to a mythical Kraken god over 
  the centuries.  Said to hail from some abyssal trench in 
  the floor of the deepest parts of the Kalamaran Sea, no 
  one is sure if the monstrosity ever existed, nor, if it did, 
  if it exists still today.  Certainly it has not been sighted 
  or encountered in many lives of men.
  The creature G’Tiru is revered in a few hidden places 
  of Sobeteta and certain other port cities (including 
  a few in Svimohz) by a small, paranoid cult of beast-
  worshipping fanatics.  It is also worth noting that 
  certain small, truly nauseating carvings have depicted 
  a massive squid-like creature that is said to be G’Tiru. 
  These pieces of artwork command incredible prices if 
  sold, but supposedly lead to misery and murder when 
  kept, as persons unknown perpetrate gruesome acts 
  and atrocities to obtain them.
  There are purportedly a few actual clerics worship-
  ping the creature as a deity and receiving spells.  How 
  this is possible is unknown, nor is it clear that G’Tiru 
  is granting the spells itself (it is very likely that other 
  evil gods may be doing so for their own reasons or 
  to spread misery).  Such clerics have thus far been 
  rumored to gain 1st-level to 3rd-level spells only, but 
  no one knows if that is the limit.  Clerics of the Cult of 
  G’Tiru are also said to have gained spells of both the 
  Destruction and the Ocean Domain.  
  Not a real church as the other religions of Tellene are 
  reckoned, the small enclave is secretive and sadistic, 
  given to grotesque ceremonies and torturous, foul 
  sacrificial rites.  Their prayers beseech their obscene 
  beast god to come forth from some abyssal sea trench 
  and destroy the coastal cities of the world, particularly 
  Sobeteta (where the cult seems to be headquartered). 
  They are dangerous and undoubtedly mad, to desire 
  to see or summon the creature, but they are neither 
  stupid nor reckless.
  If G’Tiru does exist, it is very likely that it has lain 
  dormant since time immemorial.  If it awakened, the 
  resultant devastation to Sobeteta and the surrounding 
  area would be beyond imagining, for surely only 
  a colossal protector could defend against such a 
  creature.
  
  Chapter 3: Sobeteta, The City on the Rock 
  39
  What the cult hopes to gain from the rites is 
  unknown.  Their mindless deity, if it does indeed exist, 
  would certainly destroy them all in the process.  The 
  most ardent worshippers among them are deranged, 
  murderous and cunning; any attempt to understand 
  their motivations may be a pointless endeavor.  As to 
  whether G’Tiru is indeed a god, or if such a creature 
  exists, remains unknown.  Clerics of The True inves-
  tigating the cult alongside the Guard dismiss the 
  idea as ridiculous and unworthy of thought.  Certain 
  lay folk (and some of the more superstitious sailors 
  who have heard rumor of the cult) are not so sure. 
  There is at least some evidence that certain priests of 
  the cult have been granted the ability to cast minor 
  spells, which begs the question as to how they gained 
  them.
  FESTIVALS AND IMPORTANT DATES
  Sobeteta celebrates several holy days and has its 
  share of fairs and festivals.  The most important, of 
  course (though the clerics might argue this point) is 
  the anniversary of the coronation of His Most August 
  Supremacy, Kabori Bakar I, as Emperor of the Vast 
  Empire.  Oddly, this celebration does not occur on the 
  actual date that he was crowned, almost twenty years 
  ago.  By Imperial Decree, the celebration of his corona-
  tion is held each year on Homeday, in the month of 
  Renewal (the fifth day of Spring).  The significance of 
  this date is supposed to reflect the “new beginning” 
  Emperor Kabori’s assumption of power brought to 
  the Empire.
  The Hewing: The Hewing is a three-day mercan-
  tile festival, held towards the end of summer, where 
  merchants and craftsmen of the city offer up their 
  best wares for inspection and sale.  Pavilions, carts 
  and temporary shops are set up in the open markets 
  and nearby streets.  In addition to the haggling 
  and arguing and comparison of wares, this ‘holiday’ 
  typically offers great numbers of folk taking advan-
  tage of the gathered crowds - hawkers with sweet-
  meats and candies, minstrels and performers (and, 
  inevitably, cutpurses and thieves).  By tradition, The 
  Hewing is when any soldiers who have been afield 
  have the opportunity to tell tales of their exploits. 
  Mercenary captains often use the time as an oppor-
  tunity to regale crowds with similar stories, and to 
  negotiate for the next year’s contract.  If swords are 
  wanted for hire, there is never a better time to look 
  for them.  No gladiatorial events are allowed during 
  The Hewing - neither the Duke nor the Sobetetan 
  merchants want anything to detract from potential 
  business.
  Guildscall: Guildscall (or “Pura’Aran”) occurs on the 
  first Veshday in the month of Frosting.  While not 
  universally “celebrated” by everyone, it is an impor-
  tant event (particularly to those directly involved). 
  Chapter 3: Sobeteta, The City on the Rock 
  39
  The Hewing is an event enjoyed by young and old alike.
  
  Chapter 3: Sobeteta, The City on the Rock 
  40
  Guildscall is the day where, by tradition, new appren-
  tices are taken into a guild that has accepted them. 
  Such inductions are not exclusive to the formal guilds, 
  either.  Guildscall is the day where most masters 
  will formally take on new apprentices or assistants. 
  These acceptances are normally made during the 
  noon hour.  A few hours of celebration are allowed, 
  and then two hours before dusk the guild promo-
  tions or movements are announced (apprentices to 
  journeymen, journeymen to craftsmen, etc.).  Usually 
  the newcomers, who are mostly young men, are given 
  the next seven days for their own, allowed to do as 
  they will without responsibility for one week.  On the 
  following Diaday they report to their new home or 
  master and begin the long, grueling hours of their 
  training.  This is done all through the winter months, 
  so they are trained and ready to shoulder their duties 
  come the spring.
  The Races: Sobeteta has large number of private 
  boats, as one might imagine, as do all the other towns 
  of the archipelago (Rethido in particular).  Though 
  the majority of these craft are working vessels, for 
  fishermen and crabbers and others who make their 
  living on the waves (or wage war upon them), there 
  are still a great many that are designed for nothing 
  but pleasure and speed.  These boats are not for work 
  or war; they are sleek racing vessels.  Most of the 
  people in the city have been on a boat at least once, 
  and many have spent much time on the water.  A few 
  of the rich even have time and gold to spend on boats 
  that have no other purpose than to compete against 
  other such boats.  
  A seasonal race held twice yearly, during the 
  summer and winter solstices, that runs from Bosinela 
  Island to the docks of Sobeteta, that attract virtually 
  every small craft that can put a sail into the wind. 
  There are two other regattas held during the vernal 
  and autumnal equinox, as well as a more military 
  contest that occurs each year exactly ten days after 
  Veshemo and Pelselond align.  This latter race attracts 
  warships, galleys and sailing ships from along the 
  coast, most notably from Basir (and, before the current 
  war, from Baneta), along with others from Svimohzia. 
  The Rules are very strict, except for the Dash of the 
  Pennants, which is held yearly within a few days of 
  Wavecrusher’s Harpoon (a constellation) appearing 
  on the horizon.  By tradition all vessels that take place 
  in that race, which runs from Sobeteta to Tovido to 
  Rethido and back to Sobeteta, must fly a bright flag 
  upon which some fantastic or mythical beast has 
  been colored.  In the Dash of the Pennants, any tactics 
  other than outright physical attack are acceptable.
  Religious Holidays: The most widely celebrated 
  religious holidays, by virtue of the sheer number of 
  worshippers in the city, are those of the Halls of the 
  Valiant and the Hall of Oaths.  The former celebrates 
  during both the Spring and Fall Equinox, the latter 
  during the new moon of Veshemo.  In addition to 
  their own ceremonies and rites, the clerics of the 
  Knight of the Gods turn out in full force during the 
  nighttime hours—nothing can be better than smiting 
  evil or defeating some villain on the God’s holy day.
  There are other religious holidays, of course, though 
  none as significant.  The first day of Spring is sacred 
  to the Traveler, for instance.  Every constable and 
  watchman that can be put on the streets is out and 
  about on the first day of Autumn, along with every 
  priest or paladin of the Valiant and the Speaker of the 
  Word.  They prowl the streets and alleys ceaselessly 
  in an attempt to avert any kidnappings, abductions 
  or murders that might be performed to honor the 
  Vicelord (whose holy day that is).  Right-minded folk, 
  especially those with children of either gender, tend 
  to stay at home on this date if they can help it.
  MAGES & SAGES
  There are several competent wizards and sorcerers 
  in Sobeteta, most of no more than middling skill. 
  However, there are a few of real ability.  Sobeteta is 
  also home to several bards and spellsingers of note, 
  with a larger number of these spellcasters in the city 
  than is often found gathered in one place (it is for this 
  reason that many of the city’s taverns can be such 
  lively places to visit).  They find the port city to be 
  an excellent place to see and hear new and different 
  instruments and melodies from other lands.
  Doratu Ku’Ato: Among the wizards of more impres-
  sive talent in the city is Doratu Ku’Ato, a young 
  graduate of the College of Magic in Pekal.  He is 
  also one of the wealthiest merchants in the city, 
  maintaining an impressive mansion on a cliffside 
  outside the city, overlooking the sea.  Doratu has two 
  piers of his own immediately adjacent to his business 
  office and warehouse.  Rumor has it that his natural 
  business acumen has been unnaturally augmented 
  by his willingness to employ charm and suggestion 
  spells to further his business dealings.  However, he is 
  so naturally subtle and dynamic that few people take 
  such suspicions seriously.  
  He is so subtle and so naturally charismatic that 
  even his most intense business rivals are only begin-
  ning to suspect anything unnatural.  There have been 
  rumors bandied about that at least one of them has 
  contacted the thieves’ guild not to have something 
  stolen but rather to gain information about the man. 
  Other, darker rumors hint at a growing unease in 
  Chapter 3: Sobeteta, The City on the Rock 
  40
  
  Chapter 3: Sobeteta, The City on the Rock 
  41
  the Ku’Ato household - he has recently hired a newly 
  retired soldier of Kalamar’s Third Legion to command 
  his bodyguard and warehouse guards.  Sergeant 
  Esamil, a gray-haired but hale man of middle years, is 
  a no-nonsense type who brought one of his troopers 
  with him when he returned to Sobeteta (he evidently 
  grew to love the place while stationed here years 
  ago).  No one has seen this trooper—it is believed that 
  he is working incognito as a member of the thieves’ 
  guild.  As to the source of the unease, no one knows, 
  but agents of the Golden Alliance may be involved.
  Resemer the Unholy: Resemer the Unholy is a 
  converted spellslinger with a bad reputation, as his 
  moniker indicates.  Resemer was once a sorcerer in 
  the employ of Grand Duke Orilaras of Dodera.  Girod, 
  the Grand Duke’s chief captain, often called upon 
  Resemer to help on campaigns against the dwarves. 
  Resemer was very good at his craft, much to the grief 
  of the dwarves he persecuted.  The blood of entire 
  clans is on his hands, and few dwarves escaped with 
  their lives.  
  However, in a strange and ironic twist of fate, it was 
  an exile from Karasta that saved the wizard’s life when 
  he nearly died in the summer of 558 IR.  Resemer 
  traveled into the Kakidela Mountains in the guise of 
  a simple herdsman, accompanied only by a homun-
  culus, a raven familiar and a pair of large hounds, 
  in order to seek out hidden dwarven strongholds. 
  A sudden landslide high in the mountains caught 
  the mage unawares, crushing the two hounds and 
  both of his familiars.  Resemer himself was trapped 
  beneath a great weight of rock and soil; the dwarf, 
  not knowing who he was, pulled him from under the 
  rubble more dead than alive then nursed him back to 
  health in his own home.
  Resemer spent two full seasons in the dwarf’s 
  home, eventually even learning the dwarf tongue 
  and his savior’s entire name.  In the spring of 559 IR a 
  Doderan patrol discovered their hidden refuge.  The 
  dwarf had no opportunity to defend himself—they 
  filled him full of arrows from a distance, and dealt 
  with the handful of other dwarves and gnomes there 
  likewise.  Resemer arrived too late to save them, but 
  not too late to avenge them—he slew everyone in 
  the patrol, the soldiers who recognized and hailed 
  him in friendship notwithstanding.  He then placed 
  the bodies of the slain dwarves and gnomes in their 
  hold and sealed it with every defensive spell at his 
  command.
  A week later he was in Kaleta, in the guise of a 
  halfling, and a week after that was on a raft heading 
  down the Ridara for Sobeteta.  There is still a sizeable 
  reward being offered in Dodera for the name of the 
  villain that butchered and burned thirty men-at-
  arms.
  Since that time, Resemer has sworn a vow of 
  poverty and spends all of his time and resources 
  hunting down clerics of the House of Scorn.  He 
  blames the Purgers for his earlier prejudices and 
  bigotry, and seeks to atone for the past atrocities he 
  perpetrated by removing their influence from others 
  - permanently.  Since he arrived aboard the port last 
  year, five Purgers who dwelled in the city have disap-
  peared or turned up dead.  In addition to these five, 
  an unknown number (at least four for sure, perhaps 
  more) of Purgers visiting the city or putting in to 
  harbor there aboard ship have been taken, all within 
  hours of their arrival.
  The Prefect of the City knows who Resemer is, 
  and is all but convinced that he is responsible or the 
  murders.  However, Resemer is very cunning and 
  uses all his skills to avoid being seen or leaving any 
  evidence.  Too, the nature of the ‘victims’ of his feud 
  keeps most Guardsmen from being too worried about 
  his activities.  Thus far they have not linked him with 
  a certainty to the slayings or disappearances, and no 
  one appears to be trying too terribly hard to do so. 
  There are simply more pressing matters to attend to.
  Resemer’s future plans remain unclear.  He was 
  once overheard asking about the time and fare of a 
  ship voyage to Zoa.  It is possible that he intended to 
  travel there and continue his efforts to ‘make things 
  right’, but doubtful that he would ever go through 
  with it.  Too many bearded fellows with axes and 
  hammers know his name, if not his face.  If he truly 
  seeks to strike out against The House of Scorn, he 
  would do better to book passage for Eldor, though 
  this will do little to help the dwarves.
  Resemer is well aware of Duke Sorabek’s past, and 
  his actions in the war with the dwarves.  He has visited 
  him twice, in the Duke’s castle, somehow getting past 
  all the guards without being seen, in an attempt to 
  make him see the error of his ways.  This attempt has 
  failed, of course, and out of respect for Resemer’s 
  proven loyalty to the Emperor and past service, the 
  Duke has forgiven the intrusions.  If it happens again, 
  however, he will not be so patient.
  Celenon Torist: One particularly distasteful but 
  powerful fellow that lives in Sobeteta is Celenon Torist, 
  a haughty expatriate from Vrandol who has dwelt in 
  the city for less than a few months but has already 
  made a name for himself as a master of symbol, runes 
  and sigils.  He is sharp-tongued, sadistic and vindictive, 
  however, and if it were not for the quality of his scrolls 
  and his unmatched expertise regarding written magic 
  he would be regarded as little more than a learned 
  villain.  In the twelve months since he has lived in the 
  Chapter 3: Sobeteta, The City on the Rock 
  41
  
  Chapter 3: Sobeteta, The City on the Rock 
  42
  city he has purchased four different beautiful young 
  women from slavers to serve as concubines - one 
  each season.  When he grows tired or bored of them, 
  he is said to flay them and use their skin for his own 
  personal collection of scrolls and codices.  Celenon 
  was forced to put self-preservation before dignity 
  when King Aldorn’s Mendarn troops took Vrandol 
  by storm.  What many do not know is that he was 
  smuggled out of the burning city in secret by agents 
  of the Secret Network of the Blue Salamander and is 
  now in debt to them for his life.  
  OTHER NOTABLE PERSONS
  There are many interesting individuals and notable 
  personalities that call Sobeteta home.  Some are 
  powerful, some skilled, many inept, a few that are 
  dynamic and charismatic and others are repugnant 
  or feared.  Among them are fighting men who have 
  made a name for themselves battling pirates, others 
  who have earned their fame as pirates, some who were 
  explorers of the Alubelok Swamp (few of these survive 
  to retirement), etc.  There are powerful merchants, 
  eerily charismatic beggars, daring rogues and even 
  a few monks.  Some do not truly live in Sobeteta, but 
  only pass through.  One thing is a certainty, however 
  – one never knows whom he or she will meet on (or 
  under) the streets.
  Maargue She: In a port city of this size, it requires 
  much to become well known for extraordinary skill 
  in a nautical trade.  Such a man is Maargue She, 
  who owns and operates the finest dry-dock in the 
  city.  His ships are the best that can be bought along 
  the coast of Kalamar, and rightfully so.  He was once 
  the guildmaster of the Shipwright’s Guild of Shyff, 
  and has brought all of his experience and expertise 
  here.  No one knows why he left the city-state of his 
  birth, though there is conjecture that no love is lost 
  between Maargue and Shyff’s various guilds.  He 
  lives just to the east the city in a small fortress-manor 
  built with the permission of the Privy Council and 
  garrisoned by a strong company of seasoned Zazahni 
  mercenaries.  Rumors within the city that this fortress 
  is connected to the sea by a complex of underground 
  caves may be supported by the shipwright’s recent 
  purchase of several shackled sea trolls from members 
  of the Company of the Strutting Crow, an adventuring 
  band of some notoriety.
  G’rana Ral’Pas: Another notable Sobetetan is G’rana 
  Ral’Pas, at one time a well-respected (and powerful) 
  cleric of the Order of the Pike—it is believed that he 
  once held the rank of Captain in that martial order. 
  Disgraced for unknown reasons while fighting abroad 
  in Brandobia, Ral’Pas returned to found a School 
  of Gladiators in his home city.  All of his skills and 
  prowess were applied to the training of his fighters, 
  some of whom were slaves and some free.  These 
  gladiators are, as a consequence, amongst the most 
  fearsome fighting men to be found inside or outside 
  any arena.  His gladiators fight in Gor Lisaderi, but 
  have done battle as a unit as far away as Dodera 
  and Tarisato.  At least three of his best fighters have 
  survived bouts in Gor Monodera in Bet Kalamar itself. 
  How the Temple of Armed Conflict feels about his 
  school is unknown.
  Recently small bands of G’rana’s gladiators have 
  been commanding high prices hiring out as inden-
  tured mercenaries, though usually in small bands that 
  act more as bodyguards than proper soldier.   More 
  than one Ral’Pas gladiator has earned his freedom in 
  a grand bout, and the most recent to do so has since 
  formed his own adventuring company, the Band 
  of the Bared Blade.  The Brotherhood of the Broken 
  Chain recently attempted to free the gladiator-slaves 
  of G’rana’s school, but most of them wound up 
  floating face down in the harbor.  The rest, to their 
  chagrin, became slaves (and gladiators) themselves.  
  The Finders’ Council: This small but reputable associ-
  ation of sages and scholars, probably numbering no 
  more than a dozen, maintains its offices on Cliffside, 
  overlooking the sea.  Here, it is said, the various 
  members of the Council provide information for 
  customers seeking knowledge on various topics. 
  Whether the information provided comes from 
  divinations and other magicks, or simply through a 
  well-established network of informants, is unknown.  
  By Ducal order, fees charged by the Finders’ Council 
  are lightly taxed, although the wording of the decree 
  clearly defines what does and does not fall into this 
  category (and the records of the Council must be 
  readily available for inspection or review at any time). 
  The reason for this is simple - the Duke reserves the 
  right to have any request made by (or on official behalf 
  of) the crown considered a priority of the council.  All 
  other projects and researches are suspended indefi-
  nitely until the object of the Ducal request is resolved. 
  Duke Sorabek has only invoked this mandate on two 
  occasions, once for himself and once at the behest 
  of the Prefect of the City Guard.  On both occasions 
  his requests for information were filled within a few 
  days, with every resource of the Finders’ Council being 
  applied.  The nature of his requests is unknown to the 
  general populace; though the location and destruc-
  tion of a powerful vampire in the narrows immedi-
  ately after the Prefect received his information leaves 
  little to wonder about.  A series of brutal murders 
  plaguing the city were immediately halted, as well 
  Chapter 3: Sobeteta, The City on the Rock 
  42
  
  Chapter 3: Sobeteta, The City on the Rock 
  43
  as the consistent disappearances of hard-working 
  constables toiling to locate the perpetrator.
  THE UNDERWORLD
  The mercantile nature of Sobeteta, with the huge 
  numbers of ships going in and out of port and 
  the vast amount of cargo being transferred about 
  make smuggling inevitable.  Fences, cutpurses and 
  numerous thugs make up the bulk of a brisk black 
  market trade, with simple cudgel-over-the-head 
  strong-arm robbers making up the low end and 
  expert, creative burglars making the other.  Overall 
  the thieves’ guild is one of the most numerous and 
  active on Tellene.  To make matters worse for the 
  poor constables of the City Guard, there are many 
  freelancers and unattached thieves consistently circu-
  lating through the port from the ships.  Although the 
  City Guard is diligent and hard working, the best it 
  can do is keep the streets safe and strive to keep the 
  thievery to a minimum.
  Smuggling is a very lucrative and profitable criminal 
  career.  False holds, falsified manifests and clandestine 
  shipments make it difficult for the Duke to get his fair 
  share.  Pirates from as near as the archipelago and 
  as far as the Straits bring their booty to shore here, 
  selling it through a variety of agents (mostly fences, 
  but many “legitimate” factors).
  The thieves’ guild proper is run by Teren Masa’i, 
  known as Teren the Drowned.  The guildmaster was 
  part of a pirate crew once, and many years ago was 
  knocked overboard by the boom while attacking 
  and Ozhvinmishii trading ship full of gold.  His pirate 
  comrades thought nothing of it, of course, and he 
  nearly died.  His waterlogged body washed ashore 
  near Rosaleta, however, and a selfless Friend of the 
  Fields saved him, thinking he must have been one of 
  the Basiran marines whose ship had sunk in a storm 
  the day before.  He now refuses to set foot on a ship 
  of any kind, and rarely goes down to the harbor, 
  preferring to let his subordinates run that aspect of 
  the operation.
  Currently, the thieves’ guild is embroiled in a conflict 
  that may soon worsen, as an unknown presence in 
  the underworld known as Three-Eyes is encroaching 
  upon guild territory.  The Golden Alliance and the 
  Secret Network of the Blue Salamander are about to 
  go head to head as well, and both organizations have 
  factions within the guild itself. 
  CITY STRUCTURES, FEATURES AND 
  PLACES OF NOTE
  Dalamur Grove: Though Sobeteta has numerous 
  plants, single trees and even small copses, nothing 
  in the city—nor even anywhere on Rokalel Island—
  compares to the Dalamur Grove.  Dating back six 
  centuries and named for the Brother of the Bear that 
  started it, the grove is full not only of native trees 
  but also trees not found within a thousand miles 
  of the city.  Through painstaking effort the various 
  clerics and druids who tend the grove have slowly 
  added species from all over, including even three 
  Blue-Rag Firs from Jorakk and a massive oak from 
  Sentinels Grove in the Lendelwod (though at less 
  than a hundred feet high it is small for its kind).  The 
  Dalamar Grove is not in any way a formal church and is 
  not considered a sacred place in the traditional sense 
  of things, though services to Belanar are occasionally 
  held there.  There are only two or three Brothers of 
  the Bear that tend the grove, and rarely is more than 
  one of them present at any given time, and citizens of 
  the city are free to wander through it at their leisure. 
  It is a thick and overgrown place, however, with a 
  dense canopy that lets little sun through.  There are, 
  without a doubt, hiding places and secret things in 
  the shadows undiscovered by the Brothers of the Bear 
  or the City Guard.
  The Docks: The city’s docks include a long section 
  of low-lying docks for personal craft.  These boats are 
  not used for work or war; they are sleek racing vessels. 
  Most of the people in the city have been on a boat, 
  and many of them spend much time on the water.  A 
  few of the rich have time and gold to spend on boats 
  that have no other purpose than to enter a seasonal 
  race from Bosinela Island to the east back to the docks 
  at Rokalel Island, where garlands of lilies and orchids 
  are draped over the winner.
  The Ducal Manor: Since the attempted insurrection 
  of the Duke of Sobeteta in 441 IR, Imperial writ has 
  forbidden the construction of any familial castles or 
  keeps within the city.  It likewise prohibits the use 
  of battlements, machicolations or any siege engine 
  (ballista, catapult, and so on) in or on private struc-
  tures.  Any solid stone building over three stories tall 
  must have plans on file with the city engineers and 
  must submit to periodic (usually semi-annual) inspec-
  tions.  In addition, the owners of such structures are 
  required to pay substantial land tax, sometimes four 
  times what their counterparts pay.  (This prevents 
  any noble family from establishing a stronghold 
  against the Duke, but also denies a fortified location 
  from which to conspire against the Emperor.)  The 
  Ducal Manor complies with all of these proscriptions, 
  though past Dukes have done their best to make the 
  place as fortified and self-sustaining as possible.  
  The manor house and attendant structures are 
  surrounded by a circular wall that is 8 feet high and 
  1-foot-thick, buttressed where necessary and lined 
  Chapter 3: Sobeteta, The City on the Rock 
  43
  
  Chapter 3: Sobeteta, The City on the Rock 
  44
  on the inside with a catwalk.  This catwalk is only 
  two feet below the lip of the wall - thus providing 
  an excellent vantage point for sentries, but sadly 
  lacking in cover for anyone attempting to withhold a 
  determined attacker.  Two round stone pillars cap the 
  two encircling arms of the wall, both apparently solid 
  throughout and topped with immense torches.  Two 
  brick-and-timber kiosks stand immediately inside and 
  outside the gates, each large enough to hold and 
  protect up to four armored guards.  The outer one is 
  continually manned by at least two of the City Guard. 
  Four men-at-arms similarly man the inner one.  There 
  are usually a number of other guards within the 
  compound, but the numbers of these vary greatly 
  with the time and tensions of the day.
  The ducal residence is as grand and well-appointed 
  a building as could be built while abiding by the 
  Emperor’s decree.  Three stories tall and far larger 
  than necessary to support the Duke’s household 
  and staff, most people assume it is connected to the 
  stables (which have a conveniently walled roof) and 
  the nearby wall-towers by concealed tunnels.  There 
  are even some rumors that hidden passages lead 
  down into natural caves beneath the city, through 
  which certain past Dukes have conducted business 
  better kept from the populace.  This is reputed even 
  to include the sale of children of troublesome nobles 
  to slavers, who carry their cargo back to their ships 
  through water-filled passageways in rowboats.
  Whether the current duke utilizes these passages 
  is unknown.  He certainly is not one to worry about 
  whether the office of the Duke should have a palace 
  or a castle, and his loyalty to the Emperor is unques-
  tioned.  In addition to the sentries provided by 
  the City Guard and the Fourth and Foremost, Duke 
  Sorabek has a household guard of fourteen stout 
  men-at-arms, three of whom are related to him by 
  blood and all of whom have served with him in the 
  field before.
  Gor Lisaderi: Gor Lisaderi is the largest gladiatorial 
  arena along the Alubelok Coast, and the only one 
  in the city of Sobeteta.  Second only to the greatest 
  arenas of Bet Kalamar, Gor Lisaderi has seen count-
  less fights since it was constructed in 265 IR.  It was 
  designed by several masters of the Bet Kalamaran 
  College of Architecture and can seat several thousand 
  people.  Followers of great gladiators and specific 
  schools (which are many, in the Vast Empire) favor 
  Gor Lisaderi over many others due to its superior 
  structure, size and wide range of potential challenges 
  and games.  
  The arena itself is built around a huge bowl of rock 
  that was once a large lagoon.  This bowl remains 
  connected to the sea by three natural caverns.  Most 
  times it is covered by a sectioned “floor” atop which 
  sand is piled up to a foot deep, for traditional fights. 
  Other times, however, the floor is pulled up and 
  the bowl is allowed to flood to a variety of depths. 
  This allows games of pit gladiators versus aquatic 
  monsters, gladiators against swamp beasts (as these 
  are available in great supply), gladiators in and out 
  of boats and any number of variations.  There are 
  several large pillars sunk in the “lagoon” as well - these 
  are often used to isolate single (or perhaps a pair 
  of) gladiators, which is then filled with swimming 
  creatures that have sufficient reach to seize or tear at 
  them from the water.
  Gladiator games in Gor Lisaderi share all the typical 
  attributes of other arena contests of the Empire’s 
  Great Game.  Prisoners of war, criminals and debtors 
  are forced to fight alongside professional slave-gladi-
  ators and free men who contract with various gladi-
  ator houses.  Every imaginable combination of arms 
  and armor are used, though missile weapons are 
  uncommon. Some contests feature mounted combat-
  ants, but such fights, like those involving chariots, 
  are not as popular as certain others (though a grand 
  contest featuring sea cat-mounted gladiators fighting 
  others shackled to a raft proved to be a great draw). 
  At least once per year a small tower is erected in 
  the center of the arena and a battle is conducted 
  between the “garrison” (all criminals or debtors) and 
  the “besieging host” (all professional gladiators).  If 
  any of the garrison manages to survive and maintain 
  control of the tower they are given a ducal pardon for 
  their crimes and banished from the city.
  There are several fighting school and gladiator 
  stables in the city, most very small (a dozen fighters 
  or less) but a few very large indeed (over a hundred 
  gladiators, including many that “tour” other arenas in 
  other cities).  The vast majority of the fighters in these 
  schools and stables are human, and most are slaves, 
  but there are representatives of many other races in 
  their ranks (including elves, dwarves, hobgoblins and 
  even merfolk).  S’Nakas Tomil, a wealthy Sobetetan 
  native, finances a stable that pays good coin for trolls, 
  then trains them to use weapons and fight together. 
  They have appeared in just two major contests thus 
  far, against opponents equipped with nets, slashing 
  weapons and burning pitch.  The trolls won both 
  contests, and drew huge crowds.
  Wagering upon the fights in Gor Lisaderi is a huge 
  business for many. The arena itself is owned by the city, 
  as represented by the Duke.  If an individual or agency 
  wishes to sponsor or organize an event they must pay 
  a fee to use the arena, then tithe a substantial (usually 
  40%) amount of the proceeds to the crown.  No other 
  fighting contests (even between animals) are allowed 
  Chapter 3: Sobeteta, The City on the Rock 
  44
  
  Chapter 3: Sobeteta, The City on the Rock 
  45
  within the city walls by law upon penalty of forfeiture 
  of property and a lengthy stay in the cells.
  Kraken Hall: Kraken Hall is the administrative heart 
  of the city.  It is here, in this massive, sprawling, 
  four-story building that the Duke, his staff, the Privy 
  Council and all the functionaries thereof work to keep 
  the city thriving.  It is in this structure that the Prefect 
  and Magistrate conduct the bulk of their business. 
  Even the resident Imperial Legion has a token repre-
  sentation in a wing of this building, though they are 
  billeted elsewhere.  The architecture of Kraken Hall 
  is of an old, old style, hearkening back to the days of 
  Thedorus.  The kraken-and-galley symbol of Sobeteta 
  is carved into the walls in great circles as tall as a man, 
  and to enter the building one must pass through a 
  hallway of sorts formed by the stone oars of a carved 
  galley that shelters the building’s steps.
  The Naga’s Niche: P’Laro Kudori, owner and propri-
  etor of the tavern known as The Naga’s Niche, origi-
  nally hailed from Bet Bireli.  Prior to beginning his 
  career as an adventurer he spent nearly a decade as 
  a spy for Duke Gadadik of O’Par, and he was a very 
  good one.  He honed his skills as an infiltrator as a 
  part of one of the best intelligence networks across 
  the Sovereign Lands.  His last assignment, before 
  mustering out, was in the Pekalese army, where he 
  posed as a member of the supply corps and helped to 
  track “aid” in the form of monies and materiel coming 
  to the Rogalans from elsewhere (but specializing in 
  that of Paru’Bor and Cilorea.
  After leaving the Duke’s service, P’Laro made his 
  way to Basir, where he was eventually recruited by the 
  Reanaarian adventurer Gaelon Crowgait as a scout 
  and information-sniffer for Crowgait’s adventuring 
  company, the Crow’s Coterie.  P’Laro accompanied 
  this troop for several years, adventuring as near as 
  the Highlands and as far away as the Elos Desert 
  with great success.  About five years ago Gaelon led 
  the group to Sobeteta, and from thence into the 
  Alubelok Swamp, apparently to hunt for the ruins 
  of an ancient fortress rumored to lie beneath the 
  Settlemaw Flats.  Unfortunately for the better part 
  of the company, they encountered the black dragon 
  Carstanaughir Atramentous (see Appendix A) within 
  days of entering the marsh.  Amazingly, P’Laro made it 
  out alive, though the rest of his comrades were never 
  seen again.
  Now, P’Laro runs the Naga’s Niche, a rowdy but 
  reasonably safe place kept clean and in good repair.  It 
  is two story, with a storage cellar below and another, 
  secret basement level beneath that where P’Laro 
  conducts much of his business.  There is a large 
  painting of the Crow’s Coterie on the wall opposite 
  the fireplace.  P’Laro keeps various trophies in the 
  common room as a means of attracting and keeping 
  the business of adventurers.  Among these are a 
  wyvern stinger, attached to about two feet of tail, 
  eight sahuagin jawbones mounted on a plaque, 
  and three of Carstanaughir’s black scales, similarly 
  displayed.
  Tal S’Beta: Tal S’Beta is the city bastion for Sobeteta 
  during times of war or siege.  It is a well-built fortress, 
  bristling with siege engines of various kinds and well-
  stocked with food and munitions against need.  Tal 
  S’Beta is occupied by the military troops stationed 
  here in the City on the Rock and is also the headquar-
  ters and billeting area for the Harbor Watch.  Recent 
  work has gutted at least one building in the complex 
  and replaced its cellar with a huge underground 
  amphitheater that is filled with seawater and mud. 
  In this watery barracks, the infantry train for swamp 
  combat.  There are also several docks at the foot of 
  the fortress walls reserved for warships and Watch 
  sloops.
  The Tower of the Guard: The Tower of the Guard is 
  an old structure, some 300 years old, built upon an 
  even older structure that dated back to the founding 
  of the city.  Each group of the City Guard (Street, 
  Harbor and Wall) has administrative offices here, as 
  well as an armory and a training area.  All ceremonial 
  functions are conducted in the tower (induction of 
  new recruits, awards and decorations presented, etc.), 
  but most arms and armor are actually crafted, stored 
  and repaired in the large fortified tower on the spur 
  opposite Tal S’Beta.  This keep is properly called Tal 
  G’tera, but most Sobetetans, Guard and civilian alike, 
  call it “The Blockhouse.”  The on duty “Ready Troop” 
  of the City Guard stages out of Tal G’tera if it is not 
  actively patrolling in one large body as a deterrent 
  and to “show the flag.”
  The Wall of Stones: Prefect Puramil Tusima, 
  commander of the City Guard, created The Wall of 
  Stones a little less than a decade ago.  Tusima was, 
  at the time, heading an investigation into a series 
  of grisly murders (tied into a great deal of slave-
  running and smuggling) that had most of city staying 
  indoors at night and cries for the Guard on the lips of 
  anyone hearing a sound in the dark.  Tusima’s team 
  included ten Street Guards and two proveurges (See 
  Chapter 4: Orders and Organizations), along with 
  Chapter 3: Sobeteta, The City on the Rock 
  45
  
  Chapter 3: Sobeteta, The City on the Rock 
  46
  several clerics out of Four Falcons Watch.  Over the 
  course of nearly a year, and after at least forty murders 
  (including several of noble blood), Tusima and his 
  band cornered the creature (a raksasha) responsible 
  for it all.  Two Guards were ambushed and killed and 
  another crippled during the course of the investi-
  gation; two more were slain and another crippled 
  during the fight to end it.  After Tusima became 
  Prefect he set about the establishment of a memorial 
  wall outside the Tower of the Guard.  Each stone 
  of the wall would be inscribed with the name and 
  visage of a Guardsman killed in the service of the city 
  (including those that could be remembered from the 
  years before).  
  Since the wall was erected, 31 names and faces 
  have been inscribed on the wall, a testament to the 
  dangerous nature of Sobeteta’s alleyways and side 
  streets.  Another 17 have been researched from past 
  Guard service and inscribed long after their actual 
  deaths.  The Wall of Stones is well-maintained by the 
  Guards themselves, and has been blessed and conse-
  crated by the highest ranking clerics of both Four 
  Falcons Watch and TrueTroth Cathedral.  It is said that 
  the wall, which runs in a semicircle across a flooring of 
  black marble flagstones, is watched over by a ghost. 
  Since no one has as yet tempted the Guard’s wrath 
  by trifling with the place, such assertions remain 
  untested.
  SPECIAL NOTES
  Monstrous threats to the city are many and varied. 
  Flying creatures from the Alubelok Swamp or the 
  rocky islands around Sobeteta are a hazard to farmers, 
  ranchers, and sailors.  Giant vultures, eagles, harpies, 
  and stirges keep citizens wary of the skies.  Bullywugs, 
  grippli, dire crocodiles, scrags and sea trolls, and other 
  marine creatures threaten trade and travel.  Still, there 
  are monstrous threats and mysteries inside the city 
  as well:
  Basonok Snare: The Basonok Snare is a large, 
  seemingly very deep bog on the north side of the 
  city, immediately outside the walls.  The Snare is a 
  veritable saltwater quagmire, full of treacherous mud 
  currents and sinkholes.  No one knows exactly how 
  deep it goes, nor has anyone ever really tried to find 
  out. Though covered with rushes, vines and other 
  swamp-dwelling vegetation, there is no safe way to 
  cross it except by boat (and even then only with great 
  difficulty).  The Snare has for years been the repository 
  for secret murders, and the bodies that no one would 
  claim, as well as the corpses of executed criminals, 
  slain brigands and pirates, and so forth.  
  The small island that forms its outer boundary 
  stands just 2 to 3 feet above sea level and is covered 
  by nothing more than grass.  It is home to seabirds 
  and crabs.  There are, as might be expected, many 
  rumors of sodden corpses coming up out of the mire, 
  seeking revenge upon their murderers or other dire 
  purposes.  This, if true, is not as bad a problem as it 
  could be, for there are no settlements or dwellings on 
  the north strip of island outside the walls, and unless 
  the walking corpses have learned to scale a 20-foot-
  tall wall they would be unable to trouble the city.
  Chapter 4: Orders and Organizations
  46
  Chapter 4:
  ORDERS AND 
  ORGANIZATIONS 
  New Feat: Valiant Stature [General]
  Prerequisite: Base attack bonus +6, membership in the 
  Sacristy of the Swift Sword.
  Benefit:  A paladin of the Sacristy of the Swift Sword can 
  grow to valiant stature, as the righteous might spell, once per 
  week.  She can use this ability one additional time per week 
  for every three levels after 6th (twice per week at 9th, three 
  times at 12th, and so forth).
  Furthermore, allies or followers to whom the paladin is 
  visible (within 30 feet) gain an additional +1 resistance bonus 
  to saving throws against attacks made or effects created by 
  evil creatures, while this power is active.
  
  Chapter 3: Sobeteta, The City on the Rock 
  47
  The Burning Quay: In 459,when Paru’Bor seceded 
  from the Kalamaran Empire, two wealthy Paruvs 
  (residents of Paru’Bor) purported to be wizards were 
  in the city with their families.  When word came of the 
  troubles at home, they immediately sought to flee 
  the city and return there.  Imperial soldiers and City 
  Guards attempted to stop them, led by the resident 
  Provost Mage.  The ensuing battle was costly to both 
  sides, including the fiery death of one of the two 
  Paruvs, but in the end their fleeing vessel managed to 
  slip its lines and escaped.  Since that night, a strange 
  and ghostly apparition has appeared at the dock 
  where the vessel was moored, usually no more than 
  two or three nights a decade.  This apparition takes 
  the form of a burning cog, and ghostly crewmen can 
  be seen writhing in the flames.  It appears seemingly 
  at random, though some older sailors claim it arrives 
  when the constellation of The Shimmering One encir-
  cles the moon Veshemo.  The flames do not burn the 
  dock and the ghostly crewmen are not, evidently, 
  undead.  However, if a ship is docked at that location 
  when the apparition appears, the hapless vessel will 
  burn to the waterline.  Locals are by now quite used to 
  the phenomenon and take care not to dock any ship 
  there, just in case.  Dockworkers refer to the south end 
  of the harbor as “the hot end,” a phrase that comes 
  from this apparition.
  Variant Class Feature: Special Mount (Sp)
  Paladins of the Right Gallant Order of the Undismayed 
  may call their special mount at 4th or 5th level.  Otherwise, 
  this class feature functions as normal.
  New Class Feature: Shielded Mount (Su)
  At 6th level, a paladin of the Right Gallant Order of the 
  Undismayed can imbue his animal with an aura of strength-
  ening divine energy, once per week.  This effect causes the 
  mount’s eyes to shine with a sacred light.  For the next round 
  +1 round/paladin level, the mount gains a +2 deflection 
  bonus to AC against attacks made or effects created by evil 
  creatures.  The mount also bestows a +1 resistance bonus 
  on saving throws (against attacks made or effects created by 
  evil creatures) to anyone within 20 feet of the mount, while 
  this power is active.
  The paladin can use this ability one additional time per 
  week for every three levels after 6th (twice per week at 9th, 
  three times per week at 12th, and so forth).
  Chapter 4: Orders and Organizations
  47
  
  Chapter 3: Sobeteta, The City on the Rock 
  48
  Within the Alubelok Coast operate several special-
  ized groups, with goals that range from war to 
  worship.  Save for the orders with religious affiliation, 
  their influence on society is sparse.
  THE SWORN ORDERS OF THE VALIANT
  There are several orders of knights and paladins 
  dedicated to the worship of the Valiant.  With the 
  central temple of the Servants of the Swift Sword 
  located in Sobeteta, the City on the Rock sees members 
  of many orders and brotherhoods, though three of 
  them in particular are significantly noteworthy.  
  The Right Valorous Sacristy of the Swift Sword
  Commonly known as: Swift Swords
  Motto: Valor and Succor, Swiftly Done
  Emblem: The Swift Sword; a greatsword, point 
  down, with wings above and behind the crossbar.
  There are more paladins sworn to the service of 
  The Knight of the Gods than perhaps any other deity, 
  all serving in one of several formal orders.  Though 
  each of these orders unerringly follow the tenets 
  of The Valiant, each has its own unique personality 
  (including one, headquartered from a chapel-fortress 
  on Reanaaria Bay, whose membership is restricted 
  solely to women).  While the Right Valorous Sacristy 
  of the Swift Sword is not the largest of these organi-
  zations (this honor is said to belong to the Knights 
  of Justice in Paru’Bor), the High Valiant himself holds 
  court in Sobeteta for those seeking spiritual guidance, 
  undergoing training or even those needing healing of 
  grievous wounds.
  The Swift Swords represent the ideals and values 
  of their god, and are constant in the defense of the 
  helpless, weak and downtrodden.  Innocence and 
  goodness demand defense by force of arms; evil must 
  be met boldly and openly.   Swift Swords are required 
  as part of their service to spend time in the services of 
  orphanages (healing, defending or whatever may be 
  required) for at least one night when in a city (though 
  this may be deferred if grave need demands).  
  It is fortunate for the Halls of the Valiant that so 
  many wish to enter service with the Sacristy; the 
  Swift Swords suffer badly from attrition, as they tend 
  to hurl themselves not just willingly into the fray but 
  eagerly.  It is the greatest goal of each paladin to win 
  glory and renown by combating evil.  Their bravery is 
  unquestioned, though their judgment often is.  Such 
  valor, without temperance, often sets them at odds 
  with those who “plan and plod without purpose” (a 
  common sentiment of these paladins).
  Paladins of the Right Valorous Sacristy of the Swift 
  Sword favor plate or half-plate armor, boldly embla-
  zoned with the emblem of their order.  While traveling 
  abroad, adventuring or otherwise acting on their own, 
  they wear a long golden tabard with the Swift Sword 
  embroidered upon the chest in cloth-of-silver, girded 
  at the waist with a wide leather belt trimmed in gold 
  and set with diamonds.  While on quest, pursuing 
  specific holy instructions or accompanying Servants 
  of the Swift Sword, they will be garbed in a silver 
  knee-length tabard with the Swift Sword embroidered 
  upon the chest in cloth-of-gold and girded about the 
  waist with a narrow blue belt trimmed in silver.
  The Right Gallant Order of the Undismayed
  Commonly Known As: The Undismayed
  Motto: Be Not Dismayed
  Emblem: The Charger; A white stallion rampant 
  over a diamond-checked circle in blue and white.
  The Right Gallant Order of the Undismayed is 
  a small order, both because there are fewer who 
  attempt to enter it and because the mortality rate of 
  its paladins is nothing short of appalling.  Indeed, they 
  are the only sworn order that suffers greater casualties 
  than the Sacristy of the Swift Sword.  The Undismayed 
  spend far less time in defense of the innocent and 
  performing charitable works - they are a driven order, 
  hunting evil creatures across the breadth of the 
  Sovereign Lands without respite or mercy.
  The Undismayed are, as a rule, a grimmer lot than the 
  Swift Swords, though no less interested in reaping the 
  glory that comes from defeating powerful foes.  They 
  simply act in a somewhat more subdued fashion, and 
  often in smaller numbers.  Undismayed often prowl 
  the swamp alone, or with small bands of adventurers. 
  They keep careful watch for any sign of outsiders or 
  undead, though their most frequent enemy in the 
  swamp is the bands of brigands and monsters that 
  live there.  Undismayed have occasionally been found 
  keeping company with Sentinels of Providence, or 
  even members of the Order of the Slayer (see the 
  Kingdoms of Kalamar Player’s Guide).  Some of the 
  Undismayed (though not many) have actually been 
  inducted into these organizations.  Ganamar Vasita 
  (nicknamed “the Scouring Blade”), for instance, was 
  active in southern Pekal for at least two years along-
  Chapter 4: Orders and Organizations
  48
  New Class Feature: Strong Eyes, Stern 
  Flesh (Su)
  At 3rd level, paladins of the Unblenching Eyes gain darkvi-
  sion out to 60 feet and low-light vision.  At 6th level, they 
  gain resistance to electricity 10 and fire 10, provided the 
  electricity or fire is part of an attack made or effect created 
  by evil creatures.
  
  Chapter 3: Sobeteta, The City on the Rock 
  49
  side two men and an elven female thought to be 
  Slayers (though he has not been heard from or seen 
  in quite some time).
  Because of the nature of their service, and their 
  extensive travels, the Undismayed are often on 
  friendly terms with rangers or other itinerant folk 
  of good alignment.  They attend regular worship 
  services far less often than their fellows, and even 
  visit proper churches only rarely, as they spend the 
  majority of their time in the field.  Like the Swift 
  Swords, Undismayed wear heavy armor, preferably 
  plate, though it is rarely as shiny or well cared for. 
  Over their armor they wear a blue and gray tabard, 
  split into two colors down the middle; blue on the 
  left, gray on the right.  The Charger is embroidered 
  on the center of the chest, so it straddles both colors, 
  and will be painted on the upper right quadrant of 
  their shields as well (if they carry one).  A stark white 
  baldric is worn over the shoulder, and a horsetail 
  crest mounted on their helms.  Undismayed that have 
  successfully defeated a powerful outsider or major 
  undead have the right to wear a wide belt of undeco-
  rated leather with a knot of white hair, ceremonially 
  taken from a white steed that has fallen in battle. 
  There have been some paladins of this order known 
  to have grown their hair long and dyed it to match the 
  mane and tail of their steed.
  The Unblenching Eyes of Saint Balan the Indomitable
  Commonly Known As: Unblenching Eyes or Golden 
  Eyes
  Motto: Stay the Course
  Emblem: Two golden eyes on a blue and white 
  diamond-checked oval turned sideways, as an eye 
  shape
  The Unblenching Eyes of Saint Balan the Indomitable 
  are the paladins who ward the priesthood of the 
  Valiant whenever such minding is needed.  Given 
  the martial nature of the Servants of the Swift Sword, 
  the presence of the Unblenching Eyes is only rarely 
  required, but when it is, the need is assuredly dire. 
  The order is a relatively young one, being just a 
  little more than a century old.  It takes its name and 
  doctrine from the paladin Balan Mag’Par, now known 
  as Saint Balan the Indomitable.  Sir Mag’Par met his 
  end in Shrogga-pravaaz, the City of Giants, defending 
  a band of parentless children from assassins of the 
  House of Knives.  According to the Scriptures of the 
  Eye, one of the children (there were twenty) was the 
  rightful heir to a powerful throne, and the actual 
  target of the Veiled Priesthood.  They did not know 
  which child was the heir, however, and were going to 
  butcher them all to make sure they eliminated their 
  intended target.  
  Saint Balan demurred.
  What followed was an epic struggle between one 
  elderly (but still hale) knight and at least a score of evil 
  clerics, assassins and hired bravos.  In the end it was 
  poisoned knives in the back and scorpions as large as 
  hounds that ended the paladin’s life; but not before 
  all but three of the attackers were slain and all of the 
  children safely fled.  Sir Mag’Par was soon canon-
  ized, and quickly the focus of many young paladins 
  who found inspiration in his example.  The order has 
  grown since then, and earned a great deal of respect 
  from its older, more entrenched fellows; it also holds a 
  bitter grudge against the House of Knives, and will go 
  to great lengths to cause that church and its followers 
  harm at any opportunity.
  By tradition, at least one Unblenching Eye stands 
  as Warden of the Steps at every major church of 
  the Valiant, acting as seneschal for the guards and 
  servants.  They likewise stand watch over any orphan-
  ages run by the Halls of the Valiant.  Finally, an 
  Eye of Saint Balan will accompany a Servant of the 
  Swift Sword as he goes on his Mission of Searching 
  whenever possible, providing companionship and 
  a defender at need.  When not performing one of 
  these tasks or duties, the Unblenching Eyes travel the 
  land in search of people in need of help or defense. 
  Unblenching Eyes are the bane of brigands and 
  roundly cursed even by those in supposed authority, 
  if they are the kind of folk that prey upon those 
  weaker then they.
  The Unblenching Eyes of Saint Balan the Indomitable 
  are typically garbed in lamellar armor or a chain 
  hauberk, over which they wear a white, gold or light 
  blue tabard.  Upon the left breast of the tabard are 
  embroidered the Eyes of their order, also in gold, blue 
  and white.
  THE KNIGHTS OF THE BREAKING WAVE
  Commonly Known As: The Breakers
  Motto: Unflagging as the waves 
  Chapter 4: Orders and Organizations
  49
  Feat Progression: Knight of the Breaking 
  Wave
  The average Breaker needs good Strength and high 
  Dexterity, and has a typical order of feat progression as 
  follows:
  1st feat 
  Power Attack
  2nd feat 
  Cleave
  3rd feat 
  Two-Weapon Fighting (flail in off-hand)
  4th feat 
  Two-Weapon Defense
  
  Chapter 3: Sobeteta, The City on the Rock 
  50
  Emblem: A circle, the inside of which shows a wave 
  crashing upon a rock.
  Across the seas of Tellene, from the fog-shrouded 
  and icy waters of Voldor Bay to the ghost-haunted 
  waters of the Sea of the Dead, there are few mariners 
  feared more by pirates and fiends than the Knights 
  of the Breaking Wave.  The order is headquartered on 
  Bosinela Island, several miles east of Rethido.  It is an 
  unprepossessing place as fortresses go, scarcely more 
  than a good-sized keep by the standards of Kalamar, or 
  even the Young Kingdoms, but its strength lies not in 
  the thickness or height of its walls.  Its strength lies in 
  the unflagging spirit and prowess of the knights that 
  call the place home.  The Order of the Breaking Wave 
  is an autonomous, martial organization dedicated to 
  its own goals and no others, owing fealty to neither 
  faith nor nation.  Though it is independent of any 
  allegiance to particular secular or religious powers, 
  it is looked upon with favor and good will by many 
  of both.
  The Order of the Breaking Wave is a small one - 
  there are probably fewer than twenty knights all told, 
  and these are scattered across the seas.  It is a rare 
  occasion indeed when even a handful of them are 
  gathered together in one place - a dozen of them in 
  congress is considered to be a large convocation!  As 
  orders of knighthood go, that of the Breaking Wave is 
  far different from the norm.  They are neither a proud 
  collection of cavaliers, encased in steel and sitting 
  atop huge warhorses, nor are they a stark-minded 
  religious order sworn to the service of a particular god 
  or pontiff.
  The sole purpose of the Order of the Breaking 
  Wave is to defend those who would sail the sea from 
  any who would prey upon them or despoil it.  In 
  this respect, the Breakers are virtually indistinguish-
  able from certain followers of The Voyager, and even 
  bear some resemblance to those who venerate Wave 
  Crusher.  So much do their Canons of Ordination 
  resemble the tenets of Bright Eyes that there are many 
  who wonder if the original founders of the order were 
  not adherents of that faith or perhaps even lapsed 
  Journeymen.  Whatever the case, Breakers are always 
  welcome in a church of The Voyager and have a long 
  history of good relations with the clergy there.  In 
  fact, most such churches, if in a port or shipping 
  community, will have a hostel or barracks in which 
  the Breakers are welcome to spend a night or three 
  to rest or heal.
  Typically the Breakers, a handful of whom will be 
  aboard any one vessel (the ships are manned by lay 
  followers of the order or contracted sailors), will sail 
  toward whatever location seems most appealing at 
  the time.  This may be a region that has been particu-
  larly plagued by pirates or a stretch of the cliffs where 
  shipping is harassed by harpies.  Only rarely is there a 
  coordinated effort to have the different knights and 
  ships act in concert.  They have, in fact, been likened 
  to knights-errant of the waves.
  Breakers do not easily lie within the typical knightly 
  mold.  They are like the seas upon which they travel, 
  quite unpredictable, often brash without warning and 
  very dangerous.  Honor or propriety as the paladin 
  regards it is not so much an overriding concern 
  (though this is not to say they are dishonest or boorish, 
  by any means - quite the contrary) within this knight-
  hood as it is in others.  These knights are a lusty and 
  headstrong lot; hard drinking and hard fighting.  They 
  may, for instance, be seen in a quayside dive at which 
  a proper knight would look down his nose, then found 
  guesting in a palace the next evening.  Ever ready to 
  fight, they will draw sword and flail at need, wielding 
  both weapons in place of a shield.  Respected (if not 
  well-regarded) by most that traffic upon the sea, they 
  are for the most part friendly, feckless and impatient, 
  and bear little love for confinement or lengthy stays 
  in one location.  
  Knights of the Breaking Wave can be easily distin-
  guished in a crowd by their rolling gait and their 
  distinctive brigandine armor (see the Kingdoms of 
  Kalamar Player’s Guide, or use studded leather armor). 
  This armor, which is issued to each new Knight upon 
  his induction to the Order, is a suit of brigandine armor 
  crafted by the armorsmiths of Per F’Gir.  It is blue and 
  gray, with each separate plate and panel outlined in 
  Chapter 4: Orders and Organizations
  50
  Feat Progression: Proveurges
  All Proveurges need good Intelligence, while those focusing 
  on combat skills also require good Dexterity and Strength.  A 
  typical order of feat progression is as follows:
  1st feat 
  Investigator
  2nd feat Negotiator or Improved Initiative
  3rd feat 
  Persuasive or Combat Expertise
  4th feat 
  Improved Unarmed Strike or Improved Disarm
  5th feat 
  Combat Reflexes or Two-Weapon Fighting
  Recommended Proveurge Spells
  As mentioned in the text, spellcasting proveurges often 
  require magic that is subtle or investigative in nature.
  0-level- detect magic, detect poison, light, read magic; 
  1st-level- alarm, comprehend languages, detect secret doors, 
  disguise self, hold portal, ventriloquism; 2nd-level- alter 
  self, calm emotions, delay poison, detect thoughts, knock, 
  locate object, see invisibility, tongues; 3rd-level- arcane sight, 
  clairaudience/clairvoyance, dispel magic, glibness, speak with 
  animals; 4th-level- arcane eye, detect scrying, locate creature, 
  modify memory, neutralize poison, scrying; 5th-level- prying 
  eyes, seeming, song of discord; 6th-level- analyze dweomer, 
  find the path, legend lore, shadow walk, true seeing; 7th-
  level- arcane sight (greater), forcecage, scrying (greater), 
  
  Chapter 3: Sobeteta, The City on the Rock 
  51
  black stitching.  It splits at the waist to guard 
  the legs down to the knees, and rolls over 
  the top of the shoulder to just below the 
  top of the biceps.  When fully armored for 
  impending action Breakers will wear gaunt-
  lets and heavy boots that match the armor, 
  but they will rarely wear a helm.  Breakers 
  may also be identified by their mustaches, 
  which are groomed thick and long and 
  braided at the tips.  They wear their hair 
  shorn close to the skull and typically keep 
  their chins clean-shaven.  Only a Breaker 
  who has had a ship sunk beneath him in 
  action is entitled to wear a beard, which will 
  be grown as a spiked goatee and waxed 
  to a point.  Breakers who have defeated a 
  powerful outsider on or near the sea are 
  entitled to wear a wide girdle of brilliant 
  yellow, set with numerous copper coins, 
  around his waist.  A Breaker that defeated 
  a powerful undead under similar circum-
  stances may wear a belt of bright crimson, 
  set with rows of silver coins.  Furthermore, 
  each pirate vessel or wrecker lair that the 
  Breaker helped to sink or destroy entitles 
  him to a tear-shaped blue sapphire earring 
  worn from either ear (though not from 
  both).  Some Knights are known to tattoo a 
  small ship’s wheel on their left cheek after 
  they have successfully navigated the Sea of 
  the Dead, but not all will do so.  If there is 
  an established hierarchy of rank within the 
  Knighthood it has not yet become apparent 
  to outsiders.
  THE PROVEURGE
  Outside of Emperor Kabori’s Legions, 
  there are few Imperial institutions as 
  well respected as that of the office of the 
  Provost Theurge.  Also called “provost magi,” 
  proveurges are the scourge of those who 
  perpetrate unlicensed wickedness in the 
  Vast Empire.  Most major Kalamaran cities 
  have a Provost Theurge, though the relative 
  skill and number of proveurges vary with 
  the size and importance of the city.
  A proveurge may be an inspector or 
  inquisitor, depending on his assignment, 
  background and training.  However, most 
  are advisors, assisting the city guard and 
  city watchmen on the street with difficult 
  problems.  The proveurge must be curious 
  and insightful (and, of course, intelligent). 
  At heart, the best of them are sleuths, caring 
  as much for the solution of a crime or puzzle 
  Chapter 4: Orders and Organizations
  51
  New Feats: Foundlings of the Heedful Eleemosynary of 
  Har’nam
  Har’nam’s Teaching [General]
  You have studied extraplanar creatures and their culture.
  Prerequisite: Raised in the Heedful Eleemosynary.
  Benefit: You get a +2 bonus on all Knowledge (the planes) checks and a +2 
  bonus to Decipher Script checks to read githyanki or githzerai writing.  Also, you 
  may try again when attempting to decipher these particular writings.
  Normal: You cannot normally try again when using the Decipher Script skill.
  Heedful Grapple [General]
  You have been well-trained in wrestling and grappling.
  Prerequisite: Dex 13, Improved Unarmed Strike, Raised in the Heedful 
  Eleemosynary.
  Benefit: You double your base attack bonus when rolling a grapple check, 
  regardless of whether you started the grapple.  However, you still provoke an 
  attack of opportunity when you make a touch attack to start a grapple.
  Special: If you have the Improved Grapple feat, the +4 bonus it gives stacks 
  with this feat (after the doubling).
  A fighter may select Heedful Grapple as one of his fighter bonus feats (see the 
  Player’s Handbook).
  Heedful Mind [General]
  The character has a very focused and powerful mind that has been specifically 
  trained against githyanki.
  Prerequisite: Iron Will, Raised in the Heedful Eleemosynary.
  Benefit: You gain a +4 resistance bonus on saving throws against psionic 
  attacks made by or psionic effects caused by a githyanki.
  Heedful Trip [General]
  You are skilled in knocking foes off-balance during a fight.
  Prerequisite: Int 13, Combat Expertise, Raised in the Heedful Eleemosynary.
  Benefit: You may make a Dexterity check instead of a Strength check on trip 
  attacks. 
  Special: If you have the Improved Trip feat, the +4 bonus it gives applies to the 
  Dexterity, not Strength, check.
  A fighter may select Heedful Trip as one of his fighter bonus feats (see the 
  Player’s Handbook).
  Planar Negotiator [General]
  You are accomplished at dealing with strange creatures from beyond your 
  world.
  Prerequisite: Negotiator, Raised in the Heedful Eleemosynary.
  Benefit: You get an additional +4 bonus on all Diplomacy checks and Sense 
  Motive checks made against creatures (typically githyanki and githzerai) who 
  come from the Ever-Changing Chaos of Limbo.
  Sense Sorcerous Transit [General]
  You have been trained to detect magical transportation.
  Prerequisite: Alertness, Caster level 1st, Raised in the Heedful Eleemosynary.
  Benefit: The character can sense the use of any power or spell that enhances 
  movement or allows instant transportation from one place to another (provided 
  that it is within a 30-foot radius of the character).  This is not a line-of-sight ability, 
  nor does it determine the exact location of the start and end point.  It is focused 
  enough, for instance, to warn that a githyanki just plane shifted somewhere 
  behind you, but not precisely where he is.  Some examples of spells that can be 
  detected with this feat are: dimension door, plane shift, summon monster i-ix 
  and teleport.
  
  as to see justice done (though justice is often a 
  relative term).
  Most proveurges are, predictably, sorcerers or 
  wizards focusing on magicks that is subtle or inves-
  tigative in nature.  Of course, they will have access to 
  some spells that enable them to capture their quarry, 
  whether it is a sly murderer or merely a common 
  robber seen dashing into an alleyway.  Very rarely 
  do they care to know or employ spells like fireball or 
  ice storm.  Of much greater use in their profession is 
  sleep, hold portal, or alter self.
  A bard also makes a good proveurge, because of her 
  information-gathering skills, while rogues are excel-
  lent proveurges (“use a thief to catch a thief,” so the 
  saying goes), though both are particularly proficient 
  at working incognito or undercover.  Infiltrators make 
  excellent proveurges, as do some rangers (particularly 
  in frontier territories or trouble-filled regions, such as 
  Tarisato).  It is very unusual to find a proveurge who 
  was formerly a shaman, druid or barbarian (though it 
  is probably not impossible).
  The Heedful Eleemosynary of Har’nam
  Founded some twenty-five years ago, the Heedful 
  Eleemosynary of Har’nam is an orphanage - of sorts. 
  It was established by Saterus Har’nam, said to be the 
  last scion of House Har’nam, a noble line of Kalamaran 
  aristocrats originally from Tokis.  The family was loyal 
  to Emperor Kabori at a time when such fealty was 
  considered unfashionable, and they paid dearly for it. 
  Saterus moved to Sobeteta to put his past behind him 
  (or so he claimed).  Though unassuming in demeanor 
  and quiet to a fault, his manners are impeccable, and 
  there is little doubt that his Eleemosynary has given 
  many an abandoned child a home.
  Saterus appears to be of failing health, with a 
  pinched face and lean physique that makes it seem 
  that he might often miss meals.  His skin has an 
  unhealthy hue to it, one not dissimilar to that of 
  men who have fallen ill with one of the fevers of 
  the Alubelok Swamp, and he often seems tired.  For 
  all that, he has never been heard to complain, or 
  to devote any less attention to the waifs, urchins, 
  strays and guttersnipes that are in his charge.  He is 
  often seen walking alleyways or back streets, offering 
  anything from a meal to a warm bed to children in 
  need of either.  He has been remarked to be, at times, 
  profligate, despite having no visible source of income. 
  Many accredit this to his presumed inheritance, or to 
  monies gained from interests held elsewhere.
  Well-regarded by most people who know of him, 
  very few people ever realize that no one seems to 
  Chapter 4: Orders and Organizations
  52
  
  For those planning to adventure within the Alubelok 
  Coast, it is important to note the new weapons and 
  rules listed below.  Also included here is information 
  on musical instruments, herbs and plants, food and 
  drink, and travel and transportation specific to this 
  region.
  WEAPONS AND ARMOR
  While characters from the Alubelok Coast may 
  use any weapon from the Player’s Handbook, some 
  weapons are more common to the area.  These 
  include: clubs, crossbows (see sidebar), flails, javelins, 
  quarterstaffs, nets, slings, spears, swords and tridents. 
  New items specific to the area include the baral, 
  haerthatch and half-cloak.
  Baral: The baral is a wooden weapon some 26 
  inches long, weighted inside with a lead core and 
  set with a handle at a right angle near one end. The 
  wielder grips the handle with the length of the shaft 
  lying alongside the outer part of the forearm and the 
  other thrusting out beyond the fist.  It is an excellent 
  blocking weapon, and can be spun in the palm to 
  deliver fast, vicious blows.  The baral is a common 
  weapon of Sobeteta’s City Guard.
  Haerthach: The haerthach (“badger tooth” in 
  Merchant’s Tongue) is a unique and distinctive deep 
  gnome weapon with a frightening and vicious appear-
  ance.  It consists of a hooked hardwood shaft with a 
  sharp point on the hook as well as on the opposite 
  end. Both the inside and the outside of the hook are 
  honed to a keen edge.  It is held on a leather-wrapped 
  or studded grip near the end opposite the hook.  A 
  hand guard consisting of a wicked, crescent-shaped 
  blade that can also be used to strike with protects 
  the wielder.  Haerthach are almost always wielded in 
  pairs, or singly with a spiked buckler or shield.
  Sobetetan Half-Cloak: The half-cloaks worn by 
  Sobeteta’s City Guard are a distinct part of their 
  uniform, easily recognizable by citizens and travelers 
  alike.  It is a practical piece of kit, usable both defen-
  sively and as a weapon of sorts.  The sturdy garment 
  is light green in hue and worn over the guardsman’s 
  left shoulder, where slashes and sigils sewn onto it 
  denote rank, professional specialties and years of 
  service to the city.  The sides of the half-cloak are 
  reinforced with sturdy leather and the bottom hem is 
  weighted to keep it from flying about in the wind. 
  Guardsmen are taught at need to whip the half-
  cloak around their off-hand and forearm to act as 
  Chapter 5: Equipment
  53
  Table 5-1: New Exotic Weapons
  Exotic Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range Increment 
  Weight 
  Type
  Light Melee Weapons
  Baral 
  1 gp 
  1d4 
  1d6 
  19-20/x2 
  - 
  3 lb. 
  Bludgeoning
  Haerthach 
  25 gp 
  1d6 
  1d8 
  x3 
  - 
  4 lb. 
  S l a s h i n g  o r 
  Table 5-2: New Armor
   
   
  Armor/Shield 
  Maximum 
  Armor 
  Arcane Spell 
  Speed 
   
  Armor 
  Cost 
  Bonus 
  Dex Bonus 
  Check Penalty 
  Failure Chance 
  (30 ft.) 
  (20 ft.) 
  Weight
  Half-cloak 
  2 gp 
  +1 
  +7 
  -1 
  5% 
  - 
  - 
  2 lb.
  Chapter 5:
  EQUIPMENT 
  
  Chapter 5: Equipment
  54
  a buckler.  It can also be used when attempting to 
  subdue an opponent by flipping it over the foe’s 
  head to blind him (this cannot be done without first 
  establishing a hold on the opponent and success-
  fully grappling him).  All City Guardsmen are taught 
  this method, which does not require a special skill or 
  feat slots.  Using the half-cloak to blind an opponent 
  takes away the AC bonus of using it on the forearm 
  and hand.
  AMMUNITION
  The Range Modifier in Table 5-3 indicates the adjust-
  ment to a crossbow’s range increment as given in the 
  Player’s Handbook.  For example, a birding bolt shot 
  from a light crossbow would have a range increment 
  of 72 feet, but a range increment of 108 feet if shot 
  from a heavy crossbow.
  Birding Bolt: Birding bolts are not as effective as 
  bird arrows made the same way (see the Kingdoms 
  of Kalamar Player’s Guide), but they still offer an 
  advantage when used against avian targets, which 
  the Alubelok Coast provides aplenty.  They are short, 
  slender and lightly fletched, often using feathers 
  instead of leather or thin brass (which is the common 
  fletching of most crossbow bolts) in order to take 
  birds on the wing.  
  They incur a –2 circumstance bonus on attacks, 
  but a flying target gains neither dodge nor Dexterity 
  bonuses to AC to avoid the bolt due to its swiftness. 
  The use of a birding bolt does not allow a sneak 
  attack.
  Shatterhead Bolt: On this bolt, the metal head is 
  replaced with a small glass or hardened clay tip that 
  can be used to deliver small amounts of liquid or 
  powders. Due to their ungainly construction, they 
  suffer a –3 circumstance penalty to attacks.  Upon 
  impact, the tip shatters and releases its contents. 
  Attempts have been made to use such a missile 
  to deploy everything from Kaldabran death fog (see 
  the Kingdoms of Kalamar Player’s Guide) to something 
  like a lightning bottle, with mixed results.  In 561 IR, a 
  pirate ship captured a Basiran galley without injury by 
  using a volley of shatterheads to release a vapor that 
  overwhelmed the crew and dropped them senseless 
  on the deck.  One year later, the adventurer Shazahn 
  Tallstone, purportedly in the employ of the Dark 
  Omen (a thieves’ guild out of Zenshahn), ordered the 
  use of shatterheads against a threatening Brolenese 
  warship. No one is exactly sure what happened 
  (including the event’s few survivors, most of whom 
  wound up wearing slave’s shackles), but something 
  evidently went awry, because his ship erupted in 
  flames and burned to the waterline.
  Whistlepoint Bolt: Much like a screecher arrow (see 
  the Kingdoms of Kalamar Player’s Guide), the head of a 
  whistlepoint bolt is shaped like a whistle and emits a 
  loud shriek when loosed. The whistlepoint bolt does 
  but little damage, but does cause deafness to all 
  creatures within 5 feet of the target until the end of 
  the following round.
  ALCHEMICAL MIXTURES AND HERBAL 
  CONCOCTIONS
  The fens and islands of the Alubelok, though 
  dangerous to enter, produce many herbs and medic-
  inal plants noted for their healing value.  Alchemists 
  use some in the preparation of their concoctions, while 
  others are used by lay healers, midwives and their ilk 
  as vital components in various potions, unguents 
  and balms.  A tremendous variety of these naturally 
  occurring materials are gathered and even cultivated 
  in tended bogs and lagoons along the islands and in 
  the deltas.  From there, the great majority of it makes 
  its way to the markets of Sobeteta.  
  Chapter 5: Equipment
  54
  Table 5-3: New Crossbow Ammunition
  Ammunition 
  Cost 
  Damage (S) 
  Damage (M) 
  Critical 
  Range Modifier
  Birding Bolt 
  1 gp 
  1d4 
  1d6 
  20/x2 
  -10%
  Shatterhead Bolt 
  2 gp 
  1 (nonlethal) 
  1d2 (nonlethal) 
  20/x2 
  -25%
  Whistlepoint Bolt 
  5 sp 
  - (deafening) 
  1 (deafening) 
  20/x2 
  -20%
  The Crossbow in Sobeteta
  The crossbow has long been popular along the Alubelok 
  Coast, particularly in Sobeteta. The great numbers of avian 
  monsters that populate the region compel the folk that 
  dwell therein to employ missile weapons or suffer the conse-
  quences.  Crossbows require less training than the other 
  bows, and have greater range and impact than slings or 
  javelins.  
  Though the javelin remains common in the smaller thorps 
  and fishing villages of the Archipelago, the crossbow is more 
  consistently used in the larger towns.  The popularity and 
  commonality of the crossbow has become even more marked 
  in recent years with the recent influx of Zazahni immigrants. 
  Many of these immigrants brought with them great skill in 
  the crafting of such weapons, as well as the skill for which the 
  soldiers and fighting men of their country are justly famous.  
  Missile troops of Sobeteta’s military and constabulary use 
  the crossbow exclusively, so common is the weapon, and so 
  obvious its advantages in the face of the particular hazards 
  
  Chapter 5: Equipment
  55
  At least three different breeds of wild rice are 
  gathered there, along with rare plants, unusual spices 
  and unique herbs.  Items include feathers from the 
  vast numbers of waterfowl, at least one kind of 
  healing mud, saltwater clams dug from shallow, 
  muddy beaches, freshwater clams from river courses 
  and mussels from the marshes and innumerable 
  fungi for everything from healing to making dye for 
  cloth.  Rare plants, spices, rare creatures (or parts of 
  them) command high prices across the Sovereign 
  Lands, and the many medicinal herbs, unguents and 
  balms are vital to the researches and various efforts 
  of Kalamar’s apothecaries.  Though local consumption 
  accounts for most of what makes its way to the city, 
  there is always some leaving the harbor in the hold 
  of a ship – perhaps sacks of bullywug root bound for 
  the kitchens of Koraki barracks, or casks of dampened 
  marrowmoss bound for Zoa.
  As with most great cities, a variety of exotic products 
  and unusual things from other places are available for 
  purchase or trade in Sobeteta.  Much of this selection 
  is common in cities across the Empire; some is not.
  Existing Substances
  This section provides more detail on some of the 
  items found in Chapter 7 of the Kingdoms of Kalamar 
  Player’s Guide, detailing their locations and uses in 
  the Alubelok Coast.
  Blackleaf: Imported from up the Ridara River or 
  brought across the straits from Svimohzia, this oily 
  black liquid has proven to be of use to military excur-
  sions into the swamp.  There is a variety of inimical 
  intelligent plant life in that place (and for that matter, 
  carnivorous unintelligent plant life) that blackleaf can 
  be used to fight off or ward away.
  K’Miwi Sap: Deep in the stagnant depths of the 
  Alubelok grow thin and pale K’Miwi trees.  The folklore 
  of the lizardfolk of the swamp describe the poison of 
  the K’Miwi as a toxin so virulent that a bird landing on 
  one of its branches will die before it can fold its wings. 
  The lizardfolk are not the only intelligent creatures 
  that use the sap of these trees as a major ingredient 
  in poisons.  Bullywugs and grippli have used it (albeit 
  more crudely), human tribesmen have used it, even 
  sahuagin have employed it on occasion.  The sap is 
  gathered by the agents of various merchants along 
  the “safer” peripheries of the swamp (safe being a 
  relative term), but the most potent toxin is obtained 
  in trade from the lizardfolk.
  Merfolk Musk: Also called lesquiya by intelligent 
  marine creatures, this white, grainy power is of great 
  value to those who travel or explore this region for 
  understandable regions.  The vast array of marine 
  creatures seeking an easy meal provides motivation 
  enough to encourage merchants to bring shiploads 
  of the stuff into port.  Rumor of late has quantities 
  of merfolk musk being stockpiled in the barracks of 
  the city in preparation for a punitive foray against 
  sahuagin strongholds.  Due to the easy availability 
  of the stuff in the city, it usually sells for a lower 
  price than in other cities (often 10% or more off the 
  common market price).
  Satum’s Bane: This herbal mixture is equally popular 
  in the city and for similar reasons.  Merfolk Musk will 
  keep marine predators at bay - Satum’s Bane salve 
  keeps off insects.  Military excursions and adventuring 
  expeditions do well to stock up on both substances!
  Smotherblend: As a port city, Sobeteta has a great 
  demand for smotherblend.  Ship captains of merchant 
  and military vessels alike want it aboard in case of an 
  attack or encounter gone awry.  Smotherblend can 
  be obtained very inexpensively in the city due to the 
  large amounts of it stockpiled there (typically 25% or 
  more off the common market price).
  White Ilem Blossom: There are over a score of 
  different Ilem species across Kalamar, all but two 
  of them occurring in wetlands and marshes.  The 
  Alubelok Swamp is home to four of them, but the 
  most important is white ilem, for the medicinal 
  benefits of its sap.
  New Substances
  Some of the materials and reagent-component type 
  materials unique to the Alubelok Coast are explained 
  below.  The entry for alchemical DC to create reflects 
  the difficulty inherent in successfully creating the 
  substance in question (whether a powder, unguent, 
  poultice or other form).  The market price reflected 
  Chapter 5: Equipment
  55
  Table 5-4: New Substances
   
  DC to 
  Market Price
  Name 
  create 
  Per Dose
  Breathweal Fungus 
  15 
  15 gp
  Bullywug Root 
  - 
  250 gp
  Burnwarden Salve 
  20 
  25 gp
  Jaras Shell Powder 
  15 
  50 gp
  K'terek 
  - 
  1 cp
  Marrowmoss Poultice 
  20 
  25 gp
  Mermaid's Purse 
  20 
  90 gp
  Numbjelly Salve 
  15 
  20 gp
  Stumblefish Toxin 
  30 
  300 gp
  Swampspear Tea 
  15 
  20 gp
  
  Chapter 5: Equipment
  56
  is for the finished product, not for the raw material 
  (where such a distinction is appropriate).
  Breathweal Fungus: Breathweal (or “sarulata” 
  in Kalamaran) is a fungus said to grow only on 
  the decaying body of a shambling mound that has 
  expired or been slain.  It is found only within the 
  swamps of the Alubelok, and harvested there by the 
  native humanoids and some daring human villagers. 
  When specially prepared by an alchemist, breathweal 
  allows whoever eats it to hold their breath for up to 
  10 minutes without difficulty.  Breathweal fungus is 
  rare, and must typically be purchased at an herbalist 
  or apothecary shop.
  Bullywug Root: Bullywug root (“rana’al tara” in 
  Kalamaran) is so called because it was from those 
  creatures that Sobetetans first learned of it.  A pasty-
  white tuber, bullywug root provides all nutrition 
  necessary for a normal-sized human for two days. 
  The size of a small potato, it tastes like a bland, pulpy 
  turnip.  The digestion of one good-sized root in its 
  entirety will wipe away virtually all vestiges of exhaus-
  tion, and yields a temporary +1 to Constitution for 
  1d6 hours.  Bullywug root also boosts the immune 
  system, providing +1 to saving throws versus disease 
  for up to 1d4 days after it has been digested.
  Burnwarden Salve: Also called “jafebar” in Kalamaran, 
  this pungent salve is crafted from the flesh of the 
  saltwater citon (small mollusks covered by calcareous 
  plates that attach themselves to rocks in the water). 
  When prepared by alchemists or apothecaries, a 
  process that involves mashing the citon flesh into a 
  paste and then boiling it down into a thick balm and 
  mixing it with assorted other reagents, burnwarden 
  provides sovereign relief from the pain of even the 
  worst burns.  This soothing effect takes place almost 
  instantly, eliminating what are often the most painful 
  of injuries as soon as it is applied.  The salve also 
  mitigates the damage from such burns, healing 1d8 
  points of fire damage (magical or otherwise) so long 
  as it is applied within an hour or so of receiving 
  the damage in the first place.  (Note that this time 
  constraint does not apply to its painkilling effect, 
  which can be used long after the burn was first 
  suffered.)  One application of burnwarden is sufficient 
  to treat one wound.  It cannot be applied to the same 
  wound more than once. 
  Burnwarden must be stored in clay, ceramic or 
  stone.  It will lose its efficacy in a container of any 
  other material.
  Jaras Shell Powder: The jaras is a shelled gastropod 
  found in the shallow waters along the Alubelok 
  Swamp, where the saltwater meets the swamp and 
  mixes into briny effluvia.  Its coloration and location 
  make it very difficult to collect (they are almost 
  impossible to see, and the creatures common to 
  that area make it perilous indeed to pursue).  When 
  ground into a fine powder, left in the sun for a time 
  and treated with several other powders (including 
  sea salt and two different dyes), Jaras shell powder 
  becomes a snuff-like substance that can be inhaled as 
  a stimulant.  One “dose” of Jaras shell powder sniffed 
  through the nose (or, it is said, rubbed up under the 
  gills of aquatic creatures) yields a startling jolt that 
  makes it almost impossible to sleep, even when 
  exhausted.  Within a turn of inhaling it, the snuff 
  increases mental awareness, and visual and auditory 
  acuity.  This has the result of giving the individual the 
  Alertness feat for 3d4 hours.
  Unfortunately, it also results in a terrible headache, 
  the onset of which occurs 1d4-1 hours after the 
  bonuses wear off.  This headache imposes a -1 circum-
  stance penalty to all skill checks and actions for 1d4 
  hours from its onset.
  K’terek: A popular pungent clove-and-tobacco 
  pipeleaf worth 1 cp per pinch.
  Marrowmoss Poultice: A wet, dripping moss 
  of deepest green, marrowmoss (or “gitolat” in 
  Kalamaran) hangs in curtain-like sheets from the 
  trees of the deepest mires.  Poultices of marrowmoss 
  wrapped around injured areas of the body for one 
  hour will restore 1d4+2 hp of bludgeoning damage. 
  Marrowmoss must be kept wet after it is harvested.
  Mermaid’s Purse: A Mermaid’s Purse (“ke’isel 
  panesma” in Kalamaran) is a thin sack of saffron-colored 
  fish eggs found clumped together in bundles and 
  glued by excretions to the Alubelok kelp.  The purse is 
  considered to be the entire bundle, somewhat larger 
  than a man’s fist.  By themselves, unaltered from when 
  they are pulled out of the seawater, they possess no 
  especial attributes.  However, when treated properly 
  with alchemical processes, Mermaid’s Pudding (as 
  many have jokingly called it) can be consumed to 
  allow the individual eating it to breathe water for up 
  to an hour, as per the water breathing spell (though 
  it confers no ability to move or see beneath the 
  waves).
  Numbjelly Salve: Numbjelly (“malabip” in Kalamaran) 
  is a substance taken from a jellyfish-like invertebrate 
  that is found in saltwater marsh areas.  Apothecaries 
  of the coast have long since learned to concoct an 
  unguent that will ease hurts, soothe burns and the 
  like in the same manner as burnwarden (see above). 
  Chapter 5: Equipment
  56
  
  Chapter 5: Equipment
  57
  However, numbjelly salve also affects tactile aware-
  ness.  Rubbed on the fingers and hands, for instance, 
  it imposes a –3 circumstance penalty to skills or 
  actions requiring a sense of touch (picking locks, 
  picking pockets, use rope, etc.).  
  Numbjelly salve can be purchased in apothecary 
  shops, herb stores, even in places that sell fishing 
  supplies along the waterfront (the balm is excellent 
  for chapped or rope-burned hands or for treating the 
  stinging wounds inflicted by a variety of fishes).
  Stumblefish Toxin: “Mitamika,” or stumblefish (not 
  to be confused with the edible shamblefish), are 
  a rare, tiny green-scaled fish that are found in the 
  estuaries of the Ridara River. They prefer areas of 
  slower moving water shaded by overhanging plant 
  life.  They are difficult to locate and difficult to net, due 
  to their coloration and because there is typically an 
  overabundance of vegetation and other obstructions 
  in the water.  
  Stumblefish produce a substance in their bodies 
  that, when treated by an alchemist, seriously impairs 
  the motor skills and physical abilities of whoever 
  ingests it.  Stumblefish toxin is legal in Sobeteta in 
  only one instance, and that is when in the hands of 
  the City Guard.  The men and women who police the 
  streets of the City on the Rock are, in certain instances, 
  issued weapons that have been treated with this 
  poison. Typically this is done in order to take custody 
  of particularly dangerous wanted persons who are 
  needed alive.
   
   
  Initial 
  Secondary
  Name 
  Type 
  Damage 
  Damage 
  Price
  Stumblefish Contact/Ingested/ 1d4+1 Dex 
  1d6+1 Dex, 
  300 gp
  Toxin 
  Injury DC 18 
   
  1d4+1 Str 
  There is no way to purchase the poison legally, 
  although an alchemist not associated with the League 
  might be willing to risk an attempt to make it for the 
  right price.  As might be expected, though, it can be 
  bought in the darker places of the city if one knows 
  where to look.
  Swampspear Tea: Swampspear, or “varel’mar” in 
  Kalamaran, is a cattail-like plant found in the fens 
  both on the mainland and some of the smaller islands 
  off the coast.  The fuzz at its tip, if harvested during 
  high summer, can be dried and made into a bitter tea 
  which heightens the senses of the drinker.  All Spot 
  and Search checks made for 1d4+1 hours after a cup 
  of this tea has been ingested are at +2.  Swampspear 
  tea is part of the staple ration issued by Tovido to its 
  Tidesmen when they are out patrolling.
  MUSICAL INSTRUMENTS
  There are probably more minstrels and musicians 
  per capita in Sobeteta than in any other city on the 
  Kalamaran Sea.  There the lure of constant exposure 
  to foreign music and the instruments of strange and 
  distant cultures greatly outweigh the dangers of the 
  city.  Among the minstrels and musicians are, as might 
  be expected, numerous bards and spellsingers.  They 
  favor a wide assortment of musical instruments, few 
  as mundane or common as a lute or a lyre.
  Adayra: This instrument is an open-ended, end-
  blown reed flute commonly found in many coastal 
  towns and villages, though predominantly in 
  Reanaaria Bay.  It has a fairly limited range but its 
  breathy, ornate sound adds a distinct and welcome 
  sound to an ensemble.  Sobetetans pronounce it 
  “adaw’ra.”
  Bardic Music: While playing an adayra, the bard may 
  impose a –2 morale penalty on her listeners’ saving 
  throws against charm and fear effects.  This is a super-
  natural, mind-affecting ability.
  Bagpipes, Svimohzish: This instrument originated 
  long ago in the highlands of Svimohzia, later migrating 
  to Sobeteta and the rest of Tellene.  It consists of an 
  inflatable bag with one double-reeded “melody pipe,” 
  and one to four single-reeded “drone pipes” attached 
  to it.  The bag, which is made from animal skin or 
  stomachs, is kept inflated both by a bellows attached 
  to the elbow and breathing through a small wooden 
  mouthpiece.  The bag is then compressed by the arm 
  to force air through the pipes as the player opens 
  and closes finger holes on the melody pipe, causing 
  piercing, high-pitched chords.
  During battle, worshippers of the Creator of Strife 
  will play discordant bagpipes, cymbals, horns and 
  drums.  Their chaotic, disturbing tunes urge Ill-luck’s 
  Chapter 5: Equipment
  57
  Table 5-5: Musical Instruments
  Item 
  Cost 
  Weight (lbs.)
  Adayra 
  24 gp 
  1
  Bagpipes, Svimohzish 
  30 gp 
  10
  Bandore 
  35 gp 
  5
  Bell, Kalamaran Hanging 
  55 gp 
  130
  Bladder Pipe 
  11 gp 
  2
  Cornett 
  30 gp 
  1
  Dularan 
  25 gp 
  12
  Dulcimer, Flat Hammered 
  35 gp 
  13 
  Handbell, Kalamaran 
  2 gp 
  1
  Horn, Kalamaran Brass 
  16 gp 
  3 
  Rebek 
  26 gp 
  2
  Tocken 
  14 gp 
  5
  Triangle 
  6 sp 
  1
  
  Chapter 5: Equipment
  58
  troops into the fray and announce to their enemies 
  the strife to come.
  Bardic Music: The bard can produce an unearthly 
  wail that imposes a –1 morale penalty on the listeners’ 
  saving throws against fear effects.  This is a super-
  natural, mind-affecting ability.
  Bandore: The bandore is a member of the lute family 
  with three wire strings, a flat back, and a straight neck 
  with several lateral ridges across the fingerboard.  Its 
  body is also unique in having ridged sides like the 
  edges of a seashell.
  In Sobeteta and the rest of Kalamar, it is known 
  as a p’dora.  It is a popular instrument for Kalamaran 
  bards.
  Bardic Music: This instrument imposes a –1 morale 
  penalty on saving throws against fear effects for 
  listeners opposing the musician.  This is a supernat-
  ural, mind-affecting ability.
  Bell, Kalamaran Hanging: This is a larger, frame-
  mounted version of a handbell, played by swinging 
  or pulling on the rope attached to the clapper.  The 
  sound of a hanging bell can carry for miles, especially 
  when mounted in a bell tower.  Hanging bells are 
  most often found in Kalamar, followed by Brandobia, 
  though they do exist in other regions.
  Bardic Music: When played to inspire courage, a 
  hanging bell (weighing at least one ton) increases the 
  morale bonus on allies’ saves against fear and charm 
  effects from +1 to +2.  The music also imposes a -1 
  morale penalty on all opponents’ saves against the 
  same effects.
  Bladderpipe: The bladderpipe is a loud, unusual-
  sounding instrument made of two hollow reeds 
  connected by a pig (or other animal’s) bladder.  The 
  musician blows into the reed mouthpiece, inflating 
  the bladder, at which point the wind slowly passes 
  through the second reed, fingered in a manner similar 
  to a crumhorn.  The bladderpipe is found primarily 
  along the north and northwestern coast of Reanaaria 
  Bay, though it is also a popular instrument with the 
  inhabitants of the Alubelok Coast.
  Bardic Music: The bladderpipe produces an unusual 
  droning sound that imposes a –2 morale penalty on 
  opponents’ saving throws against fear effects.  This is 
  a supernatural, mind-affecting ability.
  Cornett: Known on Tellene as a “lolavara,” this instru-
  ment is a very simple Malavla (Dejy) flute, made of a 
  single tapered piece of wood about two feet long.  A 
  tiny conical hole in the top acts as the mouthpiece, 
  while six holes in the body are used for fingering.  The 
  narrow bore of this flute gives the instrument a very 
  soft sound, which the Malavla (Dejy) say is intended to 
  calm the storms that beset their islands.  A merchant 
  vessel recently brought a small shipment to Sobeteta, 
  where they have become quite popular.
  Bardic Music: By playing a cornett, the bard may 
  impose a –2 circumstance penalty on her listeners’ 
  saving throws against charm and compulsion effects, 
  including the bardic music effects of fascinate and 
  suggestion.  This is a supernatural, mind-affecting 
  ability.
  Dularan: This Kalamaran instrument consists of a 
  piece of wood some five feet long, within which are 
  two deep, long parallel holes.  A U-curved mouthpiece, 
  giving the instrument a deep, resonant sound covers 
  one end.  The opposite end is somewhat conical, and 
  can be left open or muted for a softer tone.
  The dularan can be found in the hands of traveling 
  musicians, in performances for nobles and royalty, 
  and even among temples and monasteries.
  Bardic Music: A dularan bestows a certain prestige 
  on any character who can properly play it.  A successful 
  Perform check made in an aristocratic setting grants 
  the performer a +4 circumstance bonus on Bluff, 
  Diplomacy, Disguise and Gather Information checks 
  made against listeners for 1d6 hours after the perfor-
  mance ends.  It also shifts the attitude of listeners by 
  one category in the performer’s favor (see the NPC 
  Attitudes section on page 72 of the revised D&D 
  Player’s Handbook).  The dularan also imposes a –4 
  circumstance penalty on Intimidate checks against 
  those listeners for the same period.  Creating the 
  above effects is a supernatural, mind-affecting ability.
  Dulcimer, Flat Hammered: This is a flat trapezoidal 
  instrument, consisting of a thin but hollow wooden 
  frame one to three feet across.  Ten to forty wire strings 
  of different lengths are tied across it.  These strings are 
  struck in rapid succession with tiny hammers, one 
  held in each hand between the index and middle 
  fingers.  A baldric may be attached to the dulcimer 
  for portability.
  Originating in southwestern Kalamar (now Basir), 
  where it is known as the “gibikar,” the dulcimer can 
  now be found in Sobeteta, most civilized areas of 
  Brandobia and the Wild Lands.
  Bardic Music: When played to inspire courage, the 
  hammered dulcimer boosts the morale bonus on 
  saves to resist charm and fear effects from +1 to +2, 
  but also decreases the morale bonus on weapon 
  damage rolls from +1 to +0.
  Handbell: A handbell is a small bell approximately 2 
  to 12 inches long, with a clapper inside and a handle 
  at the top. It produces ringing notes when the player 
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  Chapter 5: Equipment
  59
  flicks their wrist and the round clapper strikes the side 
  repeatedly. Handbells may be used in musical perfor-
  mances or as a danger signal to others.
  Of the human races, Brandobians and Kalamarans 
  are the fondest of handbell music.  Of the demihu-
  mans, high elves are especially fond of handbells.
  Bardic Music: A handbell grants the user a +1 
  circumstance bonus on Perform checks made for 
  countersong attempts.  (This bonus does not increase 
  with additional handbells.)
  Horn, Kalamaran Brass: A simple form of the horn 
  consisting of a 3 foot tapering tube of brass wound 
  two or more times into an ellipse with a large flaring 
  end.  There is a small mouthpiece at the other end 
  and the horn is held parallel to the ground in front of 
  the player.  It can only produce a limited number of 
  harmonic tones.   It may have two to four finger holes 
  that allow a wide range of tones.
  Brass horns are commonly found in Kalamar, and 
  used more to summon or warn troops than as a 
  musical instrument.  During battle, worshippers of 
  the Creator of Strife will play discordant bagpipes, 
  cymbals, horns and drums.  Their chaotic, disturbing 
  tunes urge Ill-luck’s troops into the fray and announce 
  to their enemies the strife to come.
  Bardic Music: When played to inspire courage, a 
  brass horn can boost the morale bonus on attacks 
  and weapon damage from +1 to +2.  The morale 
  bonus to saves to resist charm effects, however, drops 
  from +1 to +0. 
  Rebek: The rebek is a small stringed instrument 
  with a hollow and rounded body, a short narrow neck 
  and three strings without a bridge.  It is played with 
  a bow while resting it on the shoulder or chest, or 
  cushioning it in the armpit.  It most closely resembles 
  a tiny fiddle about 1 foot long and 3 to 4 inches wide, 
  though its tone is thinner and more nasal.
  The rebek originates in Tarisato, though it is slowly 
  beginning to spread throughout Kalamar.  Nobles 
  and royals shun the rebek as an “inferior” instrument. 
  Sobetetan bards, however, feel differently.
  Bardic Music: Like the fiddle, the rebek enables its 
  performer to maintain one bardic music or virtuoso 
  performance effect while initiating another.  For 
  example, a bard could maintain a countersong effect 
  on one listener while inspiring courage in others.
  Tocken: Tocken are sets of wooden bells with no 
  clappers inside.  They are hung from a stand or a 
  branch, and struck with a wooden hammer.  They 
  produce lively but hollow tones.  Tocken may be 
  found in all areas of Tellene.
  Bardic Music: The hollow echo of the tocken 
  imposes a –2 morale penalty on listeners’ saving 
  throws against fear effects.  Creating this effect is a 
  supernatural, mind-affecting ability.
  Triangle: The musical instrument called a triangle 
  is simply a thick cylindrical rod of iron bent into the 
  shape of an equilateral triangle, leaving one corner 
  open. It is typically 6 inches in height, and one corner 
  has a string attached that is tied to a stand or held. 
  When struck with a metal rod, it produces a single 
  clear tone of definite pitch.
  Triangles are popular in the western Reanaaria Bay 
  region, as well as in the various elven, Brandobian and 
  Kalamaran lands (such as Sobeteta).  
  Bardic Music: While being played, triangles add 
  +1 to the DC for each Concentration check made by 
  a listener (including the performer).  Creating this 
  effect is a supernatural, sonic ability.  When played as 
  part of a countersong attempt, the triangle gives the 
  user a +1 circumstance bonus on the Perform check 
  required for that effect.
  FOOD AND DRINK
  Bisato L’Rasu: Eel cooked in bayleaves (bisato l’rasu) 
  is one of the oldest of Sobetetan recipes, first cooked 
  on red-hot furnace stones before walls ever went up 
  around what was at the time no more than a port 
  town.  The eel is opened and cleaned, then sliced 
  with two parallel cuts, one on each side.  The eel is 
  arranged atop a large pot (usually terracotta), circling 
  around itself, and covered with bayleaves.  This is 
  seasoned with salt and peppercorns, then covered 
  with another layer of bayleaves.  It is then left to cook 
  with nothing else added to it - the eel meat cooks in 
  its own fat.  Traditionally it is cooked over hot coals for 
  approximately 25 minutes, but can be prepared in an 
  oven as well.
  Biscuits (Sobetetan): The bread baked and dried for 
  the use of the Kalamaran navy is good for a whole year 
  after it is baked.  On the piers of Sobeteta, in addition 
  to sailmakers, carpenters and other craftsmen neces-
  sary to keep vessels seaworthy, is a huge bakery 
  that produces the biscuits that feed virtually every 
  Imperial squadron that sails.  The process of making 
  the biscuits is simple but ingenious.  A large mass 
  of dough is mixed and placed on a wide, circular 
  platform raised like a table above the floor.  One or 
  two workers (or slaves) turn a gear system around 
  a central shaft.  Several rollers attached to the shaft 
  move over the dough until it is sufficiently kneaded. 
  The dough is then handed over to other workmen, 
  who use knives to prepare it for the bakers who attend 
  the ovens.  Each of the three ovens is worked by four 
  Chapter 5: Equipment
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  Chapter 5: Equipment
  60
  men - the first molds the dough, the second stamps 
  them with the city (Sobeteta) and date.  The third man 
  is the most dexterous and skilled - he throws them on 
  the peel for the fourth to put in the oven.  They work 
  like the teeth of a cog, in a clockwork rhythm, and can 
  turn out great numbers of biscuits in a short period 
  of time.  The finished biscuits are kept in drying lofts 
  above the ovens until sufficiently dry to be packed 
  into bags without danger of getting moldy.  These 
  bags of biscuits are removed to a storehouse for use. 
  On an average day, the Sobetetan bakery can turn 
  out over three hundred pounds of biscuits; enough 
  to supply the Watch refectories and provision those 
  ships that need it.
  G’tano B’puru: Also known as “cuttlefish in green,” 
  this is a popular late afternoon dish eaten in place 
  of supper in many of the cities of the coast.  It is 
  prepared by taking two pounds of cuttlefish and two 
  tightly packed mugs of b’pur, a spinach-like green.  It 
  also requires a fresh onion, two to three tomatoes, 
  two dried red peppers and their seeds, a quarter 
  cup of olive oil and several spices (usually two or 
  three spoonfuls of parsley, a like amount of basil and 
  generous amounts of garlic, salt and pepper).  The 
  cuttlefish are chopped into small pieces, as is the 
  spinach and the onion.  The olive oil is heated in a big 
  pot and the onion jumped it; once the onion becomes 
  translucent, the spices are added, and the mixture 
  sautéed for a minute or two.  The b’pur is added and 
  stirred until it cooks down.  The cuttlefish, tomatoes 
  and red pepper is added and the whole concoction 
  simmered in the covered pot until the cuttlefish is 
  cooked through and the sauce is thick (which takes 
  30 to 40 minutes).  It is usually served with a salad of 
  some kind and warm bread.  On Bosinela Island and 
  some smaller villages along the coast it is customary 
  to chill the concoction instead of eating it warm off 
  the stove and spreading it on the top of slices of 
  baked bread.
  K’raka dol dol-M’ras: During all but the coldest 
  weather, or the worst of monsoon season, the lamp-
  lights of the fishermen catching cuttlefish are easily 
  visible along the southern shores of Rokalel Island. 
  Sobetetans have many ways to cook this popular 
  fish, but one of the most traditional recipes is to cook 
  them in their ink - k’raka dol dol-M’ras.
  To prepare this recipe, a pound of cuttlefish are 
  carefully cleaned, removing the beak, the bone, the 
  outer skin and the bag of ink (this is set aside for use 
  later). If small cuttlefish are used, they should be left 
  whole.  Otherwise they should be sliced into large 
  strips.  A chopped clove of garlic and a bayleaf should 
  be sautéed in olive oil until golden brown.  The cuttle-
  fish strips should then be added, letting them brown 
  slightly.  When they are brown, a splash of white 
  wine is poured over the dish and allowed to reduce 
  completely.  
  The ink, previously held aside, is diluted with oil 
  and broth from the sauté.  A generous spoonful of 
  tomato sauce should be added to the cuttlefish after 
  the wine has reduced, along with the ink (prepared 
  as described above).  The dish is seasoned to taste, 
  typically with salt, pepper and parsley, then covered 
  and allowed to simmer for about forty minutes (it 
  should be checked periodically to make sure it does 
  not get too dry).  In Sobeteta, this dish is typically 
  served with warm, soft rice after a shrimp and clam 
  appetizer.
  Marasar: Marasar (simply called “wild duck” in 
  Merchant’s Tongue) are perhaps the most common 
  of the waterfowl that populate the coast and marsh-
  lands in numbers too great to count. They are 
  hunted, trapped or hatched (and later eaten) in great 
  numbers. A favorite recipe of local folk is Marasar 
  Loba, a dish served over rice.  Marasar cooked this 
  way is simple to prepare.  First, a wild duck (prefer-
  ably a fat hen) is plucked, drawn and cut into fourths 
  after hanging for three days.  The evening before it 
  is to be cooked, it is soaked in wine with marjoram, 
  thyme, rosemary, bayleaves and a small amount of 
  rice vinegar.  It is allowed to marinate until two hours 
  or so before the meal is to start.  It is roasted on high 
  flame (typically in a terracotta pot, with olive oil and 
  minced garlic) until cooked slightly more than halfway 
  through. Meanwhile, in a separate pan, onions, celery, 
  bayleaves and fresh oysters have been lightly fried. 
  To this mix the pieces of duck are added, followed by 
  salt and pepper, white wine and broth. (Some of the 
  islanders substitute whole black peppercorns for salt 
  and pepper; Sobetetans use dill weed.) 
  It will take 1 to 1 1/2 hours to finish cooking on 
  medium heat (care should be taken to marinate 
  further with more broth as it cooks).  It is served on 
  a bed of rice (islanders usually pour their broth over 
  this.  Sobetetans usually eat it plain.)
  Shamblefish: Wetur, or “shamblefish,” is a round-
  bodied fish that looks from a distance like a clam 
  and is often found waddling across mud-flats on its 
  fins (hence the name).  Found in the shallows on the 
  sea side of the archipelago, shamblefish taste more 
  bland than many other fishes, but they can be easily 
  preserved (pickled, dried, etc.) and remain edible 
  far longer than would seem possible.  Shamblefish 
  is usually sold in wide, circular “cakes”, which can 
  be wrapped in kelp and steamed, smoked or dried 
  Chapter 5: Equipment
  60
  
  Chapter 5: Equipment
  61
  on racks, or stacked in casks and pickled for long 
  journeys.
  Sora: Sobetetans have always been interested in 
  recipes that would keep for a long time, but do 
  something to relieve the tedium and bland nature 
  of typical shipboard fare.  Such is the case of sora, 
  a favorite Sobetetan recipe.  Sora is best made with 
  eel or sole, although sardines or other small fish 
  will suffice.  They are fried in the normal way, while 
  sweet onion equaling about half the weight of the 
  fish is softened in extra-virgin oil.  The onion must 
  be cut very finely, and should end up as sweet, soft 
  golden strips.  Fish stock or water can be added 
  during cooking.  Vinegar is added to taste.  The fish 
  are placed on the bottom of an earthenware bowl 
  and covered with part of the onion, oil and vinegar 
  mixture.  Another identical layer is placed on top of 
  that, then all of it is covered with the remainder of 
  the liquid.  It should be left in a cool place at least two 
  days before serving.  Various spices are added to each 
  layer, depending on the individual preparing it.  It is 
  typically served with rice.
  TRANSPORT
  While the ships of Sobetetan craftsmen vary little 
  from their counterparts in other lands, the Sobetetan 
  clerics of the Water Corner are said to have a tradition 
  of shipbuilding that rivals even the finest craftsmen of 
  Shyff (though most believe this quite unlikely).  These 
  worshippers of Lisar the Wave Crusher are known 
  to watch for any idea or tactic that can be used to 
  improve their craft, and often visit Shyff in search of 
  new ideas.  Many will have a variety of enchantments 
  woven into their hulls, sails or rigging, but this varies 
  from vessel to vessel.
  The following new ship template uses the ship 
  construction guidelines from the Kingdoms of Kalamar 
  supplement Salt & Sea Dogs: The Pirates of Tellene.
  CREATING A SOBETETAN WAVE CRUSHER SHIP
  “Sobetetan wave crusher” is an inherited template 
  that can be added to any corporeal ship (referred to 
  hereafter as the base ship) of Gargantuan or Colossal 
  size.  A Sobetetan wave crusher has all the base ship’s 
  characteristics except as noted here.
  Size and Type: Same as the base ship.
  Attacks: A Sobetetan wave crusher gains a 
  ramming prow (3d6) if it did not already have 
  one.
  Special Qualities: A Sobetetan wave crusher 
  gains the following special qualities: extra-
  strong frame, compartmentalized hull, 
  sprinter and stable.
   Frame, Extra-Strong: An extra-strong frame 
  doubles a ship’s base and section hit points, 
  but reduces the ship’s maximum cargo space 
  by half.  It also reduces a ship’s base speed by -
  10 feet (-1 mile/day) and lowers its maneuver-
  ability by one step. This special quality does 
  not stack with other special quality frames.
   Hull, Compartmentalized: Ships with a 
  compartmentalized hull are less likely to sink. 
  A ship with this augmentation gains +10 hit 
  points to each 10-foot section of hull.  This 
  bonus does not apply to rigging or to the 
  ship’s base hit points.  A ship can only gain 
  this special quality once.
   Sprinter: A ship with this special quality gains 
  +10 ft. to its base movement, though its 
  daily mileage and maneuverability remains 
  unchanged.  A ship can only gain this special 
  quality once.
   Stable: A ship with this special quality gains 
  an additional +2 to its Seaworthiness bonus. 
  A ship can only gain this special quality once.
  Cost: +27,000 gp (+5 1/2 months)
  SAMPLE SOBETETAN WAVE CRUSHER 
  Chapter 5: Equipment
  61
  
  Chapter 5: Equipment
  62
  SLOOP
  Gargantuan Sailing Ship
  Hardness: 5 (60 hp), section 5 (70 hp), rigging 0 (4 hp)
  Speed: 2 miles/hr., sail 30 ft (average)
  Armor Class: -1 (-4 size, -5 Dex, -2 inanimate), section 2, rigging 1
  Attacks: 2 ballistae 3d8 (fore, aft), 2 light catapults 4d6 
   
   
  (port, starboard), ramming prow (3d6)
  Space/Reach: 30 ft./20 ft.
  Special Attacks: -
  Special Qualities: Damage reduction 10/fire (rigging only), 
   
   
  extra strong frame, compartmentalized hull, sprinter, 
   
   
  stable
  Seaworthiness: 14
  Draft/Length/Beam: 1 ft./35 ft./10 ft.
  Decks: 3
  Cargo: 11 tons (20 max.)
  Crew: 8
  Cost: 42,000 gp (13 1/2 months)
  A standard sloop is a single-masted ship with 
  square rigging.  It is small (compared to most sailing 
  ships), fast, and very maneuverable, and its shallow 
  draft lets it sail surprisingly far upriver, as well as over 
  dangerous shoals.  Sloops are lightly armed, but their 
  speed is usually enough to compensate for the lack 
  of armament.  Most sloops carry a single launch (not 
  included in the price) to ferry crew members to and 
  from shore or to use as a lifeboat.
  Chapter 6:
  FAMILIARS AND SPELLS
  Chapter 6: Familiars and Spells
  62
  
  Chapter 5: Equipment
  63
  This chapter provides new information on spells 
  and familiars found in the Alubelok Coast.
  FAMILIARS
  Sorcerers and wizards across the face of Tellene 
  have kept company with various creatures for years. 
  By tradition as much as anything else, these familiars 
  have typically run the gamut of cats, toads, rats, owls, 
  and so forth - all very useful indeed, and all somewhat 
  mundane.  The Alubelok Coast, however, is home 
  to an abundance of unusual animals that serve as 
  well as these or better.  Many of them are unique to 
  just certain parts of the region and not to be found 
  anywhere else in the world.  Wizards and sorcerers 
  residing in Sobeteta, the swamp and even settle-
  ments beneath the sea have made familiars of many 
  of these animals.  Some have done so for the special 
  abilities and traits the creatures possess, others for 
  no other reason than to appear more exotic to their 
  fellows.  
  Regardless of the individual spellcaster’s personal 
  motivations, a mage traveling away from Sobeteta is 
  sure to attract at least some attention from those who 
  might not otherwise have given him a second glance 
  - after all, ravens, ferrets and snakes are (relatively) 
  commonplace.  It might be a tad unusual, but not 
  overly so, to see an individual traveling with such 
  a creature on his shoulder.  However, one is not 
  typically prepared to see folk with tarsiers, cormorants 
  or lizards as large as a small dog, in tow.
  A wizard or sorcerer wishing to summon a familiar 
  from among these animals should do so following 
  the guidelines presented in the Player’s Handbook. 
  Familiar basics remain the same (i.e., summoning, 
  dismissing, familiar or master’s death, scrying, etc.), 
  as do the mechanics of special and imparted abilities. 
  Abilities that these animals impart to their master are 
  outlined below.
  EXISTING SPELLS
  While adventuring in the swamps, spellcasting 
  adventurers should be sure to bring a druid or ranger 
  along.  However, other magic-wielding classes can 
  also come in useful, particularly with certain spells. 
  Spells commonly used in the Alubelok swampland 
  are: spells that affect or control animals, plants and 
  undead; create or purify foodstuffs; cure spells; spells 
  of teleportation and transportation; and terrain and 
  water-affecting spells.
  NEW SPELLS
  The spells herein are presented in alphabetical 
  order.
  Cluo’s Living Swamp
  Evocation [Earth]
  Level: Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 30-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  When you cast Cluo’s living swamp, a mass of 
  marsh or swamp seems to come alive, attacking 
  anyone standing within it.  Treat the swamp attacking 
  a particular target as a Huge creature with a base 
  attack bonus equal to your caster level and a Strength 
  score of 19.  As such, its grapple check modifier is 
  Table 6-1: New Familiars
   
  Familiar 
  Master gains…
   
  Blind Medusa Fish 
  +3 on Hide checks
   
  Cormorant 
  +2 Con to determine Hold Breath only, +2 bonus on Swim checks
   
  Curmudgeon 
  +2 bonus on Balance and Climb checks
   
  Eagle, Crested Sea 
  Natural Spell feat
   
  Frog, Jeweled 
  +3 on Charisma checks
   
  Halberd, Red 
  a +3 bonus on Spot checks in dim light or twilight
   
  Herne 
  Marsh Move ability
   
  Lizard, Alubelok Monitor 
  a +2 bonus on Hide and Move Silently checks
   
  Octopus, Ubaralas 
  a +3 bonus on Escape Artist checks
   
  Rumblefrog, Flatheaded 
  ability to cast stinking cloud 1/day
   
  Shrike, Wave 
  ability to cast fly 1/day
   
  Snake, Harlequin2 
  a +3 bonus on Balance checks
   
  T’Nerec 
  ability to cast dancing lights 2/day
   
  Tarsier, Woeful 
  a +1 on Climb checks and low-light vision
   
  Tern1 
  a +2 bonus on Handle Animal and Intimidate checks
  1. A tern familiar can speak Aquan as a supernatural ability.
  2. Tiny viper.
  Chapter 6: Familiars and Spells
  63
  
  Chapter 5: Equipment
  64
  equal to your caster level +12.  The swampy mass is 
  immune to all types of damage.  Once the swamp 
  grapples an opponent, it may make a grapple check 
  each round on your turn to deal 1d8+6 points of 
  bludgeoning damage.  The swampy mass continues 
  to crush the opponent until the spell ends or the 
  opponent escapes.  
  Those who escape the swamp’s grapple must move 
  out of the affected area before the next round, or 
  be attacked again. Anyone entering the area will be 
  immediately attacked.  However, even creatures who 
  are not grappling with the swamp may only move 
  through the area at half normal speed.
  Material Component: A small piece of dried mud, a 
  pinch of moss and a drop of water.
  Crocodile Stone 
  Transmutation
  Level: Drd/Sha 2, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Crocodiles often swallow rocks and stones to help 
  in digestion and to add weight so they can stay 
  underwater for longer periods.  Though they are large 
  creatures, they eat a comparatively small amount, and 
  eat infrequently at that.  Crocodile Stone confers some 
  of the crocodile’s natural features onto the target. 
  While the spell is in effect the recipient gains the 
  following abilities: hold breath for a number of rounds 
  equal to 4 x its Constitution score; receive a circum-
  stance bonus of +4 to Hide checks while in water; and 
  a +8 circumstance bonus to any Swim check to avoid 
  a hazard or perform some special action.
  Though this spell was first developed by the 
  Sethome tribe of the Dejy, living within the Alubelok 
  Swamp, knowledge of it has spread.  It is now common 
  among the Alubelok lizardfolk and other Dejy all 
  Chapter 6: Familiars and Spells
  64
  
  Chapter 5: Equipment
  65
  along the coast.  Such magic is rumored to have been 
  used in the flooded arena of Sobeteta, where gladi-
  atorial contests are held between men and vicious 
  aquatic predators.
  Material Component: A small stone taken from the 
  belly of a crocodile.
  Death Deduction 
  Divination
  Level: Brd 3, Magic 3, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch 
  Target: Dead creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Quite useful for proveurges (see Chapter 4) when 
  examining a corpse, this spell identifies the item that 
  struck the killing blow.  Thus, if a jewel merchant 
  was stabbed several times by thieves, but actually 
  killed by a cudgel blow to the head, this spell would 
  identify a cudgel blow to the head as the exact cause 
  of death.  
  This spell does not work on any creature who has 
  been turned into an undead creature, or killed by 
  nonphysical magic or a death effect.
  Arcane Material Component: A tiny strip of skin 
  from the corpse.
  Death Deduction, Greater
  Divination
  Level: Brd 6, Magic 6, Sor/Wiz 5
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch 
  Target: Dead creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell functions like death deduction, but allows 
  a spellcaster to determine whether the item that 
  struck the killing blow was magical or an artifact.  If 
  the killing blow was struck by magic (such as a horrid 
  wilting spell), poison or other such attack, the spell 
  identifies what spell, poison, or so on was used.
  Arcane Material Component: A tiny strip of skin 
  flayed off the corpse, then burned in a very quick, hot 
  flame.  The spellcaster must inhale the smoke from 
  the resultant fire and concentrate, whereupon the 
  evaluation will be revealed.
  Herne Stalk
  Transmutation
  Level: Animal 2, Drd/Sha 2, Rgr 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Your legs become similar in form to those of a herne 
  (a large bird indigenous to the Alubelok Swamp, 
  similar to an ibis or heron but as tall as an emu).  You 
  can now move across marsh terrain as you would 
  on dry land (travel in bogs does not cost you any 
  additional squares of movement).  Furthermore, bogs 
  do not increase the DC of your Move Silently checks.
  When the change occurs, any clothing or equip-
  ment on your legs melds into the new form and 
  becomes nonfunctional.  You retain your own ability 
  scores, class, level, hit points, alignment, base attack 
  bonus, base save bonus, and extraordinary, super-
  natural and spell-like special attacks and qualities 
  (provided that these magical abilities do not require 
  your normal legs), physical qualities (such as natural 
  size, movement, etc) and so on.
  The spell is common amongst the various tribes of 
  the Alubelok Swamp, and has been used by patrol-
  ling rangers and scouts for many years.  Orcs on the 
  northern and eastern fringes of the swamp have been 
  known to employ the spell as well.
  Divine Focus: A necklace made of cord, leather, or 
  similar material, with beads of herne-bone strung on 
  it and a herne-feather hanging from it.
  Intuit Destination
  Divination
  Level: Brd 2, Sor/Spl/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: See text
  Target: Caster
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You know the current intended destination of any 
  one creature you have seen within the previous two 
  rounds.  This spell is also effective against invisible 
  creatures (so if you know an invisible quarry is nearby 
  (you’ve seen it within the last 2 rounds), and can hear 
  or smell him, that is enough for the spell to work). 
  This spell is ineffective against extraplanar transpor-
  tation (ethereal jaunt, plane shift and so on), though 
  it is effective against magical transportation (such as 
  teleport).
  Chapter 6: Familiars and Spells
  65
  
  Chapter 5: Equipment
  66
  The destination learned from this spell is limited 
  only to regions and settlements, such as the town of 
  Fulido, or the Alufalik Hills.  Thus, it may not be used 
  to reveal the exact location (square) of an invisible 
  creature.  The caster does not know if the target has 
  already reached its intended destination, when it 
  reaches the destination, or if it alters course for any 
  reason after the spell is cast.  
  Korasela’s Spectral Shrike Armor
  Conjuration (Creation) [Force]
  Level: Brd 2, Sor/Spl/Wiz 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  Crafted by Proveurge Korasela Vesiter of Nobidu, 
  this spell wards the caster in a dark, ghostly field of 
  force that is somewhat opaque, providing a +5 armor 
  bonus to AC.  Furthermore, the armor is covered in 
  similarly ghostlike (but very sharp) spikes that deal 
  piercing damage on a successful grapple attack.  These 
  function and deal damage as spiked armor (detailed 
  in the Player’s Handbook).  The armor also allows the 
  wearer to make a free attack when overrunning an 
  opponent (1d4, crit 19-20/x2) if the opponent does 
  not avoid him, as the standard Kalamaran or Tokite 
  shrike armor (detailed in the Kingdoms of Kalamar 
  Player’s Guide). 
  Focus: A small metal spike.
  Murilato’s Moss Cloak
  Transmutation
  Level: Drd/Sha 2, Plant 2, Rgr 2
  Components: V, S, DF 
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 10 min./level (D) 
  Saving Throw: None
  Spell Resistance: Yes (harmless) 
  Murilato’s moss-cloak is an effective camouflage 
  spell for someone traveling in a swamp, mire or 
  similar marsh terrain. The caster’s skin and clothes 
  change to match the surrounding environment, with 
  hues and mottled shades that seem to change the 
  texture as much as the color. 
  The affected creature receives a +5 bonus to Hide 
  checks, and an additional +1/2 caster levels for the 
  duration of the spell (so long as the creature remains 
  in the same environment). If the creature moves into 
  a non-marshy or dry area the benefits of the spell 
  are lost.  Murilato’s moss-cloak has been known to 
  wizards and other spellcasters along the coast for 
  years - far too long for the man who originally created 
  it to still survive.
  Power Word Halt
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Spl/Wiz 6, War 6
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. +5 ft./2 levels)
  Target: One creature with 50 hp or less
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  You utter a single word of power that instantly halts 
  one creature of your choice, whether the creature can 
  hear the word or not.  A creature halted by this spell 
  cannot move.  The duration of the spell depends on 
  the target’s current hit point total.  Any creature that 
  currently has 51 or more hit points is unaffected by 
  power word halt.  Flying or swimming creatures will 
  continue to fly or swim in slow circles immediately 
  above their current location, but will not land or stop 
  movement unless otherwise forced.
  Hit Points 
  Duration
  25 or less 
  1d4+1 minutes
  26-50 
  1d4+1 rounds
  Also known as “Jumar’s shout” in the Alubelok 
  Archipelago, power word halt was the creation of a 
  Basiran of some repute, a half-elven proveurge named 
  Jumar Remosa.  Proveurge Remosa is best remem-
  bered for his great, if unusual, skill with the thrown 
  bola and for the arrest of three powerful lycanthropes 
  atop the “wailing man” cliff face near Rosaleta (an 
  accomplishment that left him nearly dead).
  Puturo’s Poise
  Transmutation
  Level: Sor/Spl/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You gain a +1 dodge bonus and may ready two 
  standard or move actions simultaneously.  This works 
  exactly like a normal ready action, except it has 
  Chapter 6: Familiars and Spells
  66
  
  Chapter 5: Equipment
  67
  two different actions with two potentially different 
  triggers.
  Puturo was, if tales are to be believed, one of the first 
  orphans to ever take shelter in the Eleemosynary (see 
  page 50), and the second to ever become a foundling. 
  He was old for a street waif, probably around thirteen 
  or fourteen, but crafty and good-natured and, as it 
  turned out, a very good sorcerer.  He remained in 
  Sobeteta until sometime after his twentieth year, 
  traveling to Bet Kalamar to study further. From there 
  he moved to Trarr for reasons unknown, but he is said 
  to still return to the City on the Rock at least once 
  every few years.
  Ravenous
  Transmutation
  Level: Drd/Sha 5, Animal 5, Madness 6, Suffering 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. +10 ft./level)
  Target: One living creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell creates wracking hunger pains in the 
  affected creature, causing it to hurl itself upon the 
  closest living creature and begin to savagely bite it, 
  ripping away and devouring chunks of its flesh.
  A successful Will save each round (DC 15) will 
  allow the affected creature to target “prey” (meaning 
  creatures that were not formerly considered friendly), 
  provided the prey is close enough to reach within one 
  standard action.  
  If no prey is available, the target creature will be 
  unable to control itself and will leap upon whomever 
  or whatever is nearest.  The creature will attack only 
  with its bite, regardless of whatever other forms of 
  attack it has available to it.  It will continue to attack 
  the same target until it is unconscious or somehow 
  restrained.  If attacked by another creature, it will then 
  turn on its attacker.  In any case, the affected creature 
  remembers nothing about the entire episode unless it 
  succeeds on a DC 15 Wisdom check.
  If it did not possess a bite attack before the spell 
  was cast, it will temporarily gain one according to the 
  chart below.
   
  Size 
  Bite Damage
   
  Fine 
  1
   
  Diminutive 
  1d2
   
  Tiny 
  1d3
   
  Small 
  1d4
   
  Medium 
  1d6
   
  Large 
  1d8
   
  Huge 
  2d6
   
  Gargantuan 
  2d8
   
  Colossal 
  4d6
  Few Followers of the Great Huntress employ this 
  spell, as they find it abhorrent or evil, while the 
  majority of those who worship Old Grizzly simply 
  believe it inappropriate.  Others are not so reserved. 
  Many Dejy shamans employ the spell upon intelligent 
  creatures or beasts, if it suits their needs.  Others do 
  so only in specific circumstances.  The Sethome of the 
  Alubelok Swamp, for instance, will not cast the spell 
  upon a crocodile - any other creature is considered to 
  be a fair target.  
  Certain clerics of The Fearless One will cast the spell 
  upon their own followers (indeed, this is considered 
  to be an honor in some Dejy tribes, and is preceded 
  by a ceremony), while clerics of the Flaymaster have 
  been known to cast the spell upon friend and foe 
  alike.
  Material Component: The tooth of a carnivore.
  Quarrelspy
  Transmutation
  Level: Brd 2, Clr 2, Pal 2, Sor/Spl/Wiz 2, War 2
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Touch
  Effect: Bolt or arrow touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  Quarrelspy allows you to enchant an arrow or 
  crossbow bolt to be your eyes and ears.  As soon as 
  the bolt hits, the caster may immediately transfer the 
  source of his auditory or visual senses to it. At that 
  time, you can hear (or see) as if you were there.  This 
  spell also allows magically or supernaturally enhanced 
  senses to work through it.
  It is said that this spell was first developed 
  during Zazahni’s struggle for independence from 
  Meznamish.  Unfortunately, the enchantment was 
  subsequently used (and continues to be used) by 
  soldiers of Zazahni’s various feuding nobles - upon 
  each other. The spell has recently been adopted by 
  the local mages of Sobeteta. 
  Arcane Focus: Any type of bow or crossbow carved 
  with the image of an eye and ear.  The cost of such 
  an arcane focus varies depending upon the type 
  of weapon used (see Chapter 7 of the D&D Player’s 
  Handbook).
  Spirit Crocodile/Shark
  Evocation (Force)
  Level: Drd/Sha 5
  Components: V, S, M
  Chapter 6: Familiars and Spells
  67
  
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Crocodile- or shark-like manifestation of force
  Duration: Concentration + 1 round
  Saving Throw: None
  Spell Resistance: No
  You create a mostly transparent crocodile or shark 
  to attack your opponents.  This false creature has 
  statistics identical to those presented in the Monster 
  Manual, but you must concentrate to direct its actions. 
  Otherwise, it will not move. If you are unable to 
  continue commanding it, it is disrupted and the spell 
  ended.
  The spirit creature cannot be harmed by weapons 
  or spells, but it can be dispelled or disrupted by disin-
  tegrate or similar attacks.  The spirit creature will be 
  able to attack so long as the target is within the spell’s 
  range and is within sight of the controlling shaman 
  or druid. For example, a wall of fungus interposed 
  between the target and the spellcaster would end the 
  spell, while an invisible wall of force would not.
  The provenance of this spell is unknown.  The 
  Sethome Dejy have long used it (creating a ghostly 
  crocodile) and the sahuagin (creating a ghostly shark) 
  as well.  Both forms of the spell are utilized by spell-
  casters of other peoples and clans, but not so often 
  as those two.
  Material Component: The scale of an alligator or a 
  shark’s tooth.
  Swamp Stench
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 1, Clr 1, Sor/Spl/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature with 5 or fewer HD
  Duration: 1d4 rounds or 1 round; see text
  Saving Throw: Will partial
  Spell Resistance: Yes
  The affected creature becomes nauseated, as the 
  smell of rotting vegetation fills its nose. If the subject 
  succeeds on a Will save, it is nauseated for only 1 
  round.  Creatures with 6 or more Hit Dice are immune 
  to this effect.
  This appendix provides statistics and basic infor-
  mation for several kinds of monsters and mundane 
  animals found among the swamps and fens of the 
  Alubelok Coast.
  BULLYWUG, ALUBELOK
  Medium Monstrous Humanoid
  Hit Dice: 1d8+3 (7 hp)
  Initiative: +4 (Improved Initiative)
  Speed: 20 ft., swim 30 ft.
  AC: 13 (+3 natural), touch 10, flat-footed 13
  Base Attack/Grapple: +1/+2
  Attack: Club +2 melee (1d6+1) or tongue -3 melee 
   
   
  (1d4 plus poison)
  Full Attack: Club +2 melee (1d6+1) or tongue -3 melee 
   
   
  (1d4 plus poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison
  Special Qualities: Amphibious, marsh move, nature summoning 
   
   
  (druids only)
  Saves: Fort +1, Ref +2, Will +0
  Abilities: Str 13, Dex 11, Con 17, Int 5, Wis 5, Cha 5
  Skills: Hide +2*, Listen -2, Spot -2
  Feats: Endurance, Improved InitiativeB
  Environment: Warm and temperate marsh
  Organization: Solitary, mated pair plus 2-12 offspring, or tribe 
   
   
  (10-20 plus 100% noncombatants plus two 2nd-level 
   
   
  barbarians, one 4th-level fighter and one 6th-level 
  druid 
   
   
  or shaman)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Appendix A: Monsters of the Alubelok Archipelago
  68
  Appendix A:
  MONSTERS OF THE ALUBELOK 
  ARCHIPELAGO 
  
  CARSTANAUGHIR
  Young Adult Black Dragon
  With the exception of certain magic items noted 
  below, the statistics for Carstanaughir are identical 
  to those for the young adult black dragon found on 
  page 72 of the Monster Manual.
  Carstanaughir Atramentous, known as Carstanaughir 
  the Black throughout the Alubelok Coast region, is 
  believed to be the single most dangerous creature 
  active in the Alubelok Swamp.  He has been the 
  scourge of the Girdsword Strait for many years, though 
  his (relatively) short attention span has made him a 
  threat so infrequent and unpredictable that shipping 
  is relatively unaffected.  This same inconstancy may 
  be what has prevented a determined and concerted 
  effort to destroy him.
  Carstanaughir’s main lair (he has at least one 
  backup) is within a particularly treacherous expanse 
  of bog, off a small inlet in the western shore of the 
  Readywatch Passage.  He claims everything from 
  Defiles Course to the Girdsword Strait, as well as all of 
  the land stretching north of his lair, to the Ridara River. 
  Only his lack of interest keeps him from claiming 
  more of the swamp than he currently does.
  Around the lair at various locations are numerous 
  bullywug encampments, most of them on floating, 
  almost raft-like villages crafted of reeds and wood. 
  Many of them are so well camouflaged to blend into 
  the swamp that an unwary traveler could walk right 
  up on one without realizing it.  The dragon has chosen 
  his lair in such a way that no solid ground leads to it, 
  and no clear waterways approach it closer than a half 
  a mile.  The depth of the water and mud vary, but all 
  of it is deep enough that he can swim easily.
  There are but two ways into the caves beneath (at 
  least, just two known to the bullywugs and giants). 
  The first is a submerged passageway that opens up 
  nearly thirty feet under the surface of the swamp, 
  thus requiring intruders to swim down in and through 
  it, before surfacing in a large cave that is the first in 
  a series of interconnected chambers.  The second is 
  a sunken pit in the center of the island, a hundred 
  feet across and forty deep, at the bottom of which is 
  a tree-shrouded hole leading to another cave in the 
  same complex.  The three reef giants use the pit when 
  they wish to visit the dragon.  Of the three giants, only 
  Gerbor swims down through the other entrance, and 
  even then only occasionally.
  Beneath the island, amidst the different dank 
  caverns through which he crawls, are two more water-
  filled caverns that lead to his lair proper (so intruders 
  must twice venture beneath the water to get to his 
  hoard).  These two tunnels are protected with alarm 
  spells and other well-constructed defenses.
  When it comes to fighting, Carstanaughir is careful, 
  but not overtly circumspect.  He is a dragon, after 
  all, and quite convinced of his own prowess.  If he is 
  unsure of the threat intruders present he lurks below 
  the water, with just his eyes and the top part of his 
  head above the surface, watching.  He will swim far 
  more often than fly, if near his lair, knowing that 
  staying beneath the water makes him less vulner-
  able than flapping through the air (plus, he prefers 
  to swim anyway, usually flying only when needing to 
  travel great distances).  If there are smaller characters 
  amidst his opponents (such as  gnomes, halflings 
  or dwarves) he may strike from ambush, snapping 
  them up in his jaws and using his Snatch ability to 
  drag them beneath the water to drown.  In this case 
  he then waits for a while, perhaps hours if practical, 
  before attacking again.  When he attacks to finish the 
  fight, he uses his breath weapon on obvious wizards 
  or sorcerers first, trusting to his awesome scales and 
  superior mobility in the swamp to help keep fighters 
  and their ilk at bay – that kind of opponent will have 
  difficulty maneuvering in the muck and dense foliage. 
  Besides, his giant and bullywug servants know to 
  concentrate on them.  If he deals grievous injury to 
  a foe and then observes someone heal them (as a 
  cleric), he marks that character next, to prevent any 
  further rescues or significant healing.
  Though cunning enough to prepare ahead of time 
  with his spells, Carstanaughir is basically a brutal, evil 
  creature that likes to fight.  Once a battle has begun, 
  he will not be willing to leave it.  His anger is just a 
  little short of a barbarian’s rage, once his blood is up, 
  and intruders that dare to challenge him (let alone 
  actually hurt him) will be made to pay.
  Notable Possessions: In addition to the huge 
  amounts of treasure he has gathered over the years 
  (much of it plundered from ships and river craft), 
  Carstanaughir makes use of several magic items 
  (though there are many in his hoard he cannot 
  employ).  Among these are an amulet of proof against 
  detection and location that is wrapped tight about 
  his left horn, a gem of brightness imbedded in the 
  scales on his front right shoulder, a pearl of power 
  (4th level) embedded in the scales of his breast, and a 
  bracelet of secrets (see KPG, p 200) worn as a ring on 
  his left foreclaw – the dragon’s claw has grown around 
  and over the bracelet so that it is largely concealed 
  (and would have to be cut free from his corpse 
  in order to be taken as a prize).  Deep inside the 
  dragon’s left nostril, in one of the few places where 
  the flesh is tender enough to pierce, Carstanaughir 
  has had a grippli shaman place an earring of evasion 
  Appendix A: Monsters of the Alubelok Archipelago
  69
  
  Appendix A: Monsters of the Alubelok Archipelago
  70
  (identical to a standard ring of evasion).  He could 
  very well acquire other usable magic items within his 
  hoard quickly, given the amount of shipping moving 
  through his territory.  If so, he undoubtedly makes the 
  best of them.
  Bortil, Bremen and Gerbor
  Thirty or so years ago, Carstanaughir was surprised 
  to find himself stalked by a mated pair of reef giants 
  seeking to revenge the deaths of their family, killed 
  during one of the dragon’s infrequent attacks upon 
  the surrounding lands.  In typical draconic arrogance, 
  he did not take the threat the giants presented 
  seriously.  It was a mistake that nearly cost him his 
  life - and one he has not since repeated.  The giants 
  prowled and watched and observed him for several 
  months, occasionally getting close enough to see the 
  great mound of his lair, but generally keeping their 
  distance.  Initially wary of him, his blatant disregard 
  for their presence soon allowed them to openly watch 
  him and watch for weaknesses or patterns.
  The giants judged the time ripe when they watched 
  the dragon, engorged after devouring almost an entire 
  bullywug tribe, swim heavily under the water into his 
  lair to sleep.  At the time the two giants attacked, the 
  dragon had not yet gone to great lengths to fortify his 
  lair or recruit servitors – during those years he had just 
  a few sycophantic bullywugs serving as guards.  The 
  giants made short work of those, and, being excel-
  lent swimmers, managed to enter the dragon’s lair 
  undetected.  They caught the dragon heavily asleep 
  and so gorged he could barely move.  To say that the 
  fight that followed was desperate is a gross under-
  statement – though Carstanaughir managed to kill 
  both of his attackers, his lair was wrecked, many of his 
  treasures lost, and several hectares of the lush growth 
  around his lair devastated when the battle made its 
  way outside.  Most significantly, the dragon suffered 
  the worst hurt he had ever experienced during that 
  battle, and worse than any he has taken in all the 
  years since.
  It took the dragon days to recover from the grievous 
  wounds.  Once he did, he found that the few surviving 
  bullywugs had captured three young giants - the reef 
  giants’ brood.  Though his first inclination was to slay 
  them out of hand, further reflection convinced him 
  to stay his claws.  Though already larger and stronger 
  than a human man, they were still young enough 
  that they were susceptible to his dragon charm and 
  influence.
  It was a wise decision.  The reef giant triplets have 
  served him as guards and confidants for over three 
  decades – they are the strongest of his servitors and 
  worshipers, and the most dedicated to him.
  Bortil, Gerbor and Bremeg are now in the prime 
  of their adulthood.  They are typical of reef giants in 
  their appearance—long black locks of stringy hair, 
  frog-like skin mottled in unhealthy shades of green 
  and webs between their fingers and toes.  Bremeg 
  is the biggest of them, Bortil the tallest and Gerbor 
  the smartest. Each weighs in the neighborhood of 
  600 pounds and each is intimately familiar with the 
  environs of the swamp that surrounds the dragon lair. 
  The bullywugs that surround and worship the dragon 
  in great numbers will obey any instruction issued by 
  one of the brothers without question.
  Bortil: Bortil knows the swamp better than either 
  of his brothers; in fact he knows it better than any 
  of the bullywugs nearby, having explored it out to 
  great distances on numerous occasions—he is more 
  often away than at home.  Bortil is a ranger and a bit 
  of a loner, preferring to spend the majority of his time 
  ranging and hunting; this is fine with his brothers 
  and the dragon, because his patrolling has more than 
  once detected an intruder or potential problem long 
  before it could become a threat.  Bortil has actually, 
  on his own initiative, subjugated two small clans of 
  grippli far outside the dragon’s influence.  He has not 
  done this out of any desire to brook the dragon’s will 
  or to build his own power base, but rather to have 
  one or two safe places in which to hide, rest or heal at 
  need.  In return for accepting his less than tender rule 
  (not that they have much choice), Bortil periodically 
  spends two to three days hunting and killing any large 
  or dangerous predators near their villages (including, 
  on more than one occasion, such creatures as orcs or 
  trolls).  His periapt of wisdom is a gift from the dragon 
  out of its own treasure hoard.  He took the ring of 
  blinking from a lizardfolk shaman (who presumably 
  took it from an adventurer in turn); the bag of tricks 
  was a less than gracious “gift” of the grippli (who 
  never explained where they obtained it).
  Bremeg: Bremeg is a fighter, and the brute of the 
  three brothers.  He knows he is not as smart as Gerbor, 
  nor as cunning as Bortil.  This does not bother him 
  – he is perfectly content with his place in things. 
  Bremeg rarely leaves the immediate vicinity of the 
  dragon’s lair, and is always in the company of one of 
  his brothers when he does so.  This is not due to any 
  fear or hesitation (he is a reef giant, after all), he just 
  prefers to stay close to Carstanaughir and the bully-
  wugs, whose warriors he leads.  He is simple, direct 
  and violent.  He is neither a skulker nor a stalker, 
  preferring to move straight into the fray, and will 
  always choose the strongest-seeming opponent first. 
  Bremeg does not like to hurl rocks, and only keeps a 
  sack of boulders nearby at the insistence of his two 
  Appendix A: Monsters of the Alubelok Archipelago
  70
  
  Appendix A: Monsters of the Alubelok Archipelago
  71
  brothers – he likes to fight, and to do it up close (or as 
  close a giant needs to get carrying a longspearlance!). 
  Though it took him nearly two years to finally master 
  the various enchantments provided by his weapon, 
  he has finally done so and has had much practice 
  using its powers to best advantage.  The giant keeps 
  his enchanted lance covered in a wrapping of moss 
  and mud, to hide the gleam of its unblemished steel 
  and will go nowhere without it.  See the Appendix B 
  entry on Vitisar’s Lance for more information on this 
  weapon.  He is never unaccompanied; at all times at 
  least 2-5 bullywug warriors will be with him, or tailing 
  him if his oft-times wicked temper flares.
  Gerbor: Gerbor is a sorcerer, and the nominal leader 
  of the three brothers, insomuch as they have a leader. 
  He speaks to the dragon more often than the other 
  two, who are content to let him make any necessary 
  decisions on their behalf.  Gerbor also acts as the 
  spiritual leader for Carstanaughir’s bullywug minions 
  (they have a fairly good relationship with the giant, 
  and as the dragon’s mouthpiece they look to him 
  for guidance in any major tribal decisions).  He is 
  intimately familiar with the swamp around the lair 
  out to a distance of several leagues, but does not like 
  to venture as far away as his brothers.  Gerbor often 
  takes the form of a lynx and quietly prowls the region 
  with his companion.  Periodically he prefers to hunt 
  in that form, to keep his skills up.  If it comes to a 
  fight, the giant uses his various spells, feats and skills 
  to disrupt his foes from a safe (preferably covered) 
  distance, wreaking havoc among them with entangle, 
  liana (KPG), summon swarm and the like while his 
  brothers and the bullywugs engage them in physical 
  combat.  If he does move in close, he often seizes 
  smaller opponents and shoves them down under the 
  mud and water, holding them there until they drown. 
  The scarabs in his bag of beetles (see Kalamar Player’s 
  Guide) are bone, not jade, and are carved with long-
  outdated Svimohzish runes.  The four gold beetles 
  perform normally, but are also covered with runes.  He 
  took it from a Meznamishii adventurer he killed many 
  years ago.  Gerbor is 10 feet tall and weighs around 
  500 pounds.  He wears his hair pulled back in a single 
  thick braid, clasped with three matching turtle-shell 
  combs worth at least 100 gp each.
  P’Laro Kudori
  P’Laro Kudori, owner and proprietor of the tavern 
  known as The Naga’s Niche (in Sobeteta), originally 
  hailed from Bet Bireli.  Prior to beginning his career as 
  an adventurer he spent nearly a decade as a spy for 
  Duke Gadadik of O’Par, and he was a very good one. 
  He honed his skills as an infiltrator as a part of one of 
  the best intelligence networks across the Sovereign 
  Lands.  His last assignment, before mustering out, was 
  in the Pekalese army, where he posed as a member of 
  the supply corps and helped to track “aid” in the form 
  of monies and materiel coming to the Rogalans from 
  elsewhere (but specializing in that of Paru’Bor and 
  Cilorea).
  After leaving the Duke’s service, P’Laro made 
  his way to Basir, where the Reanaarian adventurer 
  Gaelon Crowgait eventually recruited him as a scout 
  and information-sniffer for Crowgait’s adventuring 
  company, the Crow’s Coterie.  P’Laro accompanied 
  this troop for several years, adventuring as near as 
  the Highlands and as far away as the Elos Desert with 
  great success.  About five years ago, Gaelon led the 
  group to Sobeteta and from thence into the Alubelok 
  Swamp, apparently to hunt for the ruins of an ancient 
  fortress rumored to lie beneath the Settlemaw Flats. 
  Unfortunately, they encountered the black dragon 
  within days of entering the marsh.
  It is not inconceivable that the company could have 
  bested the dragon, or at least driven him away.  They 
  were a powerful party, fourteen strong and experi-
  enced in their various crafts.  P’Laro, however, was the 
  weakest of them and was not going to take chances. 
  He acted quickly to ingratiate himself with the drake. 
  Any chance the Coterie had to survive the encounter 
  was quickly eliminated when the former spy put a 
  knife in the back of their captain, then slit the throat of 
  their most powerful wizard.  The dragon made short 
  work of the rest of them, then set down to consider 
  P’Laro – and what to do with him.
  By no means foolish, or unaware of how humans 
  are when it comes to treasure and challenges, 
  Carstanaughir knew that the Coterie would not be the 
  last such company to meddle about in the swamp. 
  He also knew that despite his great strength and 
  precautions, there could very well come a day when 
  a band that could truly challenge him might arrive. 
  Thus, he made a deal with the former spy (one that 
  P’Laro could scarcely refuse).  P’Laro was allowed to 
  take a large portion of his former friends’ valuables, 
  along with bags of coin from the dragon’s own hoard, 
  in return for which he was to act as the dragon’s eyes 
  and ears in Sobeteta.  P’Laro was to open a business of 
  some kind in Sobeteta, and from there instructed to 
  listen and watch out for any talk of dragons, dragon-
  hunting or anything else to do with dragons—any 
  conversation or rumor that might herald or forewarn 
  of a threat to Caustanaghir’s life and domain.  P’Laro 
  knew a good deal when he heard it, and agreed.
  In the years since that meeting, he has built the 
  Naga’s Niche up into a very popular, very respect-
  able establishment and found himself to be quite 
  the successful businessman.  The Niche is the perfect 
  Appendix A: Monsters of the Alubelok Archipelago
  71
  
  Appendix A: Monsters of the Alubelok Archipelago
  72
  place from which to carry out his mission.  With fare 
  ranging from mean to extraordinary and no less than 
  twenty individual guestrooms, it is one of the most 
  popular inns in all of Sobeteta.  He takes great care to 
  cater to the wants and needs of people of the adven-
  turous ilk, and consequently usually has a very good 
  idea of what goes on in the city or around it.  Rumors 
  of anything not having to do with the dragon he 
  freely passes along, but all the while keeps his ear to 
  the ground for anything that might be of interest to 
  his master.  Since beginning his career he has passed 
  along information that has led to the destruction of 
  at least six adventuring companies, including a fairly 
  famous troop of ex-Brandobian Marines and another 
  led by a prominent nobleman out of Bet Kalamar 
  herself.
  P’Laro Kudori is widely considered to be an 
  “upstanding citizen” of the City on the Rock, and has 
  taken great pains to keep it that way.  He donates 
  money to the various orphanages of the city, sponsors 
  at least two craft in the boat races every year and has 
  assisted the constabulary at least twice in the inves-
  tigation and subsequent eradication of two different 
  smuggling rings.  He has several paid informants 
  through the city, all of whom watch or listen for 
  anything he might wish to be alerted to.  These 
  informants can be found in other taverns, in various 
  guildhalls and one even in the Basilica of Swords.  He 
  takes great care to ensure that none of them know 
  about more than one or two of the others, and is 
  careful not to leave any hint of why he truly wants 
  the information.  Should he suspect that there is a 
  real threat to Carstanaughir, he quickly sends word to 
  the dragon, after which he will typically be contacted 
  by a seeming beggar or itinerant sailor (other agents 
  of the dragon) in order to pass on complete details 
  of what he has discovered.  If he deems the situation 
  serious, he might even hire assassins to eliminate 
  the threat, though this is a last resort.  As long as the 
  dragon is forewarned, he can handle almost anyone 
  or anything that might come hunting him.
  P’Laro is a somewhat heavyset but rather nonde-
  script fellow, just under six feet in height, with green 
  eyes and brown hair.  He dresses well, though not 
  ostentatiously, and is successful enough that most 
  of the work in the inn is performed by employees 
  (freeing him up to look and listen).  He is unaware of 
  the eventual destination of the magical messenger 
  he sends – it is actually trained to fly to a bullywug 
  settlement, where the messages are taken and the 
  creature returned.  The bullywugs take the messages 
  to one of the two reef giants living in Carstanaughir’s 
  lair, where the dragon mulls over the content before 
  contacting one of his other agents via other means. 
  Appendix A: Monsters of the Alubelok Archipelago
  72
  
  Appendix A: Monsters of the Alubelok Archipelago
  73
  This seemingly complicated method of maintaining 
  contact is not an accident – the dragon takes care to 
  prevent the location of his lair from becoming known. 
  Not even P’Laro knows exactly where it is.  Though he 
  is not an overtly wicked man, P’Laro Kudori has no 
  qualms about taking whatever steps are necessary to 
  remain successful and continue holding up his end of 
  the bargain.
  FROGHEMOTH
  Huge Aberration
  Hit Dice: 10d8+50 (95 hp)
  Initiative: +5 (+1 Dex, +4 Improved Initiative)
  Speed: 20 ft. (4 squares)
  AC: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
  Base Attack/Grapple: +7/+19
  Attack: Tongue +9 melee (1d8+4) and bite +7 melee (2d6+2)
  Full Attack: Tongue +9 melee (1d8+4) and bite +7 melee 
   
   
  (2d6+2) and 4 tentacles +7 melee (1d8+2)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Improved grab, swallow whole
  Special Qualities: Amphibious, darkvision 60 ft., marsh move, 
   
   
  resistance to electricity 10
  Saves: Fort +8, Ref +4, Will +8
  Abilities: Str 19, Dex 13, Con 20, Int 2, Wis 12, Cha 11
  Skills: Hide +7*, Jump +6, Listen +4, Move Silently +2, Spot +8
  Feats: Alertness, Endurance, Improved Initiative, Multiattack
  Environment: Warm and temperate marsh
  Organization: Solitary
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
  Level Adjustment: -
  The froghemoth is a monstrously huge frog creature 
  native to the Alubelok Swamp (although they have 
  been sighted, allegedly, in other mires), a massive 
  aberration that lurks in deep pools of mud or brackish 
  water awaiting its prey.  It appears as a gigantic frog-
  like creature with four large tentacles around its 
  gaping maw and a 15-foot-long tongue.  Its eyes are 
  at the top of extendable eyestalks on the top of its 
  head, allowing it to submerge completely while lying 
  in wait. Its underbelly is a sickly vomit color, its body 
  and tentacles an unhealthy mottled green.
  COMBAT
  The froghemoth attacks using its tentacles and 
  tongue to grab opponents and attempts to swallow 
  them.  It typically lurks below the surface of the 
  marsh, watching for a possible meal through its 
  eyestalks.  When it sees prey, it will burst from the 
  muck to attack.
   
  Improved Grab (Ex): To use this ability, the froghemoth 
  must hit a creature at least one size smaller than itself 
  with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity.  If it wins the grapple check, it estab-
  lishes a hold and can try to swallow the opponent in 
  the following round.
   A froghemoth can also use its improved grab ability 
  on a tentacle or tongue attack.  If it wins the grapple 
  check, it establishes a hold, picks up the opponent, 
  and transfers it to the mouth as a free action, automat-
  ically dealing bite damage.
  Swallow Whole (Ex): A froghemoth can try to swallow a 
  grabbed opponent by making a successful grapple 
  check.  Once inside the froghemoth’s stomach, a 
  swallowed creature takes 2d6+4 points of crushing 
  damage plus and 4 points of acid damage per round 
  from the froghemoth’s digestive juices.  A swallowed 
  creature can cut its way out by using a light piercing 
  or slashing weapon to deal 25 points of damage to 
  the froghemoth’s stomach (AC 17).  Once the creature 
  exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out.  The 
  froghemoth’s stomach can hold 2 Medium, 4 Small, 8 
  Tiny, or 16 Diminutive or smaller opponents.
  Marsh Move (Ex): Froghemoths suffer no movement 
  penalties for moving in marsh terrain.
  Skills: The froghemoth receives a +4 racial bonus to 
  Spot checks. *Due to its coloration, the froghemoth 
  receives a +6 racial bonus to all Hide checks when in 
  marsh terrain.
  REEF GIANT
  Huge Giant (Water)
  Hit Dice: 16d8+96 (168 hp)
  Initiative: +2 (Dex)
  Speed: 50 ft. (10 squares), swim 40 ft.
  AC: 23 (-2 size, +2 Dex, +13 natural), touch 10, flat-footed 21
  Base Attack/Grapple: +12/+33
  Attack: Longspear +23 melee (3d6+19/x3) or slam +23 melee 
   
   
  (1d8+13) or rock +12 ranged (2d8+13)
  Full Attack: Longspear +23/+18/+13 melee (3d6+19/x3) or 
   
   
  2 slams +23 melee (1d8+13) or rock +12 ranged 
   
   
  (2d8+13)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Rock throwing
  Special Qualities: Amphibious, freedom of movement, low-light 
   
   
  vision, rock catching, spell-like abilities
  Saves: Fort +16, Ref +7, Will +9
  Abilities: Str 36, Dex 14, Con 22, Int 12, Wis 14, Cha 18
  Skills: Climb +19, Concentration +15, Craft (any one) +7, 
   
   
  Hide +0, Jump +22, Listen +10, Spot +13, Swim +19*
  Feats: Alertness, Awesome Blow (MM), Endurance, 
   
   
  Improved Bull Rush, Iron Will, Power Attack
  Environment: Warm and temperate land and aquatic
  Organization: Solitary or mated pair
  Challenge Rating: 12
  Treasure: Double standard
  Alignment: Usually chaotic good
  Advancement: By character class
  Level Adjustment: -
  The reef giants of Tellene are solitary and typically 
  introspective creatures. They are rarely, if ever, seen 
  Appendix A: Monsters of the Alubelok Archipelago
  73
  
  Appendix A: Monsters of the Alubelok Archipelago
  74
  in the seas of Tellene, both because of this lonely 
  temperament and because there are so few of them. 
  Some say they are more closely related to cloud 
  giants than any other breed of giant-kind.  The noted 
  sage Amateloreal Proweagle, an elf of far-off Cosolen, 
  believes they are in fact cloud giants who have only 
  recently (as the long-lived elves view time) become 
  racially distinct. He asserts that there were no reef 
  giants before approximately a thousand years before 
  the Reanaarians crossed the P’Rorul Peaks (nearly 
  1,200 years before the Kingdom of Kalamar was estab-
  lished).  The truth of this cannot be confirmed, but 
  Amateloreal may be the most knowledgeable expert 
  on giants the Sovereign Lands has ever known.
  Although reef giants are loners by nature, they 
  are rarely encountered in larger groups.  Whether 
  encountered singly or in numbers, they enjoy living 
  in opulent conditions (often well appointed mansions 
  or surprisingly comfortable sea caves).  Reef giants are 
  usually some 20 feet tall and can weigh around 4,000 
  pounds.  They can live to be 500 years of age or even 
  older.
  The temperament of a reef giant varies from 
  individual to individual. Although they are typically 
  neither malicious nor cruel, they are as capricious and 
  unpredictable as the seas in which they dwell.  They 
  have their own dialect of Giant, and many of them 
  (usually those who interact with drylanders) also 
  speak the Merchant’s Tongue.
  Reef giants vary in appearance, but most have 
  coppery-gold skin and pale white or blue hair.  They 
  are massively built and well proportioned, their 
  bodies made prodigiously strong by a lifetime in the 
  water battling waves.  They dress scantily (in simple 
  garments made of kelp or sea lion fur or similar 
  materials) or not at all, in their homes.  If they dress 
  for an audience with drylanders or to venture ashore 
  for some reason, they usually adopt the dress of the 
  local human population (that being said, they seem 
  to favor Svimohz fashion over that of other lands).
  COMBAT
  The strength of a reef giant, and his natural 
  swimming skills and abilities, make him a fighter to 
  be reckoned with underwater.  They are scarcely less 
  formidable above the waves, but given any opportu-
  nity prefer to do battle under the waves.  They cannot 
  be harmed by water-based attacks and suffer only 
  half-damage from those of a cold nature.  A proto-
  typical reef giant will, unsurprisingly, carry a massive 
  trident, bident or longspear.  They usually also carry 
  Appendix A: Monsters of the Alubelok Archipelago
  74
  
  Appendix A: Monsters of the Alubelok Archipelago
  75
  one or more large knives and can fight with their 
  gigantic fists as well.  This is, of course, in addition 
  to their innate powers.  In addition to these tactics, 
  reef giants can and do hurl boulders like their land-
  dwelling kin. This is not their favored attack, however, 
  and is usually used only against ships rather than 
  individual opponents.
  Freedom of Movement (Su): Reef giants have a contin-
  uous freedom of movement ability as the spell (caster 
  level 15th).  The effect can be dispelled, but the reef 
  giant can create it again on its next turn as a free 
  action.
  Rock Throwing (Ex): The range increment is 120 feet for 
  a reef giant
  Spell-Like Abilities: 2/day- cloud of fish; 1/day- control 
  water, waterspout.  Caster level 15th.
  Cloud of Fish: Twice per day, a submerged reef giant can 
  summon a large school of tiny fish from the waters 
  around him, acting as a silvery underwater fog cloud 
  spell (caster level 15th).  Rough water or a control 
  (raise) water spell disperses the fish in 4 rounds; 
  stormy water or a control (lower) water spell disperses 
  the fish in 1 round.
   Though the fish summoned by this spell are flesh and 
  blood, attacks against the cloud produce no signifi-
  cant result because there are so many of them.
  Skills: A reef giant has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  It can use 
  the run action while swimming, provided it swims in 
  a straight line.
   *Reef giants ignore all weight penalties for gear carried 
  when swimming.
  REEF GIANT SOCIETY
  Reef giants are solitary creatures, although on the 
  rare occasions that they take a mate they do so for 
  life (the rarity of their coupling is another reason 
  for their small population).   The dwelling of a reef 
  giant is usually built well below the waves, in the 
  midst of a reef or in a sea-cave near an island.  If they 
  build a home on land, it is always within sight of 
  the sea and well concealed (and protected) by cliffs, 
  gorges and other difficult terrain.  Homes are gener-
  ally well appointed, even opulent, decorated with 
  materials and treasures recovered from the hulls of 
  wrecked ships.  In those few instances that a giant 
  has a family or mate, its progeny or surviving mate 
  inherits the dwelling. Usually, however, the place is 
  simply abandoned to lie vacant until discovered and 
  occupied by some other marine creature (or another 
  reef giant).
  They prefer warmer coastal waters to the cold 
  deeps, although on occasion a particularly reclu-
  sive reef giant will make his home in some remote 
  and cold place.  They take what they need from the 
  bounty of the sea, fishing and foraging at need.  Those 
  that desire more material possessions reap the sea’s 
  harvest to obtain pearls, quantities of rare fish, coral 
  and other valuables for sale or trade.
  Reef giants often have members of other races as 
  guests in their homes for extended periods (evidently 
  their desire for seclusion applies more to their own 
  kind than other folk).  They may also have servants 
  or guards of these races (locathah, merfolk, tritons 
  or even sahuagin or kuo-toa in some instances). 
  They will also have guard animals or pets taken from 
  aquatic species – commonly sea cats.
  Reef giants have been encountered off the coasts 
  of Cosdol, Eldor and Mendarn, as well as in the Straits 
  of Svimohzia and the southern end of Reanaaria Bay 
  (though not as far as the Sea of the Dead).  It is said 
  (though difficult to believe) that some Torakki have 
  occasional dealings with a reef giant hermit who lives 
  somewhere in Lake Adesh, trading sweets and other 
  articles for nets full of lungfish.
  Reef giants are not an overly religious race, but they 
  do acknowledge and respect the tremendous powers 
  of Wavecrusher and The Storm Lord.  Certain individ-
  uals may follow the tenets of the Inevitable Order of 
  Time or the Temple of Three Strengths as well.  A very 
  few will be actual followers of The Eye Opener, The 
  Overlord or The Creator of Strife, but these are very, 
  very few indeed.
  REEF GIANT CHARACTERS
  On the rare occasions that a reef giant pursues a 
  profession, it favors the fighter class.  Other relatively 
  common classes include sorcerer and adept.
  GRIPPLI
  Small Monstrous Humanoid
  Hit Dice: 2d8 (9 hp)
  Initiative: +2 (Dex)
  Speed: 20 ft. (4 squares), swim 30 ft.
  AC: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
  Base Attack/Grapple: +2/-2
  Attack: Dagger +3 melee (1d3) or dart +3 melee (1d3)
  Full Attack: Dagger +3 melee (1d3) or dart +3 melee (1d3)
  Space/Reach: 5 ft./5 ft.
  Special Qualities: Amphibious, darkvision 60 ft., marsh move
  Saves: Fort +0, Ref +5, Will +4
  Abilities: Str 10, Dex 15, Con 11, Int 12, Wis 12, Cha 9
  Skills: Climb +5, Craft or Knowledge (any one) +3, 
   
   
  Escape Artist +6, Hide +5*, Listen +5, Move Silently +4, 
   
   
  Search +5, Spot +7, Swim +1 
  Feats: Alertness
  Environment: Warm and temperate marsh
  Organization: Solitary, clutch (2-5), hunting party (6-11), 
   
   
  or village (20-40 plus two 3rd-level fighters and 
   
   
  1-3 shamans of 1st-3rd level)
  Appendix A: Monsters of the Alubelok Archipelago
  75
  
  Appendix A: Monsters of the Alubelok Archipelago
  76
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually 
  neutral
  A d v a n c e m e n t :  B y 
  character class
  Level Adjustment: +2
  Grippli (or “rana’al” 
  as the Kalamarans call 
  them) are a simple 
  and primitive race of 
  humanoid tree frogs. 
  Very few people know 
  anything about them, 
  for they are reclusive 
  and reluctant to reveal 
  themselves.  They are a 
  non-aggressive folk and 
  shun outsiders, following 
  the theory that what 
  cannot be seen cannot 
  be attacked—or enslaved. 
  Certain Brolenese slave 
  merchants have made a 
  great deal of money selling grippli to wealthy collec-
  tors and certain sages.
  Grippli males and females stand approximately 
  2 feet tall and weigh between 40 and 50 pounds. 
  They look much like tree frogs, with overlong finger 
  appendages on hands and feet.  Their eyes are brilliant 
  yellow, and the intensity of the color is indicative 
  of their mood – excitement, fear, or other strong 
  emotions brighten the hue.  Relaxation and calm 
  emotions (or old age) dims it.  The skin of a grippli is 
  a green, its exact tint varying by where it lives (those 
  of the Alubelok Swamp, for instance, are bright green; 
  those of Obakasek are more moss-colored). 
  Grippli love bright and shiny objects of any kind.  It 
  is for this reason that the small grippli villages of the 
  Alubelok often have jeweled frogs as pets and adorn-
  ment.  Their clothing is largely utilitarian, for carrying 
  weapons or supplies.
  Grippli have a language of their own, a tongue that 
  is predictably frog-like.  A very few of them may speak 
  the Merchant’s Tongue; others speak the language of 
  lizardfolk.
  COMBAT
  Grippli prefer to avoid conflict.  Failing that, they 
  will employ ambushes, snares and traps to slow an 
  opponent, followed by poisoned darts; an intruder 
  wishing to venture into grippli territory would do well 
  to watch where he walked, and to keep a wary eye on 
  the trees.  If they must fight in melee they typically 
  use daggers.
  Marsh Move (Ex): Grippli suffer no movement penalties 
  for moving in marsh terrain.
  Skills: All grippli have a +4 racial bonus on Climb and 
  Escape Artist checks, and a +2 racial bonus to Spot 
  and Search checks.  Grippli also have a +8 racial bonus 
  on any Swim check to perform some special action or 
  avoid a hazard.  It can always choose to take 10 on a 
  Swim check, even if distracted or endangered.  It can 
  use the run action while swimming, provided it swims 
  in a straight line.
   *Grippli receive a +5 racial bonus to Hide checks when 
  in marshes or forested areas due to their coloration.
  GRIPPLI CHARACTERS
  A grippli’s favored class is either fighter or ranger, 
  though clan leaders are usually shamans.
  GRIPPLI SOCIETY
  Grippli villages are clan affairs, a well-camouflaged 
  collection of open-topped platforms or small huts 
  of wood and leaves high in the trees (usually with 
  a plethora of cunning snares or perhaps quicksand 
  below). A village may have as many as three different 
  clans in it. Usually the village leader will be a shaman, 
  but on occasion (especially in very dangerous locales) 
  he will be a strong fighting male. They have basic 
  family units, just like humans, and each family has its 
  own hut or platform. 
  Grippli worship few gods, preferring to adulate only 
  those that directly impact their survival.  Among these 
  are The Great Huntress and The Old Oak.  Occasionally 
  they will also venerate The Lord of Intuition and The 
  Appendix A: Monsters of the Alubelok Archipelago
  76
  
  Appendix A: Monsters of the Alubelok Archipelago
  77
  Holy Mother.  Worship and reverence in a grippli 
  village is a simple and private affair, with little formal 
  ceremony or pomp and circumstance.
  Grippli eat fruit, particularly strangler figs and marsh 
  figs.  They also enjoy a fine meal of insects. They trap 
  small animals and birds as well as insects, and on 
  rare occasions hunt giant insects in large well-armed 
  parties.  Given the nature of the areas in which grippli 
  live, they do well to be wary. All sorts of predatory 
  creatures will make a meal of them.  Above all else, a 
  grippli understands caution.
  Homunculus, Sobetetan Messenger
  Tiny Construct
  Hit Dice: 4d10 (22 hp)
  Initiative: +7 (+3 Dex, +4 Improved Initiative)
  Speed: 20 ft. (4 squares), fly 50 ft. (good), swim 50 ft.
  AC: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
  Base Attack/Grapple: +3/-5
  Attack: Bite +5 melee (1d3 plus poison)
  Full Attack: Bite +5 melee (1d3 plus poison)
  Space/Reach: 2 1/2 ft./0 ft.
  Special Attacks: Poison
  Special Qualities: Construct traits, darkvision 60 ft., 
   
   
  low-light vision
  Saves: Fort +3, Ref +4, Will +3
  Abilities: Str 10, Dex 16, Con -, Int 8, Wis 14, Cha 12
  Skills: Hide +14, Listen +4, Spot +4
  Feats: Great Fortitude, Improved Initiative
  Environment: Any 
  Organization: Solitary
  Challenge Rating: 1
  Treasure: None
  Alignment: Any (same as creator)
  Advancement: 5-6 HD (Tiny)
  Level Adjustment: -
  A long-standing tradition of maritime sorcery and 
  nautical enchantments have led to the creation of the 
  Sobetetan messenger homunculus, a small servant 
  construct much like the more widely-known homun-
  culus.  The origins of the homunculus are unknown, 
  but it is rumored to have been created by a powerful 
  Kalamaran wizard of the past (perhaps even the great 
  Dorama herself – see page 147 of the Kingdoms of 
  Kalamar Player’s Guide).  Like the common homun-
  culus, the Sobetetan messenger homunculus is a 
  diminutive servant created by a spellcaster.  They are 
  of little use in combat, but their size and abilities make 
  them effective messengers and scouts.  In addition to 
  being able to fly, they can dart through the water as 
  fast as most fish.  
  Unlike common homunculi, the Sobetetan 
  messenger homunculus is able to speak (repeating its 
  master’s words exactly, not new words of its own), and 
  the magic involved in its creation allows it to willingly 
  travel any distance from its master.  This messenger 
  homunculus is often used to deliver verbal messages 
  (or occasionally carry small trinkets) from one spell-
  caster to another. 
  However, the telepathic link remains only within a 
  certain range.  A Sobetetan messenger homunculus 
  knows what its master knows and can convey to him 
  everything it sees and hears up to a range of 3,000 
  feet (though this is limited to a distance of just 1,500 
  feet if either it or its creator is submerged in water).
  An attack that destroys a Sobetetan messenger 
  homunculus deals 2d10 damage to its master (no 
  save), regardless of distance. If the creator’s master 
  is slain, the homunculus immediately dies, its flesh 
  sloughing away until just a thick puddle of ichor 
  remains.
  Also like the common homunculus, the Sobetetan 
  messenger homunculus has a vaguely humanoid form, 
  though it is often quite attractive when compared 
  with common homunculi. However, its wings are 
  scaly and its limbs are finned (like those of a triton). 
  The creator will determine an individual messenger 
  homunculus’s exact features, but in general it stands 
  about 18 inches tall with a similar wingspan.  A 
  messenger homunculus’s skin is slick with tiny fish 
  scales, typically silver or blue, though the exact color 
  depends upon the exact materials used to create it. 
  Its mouth is filled with small teeth that deliver a mild 
  toxin.
  COMBAT
  Messenger homunculi prefer to avoid combat, 
  seeking only to deliver their message.  However, 
  when forced, they bite with their teeth.
  Poison (Ex): Injury, Fortitude DC 15; initial damage 
  vertigo (-2 to all actions) and blindness for 1 minute, 
  secondary damage vertigo and blindness for another 
  5d6 minutes.  The save DC is Constitution-based.
  CONSTRUCTION
  A Sobetetan messenger homunculus is constructed 
  much like a common homunculus, as seen in the 
  following passage, attributed to the Sobetetan wizard 
  Tesemel Lasas, whose treatise on magical constructs 
  is often part of the syllabus at the College of Alchemy 
  in Pekal:
  …clay remains the staple of construction, though 
  care should be taken to use sand in the mixture.  This 
  sand should be as fine as can be found, and as free 
  of impurities as possible.  A dram of the wizard’s own 
  blood must be mixed with the sand before it is joined 
  to the clay, else the creature will have difficulty hearing 
  its masters thoughts when beneath the waves.  Not 
  until last should the wizard provide the ashes of 
  burned cuttlefish or squid’s beak.  As the rituals of 
  Appendix A: Monsters of the Alubelok Archipelago
  77
  
  Appendix A: Monsters of the Alubelok Archipelago
  78
  bound cogitation are begun, the finished form of 
  the creature should be wetted first in salt water, then 
  in fresh water, after which it must be covered in the 
  scales of a fish that has been compelled to breathe 
  only air and then suffocated in water…
  The materials for construction of a Sobetetan 
  messenger homunculus cost 50 gp.  The creature’s 
  master may assemble the body or hire someone else 
  to do the job.  Creating the body requires a DC 12 
  Craft (sculpting) check.
  After the body is sculpted, it is animated through 
  an extended magical ritual.  This ritual requires a 
  specially prepared laboratory or workroom, similar 
  to an alchemist’s laboratory and costing 500 gp to 
  establish.  If the creator is personally constructing 
  the creature’s body, the building and ritual can be 
  performed together.
  The first task in the building is shaping the creature’s 
  body from a mixture of clay, sand, and ashes from a 
  burned squid or cuttlefish beak. Then, in the ritual, 
  the finished body must be soaked in fresh water and 
  allowed to dry, then soaked in salt water and allowed 
  to dry.  After this requirement is met, it must be 
  covered completely in fish scales and in the feathers 
  of a bird upon which water breathing has been cast. 
  The bird must have been suffocated in water, plucked, 
  and scraped clean with a non-metallic blade.  Finally, 
  the construct’s body must be polymorphed into a fish, 
  then returned to its own form.
  It is said that a Sobetetan messenger homunculus 
  can gain a +4 natural AC bonus if kraken tentacle is 
  used in place of squid or cuttlefish beak, but this adds 
  +4,000 gp to the cost to create (unless the spellcaster 
  can find and defeat a kraken).  The use of aboleth 
  scales (+2,000 gp cost) has been rumored to double 
  the allowed range of the telepathic link. Powdered 
  sea cat teeth mixed with sea cat scales (+4,000 gp 
  cost) is said to increase the damage potential of 
  the messenger homunculus’ bite to 1d6, and triton 
  scales (+1,500 gp) used in the place of those of a 
  mundane fish are rumored to increase the homun-
  culus’ swimming speed by 10 feet.
  Craft Construct (see page 303 of the D&D Monster 
  Manual), arcane eye, mirror image, mending, 
  polymorph any object, water breathing, caster must 
  be at least 15th level; Price – (never sold); Cost 5,050 
  gp + 78 XP.
  Kalanu
  Large Magical Beast
  Hit Dice: 4d10+8 (30 hp)
  Initiative: +3 (Dex)
  Speed: 40 ft. (8 squares), swim 30 ft., climb 20 ft.
  AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
  Base Attack/Grapple: +4/+13
  Attack: Claw +8 melee (1d6+5)
  Full Attack: 6 claws +8 melee (1d6+5) 
   
   
  and bite +3 melee (1d8+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Pounce, improved grab, rake 1d6+2
  Special Qualities: Darkvision 60 ft., low-light vision, scent
  Saves: Fort +6, Ref +7, Will +2
  Abilities: Str 21, Dex 17, Con 15, Int 5, Wis 12, Cha 9
  Skills: Balance +8, Climb +13, Hide +6*, Jump +6, Listen +4, 
   
   
  Move Silently +10, Spot +9
  Feats: Alertness, Endurance
  Environment: Warm and temperate marsh
  Organization: Solitary or pair
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-10 HD (Large); 11-15 HD (Huge)
  Level Adjustment: -
  Solitary, almost noiseless hunters, the six-legged 
  kalanu prowls through the mires and moors of the 
  Alubelok Swamp.
  Kalanu are roughly 7 to 8 feet long, and weigh 
  between 500-600 pounds.  Their fur is a mottled 
  mixture of brown and green hues, making them hard 
  to detect in the swamps.  (Some rare kalanu will be all 
  black in color.)  A shaggy crest of fur runs from the top 
  of their neck and down their back, with other patches 
  of long hair on their legs (like the fetlocks of a horse). 
  This longer fur looks much like the all-pervading 
  hanging moss that grows everywhere throughout 
  the Alubelok Swamp region, and serves to break 
  up the beast’s natural outline. The grippli (see page 
  73) consider the kalanu to be devils; bullywugs and 
  lizardfolk will not willingly hunt or fight them out of 
  respect or fear.
  Their natural camouflage makes them quite 
  dangerous - they are smart and cunning, with super-
  lative eyesight, keen hearing and an extraordinary 
  sense of smell.  Many lizardfolk hunters have failed 
  to return from the hunt in territory where a kalanu 
  stalked - most taken by ambush.  Kalanu are similar 
  to great cats, such as tigers whom they resemble the 
  most, but no one who ever saw one and lived to tell of 
  it could ever mistake it for any other sort of feline.
  The kalanu are well adapted to their environment. 
  They are lean, with disproportionately wide paws to 
  distribute their weight across the soft ground.  On 
  those occasions that they need to take to the trees, six 
  sets of claws allow them to climb safely and quickly 
  no matter how slick or slimy the wood.
  COMBAT
  Kalanu are diurnal hunters, preferring the gray 
  of the early morning and evening hours to the full 
  light of day or the blackness of night. They can 
  Appendix A: Monsters of the Alubelok Archipelago
  78
  
  Appendix A: Monsters of the Alubelok Archipelago
  79
  function well in either extreme, however, and should 
  be guarded against accordingly.
  Improved Grab (Ex): To use this ability, the kalanu must 
  hit with a bite attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity.  If it wins the grapple check, it estab-
  lishes a hold and can rake.
  Pounce (Ex): If a kalanu charges a foe, it can make a full 
  attack, including four rake attacks.
  Rake (Ex): Attack bonus +8 melee, damage 1d6+2.
  Skills: Kalanu have a +5 racial bonus on Balance, Hide, 
  Move Silently and Spot checks, and a +8 racial bonus 
  on Climb checks.  *In swampland, the Hide bonus 
  improves to +12.
  One Sobetetan ruler is said to have commissioned 
  a hunting expedition during the second year of his 
  reign for the express purpose of capturing a kalanu 
  for his entertainment pleasure in the arenas.  The 
  expedition was successful and brought a single adult 
  male back from the Alubelok Swamp - they returned 
  with but a fraction of their original number hale and 
  whole, however, as many dying of disease and various 
  poisons as did at the teeth and claws of the predators 
  they encountered.
  The kalanu, which was too old to be tamed, was 
  released for sport in a public arena.  It butchered any 
  number of gladiators, and was pitted against a variety 
  of beasts.  Perhaps its greatest moment (at least in the 
  minds of the crowd) was when it battled a full-sized 
  sturm wolf and left it bloodied in the dust, lying in its 
  own entrails.  
  This singular act delighted the ruler to no end, and 
  he subsequently had the creature  poisoned and 
  stuffed to display in his throne room (it was, inciden-
  tally, one of the last commands he was able to issue 
  before dying of a bloody flux). That mounted kalanu 
  remains on display in the current Duke’s residence, 
  eyeing all passersby through eyes of gnome-worked 
  glass.
  It is a mark of great prestige for a hunter of the 
  Alubelok lizardfolk to take a kalanu, for their claws, 
  teeth and fur are all used for decoration and warlike 
  adornment.  These trophies, often won at great cost, 
  are rarely traded or sold.  Because they are so difficult 
  to come by, however, they will fetch a great price in 
  the market place.  An intact kalanu hide has brought 
  as much as 2,500 gp in Sobeteta in the past. The coat 
  of one of the rare, black kalanu commanded a price 
  well over twice that.  A living cub would probably 
  bring a staggering amount of money, but thus far no 
  one is known to have ever captured one.
  NEW ANIMALS
  Blind Medusa Fish
  Small Animal (Aquatic)
  Hit Dice: 1/2 d8 (2 hp)
  Initiative: +2 (Dex)
  Speed: Swim 20 ft. (4 squares)
  AC: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
  Base Attack/Grapple: +0/-4
  Attack: -
  Full Attack: -
  Space/Reach: 2 1/2 ft./0 ft.
  Special Qualities: Camouflage, ink cloud, low-light vision
  Saves: Fort +0, Ref +2, Will +0
  Abilities: Str 10, Dex 15, Con 10, Int 2, Wis 10, Cha 6
  Skills: Hide +8, Listen +2, Spot +2, Swim +1
  Feats: Alertness
  Environment: Warm and temperate aquatic
  Organization: Solitary or school (3-18)
  Challenge Rating: 1/10
  Treasure: None
  Alignment: Always neutral
  Advancement: -
  Level Adjustment: -
  Blind medusas are among the most unusual 
  creatures to be used as familiars.   Blind medusas are 
  a species of cuttlefish found in the warm, shallow 
  waters of the coast.  Like all cuttlefish, blind medusas 
  are soft-bodied, with skirt-like tentacles, the ability 
  to naturally camouflage themselves and squirt ink. 
  Their tentacles are more pronounced and narrower 
  than the norm, however, giving them their name. 
  Understandably difficult to maintain above the water, 
  they are rarely seen (as a pet or familiar, anyway) 
  by the residents of Sobeteta or other nearby settle-
  ments.  They are superlative familiars for aquatic elf or 
  merman sorcerers, however, and are often so used. 
  COMBAT
  Camouflage (Ex): A blind medusa can spend a move 
  action to adapt its skin (including texture!) to its 
  surroundings, gaining an additional +4 circumstance 
  bonus to Hide checks.
  Ink Cloud (Ex): 1/minute (up to 3/day): a blind medusa 
  can produce a cloud of jet-black ink in a sphere 
  roughly 6 feet across as a standard action.  The cloud 
  provides total concealment; creatures within the cloud 
  suffer the effects of total darkness.
  Skills: Blind medusa fish have a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard.  They can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  They can use 
  the run action while swimming, provided they swim 
  in a straight line.
  Appendix A: Monsters of the Alubelok Archipelago
  79
  
  Appendix A: Monsters of the Alubelok Archipelago
  80
  Cormorant
  Small Animal
  Hit Dice: 1/2 d8 (4 hp)
  Initiative: +1 (Dex)
  Speed: 10 ft. (2 squares), fly 40 ft. (average), swim 20 ft.
  AC: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
  Base Attack/Grapple: +0/-6
  Attack: Claw +1 melee (1d3)
  Full Attack: 2 claws +1 melee (1d3)
  Space/Reach: 5 ft./5 ft.
  Special Qualities: Hold breath, low-light vision
  Saves: Fort +0, Ref +1, Will +1
  Abilities: Str 6, Dex 13, Con 10, Int 4, Wis 12, Cha 7
  Skills: Hide +6, Listen +4, Spot +4 
  Feats: Alertness
  Environment: Warm and temperate land
  Organization: Solitary
  Challenge Rating: 1/6
  Treasure: None
  Alignment: Always neutral
  Advancement: -
  Level Adjustment: -
  Cormorants are common along the coast.  They 
  are voracious birds with a long neck and distending 
  pouch under the bill for holding captured fish.  Many 
  are caught and trained by fishermen; the birds dive 
  headlong into the sea, returning with their catch to 
  the boat above (usually prompted along by a cord 
  tethering the bird’s foot to the fisherman’s ankle or 
  boat).
  Hold Breath (Ex): Because it dives for fish, a cormo-
  rant can hold its breath for a number of rounds equal 
  to 1/2 its Constitution score before it risks drowning.
  Curmudgeon
  The curmudgeon is found mostly in the trees of the 
  coastal marshes.  It is a kind of marmoset, earning its 
  name from the long whisker-like hairs that grow from 
  its face and the streaks of silver running down its neck 
  from the back of its head. They are nimble and curious 
  creatures, typically good-natured despite their name.
  A curmudgeon has identical statistics to a weasel 
  (see the Monster Manual), with the following change:
  Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
  Eagle, Crested Sea
  The crested sea eagle of the Alubelok and remote 
  Svimohzish coasts is fierce, sharp-eyed and noble. 
  Its likeness is synonymous with courage and ferocity, 
  and carries with it the romantic nostalgia of the sea. 
  Crested sea eagle feathers are a burnt copper in hue, 
  but can range from an almost gold-like color to one 
  that is nearly black.  Its hackles arise when angry or 
  aroused, and its shriek pierces the sky.
  Certain Dejy tribes and islanders have a long-
  practiced tradition of hunting with the birds the way 
  some land-bound folk use falcons.  They more often 
  use the females of the species for this practice, as 
  they are slightly larger and more aggressive than 
  their male counterparts.  When taught and cared for 
  by only slightly less fierce clansmen, the eagles can 
  successfully hunt creatures up to four and five times 
  their size, fearing nothing. 
  Sea eagles are solitary except for brief periods of 
  mating.  They prefer huge nests in high, inaccessible 
  places like coastal cliffs and remote promontories. 
  They are territorial, but rarely fight each other—
  though they respect each others’ territorial claim, 
  they rarely do battle.  Instead they hurl themselves 
  upon other aerial predators and monsters, sometimes 
  joining together to drive such creatures away.  They 
  cannot abide wave shrikes, and will attack them if 
  given the opportunity.
  Along the Alubelok Coast these birds of prey are 
  more often seen along the shores of the western 
  islands.  An unusually large colony of them live in 
  close proximity along the cliffs along the western and 
  northern shores of Rokalel Island.  The men of Tovido 
  have successfully befriended and tamed smaller sea 
  eagles, adding them to the terns and kestrels and 
  ospreys that often hunt alongside them.
  A crested sea eagle has identical statistics to an 
  eagle (see the Monster Manual), with the Flyby Attack 
  feat as a bonus feat, and the following addition to 
  skills:
  Skills: Crested sea eagles gain a +8 racial bonus to 
  Spot checks in daylight.
  Frog, Jeweled
  The jeweled frog is another brightly colored creature 
  of the region.  The amphibian is a burnished gold in 
  color, with irregular splashes of ruby, emerald and 
  sapphire across its back (hence the name).  While they 
  are not poisonous to humans, their skin does produce 
  an irritant that serves to repel most predators and 
  produce a bellyache in those it does not.
  A jeweled frog has identical statistics to a toad (see 
  the Monster Manual), with the following changes:
  Appendix A: Monsters of the Alubelok Archipelago
  80
  
  Appendix A: Monsters of the Alubelok Archipelago
  81
  Special Qualities: Amphibious, low-light vision, poison
  Poison (Ex): Contact; Fort save (DC 10); initial damage 
  1d2 Con plus nauseated, secondary damage 1d2 Str.
  Halberd, Red
  Small Animal
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +1 (Dex)
  Speed: 20 ft. (4 squares), fly 40 ft. (average)
  AC: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
  Base Attack/Grapple: +0/-3
  Attack: Claw +2 melee (1d3+1)
  Full Attack: 2 claws +2 melee (1d3+1)
  Space/Reach: 5 ft./5 ft.
  Special Qualities: Low-light vision, marsh move
  Saves: Fort +3, Ref +3, Will +0
  Abilities: Str 13, Dex 13, Con 13, Int 3, Wis 10, Cha 8
  Skills: Listen +2, Spot +6 
  Feats: Endurance
  Environment: Warm and temperate marsh
  Organization: Solitary or pair
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral
  Advancement: -
  Level Adjustment: -
  The red halberd is a strong and striking species of 
  hornbill.  Its name comes from the shape and color of 
  the crest atop the bird’s head.  
  Their call is a distinctive, booming cough that can 
  be heard in the swamps up to a mile away.  They are 
  bold, cocky and unafraid, showing an inquisitiveness 
  and territoriality more akin to some primates than 
  most birds.  They walk as often as the fly, striding 
  around as though the lord of a domain as they 
  hunt for food (which can include nuts, berries, small 
  reptiles and amphibians and even creatures as large 
  as dire rats).  The bird’s eggs are considered a delicacy 
  in some of the smaller towns of the Alubelok region 
  for their very sharp flavor.  This makes the rare bird 
  somewhat more difficult to obtain as a familiar than 
  might otherwise be the case – far more people know 
  their eggs taste good than are aware they make a 
  good magical companion.  
  The practice of eating red halberd eggs also leads 
  to conflict with certain denizens of the swamp.  The 
  more primitive and savage lizardfolk of the Alubelok 
  Swamp regard the Red Halberd as a sacred animal, a 
  manifestation of Turacq (their name for Battle Rager). 
  It is a major transgression to harm such a bird and 
  considered a good omen to see one when setting 
  out to raid or make war.  The act of eating an egg is 
  a religious affront of such magnitude that offenders 
  can make no atonement.  It is this practice that is 
  most responsible for the constant trouble the cities 
  and towns have with the clans in question—were the 
  lizardfolk strong enough, they would mount an attack 
  to extirpate the Kalamarans completely.  Red halberds 
  can live to be forty or more years old, making them 
  valuable familiars indeed.
  Combat
  Skills: Red halberds have a +4 racial bonus on Spot 
  checks.
  Marsh Move (Ex): Red halberds suffer no movement 
  penalties for moving in marsh terrain.
  Herne
  Medium Animal
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +1 (Dex)
  Speed: 30 ft. (6 squares)
  AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
  Base Attack/Grapple: +1/+1
  Attack: Claw +3 melee (1d3+2)
  Full Attack: 2 claws +3 melee (1d3+2) and bite -2 melee (1d3+1)
  Space/Reach: 5 ft./5 ft.
  Special Qualities: Low-light vision, marsh move, sprint
  Saves: Fort +1, Ref +4, Will +0
  Abilities: Str 14, Dex 12, Con 12, Int 2, Wis 10, Cha 9
  Skills: Hide +4, Jump +4, Listen +2, Spot +2
  Feats: Alertness
  Environment: Warm and temperate marsh
  Organization: Solitary or flock (2-4)
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral
  Advancement: -
  Hernes are tall, flightless birds much like ibis, herons 
  or cranes, but approximately the size of emus or 
  ostriches.  Their feathers vary in shades of blue and 
  white, occasionally turning to silver.  A very few of 
  them have reddish plumage.  They are common in 
  swamps and marshes.  The feathers of a herne are 
  very fine, and much sought after in trade.
  COMBAT
  A herne is not aggressive unless threatened or 
  cornered.   They will attack with claws or beak, but 
  only if they are unable to flee.
  Marsh Move (Ex): Herne suffer no movement penalties 
  for moving in marsh terrain.
  Sprint (Ex): Once every four rounds, a herne can make a 
  burst of high speed, reaching a maximum speed of 60 
  feet for that round.
  Lizard, Alubelok Monitor
  The monitors of the Alubelok Coast are agile 
  climbers and surprisingly good swimmers.  Their 
  Appendix A: Monsters of the Alubelok Archipelago
  81
  
  Appendix A: Monsters of the Alubelok Archipelago
  82
  tails are long, flat and dense, helping to propel them 
  through the water.  Monitors are carnivorous and will 
  eat just about anything they are capable of tearing 
  apart and gulping down.  They readily eat fish, birds, 
  other reptiles and even grippli.
  The Alubelok monitor lizard has statistics identical 
  to the monitor lizard found in the Monster Manual.
  Octopus, Uburalas
  The uburalas (“pearl-eyes”) is a small species of 
  octopus found off the Basiran and Alubelok coast.  It 
  is another aquatic creature utilized by some water-
  breathing spellcasters as a familiar. Most land dwellers 
  do not realize the innate intelligence of octopi, which 
  have the most complex brain of the invertebrates 
  – they possess both long- and short-term memories 
  and are excellent problem-solvers.  Aquatic races, 
  particularly merfolk, do not share this ignorance, 
  and many keep octopi in the same manner as land-
  dwelling folk keep cats and dogs.
  An uburalas octopus has identical statistics to an 
  octopus (see the Monster Manual).
  Rumblefrog, Flatheaded
  Flatheaded rumblefrogs are a large species of 
  amphibian that can attain the size of a small dog. 
  They have an odd-shaped back, with a seemingly 
  random bone structure that gives their head, spine 
  and ribs a grotesque and uneven appearance. This, 
  along with their splotchy coloration, allows them to 
  blend in quite well with their surroundings.  Their 
  name comes from the wide, flattened heads and the 
  noise they make, which is lower and longer than the 
  croak of a typical frog or toad.
  A flatheaded rumblefrog has identical statistics to 
  a toad (see the Monster Manual), with the following 
  additions:
  Special Qualities: Amphibious, low-light vision, stench
  Stench (Ex): When frightened, the rumblefrog excretes a 
  vile cloud of noxious gas identical to a stinking cloud 
  spell in effect (5-foot-radius).  They do this to avoid 
  predators or when startled (a rumblefrog must make 
  a successful Will save to avoid producing the cloud 
  when injured or startled, which can be unpleasant 
  if it happens to be a familiar and near its master). 
  Rumblefrogs live in the deeper areas of the Alubelok 
  Swamp.
  Shrike, Wave
  Wave shrikes are small but aggressive, often 
  bellicose, predatory birds that live along the coast. 
  They feed on insects, small fishes and other birds. 
  Fishermen accuse the birds of gluttony; they have a 
  reputation for killing more than they can eat.  Wave 
  shrikes are fierce and fearless, unafraid to attack other 
  animals to take their prey.  They are not well regarded 
  in Tovido, for they will often kill terns (but rarely eat 
  them, adding insult to injury).  The sea eagles of 
  northern Rokalel Island, however, tend to drive these 
  birds away, so they are rarely seen near the Ridara 
  river delta.  
  Wave shrikes have identical statistics to a hawk (see 
  the Monster Manual), with the bonus feat Endurance.
  Snake, Harlequin
  The so-called harlequin snake is simply a small, 
  venomous snake, with scales so brightly colored 
  (yellow, orange, red and green) it verges on gaudy. 
  They are no longer found near human settlements, 
  but can be seen in many of the more remote places 
  along the coast.  They are less commonly encountered 
  in the deeper swamp, though it does happen.  The 
  grippli prize the snakes’ scaled hides and use them to 
  make ornate, ceremonial garb whenever possible.
  A harlequin snake has identical statistics to a snake 
  (a tiny viper; see the Monster Manual), with the bonus 
  feat Toughness.
  T’Nerec
  T’nerec are small, furry insectivores found all over 
  the islands of the coast.  They have long, pointy snouts 
  and are approximately a foot long, with disproportion-
  ately wide paws to paddle around in shallow water. 
  Farmers approve of them because they consume 
  great quantities of insects that might otherwise harm 
  rice and other crops.  Some species are also fond of 
  snails.  They are also sometimes called sleepyrats 
  (although they are only very distantly related to rats), 
  because they blink constantly and have a shaggy ruff 
  of tousled hair on the top of their heads. 
  A t’nerec has identical statistics to a rat (see the 
  Monster Manual), with the bonus feat Toughness.
  Tarsier, Woeful
  Woeful tarsiers, often called “little woefuls”, are tiny, 
  nocturnal mammals usually less than five inches tall. 
  The have long toes for climbing, a narrow tail and 
  disproportionately wide eyes.  
  While not closely related, woeful tarsiers have the 
  same statistics as a rat (see the Monster Manual), with 
  the addition of the bonus feats Acrobatic and Agile.
  Appendix A: Monsters of the Alubelok Archipelago
  82
  
  Appendix A: Monsters of the Alubelok Archipelago
  83
  Tern
  Terns are commonplace throughout the islands 
  of the Alubelok Coast, but nowhere as prevalent as 
  along the cliffs and shores of Rokalel and Bosinela 
  Islands.  Terns are similar to gulls, but more slender, 
  with a long forked tail, smaller bill and a more graceful 
  flight.  Many are tamed and kept by the men of Tovido 
  and other settlements.  Oddly, it is not uncommon 
  to see them nesting in areas alongside the powerful 
  ospreys and sea eagles of the region; the birds seem 
  to have a cooperative relationship.
  The statistics of a tern are identical to that of a raven 
  (see the Monster Manual), with the bonus feat Agile.
  The following minor artifacts are mentioned in tales 
  and legends of the denizens of the Alubelok Coast.
  Edaro’s Snarling Trident: The original provenance 
  of this weapon is unknown, though it is thought to 
  have been the craftsmanship of a B’Remes Edaro, a 
  noted ship captain.  The craftsmanship of the trident 
  is excellent, its head crafted of uncorrupted steel and 
  its haft from a straight piece of driftwood ensorcelled 
  to be as strong and long-lasting as adamantine.  At 
  the base of the trident’s three tines are what lend 
  the weapon its name - three snarling seacat heads, 
  maws agape as though howling, with the metal spike 
  coming forth from their mouths like steel tongues. 
  Edaro’s snarling trident was used by Edaro, and later 
  his son and grandson, in numerous ship battles and 
  monstrous encounters at sea.  His grandson, unfortu-
  nately, died without heir while at sea and the trident 
  was taken by one of his mates against future need.  
  After several years, the weapon eventually made 
  its way into the hands of a Pekalese adventurer from 
  Motido, and was carried by that worthy with great 
  success in the exploration of numerous coastal ruins 
  along the Kalamaran Sea (and even into the Straits of 
  Svimohzia).  Jumar’s vessel and crew were accused 
  of piracy (perhaps falsely) by a Kalamaran admiral. 
  Jumar, his adventuring company and all but a few 
  crew members were butchered by that now-unknown 
  admiral after a savage half-day of fighting that shifted 
  from one ship to the next and back again (at least 
  two Kalamaran craft had grappled Jumar’s vessel and 
  were firmly alongside).  Unknown assailants sank the 
  Kalamaran flagship less than a fortnight later in the 
  Girdsword Strait, its crew and their possessions lost 
  beneath the waves.  It is thought that Edaro’s snarling 
  trident was later recovered by a hunting party of 
  locathah, and that it may still be in the possession of 
  a chieftain of that race.
  Appendix B: Treasures of the Alubelok Coast
  83
  Appendix b:
  TREASURES OF THE 
  ALUBELOK COAST 
  
  Appendix A: Monsters of the Alubelok Archipelago
  84
  This weapon is a trident +2.  The magical proper-
  ties at the wielder’s command will prevent aquatic 
  creatures within 20 feet from attacking him unless 
  they successfully make a Will saving throw (DC 14). 
  Three times per day the wielder of the trident may 
  cast exile (KPG) upon any aquatic creature as though 
  by a 10th-level spellcaster.  The range of this magic is 
  only 10 feet, however, and cannot be used upon any 
  creature the wielder cannot clearly see.
  Strong enchantment; CL 14th; Weight 4 lbs.
  Gornatt’s Bone:  Gornatt’s Bone was the prized 
  possession of a Zazahni mercenary captain by the 
  name of Yahul out of the city of Emosvom.  Tales 
  say he gained it while fighting hobgoblins in the 
  mountains south of that city, and given the name 
  (Gornatt) engraved upon it, this is a likely tale.
  Gornatt’s Bone is the end bone from the little 
  finger of a mountain giant, wrapped in silver bands 
  on each end.  The name was burned into the bone 
  with some kind of heated stylus, then filled in with 
  silver matching the end-bands.  A loop of steel wire is 
  threaded through a hold at the lighter end, by which 
  the item is suspended like a fetish from its bearer’s 
  belt or baldric or the like.
  To employ the magic of Gornatt’s Bone the owner 
  must first clench it in his dominant fist (or either 
  if ambidextrous) tightly enough that the knuckles 
  turn white, then smash his fists together with suffi-
  cient strength to cause 1 hp of self-inflicted damage. 
  Subsequent to this, it will give its wielder a temporary 
  +2 STR bonus, with all attendant modifications, for 
  a period of 1d6 turns + 1turn for every 3 points of 
  Strength the owner already possesses (so an owner 
  with a STR 15 will maintain the magically enhanced 
  strength for 1d6+5 turns).  The Bone will, in addition 
  to this enchantment, allow the bearer to ignore 
  the first 2 hit points of damage sustained from any 
  crushing or bludgeoning weapon.  This latter power 
  remains in effect as long as the Strength bonus does.
  Captain Yahul kept and used Gornatt’s Bone 
  throughout the bulk of his career.  When he drowned 
  (or was drowned) in the Durbattum River, his nephew 
  took it for his own.  This nephew, Zhulahni Yahul, was 
  one of many Zazahni that emigrated to the city of 
  Sobeteta to escape the ongoing civil war in his home 
  country.  Zhulahni put his martial skills to work in 
  his adopted city by joining the Street Guards there, 
  rising quickly to the rank of sergeant.  He was killed 
  in an alley in the City on the Rock several years ago, 
  after which the Bone disappeared for many months. 
  The item turned up again just a few months ago 
  in a squalid harbor-side tavern, in the hands of a 
  brutish and unpleasant Kalamaran galley mate.  This 
  individual, whose name was never known, provoked a 
  fight with a burly half-orc that turned out to be (much 
  to his chagrin) one of the more ferocious gladiators of 
  the city.  It was a brief encounter, and a fatal one.  To 
  the best of the local Zazhani population’s knowledge, 
  Gornatt’s Bone remains in the possession of that 
  gladiator. 
  Faint transmutation; CL 3rd; Weight 1 
  lb.
  Glorious Barding of Ichilven: Crafted by the 
  enchanter Ichilven Peolain, a wizard of Reanaarian and 
  Brandobian ancestry said to have studied under the 
  renowned elven enchantress Shasseril, this barding 
  protects a warhorse from virtually all harm.  It is plate 
  barding +4 that encumbers a warhorse as Medium 
  armor.  It is an unblemished silver in color, tinted 
  along its curves and flutes with blue and adorned 
  with images of seahorses wrought with electrum and 
  powdered sapphire.  A steed clad in this barding can 
  gallop at will across water, quicksand or mud without 
  difficulty, as though it was firm and solid footing. 
  Once per day the rider of a steed so clad can invoke 
  the power of blinding beauty (similar to a nymph 
  – see the Monster Manual).  Any humanoid within 30 
  feet of the horse (save for the rider) who looks directly 
  at it must succeed on a DC 17 Fortitude save or be 
  blinded temporarily as though by the blindness spell, 
  for the next 4d6 hours.
  The magic of the barding can also haste the steed 
  and rider (as the spell of the same name) for 1d4+1 
  rounds once each day.  Its final (and perhaps most 
  impressive power) allows the steed to rear up on its 
  hind legs, and when its front hooves strike the ground 
  (or water, as the case may be) it will let loose with a 
  thunderclap (as the spell in the KPG).  The thunder-
  clap inflicts 5d4 damage to all creatures in a 50-foot-
  radius, and deafens them as well.  A Fortitude save 
  (DC 14) reduces the damage by half and removes the 
  deafness.
  The glorious barding of Ichilven’s steed supposedly 
  passed from the possession of its creator when he was 
  killed in an attack by undead pirates in the Sea of the 
  Dead, in sight of the sand of the Khydoban Desert.  It 
  was recovered by a prominent nobleman-adventurer 
  of Geanavue, Viirigar Eluudas, and used by him for 
  the next decade.  It is said that he had never ridden 
  a horse when the armor came into his possession, 
  but that he was so enamored of it that he purchased 
  a massive warhorse from far-off Torakk, then hired a 
  riding-master to teach him.
  With his steed so armored, Viirigar rode forth against 
  pirates and aquatic monsters for several years, usually 
  alongside one or more ships he purchased and crews 
  he had hired.  He led the heroic life he wanted and 
  wished for, but eventually succumbed to an assassin’s 
  poison.  From there the barding changed hands many 
  Appendix B: Treasures of the Alubelok Coast
  84
  
  Appendix A: Monsters of the Alubelok Archipelago
  85
  times over the years, until it is rumored to have been 
  recovered from the lair of a monstrous sea hag by 
  Vanamir the Tall, a cleric of the Swift Sword.  It is said 
  that Vanamir possesses it still.
  Strong transmutation; CL 16th; Weight: 100 lbs.
  The Pipidal Wand:  Pipidal’s Wand is a slender wand 
  of polished birch that has been enchanted with a 
  permanent Ironwood spell.  One end (the business 
  end) is carved to show a man’s torso with its arms 
  crossed across its chest.  There is neither a head nor 
  lower body, though it is clear from the quality of the 
  work that the craftsman possessed sufficient skill to 
  have included them had he desired.
  The wand was purportedly taken from a looted 
  tomb near the border with Pekal over a hundred years 
  ago by a Proveurge assigned by the Provost Magi’s 
  office of the time. Whether this is true is unclear, but 
  the wand remained in the man’s family (the Pipidals 
  of Bet Seder) for over a century, handed down from 
  one mage to another for three generations.  The final 
  member of that family was a Proveurge assigned 
  to the city of Sobeteta, off the Alubelok Coast.  He 
  carried and made good use of the item for the entire 
  decade he was assigned to that city.  When the time 
  came for Proveurge Pipidal to retire he bequeathed 
  the wand to a constable he had spent his entire tour 
  working with, a Harbor Guard named Sulat Remel. 
  Pipidal had no close family nor even distant relatives 
  to pass the wand on to, and he had developed a sort 
  of paternal relationship with the young constable 
  anyway.  Constable Remel kept the wand after Pipidal 
  retired to his home, and is presumed to still have it in 
  his possession.
  The Pipidal Wand has several powers.  None of 
  them are major, but taken as a whole they make the 
  item very effective.  Twice per day each the wand will 
  cast Bar Creature (VDH p. 102) at 5TH level of spell 
  use and Bird’s Eye View (VDH p. 103) at 10TH level of 
  spell use.  Once per day the bearer of the wand may 
  cloak himself in Greater Invisibility as the spell of the 
  same name, but he can only do so up to three times 
  in a week.  Once per day, every day if necessary, the 
  wand will also cast Analyze Portal (KPG p. 163). 
  Finally, in its only offensive mode, the wand 
  can cast Bolts of Bedevilment (KPG p. 166), one 
  each round up to three rounds in a row.  This 
  last power can be utilized 
  thrice per week (for a 
  total of 9 ray attacks).  
  Moderate divination; CL 
  10th; Weight: 1 oz.
  Shivenath: Shivenath is a storied and infamous 
  blade now carried by Skahdal Breaktroth, the 
  captain of The Mermaid’s Promise, 
  a ship of the dead haunting 
  the waters of the Kalamaran 
  Sea along the Alubelok Coast. 
  When still among the living, 
  Breaktroth took the cutlass 
  from the Olosetan hero Balan 
  Vitisar.  Vitisar was a former 
  captain of the Kalamaran navy 
  and the master of the trireme 
  Trezek’s Poor Belly (her ramming 
  beak was made to look like a 
  seasick dwarf and was said to 
  have magical powers—though 
  this availed her crew none when 
  they crossed paths with The 
  Mermaid’s Promise).  Vitisar, to 
  his credit, actually hewed one 
  of the pirate’s arms off as they 
  fought, but was eventually slain 
  Appendix B: Treasures of the Alubelok Coast
  85
  
  Appendix A: Monsters of the Alubelok Archipelago
  86
  in the fighting.  Breaktroth took the sword and used it 
  to personally chop the surviving crewmen of Trezek’s 
  Poor Belly into blood gobbets, which he threw 
  overboard to the sharks.  The Mermaid’s Promise is 
  now a ship of rotted wood with a dead crew.  It comes 
  forth only by night and only in deep fog to prey 
  upon ships crewed by living men.  Merchantmen and 
  warships alike must fear the ship, for the undead crew, 
  for the unholy magic they command, and for shive-
  nath, which reaps a bloody harvest in every boarding 
  action it sees. 
  Shivenath is a keen scimitar+2.  The metal of its 
  blade is tarnished, pitted and spotted with crusted 
  bits of old gore, but it has not lost its edge.  The hilt 
  of the weapon is crafted in the semblance of a long, 
  sleek rat, its tail wrapped around the tang and a 
  fish protruding from its mouth to form the pommel. 
  Twice per day the weapon can call forth a plague of 
  rats (KPG) as a 12th-level caster.  Breaktroth can, and 
  has, conjured forth this disgusting tide of dire rodents 
  onto another ship, gleefully watching their effect 
  upon the terror-stricken crew.
  Strong conjuration; CL 14th; Weight: 4 lbs.
  Suvar’s Vaunted Girding: Suvar’s vaunted girding 
  was worn first by a great captain of the Svimohzish 
  ruler Vhohmi III.  It protected him well as he did 
  battle with hobgoblins despoiling what was then the 
  Duchy of Zazahni near the Tanezh Mountains.  This 
  captain, recalled in Svimohzish histories as Suvar the 
  Proud, was by no means the only hero to work great 
  deeds in that war, but he is one of the few recalled in 
  song and rhyme.  Suvar fell to a company of bugbear 
  mercenaries in the hobgoblins’ employ sometime 
  during Fortnight’s Battle.  So many were the fallen, 
  however, that his body was never recovered.  Nor 
  was the girding.  It was presumedly carried back into 
  the Krimppatu Mountains by surviving bugbears, or 
  perhaps a band of retreating hobgoblins.  The great 
  civil conflict that wracked the kingdom during the 
  next few years prevented anyone from pursuing the 
  matter, and as times grew worse any desire to locate 
  his remains or his magic armor was quickly lost.  
  Adventurers from Ashoshani eventually recovered 
  the armor many years later when it was learned that 
  a bodyguard of Brog-Tuuakh, king of the hobgob-
  lins, had taken the vaunted girding for himself and 
  attempted to carve out a small fief for himself high 
  in the Krimppatu peaks.  They pried the armor from 
  the lair of an ettin somewhere in the Parnor Hills and 
  attempted to return with it to Ozhvinmish.
  They were caught by a hobgoblin tribal chief-
  tain and scores of his soldiers in the Zamul Forest, 
  however; all but one, a half-elven mage who escaped 
  by employing sorcerous powers of flight, were slain. 
  Ownership of the vaunted girding is uncertain for the 
  next several decades, but it was eventually recovered 
  by a Zazahni pirate captain in Zhano-mewhi Bay off 
  the coast of the port at Kazullagh.  This captain took it 
  and even wore it for a season or three, but eventually 
  ran afoul of a powerful cleric of the Traveler and was 
  sent to his doom.
  Mizovohr Zhamish was the name of that cleric - the 
  same man who eventually became High Worlder of 
  his faith.  Zhamish wore the vaunted girding for many 
  years on many travels and forays into perilous places. 
  Unfortunately, he vanished in 459 IR along with a 
  large group of fellow clerics and adventurer-followers 
  of The Voyager.  They were said to be searching for 
  an ancient temple of Amehz purported to lie in deep 
  waters somewhere off the Alubelok Coast.  Much 
  like its first loss, the events and turmoil of the time 
  prevented anyone from attempting to locate him or 
  his company.  The location of the vaunted girding 
  remains unknown - indeed, the final resting-place of 
  Mizovohr himself remains a mystery, though it has 
  been earnestly sought in the years since.
  Suvar’s vaunted girding is a breastplate +3, with a 
  variety of protective magic spells that serve to ward 
  its wearer against harm in battle.  The first of these is 
  a protective enchantment that forces any opponent 
  wishing to make an attack of opportunity against the 
  wearer to make a Reflex save (DC 15) in order to strike. 
  The vaunted girding also provides a +2 resistance 
  bonus to Will saves against spells or charm attacks. 
  Lastly, the owner of the vaunted girding is consid-
  ered to have the Final Breath feat (KPG) so long as it 
  is worn - if at any time he is reduced to 0 hp or less, 
  he may make one last attack of opportunity against 
  any target within reach.   However, this attack, the 
  wearer’s penultimate gesture, is made at +3 to hit and 
  damage.  
  Strong conjuration; CL 18th; Weight: 30 lbs.
  Vitisar’s Lance: Vitisar’s Lance is an enchanted lance 
  that glitters and gleams constantly as though recently 
  polished and honed, even after the most desperate 
  and bloody combat.  Blood and gore seem to just slide 
  off its steel tip.  It originally came to light in the hands 
  of the nobleman Sir Vitisar Robilad of Pekal, though 
  most think his claims to nobility were spurious and self-
  fabricated.  Sir Vitisar was a well-known Steel Ribbon 
  o f 
  that country, 
  who formed 
  a n 
  adventuring 
  b a n d  i n 
  the city of 
  Gorido.  A 
  regular for 
  many years 
  Appendix B: Treasures of the Alubelok Coast
  86
  
  Appendix A: Monsters of the Alubelok Archipelago
  87
  at the Inn of the Witch’s Cackle, Sir Vitisar adventured 
  up and down the Renador River for a long time. 
  Growing weary of that, he eventually led his band 
  into the Kalokopeli District to “hunt undead” rumored 
  to be coming out of the forests there.  After middling 
  success there, the company set sail from Baneta to 
  Basir, intending to go prowling around the Ubikokeli 
  Highlands.  This he evidently did, though no one is 
  certain exactly what happened to him there.  He and 
  his entire company evidently ventured too close to 
  the Alubelok Swamp and disappeared.
  Vitisar’s Lance is a +3 Lance that does not abide 
  the touch of blood.  Its primary enchantment allows 
  it to ignore any shields it may come up against in 
  combat (negating any AC bonus the shield may 
  render its bearer, magical or otherwise).  A secondary 
  enchantment gives its bearer low light vision upon 
  command, but this is only available once per day and 
  then must be activated with a Wisdom check (DC 
  15).  Once activated this enchantment lasts for one 
  turn.  Another Wisdom check (also DC 15) activates 
  a Shield (as the spell) up to twice per day, also with a 
  duration of one turn.  The Lance’s third and last power 
  requires an identical Wisdom check and will Haste the 
  bearer, as the spell, for 3 rounds only and will Haste 
  the bearer’s mount as well, if he should be mounted. 
  Lastly the weapon’s bonus applies to any ride checks 
  attempted in combat while using the Lance.
  The origins of Sir Vitisar’s Lance are unknown, much 
  as is the background of the “nobleman” himself.  He 
  evidently came from somewhere other than Pekal, but 
  quickly purchased the necessary equipment to join 
  the Steel Ribbons.  He is presumed to have brought 
  the lance with him from whence he came.  After his 
  disappearance, several nobles of Pekal announced 
  large rewards for the safe return of the weapon.  It 
  is doubtful that any of them care whether Vitisar is 
  located or heard from again.
  Moderate evocation; CL 5th; Weight: 10 lbs.
  Appendix C: Adventure Hooks
  87
  Appendix C:
  ADVENTURE HOOKS 
  
  Appendix A: Monsters of the Alubelok Archipelago
  88
  This appendix provides ideas for DMs in search 
  of quests or adventures with which to tackle their 
  players.
  •  The stronghold of the noted sage Lebesas D’Jaru appears 
  to have collapsed, or to have been destroyed.  This 
  fortified manor, used as a landmark by sailors rounding 
  the coast near Tovido, was constructed by artificers 
  of The Builder, so it is doubtful it fell due to a struc-
  tural deficiency.  It was guarded by retired veterans of 
  Kabori’s Fourth Legion, gray-haired but hale, so it would 
  have taken a strong foe to reduce the hold by violence. 
  Lebesas D’jaru was known to research doppelgangers, 
  mimics and other shape-changing creatures, and to 
  have more than a passing interest in lycanthropes and 
  the intricacies of polymorph spells.
  •  The entire crew of a warship out of Truetide Bight was 
  butchered within the last fortnight.  This vessel, found 
  adrift by a pair of Basiran sloops with her decks awash 
  in blood and gore, had been quartering the waters 
  immediately west of the Saltheart Kingdom as though 
  searching for something.  The captain and crew of the 
  pirate vessel Wavehunger are being held to blame 
  for the carnage.  The clerics of the Bight, as might be 
  expected, are furious.
  •  The Company of the Strutting Crow, which has made a 
  small fortune over the last few years bringing assorted 
  fantastical creatures, hideous beasts and the alchemi-
  cally-desirable parts of the same to the docks of Sobeteta 
  for sale, recently hove off to Rethido with several cages 
  packed with goblins.  Sometime during the evening at 
  least a score of the foul things burst their shackles and 
  got over the side, gutting several sailors in the process. 
  At least one of the company (it isn’t known which) was 
  badly wounded in the fight and may wind up losing 
  a hand.  A sizeable reward for the destruction of the 
  escaped pack is being offered in the name of Duke 
  Sorabek II.
  •  One of the Emperor’s infantrymen staggered into 
  Sobeteta recently, more dead than alive.  This was not 
  that unusual, patrol duties being as dangerous as they 
  are.  The oddity is the fact that the trooper wore the 
  insignia of the First Legion, out of Bet Kalamar.
   The gravely wounded soldier managed to stagger out 
  bits of a rather unbelievable story before succumbing 
  to his injuries, despite the best efforts of a cleric to keep 
  him alive.  According to the soldier’s tale, his platoon 
  had been tasked with scouring a small, long-abandoned 
  dwarf outpost in the Kakidelas before pushing towards 
  the Jenth Ridges.  This they did, and while there they 
  discovered a cunningly hidden passage leading deep 
  into the heart of the mountain.
   The troops explored the passage, emerging after a few 
  hours into another dwarven hold.  There, evidently, they 
  encountered something (or several somethings) of such 
  a dire nature that they were unable to stand before it. 
  Whatever the creature was, it went through them like 
  a scythe through wheat.  The survivors fled, hastening 
  through strange, twisting passageways the likes of which 
  they had never seen.  The last officer alive succumbed to 
  his wounds somewhere in that deep place, and two 
  troopers were caught and devoured by subterranean 
  predators as they made their way up the walls of a deep 
  crevice towards the surface.  The last soldier alive finally 
  made his way to the surface, emerging from a cave in the 
  hills north of the mythar (deep gnome) city of Dakelvail. 
  Though badly wounded, he began to make his way 
  south and was finally found by halfling herdsman.  They 
  delivered the man to a passing patrol, who immediately 
  returned with him to Sobeteta.
   The mystery of this bizarre occurrence is the talk of the 
  city.  Speculation is rampant - how does one explain 
  a walk of a few hours carrying the Emperor’s soldiers 
  from the Kakidela Mountains across the breadth of 
  Dodera and Kalamar and all the way across part of 
  Kalamaran Bay?  Typical of military bureaucracy, an 
  investigative expedition is only slowly being outfitted. 
  Adventuring companies and bands of peril-seekers of 
  all sorts, however, have been leaving town and heading 
  westward for the last week.  The mythar are also said to 
  be curious - even worried - about the story, and may be 
  looking into the matter themselves.
  •  An adventuring company calling itself the Iron Few has 
  departed Sobeteta for islands eastwards.  These stout 
  fellows announced their intention to explore several 
  of the ruins around Sahuagin’s Grieve.  This occurs just 
  weeks after they are rumored to have refused a request 
  to go looking for Carstanaughir the Black on behalf of 
  persons unknown.  The Iron Few, originally hailing from 
  Oloseta, are led by a malakbar-wielding former bounty 
  hunter, seconded by a Keyholder from the temple at 
  Falikido and looked after by a towering half-orc named 
  Appendix D: NPCs and Noteables of Sobateta
  88
  Appendix d:
  NPCs AND NOTABLES OF 
  SOBETETA
  
  Appendix A: Monsters of the Alubelok Archipelago
  89
  Hark Abuto.  Their captain is mostly known for the armor 
  he wears, a suit of plate armor that gleams like the scales 
  of a fish and is said to lend him powers of movement 
  underwater and communication with the creatures that 
  dwell there (plate armor of the deep), as well as for his 
  unabashed intention to earn a patent of nobility from 
  Emperor Kabori.
  Sulhagh “the Snarler”
  Male half-orc, Class Barbarian/Gladiator 2/4: CR 6; 
  Medium-size humanoid (half-orc); HD 2d12+4d10+18; 
  HP 57; Init +1; Spd 40 ft.; AC 13; Atk +10 (penalties for 
  attacking with two weapons will apply), Dwarven 
  Urgrosh (Damage 1d8+4/1d6+4, Crit x3; SQ Darkvision 
  60 ft.; AL NE; SV Fort +10, Ref +5, Will +1; Str 19, Dex 
  13, Con 16, Int 11, Wis 10, Cha 8.  Height 6’ 2”.
  Skills and Feats: Appraise +0, Balance +2, Bluff +3, 
  Climb +4, Concentration +3, Craft +0, Diplomacy 
  -1, Disguise -1, Escape Artist +1, Forgery +0, Gather 
  Information -1, Handle Animal +2, Heal +0, Hide +1, 
  Intimidate +2, Jump +4, Knowledge (Fighting Styles) 
  +2, Listen +2, Move Silently +1, Perform -1, Ride +1, 
  Search +0, Sense Motive +3, Spot +1, Survival +0, 
  Swim +4, Tumble +10, Use Rope +1.  Dodge feat, 
  Mobility feat (+4 Dodge bonus to attacks of oppor-
  tunity caused by moving out of or into a threatened 
  area), Spring Attack feat (can move before and after 
  the attack if using attack action with melee weapon, 
  provided that total distance moved is not greater 
  than speed; does not provoke an attack of opportu-
  nity from target).
  Class Abilities:  Barbarian Rage 1/day, Fast 
  Movement (+10 ft./round in no, light or medium 
  armor), Uncanny Dodge (retain Dex bonus to AC 
  when flat-footed), Center of Attention (morale bonus 
  of +1 per factor of 10 in the audience), Arena Veteran 
  (+1 attack of opportunity/round), Bonus Exotic 
  Weapon Proficiency (Dwarven Urgrosh), Feint (+4 
  when attempting to use Bluff skill to feint in combat 
  and when using Sense Motive to detect a feint), 
  Weapon Diversification (suffers only -2 penalty using 
  non-proficient weapons).
  Languages: Orc, Merchant’s Tongue
  Appearance and Mannerisms: While Sulhaugh 
  is not as orcish in appearance as some, no one 
  looking at him would ever mistake him for a human 
  (nor would they have even before the disfiguring 
  wound he suffered in the arena).  He has dark green, 
  almost black, eyes and black hair that he hacks off 
  himself.  He does not wear his trademark armor 
  when walking around the city; that is only for the 
  arena.  If he isn’t fighting in the arena he is usually 
  garbed in a studded leather coat, carrying just his 
  vilely enchanted dagger for a weapon and wearing 
  sandals on his feet.  Sulhaugh’s teeth are not overtly 
  tusk-like but they have obviously rarely been cleaned, 
  if ever, and a large number of them show through the 
  hole in his jaw.  He does not speak much, though he 
  understands Merchant’s Tongue, and rarely initiates 
  any conversation.  Sulhaugh frequents several taverns 
  and shops  in the vicinity of Gor Lisadera and never 
  goes through the gates into the lower city.  There 
  was a very disreputable brothel he favored down 
  by the docks, but after a fight with a Kalmaran naval 
  officer that ended in the man’s death (he was cleared 
  of the death by the Harbor Guard when numerous 
  witnesses reported that the other man provoked the 
  fight). Since that time he has avoided the place. 
  Notable Possessions: Specially crafted cord armor 
  (no bonus), dwarven urgrosh, Bracelet of Eyes, Dagger 
  of Disease, Gornatt’s Bone.  He is known to possess 
  great wealth as well, though he wears no outward 
  sign of it.
  Background: Sulhagh is one of the more promi-
  nent, even notorious, gladiators in the City on the 
  Rock.  Hailing originally from the Chuul-Skin orc 
  tribe of the Alubelok Swamp, the half-breed was 
  known in that tribe for his fighting ability at an early 
  age.  After defeating a bullying black orc at the age 
  of just 16, he was selected by a black orc rival of the 
  fellow he’d killed to accompany a ranagran hunting 
  party traveling south along the Ridara river hunting 
  for chuul.  Though the hunt was fairly successful in 
  other ways (including the defeat of a Sethome Dejy 
  scouting party), the band was unable to locate any 
  chuul.  After several weeks abroad in the swamp, the 
  band’s leader chose, unwisely, to assault a river barge 
  traveling to Sobeteta for loot before returning home. 
  That particular barge, however, was guarded not 
  only by several hardened mercenaries but by a pair 
  of spellsingers who’d agreed to help the merchant’s 
  defense in return for passage downriver.  Sulhaugh’s 
  was the only survivor of the ensuing fight, and he 
  himself was petrified.
  Once in Sobeteta, the bargemaster sold the petri-
  fied half-orc to P’Naru Baras, a former gladiator from 
  Bet Kalamar who owned a large fighting “stable”. 
  P’Naru saw something he liked in the hulking half-orc 
  and, taking a chance, paid to have the enchantment 
  on him reversed.
  Sulhaugh quickly proved to be a worthwhile invest-
  ment, rapidly becoming a favorite of the crowd and a 
  sure bet in gladiatorial contests.  He was particularly 
  good when pitted against multiple heavier armored 
  opponents, where he was able to use his speed and 
  Appendix D: NPCs and Noteables of Sobateta
  89
  
  Appendix A: Monsters of the Alubelok Archipelago
  90
  superior mobility to whittle groups as large as four 
  down to a single opponent, followed by a theatrical 
  finish that usually left four corpses in the sand.
  After two years of this, Sulhaugh was teamed up 
  with a dwarf slave taken in the Ka’Asas. Thinking it 
  both ironic and humorous, P’Naru had them switch 
  the weapons they were accustomed to.  Sulhaugh 
  began fighting with the urgrush spear-axe and his 
  dwarf partner, Dorvallik Bregard, was forced to wield 
  Sulhaugh’s orc-made broadsword.  Sulhaugh and 
  Dorvallik gained quite a reputation as a duo, fighting 
  not just in Sobeteta but in Bet Kalamar, Aroroleta and 
  even Bet Seder.  The dwarf, however, was killed in a 
  triumphant return match when the traveling troop of 
  gladiators arrived in Sobeteta.  The fight was between 
  he and Sulhaugh atop a flat-topped, wench-drawn 
  wain and a lamia imported at great expense from 
  the Elos Desert.  Sulhaugh survived the fight, though 
  barely, but suffered a wound that left his face perma-
  nently disfigured.  The scar left a gaping whole in his 
  cheek, revealing most of the teeth in the right side 
  of his mouth (hence the named he’s been called ever 
  since, “Sulhaugh the Snarler”).
  That was six years ago.  One year ago, Sulhaugh 
  gained his freedom by craftily betting on one of 
  his own matches through a factor that profited 
  handsomely from the deal.  P’Naru didn’t care to let 
  the money-making fighter go, but had no way to 
  wriggle out of the deal.  Since that time Sulhaugh has 
  continued to fight in Gor Lisadera and has amassed 
  a considerable fortune doing so, even defeating a 
  prized ogre gladiator of Baruta’s Gladiator School of 
  Bet Kalamar.  He currently lives in a small dwelling 
  in a walled compound of free gladiators just a few 
  minutes walk south of the great arena.  Rumor has it 
  that P’Naru has engaged in several attempts to regain 
  control of the half-orc, and it is well known that the 
  gladiator bears his former owner considerable ill-
  will.  Sulhaugh has disappeared from the city twice 
  to places unknown.  There are only a very few who 
  know his actual background, and these are all other 
  gladiators.  They believe he has traveled back into the 
  swamps to his home tribe on those occasions.
  Sulhaugh fights in a suit of cord armor crafted 
  specifically for him.  It is made of three different-
  hued vines (two greens and a black) from the Vohven 
  jungle, woven in such a way as to give a tiger-striped 
  aspect. He still carries the urgrosh he gained from his 
  former partner, a weapon with a haft wrapped in cord 
  to match his armor (as have the cuffs and ankles of his 
  hobnailed boots).  None are magical, though he does 
  possess the following items; a Bracelet of Eyes (casts 
  the spell Eyes Open (KPG) three times per day at 6TH 
  level of magic use), a Dagger of Disease (KPG p. 198) 
  and Gornatt’s Bone (q.v.).
  Corporal Sulat Remel, The Harbor Guard
  Male human, Class Rogue/Fighter/Muse 1/4/2: CR 
  7; Medium-size humanoid (human); HD 1d6, 3d10, 
  3d6+7; HP 47; Init +4; Spd 30 ft.; AC 12; Atk +10 
  (1d6+5 unless using quarterstaff defending ability); 
  SQ N/A.; AL LG; SV Fort +5, Ref +5, Will +5; Str 15, Dex 
  11, Con 12, Int 13, Wis 15, Cha 16.  Height 5’ 9”.
  Skills and Feats: Appraise +1, Balance +3, Bluff 
  +6, Climb +2, Craft +1, Diplomacy +5, Disguise +3, 
  Escape Artist +0, Forgery +1, Gather Information +9, 
  Heal +2, Hide +1, Intimidate +7, Jump +4, Knowledge 
  (local) +3, Listen +9, Move Silently +0, Pantomime 
  +2, Perform +12, Search +1, Sense Motive +9, Spot 
  +8, Survival +2, Swim +3, Use Rope +0.  Alertness 
  feat (+2 to Listen and Spot checks), Circle of Friends 
  feat (+4 to Gather Information and Intimidate checks 
  in Sobeteta), Fable Weaver (+4 to Perform checks 
  when telling stories)*, Glib Tongue (+4 to Bluff and 
  Diplomacy checks if speaking is involved)*, Improved 
  Initiative (+4 Initiative checks), Improved Subdual 
  (staff), Skill Focus (+3 to Perform checks)
  * Bonus not included in above skill statistics.
  Class Abilities:  Sneak Attack +1d6, Trapfinding, 
  Keen Ear and Eye (+2 bonus to all Listen, Spot and 
  Search checks), Inspire Greatness (one listener gets 
  a +4 competence bonus on skill check while muse 
  recites inspirational words).
  Languages: Merchant’s Tongue, Kalamaran, 
  Svimohz, Brandobian.
  Spells (2): charm person, hypnotism, message, silent 
  image, sleep.
  Appearance and Mannerisms: Sulat Remel is a 
  deceptively unassuming fellow, a seemingly mild-
  mannered man with an unprepossessing appearance. 
  His hair is a sandy brown with a hint of red in it, which 
  he wears fairly short and has a pronounced widow’s 
  peak.  He has grey eyes and a somewhat slender build, 
  and has a notably bent finger on his left hand (the 
  result of a fight on the docks long ago).   He speaks 
  softly and often appears distracted, though he is not, 
  and has a tendency to repeat things others say to 
  him before responding (“You’re staying at the Ridara’s 
  Gate Tavern then, hmmm…staying at the Ridara’s 
  Gate…”), whether they’re answering a question or just 
  engaging him in conversation.  He tends to shuffle a 
  little bit as he walks and taps his fingers on the helve 
  of his quarterstaff almost constantly.  Sulat Remel is 5’ 
  9” tall and weighs 160 lbs.
  Appendix D: NPCs and Noteables of Sobateta
  90
  
  Appendix A: Monsters of the Alubelok Archipelago
  91
  Notable Possessions: A Potion of Charisma, a Potion 
  of Heroism, 2 Potions of Healing, Boots of Levitation, a 
  +3 Quarterstaff (with the power of Defending) and The 
  Pipidal Wand.  Remel foregoes the usual brigandine 
  armor of his troop in favor of leather since it carries a 
  smaller chance of arcane spell failure. Dagger, 1 dose 
  white ilem blossom (KPG), 2 smotherblend vials, 1 
  dose merfolk musk, 1 dose of Second Wind (KPG).
  Background: Sulat Remel has been a constable in 
  Sobeteta for nearly fifteen years, the first five spent 
  as a Street Guard and the latter ten with the Harbor 
  Guards.  He has held a corporal’s rank for the last four 
  years and turned down a promotion to sergeant twice 
  (saying he wanted to concentrate on real constable 
  work rather than having to supervise others as they 
  performed such duties).  He is well known along the 
  docks of his district and elsewhere in the city, and 
  has a well-earned reputation for dogged persistence 
  when it comes to tracking down his quarry or uncov-
  ering unlawful activity.  
  Remel was a street urchin, born into bastardy in 
  the slums of Sobeteta.  He grew up the hard way, 
  garnering extra coin for his family (he had two sisters) 
  by pilfering and committing petty acts of thievery. 
  This continued until he was past twenty years of 
  age.  By the spring of his 24TH year Remel was being 
  considered for induction into the thieves’ guild and 
  had a reputation amongst certain smugglers as a 
  clever man who could justify nearly anything at need 
  and was good at thinking on his feet.  It was said that 
  despite his relative youth and lack of formal training 
  there was no one better in the underside of the city at 
  misleading the City Guard.
  All that changed, however, when his mother was 
  taken by slavers and his sisters were viciously assaulted 
  while he was away (two of them bear terrible scars to 
  this day).  The young thief immediately sought help 
  from his cohorts and those that had employed him 
  in the past, but the slavers that had taken her were 
  powerful amongst criminal circles, and wealthy to 
  boot.  He received no help and was unable to recover 
  her.  It was the last he ever saw of her.  
  This traumatic event changed Remel’s view of the 
  world.  Within a week he had managed to enlist in the 
  City Guard (an act that required every bit of glibness 
  he could muster), and within a year he had proved 
  himself a dutiful constable and excellent investigator 
  with a great future.
  Corporal Remel is known in the Guard for his ability 
  to talk to anyone and to know instinctively when 
  someone is lying to him, even without magecraft. 
  He has earned many powerful enemies amongst the 
  criminal element of the City on the Rock, though this 
  does not seem to perturb or disturb him any.  He is 
  now a fixture in the Harbor District and the first one to 
  talk to with questions or problems.  He uses his abili-
  ties as a muse to better the constables he works with 
  and to assist his sisters, who are all renowned painters 
  in the city.  Remel has several magic items, though 
  he does not advertise the fact.  The most powerful 
  of these is The Pipidal Wand, which he carries in the 
  hollow end of the capped quarterstave he bears on 
  his rounds.
  Donoro Bebeta, The Right Valorous Sacristy of the 
  Swift Sword
  Male human, Class Paladin 10: CR 10; Medium-size 
  humanoid (human); HD 10d10 +30; HP 87; Init +1; 
  Spd 20 ft.; AC 19 (Full Plate, no shield); Atk +13/+8 
  (Longsword 1d8+3); SQ N/A.; AL LG; SV Fort +12, Ref 
  +6, Will +6; Str 17, Dex 13, Con 16, Int 12, Wis 12, Cha 
  15. 
  Skills and Feats: Appraise +1, Balance +1, Bluff +2, 
  Climb +3, Concentration +3, Craft +1, Diplomacy 
  +2, Disguise +2, Escape Artist +1, Forgery +1, Gather 
  Information +2, Handle Animal +3, Heal +14, Hide +1, 
  Knowledge (Nobility) +5, Knowledge (Religion; the 
  Knight of the Gods) +6, Intimidate +2, Jump +3, Listen 
  +1, Move Silently +1, Perform +2, Ride +14, Search +1, 
  Sense Motive +4, Spot +3, Survival +1, Swim +3, Use 
  Rope +1.   Mounted Combat feat (Ride check 1/round 
  in combat to avoid hit to mount in combat), Power 
  Attack feat, Ride-By Attack feat (move and attack as 
  a standard charge then move again), Spirited Charge 
  feat (mounted and using charge action deal double 
  damage with melee weapon), Valiant Stature feat (as 
  spell Righteous Might 1/week and enhance saving 
  throws of allies.  q.v.).
  Class Abilities:  Detect Evil, Divine Grace (+2 to saving 
  throws), Lay on Hands (20 hp/day), Divine Health 
  (immune to diseases), Aura of Courage (immune to 
  fear, +4 morale bonus vs. fear effects to allies within 
  10 ft.), Smite Evil (+10 damage to one normal melee 
  attack against an evil target), Remove Disease 3/week, 
  Turn Undead (5/day).  Spells (2/1).
  Languages: Merchant’s Tongue, Kalamaran.
  Appendix D: NPCs and Noteables of Sobateta
  91
  
  Appendix A: Monsters of the Alubelok Archipelago
  92
  
  Appendix A: Monsters of the Alubelok Archipelago
  93
  
  Appendix A: Monsters of the Alubelok Archipelago
  94
  
  Appendix A: Monsters of the Alubelok Archipelago
  95
  A
  A Brief History Of The Region  . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Adventure Hooks  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
  Alchemical Mixtures and Herbal Concoctions  . . . . . . . . . 54
  Alubelok Archipelago, Wyrms Of The  . . . . . . . . . . . . . . . . . 12
  Alubelok Bullywug  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Alubelok Coast, Geography Of The  . . . . . . . . . . . . . . . . . . . . 5
  Alubelok Coast, Islands Of The . . . . . . . . . . . . . . . . . . . . . . . . 15
  Alubelok Coast, The   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Alubelok Monitor  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Ammunition  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Animals  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  Archipelago, Monsters Of The Alubelok  . . . . . . . . . . . . . . . 68
  Armor  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
  B
  Banner, History of the  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  Bay, Remeter  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Black Wound, The  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Blind Medusa Fish  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  Bortil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  Bosinela Island  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Bremen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  Bullywug Characters  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Bullywug, Alubelok  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  C
  Carstanaughir  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
  Channels, Sailing The  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Characters, Grippli  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  Characters, Reef Giant  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  Characters. Bullywug  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Chuul-Skin Orc Clan, The  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  City Structures  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Cluo’s Living Swamp  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  Coast, Sailing The  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Coins Along The Coast  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Colossus Of Moaning Rock, The  . . . . . . . . . . . . . . . . . . . . . . . 3
  Commerce Along The Coast  . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Construction  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
  Cormorant  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  Corporal Sulat Remel, The Harbor Guard  . . . . . . . . . . . . . . 89
  Creating A Sobetetan Wave Crusher Ship  . . . . . . . . . . . . . 60
  Crested Sea Eagle  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  Crocodile Stone   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  Crocodile/Shark, Spirit  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
  Crossbow In Sobeteta, The  . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Curmudgeon  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  D
  Dakelvail  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Dangers Of The Waterways  . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Death Deduction   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
  Death Deduction, Greater  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
  Deeping Abbey  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Defiles Course  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Destination, Intuit  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
  Donoro Bebeta, Sacristy Of The Swift Sword  . . . . . . . . . . 90
  Drink  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
  E
  Eagle, Crested Sea  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  Economy  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  Encounters  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Equipment  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
  Existing Spells  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  Existing Substances  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  F
  Familiars  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
  Familiars And Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
  Feat Progression: Knight Of The Breaking Wave  . . . . . . . 49
  Feat Progression: Proveurges  . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Features  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Festivals   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Fish, Blind Medusa  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  Flatheaded, Rumblefrog  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Flats, Settlemaw  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Food  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
  Foundation Of A Kingdom, The  . . . . . . . . . . . . . . . . . . . . . . . . 6
  Foundlings  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Frog, Jeweled  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Froghemoth  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  G
  G’tiru Of The Trench  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Geography Of The Alubelok Coast  . . . . . . . . . . . . . . . . . . . . . 5
  Gerbor  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  Girdsword Strait  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Government  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  Grippli  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  Grippli Characters  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  Grippli Society  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  H
  Halberd, Red  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Halt, Power Word  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Harbor Guard, Corporal Sulat Remel . . . . . . . . . . . . . . . . . . . 89
  Harlequin, Snake  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Heedful Eleemosynary Of Har’nam  . . . . . . . . . . . . . . . . . . . 52
  Heedful Eleemosynary Of Har’nam, The  . . . . . . . . . . . . . . . 50
  Herbal Concoctions,  Alchemical Mixtures and  . . . . . . . . 54
  Herne  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Herne Stalk  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
  History of the Banner  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  History Of The Region  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Homunculus, Sobetetan Messenger  . . . . . . . . . . . . . . . . . . 76
  I
  Important Dates  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Instruments, Musical  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
  Introduction  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  Intuit Destination  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
  Island, Remeter  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Island, Rokalel  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Islands of the Alubelok Coast . . . . . . . . . . . . . . . . . . . . . . . . . 15
  J
  Jeweled Frog  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  K
  Kalanu  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
  Kalido  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Keelshiven Shoals  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Knight Of The Breaking Wave Feat Progression  . . . . . . . . 49
  Knights Of The Breaking Wave, The  . . . . . . . . . . . . . . . . . . . 48
  Korasela’s Spectral Shrike Armor  . . . . . . . . . . . . . . . . . . . . . . 65
  Kudori, P’laro  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
  L
  Lizard, Alubelok Monitor  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Long Lankin  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Index
  95
  Index
  
  M
  Mages & Sages  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Melidu  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Mermaid’s Promise, The  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Military  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  Monitor, Alubelok   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Monsters Of The Alubelok Archipelago  . . . . . . . . . . . . . . . 68
  Moss Cloak, Murilato’s  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Murilato’s Moss Cloak  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Musical Instruments  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
  Musical Instruments, Table 5-5:  . . . . . . . . . . . . . . . . . . . . . . . 57
  N
  New Animals  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  New Armor, Table 5-2:  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
  New Crossbow Ammunition, Table 5-3:  . . . . . . . . . . . . . . . 54
  New Exotic Weapons, Table 5-1:  . . . . . . . . . . . . . . . . . . . . . . 53
  New Familiars, Table 6-1:  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  New Spells  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  New Substances  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  New Substances, Table 5-4:  . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  Npcs And Notables Of Sobeteta . . . . . . . . . . . . . . . . . . . . . . . 88
  O
  Octopus, Uburalas  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Orders And Organizations  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
  Other Notable Persons  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
  P
  P’laro Kudori  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
  Passage, Readywatch  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Peoples  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Places Of Note  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Poise, Puturo’s  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Population  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Power Word Halt  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Proveurge, The  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Proveurges Feat Progression  . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Puturo’s Poise  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Q
  Quarrelspy  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
  R
  Ravenous  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Readywatch Passage  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Red Halberd  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Reef Giant  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
  Reef Giant Characters  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  Reef Giant Society  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  Remeter Bay  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Remeter Island  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Rethido  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Right Gallant Order Of The Undismayed, The  . . . . . . . . . . 47
  Right Valorous Sacristy Of The Swift Sword, The  . . . . . . . 90
  Right Valorous Sacristy Of The Swift Sword, The  . . . . . . . 46
  Rokalel Island  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Ropidu  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Rumblefrog, Flatheaded  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  S
  Sages, Mages &  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Sahuagin’s Grieve  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Sailing The Channels  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Sailing The Coast  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Saltheart Kingdom, The  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Sample Sobetetan Wave Crusher Sloop  . . . . . . . . . . . . . . . 61
  Satirido  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Settlemaw Flats  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Shoals, Keelshiven  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Shrike Armor, Korasela’s Spectral  . . . . . . . . . . . . . . . . . . . . . 65
  Shrike, Wave  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Snake, Harlequin  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Sobeteta, Npcs And Notables Of . . . . . . . . . . . . . . . . . . . . . . 88
  Sobeteta, The City On The Rock  . . . . . . . . . . . . . . . . . . . . . . 27
  Sobetetan Messenger Homunculus  . . . . . . . . . . . . . . . . . . . 76
  Sobetetan Wave Crusher Ship, Creating A  . . . . . . . . . . . . . 60
  Sobetetan Wave Crusher Sloop, Sample  . . . . . . . . . . . . . . 61
  Society, Grippli  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  Society, Reef Giant  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  Special Mount  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
  Special Notes  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
  Specific Waterways And Encounters  . . . . . . . . . . . . . . . . . . . 9
  Spells, Existing  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  Spells, Familiars And . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
  Spells, New  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  Spirit Crocodile/Shark  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
  Stalk, Herne  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
  Stench, Swamp  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
  Stone, Crocodile   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  Strong Eyes, Stern Flesh  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
  Substances, Existing  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  Substances, New  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  Sulhagh "The Snarler"  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
  Swamp Stench  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
  Sworn Orders Of The Valiant, The  . . . . . . . . . . . . . . . . . . . . . 46
  T
  T’nerec  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  Table 5-1: New Exotic Weapons  . . . . . . . . . . . . . . . . . . . . . . . 53
  Table 5-2: New Armor  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
  Table 5-3: New Crossbow Ammunition  . . . . . . . . . . . . . . . 54
  Table 5-4: New Substances  . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  Table 5-5: Musical Instruments  . . . . . . . . . . . . . . . . . . . . . . . 57
  Table 6-1: New Familiars  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
  Tarsier, Woeful  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  Teeming Coast, The  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Temples  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  Tern  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  Three-Eyes  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Tovido  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Tradition Of Rice, The  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Transport  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
  Treasures Of The Alubelok Coast  . . . . . . . . . . . . . . . . . . . . . . 83
  U
  Uburalas Octopus  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Unblenching Eyes Of Saint Balan The Indomitable, The  48
  Underworld, The  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  V
  Valiant Stature   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
  W
  Waterways  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Waterways, Dangers Of The  . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Wave Crusher Ship, Creating A Sobetetan  . . . . . . . . . . . . . 60
  Wave, Shrike  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Wavehunger  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Weapons   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
  Woeful Tarsier  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  Wreck Of The Brine-Bear, The  . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Wyrms Of The Alubelok Archipelago  . . . . . . . . . . . . . . . . . . 12
  Index
  96
  
SOURCE: textdata/thevault/Hackmaster/Kingdoms of Kalamar/Sourcebooks/D&D 3.5e/[K&C1018] Kingdoms of Kalamar - Secrets of the Alubelok Coast.pdf