TEXT: 59
  Player's Guide
  Frog God 
  Games
  Richard Pett’s Crooked City
  Richard Pett’s Crooked City
  Player’s Guide
  Player’s Guide
  
  Player’s Guide
  Richard Pett’s Crooked City
  Richard Pett’s Crooked City
  Credits
  Author
  Richard Pett
  Additional Design
  Matthew J. Finch, Skeeter Green,  
  John Ling, Pete Pollard, Alistair Rigg, 
  Jeff Swank, Greg A. Vaughan,  
  and Bill Webb
  Lead Developer
  Greg A. Vaughan
  Developers
  Matthew J. Finch, Skeeter Green,  
  David Landry, John Ling,  
  Alistair Rigg, and Jeffrey Swank
  Producer
  Bill Webb
  Editors
  Skeeter Green, Jeff Harkness,  
  Jeffrey Swank, and Krista Webb
  Swords & Wizardrt Conversion
  Skeeter Green, Jeff Harkness,  
  and Zach Glazar
  Layout and Graphic Design
  Charles A. Wright
  Front Cover Art
  Artem Shukaev
  Interior Art 
  Colin Chan, Mike Chaney, Carolus 
  Clusius, Steve Ellis, Peter Fairfax, Felipe 
  Gaona, R.P. Gauccius, Brian LeBlanc, 
  Eric Lofgren, Olaus Magnus, Chris 
  McFann,Terry Pavlet, Richard Pett, Nate 
  Pride, Richard Thomas, Giovanni Andrea 
  Vavassore, Tyler Walpole,  
  and Richard Yardly and Peter Short
   
  Photography
  Richard Pett
  Cartography
  Robert Altbauer
  Playtesters
  To whom we send our grateful thanks, 
  apologies and love:
  Brett Andrews, Simon Bell,  
  Andy Boam, Jim Clunie,  
  Iain Hunter-Fennell, Sharon  
  Hunter-Fennell, Chris Griffiths,  
  Clare Jones, Mark Laverlock, Tim 
  Marsh, Lesley Pearce, Pete Pollard, 
  Alistair Rigg, Chris Sharpe,  
  Ben Whenham, and Isaac White
  Special Thanks
  I’m indebted to the Paizo Community for their endless encouragement, feedback and suggestions over many 
  years. Their ideas, enthusiasm and involvement is more than just useful, it’s inspirational. I’m particularly grateful 
  to James Jacobs for adding his twisted spices to many of my adventures, to Erik Mona for laughing at the Devil 
  Box and being a fine fellow, to Wes, James, Jason and Rob and to Wolfgang Baur for being such a splendid man 
  to work for.
  This setting is dedicated to Geoff Tew, a damn fine thief whose spirit still graces our gaming table and whose 
  favourite character still walks these streets.
  “In order to know virtue, we must first acquaint ourselves with vice.”
  Quotations except as noted otherwise are from the Marquis de Sade (1740–1814)
  
  2
  The Blight: Richard Pett's Crooked City
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e, PF 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4* 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness PF 
  Marshes of Malice PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
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  Creative Director:  
  Swords & Wizardry
  Matthew J. Finch
  Creative Director:  
  Pathfinder Roleplaying Game
  Greg A. Vaughan
  Frog V
  Patrick Pilgrim
  Art Director
  Charles A. Wright
  Developers
  John Ling and  
  Patrick N. Pilgrim
  Customer Service Manager
  Krista Webb
  Zach of All Trades
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  Espieglerie
  Skeeter Green
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  ©2017 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. Frog God Games 
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  Adventures 
  Worth  
  Winning
  
  3
  Player's Guide
  Table of Contents
  The Blight Player’s Guide ....................................................................................................Pg. 6
   
  Introduction ..................................................................................................................Pg. 8
   
   
  The Seven Prayers of Castorhage ......................................................................Pg. 8
   
   
  A Note from the Author: Using This Guide .....................................................Pg. 10
   
  Player’s Introduction ..................................................................................................Pg. 11
   
  Part 1: Places, A Cyclopædia of Geography ..............................................................Pg. 14
   
   
   
  The Hon. John Quintilius Moravan ....................................................Pg. 17
   
   
   
  Scrying in the Blight ..............................................................................Pg. 18
   
   
   
  Branner the Brat ...................................................................................Pg. 19
   
   
  Seasonal Districts .............................................................................................Pg. 21
   
   
  Whispers of Darker Places ...............................................................................Pg. 22
   
   
  Media Inspirations for the Blight .....................................................................Pg. 22
   
  Part 2: Peoples, A Cyclopædia of Character ..............................................................Pg. 24
   
   
  “Gods” of Castorhage ......................................................................................Pg. 25
   
   
   
  The Brides of Beltane ............................................................................Pg. 26
   
   
   
  Denizens from Between .........................................................................Pg. 27
   
   
  People ..............................................................................................................Pg. 27
   
   
  The Royal Caste ...............................................................................................Pg. 28
   
   
   
  The Royal Blessing ................................................................................Pg. 28
   
   
   
  The Road of Impalements ....................................................................Pg. 30
   
   
  The Upper Class Caste .....................................................................................Pg. 31
   
   
  The Middle Class Caste ...................................................................................Pg. 31
   
   
  The Lowfolk Caste...........................................................................................Pg. 32
   
   
   
  Lowfolk of the Blight ............................................................................Pg. 32
   
   
  The Invisibles Caste .........................................................................................Pg. 32
   
   
  The Lowest of the Low Caste ..........................................................................Pg. 32
   
   
  Others ...............................................................................................................Pg. 32
   
   
   
  A Murderers’ Row .................................................................................Pg. 32
   
   
  Races and Ethnicities of Castorhage ................................................................Pg. 34
   
   
   
  The One Who Has Seen Beyond ..........................................................Pg. 38
   
   
   
  Languages ..............................................................................................Pg. 42
   
   
  Blight Racial Traits ..........................................................................................Pg. 43
   
   
   
  Dwarves ...................................................................................................Pg. 43
   
   
   
  Elves ........................................................................................................Pg. 43
   
   
   
  Gnomes ...................................................................................................Pg. 43
   
   
   
  Half-Elves ...............................................................................................Pg. 43
   
   
   
  Half-Orcs .................................................................................................Pg. 44
   
   
   
  Halflings ..................................................................................................Pg. 44
   
   
   
  Humans ...................................................................................................Pg. 44
  
  4
  The Blight: Richard Pett's Crooked City
   
   
  New Racial Subtypes .......................................................................................Pg. 44
   
   
   
  Derro, Lantern Folk .................................................................................Pg. 44
   
   
   
  Elf, Primitive ...........................................................................................Pg. 45
   
   
   
  Gnome, Tradelord ...................................................................................Pg. 46
   
   
   
  Half-Orc, Shadowlamp ...........................................................................Pg. 46
   
   
   
  Halfling, Gypsy-Soul ...............................................................................Pg. 47
   
   
   
  Human, Blighted .....................................................................................Pg. 47
   
   
  New Races .......................................................................................................Pg. 49
   
   
   
  Briny (Half-Skum) ..................................................................................Pg. 49
   
   
   
  Coprophagi (Roachfolk) ..........................................................................Pg. 50
   
   
   
  Night-Slug ...............................................................................................Pg. 50
   
   
   
  Swyne ......................................................................................................Pg. 51
   
   
  True Gods of the Blight ...................................................................................Pg. 52
   
   
   
  Baphomet ................................................................................................Pg. 52
   
   
   
  Brine ........................................................................................................Pg. 52
   
   
   
  Father Canker ..........................................................................................Pg. 52
   
   
   
  Geryon .....................................................................................................Pg. 52
   
   
   
  Jubilex .....................................................................................................Pg. 53
   
   
   
  Lord Shingles ..........................................................................................Pg. 53
   
   
   
  Lucifer .....................................................................................................Pg. 53
   
   
   
  Mammon .................................................................................................Pg. 53
   
   
   
  Mithras ....................................................................................................Pg. 53
   
   
   
  Mother Grace ..........................................................................................Pg. 54
   
   
   
  Papyri ......................................................................................................Pg. 54
   
   
   
  Sister Shadows ........................................................................................Pg. 54
   
   
   
  The Ash Queen ........................................................................................Pg. 54
   
   
   
  The Horseman .........................................................................................Pg. 55
   
   
   
  The Gods of the Swyne ...........................................................................Pg. 55
   
  The Blight Player’s Guide Appendix .........................................................................Pg. 56
   
   
  A Blight Lexicon ..............................................................................................Pg. 56
   
   
  Common Names of the Blight .........................................................................Pg. 57
  
  5
  Player's Guide
  
  6
  The Blight: Richard Pett's Crooked City
  The Blight 
  Player’s 
  Guide
  
  7
  Player's Guide
  “The Blight is a city; a vast corpulent, mad, ugly thing,  
  but it is so much more than that. Its veins seep into other places, 
  drawn across the Between, which rips at its fabric and tosses it about 
  like a child throwing a ball. You might find a curiosity shop from 
  the Blight crammed amongst the mighty tenements of some other 
  city, a horrific character staggering along the streets of an otherwise 
  normal town, or perhaps even a whole block perched within another 
  city like a cuckoo in a nest.
  Her polite name is Castorhage; named after the grotesque  
  Royal Family that rules here, a family even worse than those who 
  would depose them. It has been called lots of other names, other 
  oaths have been flung at her and her constituent filthy,  
  chymic poisoned parts. From Sister Lyme to the chaos of Toiltown, 
  through the throttling alleyways of the Jumble to the  
  airy madness of the Hollow and Broken Hills,  
  every facet has a story, and every story a dark edge.  
  Yes, the Blight is a place, but it is a place that touches others,  
  like a cancer, suddenly infesting a brighter place and poisoning it. 
  There is no escaping its touch, and once it draws you in,  
  you may never escape.
  Welcome …”
  
  8
  The Blight: Richard Pett's Crooked City
  “The imagination is the spur of delights....”
  Welcome to the Blight, a city of many names but known as the City-State 
  of Castorhage (KAST-or-awzh, or KAST-or-HAYJ to uncouth foreigners) 
  in the Lost Lands campaign setting of Frog God Games. The City. What 
  you have before you is the outline of a vast place, a city of many parts that 
  may be used as you wish to add spice to your urban adventures. 
  The Blight is not just a place, it is alive, a place that may crawl 
  suddenly upon you, a street, a name, a rumour. It may be little more than 
  a story in your own campaign, a rumour of places nearby, or a street 
  around the corner. It could be a whole district that sits in your own city, 
  a bad neighbourhood that people avoid, burgeoning like a cuckoo in its 
  soiled urban nest. It may, however, be bigger, perhaps even the basis for 
  a whole campaign. 
  In itself it is a city, a singular place made up of many parts presented 
  to you as one settlement, but to use as much or as little as you wish — a 
  district, a series of places, a group of occupants or a whole. This guide 
  takes you down its streets and alleyways, through its rotten parishes and 
  into its diseased parks. You’ll meet many of her occupants; from the 
  highest caste aristocratic families to the Lowest of the Low, undead who 
  toil endlessly in the name of the Glory of the Empire of Castorhage.
  In truth, it’s as much a thing as a place, and the worst of it is that it can 
  turn up anywhere. Despite being an official part of the Frog God Games’ 
  campaign setting, the Blight can be found bleeding into the slums of any 
  city of your own campaign, cropping up in the bowels of any metropolis, 
  or lurking in the edges of smoggy river cities.
  In short the Blight is yours, to do with as you will. 
  Use it as nothing more than a single encounter, a street or NPC, or 
  expand it to use the districts herein as whole regions of your campaign. 
  If you wish, use the entire city as a base for your adventures, embellish 
  them, stamp your character upon her gin houses and workrooms, her 
  temples, and her opium and insectum dens.
  The whole concept of the Blight is that it’s fluid. Yet whenever your 
  players enter a part of the Blight, they should know it by its smell, its 
  characters and its tastes. 
  This is the wrong side of town.
  The Seven Prayers of Castorhage
  The philosophy of the city-state is embodied in the so-called Seven 
  Prayers of Castorhage: the seven prayers recited by priests, memorised 
  by children, and part of the skin of the city. This is not to say that they 
  are beloved; they are enshrined in tradition, as is the city. Where they are 
  broken, the weight of the law falls harshly.
  There are seven more prayers that remain unspoken but well-known, 
  particularly amongst the aristocracy; these are the more truthful versions 
  of the seven prayers. But of course the truth sometimes hurt, so in a place 
  with such a veneer of civilisation as the Blight, they remain unsaid. 
  Introduction
  The Seven Prayers
  I. Love, honour and obey your Queen.
  II. Our destiny is to build an empire at the centre of the world. 
  III. Only the wise know how to use the dangerous curse of magic,  
  and only a fool would tamper with it.
  IV. To toil is to know joy.
  V. To be strict is to love; to be weak is to wither.
  VI. Obedience shows our love for our home and family;  
  disobedience shows our disdain for them.
  VII. Be content and joyful with your family, your history and your destiny.
  
  9
  Player's Guide
  The Seven Unspoken Prayers
  I. Magic is power, and power in the wrong hands is folly.  
  Only those of high caste know how to use it wisely; the lowborn who dabble with it  
  must be taught a lesson and cleansed as an example to others.
  II. Power is might, and might is right; our destiny is to rule.
  III. Sinning in secret is not sin.
  IV. Workers work. Rulers rule.
  V. A peasant who learns to write is a peasant who has too much time on her hands.
  VI. Obedience is the only word that matters to a dog.
  VII. To know virtue, we must first intimately know vice.
  
  10
  The Blight: Richard Pett's Crooked City
  A Note from the Author:  
  Using This Guide
  This campaign guide describes the Blight as a whole city, a place of different districts ruled in a 
  particular way by a particular group of characters. It is a city-state of its own standing, with its own laws 
  and rulers and peculiarities. There are thirteen districts detailed herein, and each is home to an eclectic, 
  unwholesome mob of selfish, sometimes frightened individuals who walk or stagger the streets and 
  parishes of their home district. Yet deep below this odious skin lurk a few decent souls; those who wish 
  the city to rise as a benevolent power, a guiding hand, not a monstrous tyrant. They are few in number.
  For the GM, there are several new rules, and options for darker-themed campaigns, while for the 
  players there are new races and subtypes, prestige classes, equipment, and ways to spend hard-earned 
  cash, as well as ways to allow more focus on putting the PC at the heart of a campaign. Like anything 
  outside of the Pathfinder Roleplaying Game Core Rulebook, it is an option, not a demand. You know your 
  players better than anyone can, use what will suit them to create a memorable adventure or encounter, a 
  chilling meeting or an unforgettable moment. The guide is a canvas, it is complete — in a way — but like 
  any good travel guide, it is only one aspect, one view. How you interact with it makes it special, makes it 
  yours, and your adventures are always what your players will keep coming back for.  
  It is an adult, lower-level dark fantasy. Adult themes appear throughout the setting and the adventures 
  that are set here, and these adventures, and many of the most-powerful NPCs, top out at about 13th level. 
  Once you get to those dizzying heights, the chances are you’ve so many enemies and jealous admirers 
  that, unless you’re very careful, you’ll wind up poisoned or murdered. That’s not to say there aren’t any 
  opportunities for higher-level adventures; it’s just that they are rarer. You’ll encounter mature themes in 
  the Blight but it will never be gratuitous. As with all such publications, use it as you wish, but above all 
  have fun with it. 
  Let the tale begin …
  Richard Pett, February 2013
  
  11
  Player's Guide
  Player’s Introduction
  Sickened walls jut from the green waters like jagged teeth, their 
  brickwork haemorrhaging from the strain of the towering load above. 
  Centuries of rebuilding, repairing, shoring and praying teetering on 
  the edge of ruin above a poison ink bay of arsenic-toxic waters. Brick 
  walls rise from the dead waters of the Great Lyme River—Sister Lyme 
  as they call her—lying in a bay seemingly bereft of natural life where 
  slurry licks the footings of this failing domain. Timbers rise and jut 
  across streets—joists shore up walls and iron bars lash whole avenues 
  together—the endless sinking decay and toil making the city a giant 
  endless building site. Bamboo scaffolding lashes around every structure, 
  walls are propped against others by vast beams crossing rivers and the 
  whole place is like a house of cards—waiting for the fall to commence. 
  Nothing is still, and everything will one day collapse.
  This city continues to rise from its vile depths—buildings lashed 
  on other buildings, with a lace of piers and ladders, rope bridges and 
  stone structures heaved between its various confusing levels. It is a 
  cat’s cradle of interwoven wood and stone and hemp where a trip of 
  fifty feet can take an hour on foot. Older buildings are crushed under 
  the foundations of their children and gaze up weakly, senile structures 
  being trampled to death in the struggle for air.
  Bright boats of all sizes ply the sluggish bays and streams between 
  the houses offering a quick but costly way of getting from one street to 
  the next avoiding the perilous crossings and drops below. These boats 
  compete for garishness, whilst their owners compete for attention—
  shouting, crying and even singing the safety and pleasure of their wares. 
  Above their heads, a treadmill ferry creaks by, lumbering on despite the 
  abuse from the boatmen, hateful of yet another invention in this city of 
  renaissance.
  The city is also alive with birdsong—the singing of canaries, which 
  seem to be as populace as the people, who throng the streets and bay 
  and bridges in their tens of thousands. And outwards and upwards the 
  city spreads, like a blighting mass of architecture—towers rise in distant 
  BookTown, the garish lights dance over Festival, and the echo of sounds 
  and life in a dozen districts drifts lazily towards you. And high, high 
  above all towers the grey ramparts of the Capital—a schizophrenic mass 
  of tastes and styles, decrees, orders and tyranny.
  Welcome to the greatest city in the World: Castorhage—“the Blight” 
  to many of its inhabitants, a metropolis dancing on its own grave…
  Welcome to Castorhage—the Blight. Few who visit it leave unscarred; 
  many never leave at all, some even of their own volition. Castorhage is 
  the official name for the city, although most of the Lowfolk call it the 
  Blight (and a great many of the higher castes as well), a seemingly 
  unending confusion that marches endlessly into the surrounding cloying 
  countryside, a cancer that thrives in the sickness of the city streets—
  feasting and expanding with each day.
  It has other names too, many other names. Some call it the Canker, the 
  Rot, City of Secrets and Lies, others the City of Golems, some refer to it 
  simply as The City, and still more names haunt the slums and streets…
  many more names.
  So what is Castorhage? It is a homage to great writers of great cities; 
  imagine the fog-shrouded streets of Conan Doyle, the dislocated horror of 
  Clive Barker, the grime of Dickens, the corruption of Jeff Vandermeer and 
  the misery and magic of China Miéville. It is Alice meets Frankenstein. 
  In her soul, the Blight is a dark urban horror fantasy setting dealing with 
  mature themes, but in an adult way. You’ll meet dubious characters and 
  those who it is difficult to know whether to trust or not, nothing is clear in 
  this dark place, particularly not the long nights.
  Now, please join us in on the 8th hour Treadmill Ferry across Sister 
  Lyme via Town Bridge; the Farnham Theatre in the Artists’ Quarter is 
  open and the night is young…    
  City of Secrets and Lies
  The Blight is vast; it is mad and random and teeming with life—and 
  unlife. Each doorway conceals a secret, every window a longing, every 
  roof a hope and fear. More than three million faces stare from its broken 
  soul. Each face hides a story. 
  Orders seep down from the twisted rulers in the Capitol who use the 
  Royal Family like puppets—giving credence and power to their empty 
  promises and lies. Simple orders are carried out by the City Watch—
  the police of the Blight—but everyone knows the Watch earn little and 
  many are open to bribes. Important orders are carried out by the Knockers 
  (a.k.a. the Faceless, the Undertakers, the Midnight Men), the Secret Police 
  of the Blight, brutal, single-minded thugs who carry out orders to the 
  letter. It’s said that if you hear a knock at your door in the night you should 
  put on your best clothes and get ready for your funeral. The Knockers 
  work for the Illuminati. Allegedly the true rulers of this city, the faceless 
  Illuminati slither like a rotting sickness in body of Castorhage, unseen, but 
  always there just below the surface. Three Crown Justices are in theory 
  answerable only to Queen Alice herself, however, these three supposed 
  “pillars of society”, are in fact rumoured to be the leading members of the 
  Illuminati, their fingers seeping into every dark dealing in the city, their 
  eyes open day and night and their ears hearing all whispers. 
  The Illuminati, they say, operates through hundreds of intermediaries 
  and clubs, lodges, guilds, trading corporations and companies. They 
  hold vast reserves of wealth, and with wealth comes power. However, 
  the Illuminati is also rumoured to be a constantly festering mass of 
  backstabbing and betrayal, murder, blackmail and ruin, and whilst it is 
  rare for a Crown Justice to be removed, the Justices and Under-Justices 
  and Streetclerks change constantly, playing an endless game of bluff and 
  strength in the hope of rising to the top.
  There are those who perceive this and look upon the Illuminati with 
  hate. These so called Anarchists and Revolutionaries (two very different 
  groups it should be noted) weave their own plots to bring down the 
  Illuminati, plotting and murdering in their own brutal way to topple the 
  rulers. Many claim to work for Queen Alice herself, and indeed many 
  Royals are said secretly to pay or be part of the Anarchists. Some say the 
  Queen’s squabbling daughters (she had no sons) use everyone they can 
  to bring about each other’s demise, but each shares one fear—what will 
  happen if the Queen’s recently named heir apparent, the frightful Alicia—
  the “Little Queen”—gets her hands on the crown.
  However, even the Anarchist and rebel groups are fractious; opium-
  addled artists hold furtive conversations with manufactury overseers and 
  Lowfolk, level-headed merchants plant alchemical fire bombs in crowded 
  market places in the hope of killing a single Under-Justice, and poets scream 
  from street corners about the latest innocent victims of the Knockers.
  How the aristocrats hate these rebels; how the great families of Borxia 
  and Tredici and others would love to slowly punish each and everyone 
  one of them and perhaps, just perhaps, prove that their own claim to the 
  Crown is better than that of the family Castorhage. 
  Beneath, the merchants and traders, guildsmen and artisans earn enough 
  to feed their family, but the taxes and Lodge Tithes, Guild-Dues and bribes 
  make life hard. Making money is not hard in so vast a city; keeping it is.
  
  12
  The Blight: Richard Pett's Crooked City
  The workers form the lowest acknowledged caste in the city. Toiling at 
  manufacturies and sweatshops their lot is a miserable one, toil and food 
  and maybe a night in the sweaty, stench-ridden alehouses in the common-
  quarters. The workers are slowly coming to the boil however, as their 
  jobs are taken by the Lowest of the Low, the Anarchists feed on this 
  fear of hunger and poverty, and many workers raise their fists in anger 
  against a dark future. The Lowest of the Low are not even acknowledged 
  as people—they are the undead, the golems and homuncules and alchymic 
  unliving; workers that toil without food and drink day and night. They 
  are soulless creatures without hopes or fears, but even in death they are 
  exploited by the mill owners and ship captains and merchants who can 
  afford them. This new class is growing, some say growing unnaturally 
  fast, and with the passing of the Corpse [laying to rest] Act of 1770 only 
  those who can afford the Death Duty can be assured that when they die, 
  they will truly rest in peace.
  Sinister Locals
  Others lurk in the shadows of the city—the Fetch is the undead 
  population of the city—and whilst they revel in the sight of so many 
  undead walking in the city, they are angered. Many of their brethren are 
  taken in the night and broken, others are burned as an example of the 
  intolerance of the living to the Fetch. Ruled by a great vampire known 
  as Beltane, the Fetch have become remarkably organised of late, and the 
  marked increase in the sale of shutters and bolts and locks has not gone 
  unnoticed. Their own caste is strict; from the cattle-like ghouls to the great 
  vampires and liches, each knows her station in unlife.
  Almost as numerous as the Fetch is the Great Coven, a group of 
  witches and warlocks who worship and seek to bring the Devil to the 
  world. Some say that 1 in every 13 women in the city is a witch, and 
  witch hunting is so profitable that fully 280 witchhunters are registered 
  in the Capitol. The head and hands of a witch command high prices both 
  from golem-stitchers, cabalists and alchemists, and the witchhunters can 
  be assured of a purse of 100 gold shekels if they capture a witch who is 
  subsequently burned alive. Of course profit often pushes justice aside, and 
  occasionally an awkward enemy or a barren or unwanted wife is suddenly 
  found to be “practising witchcraft”— much to the astonishment of their 
  husbands of course.
  The Thieves’ Guild (a.k.a. The Guild) is the largest guild in the city, 
  and in itself it is a splintered wreckage of families and agreements, 
  stand-offs and battles. The tattoos of the guild members are as numerous 
  as blindingcrows on gables, and it seems that every street has its own 
  thieves’ guild.
  As numbers lessen for these groups, so they become more furtive. A 
  wererat population known as The Family is said to rule Festival, acres 
  of piers filled with freakshows, corner-doxies and false smiles. Skin-
  wearing horrors from Between—a land between mirrors that touches the 
  Blight in so many places the two sometimes seem one—walk the clubs 
  and marbled corridors of the Capitol, whilst hated briny—skum-sired 
  men and women—loiter furtively at the water’s edge. The list grows and 
  becomes uncountable, golem-stitchers who seek to create living gods, 
  a guild of clockmakers try to make an iron chariot, an inventor called 
  Gallileus is toiling to make a fire that thinks.
  Stories, always more stories.
  The Lay of the Land
  The streets have never been counted, although maps of the Capitol and 
  other areas come to light. Many based upon the works of noted dwarf 
  cartographer and geographer Cord Gryme (1187–1501) who devoted 
  his lifetime to mapping the various parts of the city. Some scurrilous 
  individuals have actually suggested that such maps were part of an 
  Illuminati driven plot to find a focal point to bring the Devil into the 
  world, though such was never proven even after Master Gryme was “put 
  to the question” for 8 days by certain unnamed parties. That Gryme did 
  not survive the ordeal is but a footnote in the greater story of the Blight.
  The city is bisected by the Great River Lyme (a.k.a. Sister Lyme) a 
  tortuous, sickly black estuary that is dragged phlegmatically about by the 
  tides. Everything flows into the Lyme; perhaps that is why it is so sick. 
  Boats drag themselves through the waters and under treadmill ferries—
  suspended iron cages that criss-cross the city. Bodies float to the water’s 
  surface occasionally, and despite its filth the river is teeming with life—
  if life is the correct word for it. Pale things slip momentarily into view, 
  discarded Made occasionally emerge from the deeps and pull themselves 
  onto rusting piers in order to carry out programmed tasks, and other things 
  appear as well but always at night—things wearing different forms and 
  bodies walk the narrow alleys at night. Under the Gyre and Midden, 
  things slide through inky waters.
  Piers, sometimes the size of towns stab across the waters of the Lyme, 
  Festival—the pleasure town—is the greatest of these; a towering hill 
  of iron and timber and joy that hides a frown. Town Bridge crosses the 
  Lyme near the Artists’ Quarter and is a huge bridge of limpet buildings 
  clustered onto buildings—towers spike the air and boats ply the numerous 
  gaps caused by fires and Anarchists’ bombs.
  The docks run for miles, many little more than jagged timber teeth 
  jutting from the waters, but the Great Docks of the Trading Companies 
  Collective are different—sheer brick rising from the river, pierced by iron 
  cranes and ladders and huge doorways giving access to the trade life of 
  the city. Within rise two of the few stable exits into the cornucopian lands 
  of Between; but a boat journey away yet teeming with resources waiting 
  to be harvested. 
  Sweatshops and manufacturies belch caustic fumes that spread along 
  with the stench of broken animals and creatures all across the city, but 
  Toiltown and the Jumble is where they gather—a place of toil and misery 
  
  13
  Player's Guide
  that answers to East Ending’s Great BlackBell hanging in the WorkClock 
  like a black iron sword plunged through the heart of the city. Beyond 
  this, other smaller districts such as the Sinks and the Hollow and Broken 
  Hills run, aristocratic places of refuge (or exile) and worship accordingly. 
  Within the Hollow and Broken Hills lurks the city-state within a city-state 
  known as Sanctuary, the holiest of holies in Castorhage.
  Limping between streets so cramped that only a child could walk 
  upright in them are other parishes and places, becoming lost in a maze of 
  nameless paths and alleys until they begin to rise into the better quarters. 
  BookTown and the Seminary taste clean air as they stare upwards at the 
  Capitol and are serve as the city’s seats of learning.
  Finally comes the greatest monument of Castorhage: The Capitol is 
  insane; it is a thousand spires and raised walkways, treadmill ferries, 
  churches and domes in one mad place. It is the child of a thousand dreams 
  and the product of endless lives of toil. Its face is pitted with a million 
  windows and ten thousand gargoyles. And it is one building.
  The Royals and the Upper Class call the Capitol home, many never 
  leave the building to walk the streets beyond—they have no need to. 
  Balconies, parks and terraces abound, doorways lead into spiral stairs 
  that rise and fall a thousand feet, corridors echo on for hundreds of feet, 
  pathways cling to the sides of cathedrals and lead to secret gardens. The 
  Capitol is a city unto itself. It has its own rules and etiquettes, carved 
  stone street names lie at every corner and traders ply their wares. From 
  Royal Palace to Fairy Cathedral, from the dreaded Purgatory to the minute 
  Borxia Summer Palace this place has thousands of facets all contained 
  within a single building. 
  There are places spoken of in quiet corners by those who claim them to 
  be real or are whispered as fairy stories to the young to keep them quiet. 
  Between, a land behind mirrors, a place discovered by accident and whose 
  accessibility by certain Illuminati-sponsored mages has, some say, opened 
  up a dangerous way between places that should not be joined. The things 
  of Between are often called the Dark Fey or Between People, but they are 
  not people. They are the essence of all that has passed in their lives in that 
  weird land where everything thinks and sees. Between creatures like Jack 
  of Iron, the Woodwose and the Stag King are things of flesh and thorns 
  and hate that exist beyond and who see the city dwellers as invaders. All 
  acknowledge that serendipity has drawn Castorhage to her subject and 
  that she should exploit her…and what harvests she brings to the city-state, 
  a harvest that brings her greater wealth and power by the hour. Yet one 
  mortal place remains in the city to be described, Underneath. Underneath 
  is everything below the city—and it is vast. They say a king who lived 
  a hundred years had an army toiling in the dark and that these men and 
  dwarves never saw day in their lives, working ceaselessly on tunnels, 
  hidden routes, stores and subterranean canals. Beyond paranoia no one 
  quite knows why this king had these tunnels built. Many have fallen into 
  disrepair, some have become lairs for things that like dark places. Others 
  however are still active: The Grand Tunnel Canal links Sister Lyme to 
  the countryside some 6 miles away and exiting at King’s Lock without 
  ever emerging into daylight anywhere along its length; great sunken 
  libraries pierce the depths, brink veins that spiral down hundreds of feet; 
  walkways link the Capitol to streets used by spies and guilds and lodges. 
  Occasionally huge holes open up in the ground, plunging whoever or 
  whatever happens to be above them into the blackness beneath. These 
  holes are unpredictable in size and location but all share some things in 
  common: they are huge and cold and deep.
  Just one more story in a place with a million tales…
  
  14
  The Blight: Richard Pett's Crooked City
  “Welcome friend. Take the air if you can and walk with me along the cobbled streets 
  of the City of Secrets and Lies, the Deathless City, the City of a Thousand Names,  
  the Blight. The stories I have to tell may alarm you, may frighten you, may entice you 
  — but one thing I will say before we begin — to the local there is but one phrase to 
  remember; ‘trust only yourself,’ for this is the city of deceit and it is built upon a lie …”
  <<Insert Colin Chan Illo. “Capitol” – 1/2-page horizontal, B&W>>
  Part One: Places,  
  A Cyclopædia of Geography
  being an overview of the places of the Great City of Castorhage
  
  15
  Player's Guide
  A Sum of Her Parts 
  From the highest spires of the Capitol to the lowest slums of the Lyme 
  River and Toiltown, the Blight teems with life — of all sorts. 
  Districts form across boundaries of class, race and wealth, and each area 
  is fiercely independent, with its own peculiar rules and rulers, characters 
  and curiosities. 
  What follows is an overview of every district in the city, together with 
  a list of three seasonal sites, which come and go depending upon the time 
  of year. 
  The Capitol
  “True happiness lies in the senses, and virtue gratifies none of them.”
  The Capitol is a towering edifice that is the soul (and many would say 
  fist) of the city. It is a thousand buildings crushed into one, which rises 
  above the city, threatening and belittling all beneath it. 
  It is a town in a single building.
  It dwarfs the Jumble, towers over every warehouse, and imposes itself 
  over the highest gables and steeples. The rest of the city cranes to see its 
  towers, its domes, its cathedrals. 
  The Capitol is the life’s work of hundreds of dreamers and architects, 
  kings and politicians. Ten thousand have died constructing it, and 
  seventeen centuries of labour lie between the footings and the spires. 
  Yet it is one thing, one abode, one structure. 
  They say it can rain in one part of the Capitol and be sunny on another, 
  its valleys and summits attracting mist and cloud like a mountain chain. The 
  highest summits rise over a thousand feet above the city streets below and 
  it covers over a hundred acres, yet within the teetering, writhing floors that 
  make up its whole — from the Soul to the Crown — it is beyond measure.
  The home of Queen Alice and the Royal Family, it is the workplace 
  of all three Crown Justices and the thirteen Justices who assist them 
  — a motley group of thieves and scoundrels, things in human skins and 
  murderers bound under the iron will of the Illuminati — the true rulers of 
  Castorhage — at least in their own minds. Countless clerks and servants, 
  butlers, blacksmiths, gardeners and caretakers run the Capitol, which has 
  streets between buildings. Many people live out their whole lives without 
  stepping from the Great Door at the foot of the Capitol, and have had their 
  ashes scattered from the upper spires where the true power lies, hidden 
  behind great oak doors in leather and panelled chambers. Here, dramas are 
  acted daily — betrayal and reward, truth, deceit and lies.
  Such are the staples of life in the Capitol. 
  The Artists’ Quarter
  The heart of the city, the Artists’ Quarter is a hotbed of intrigue and 
  anarchy, plots, blackmail and deceit. It is a swarm of noise and clamour, 
  a potpourri of sin, exploitation and wickedness. It is also a place of hope. 
  Spilling from the foot of the Jumble like an insane cat’s cradle, the Artists’ 
  Quarter staggers down to the Great River through a shamble of tiny streets 
  cowering beneath leaning, sagging buildings that were once the Banking 
  Quarter before it upped sticks and moved into the Capitol in 962, a day 
  known as White Freyday by those who moved into the abandoned buildings 
  and became the new residents. An annual eleven-day party takes place on 
  the anniversary of White Freyday to celebrate the “liberation” of this part of 
  the city from the corrupt and (practically universally) hated bankers.
  A curious trio of powerful groups lurk within the quarter. Firstly, the 
  Fetch, whose vampire elders find the waking nightlife to their liking, and 
  their slaves are profligate here. Opposing them are the Triads of the Xi’en 
  and Gtsang immigrants, who flocked here for mutual protection. Finally, 
  there are the rebels and anarchists, drawn by the revolutionary plays 
  and anarchist puppeteers. It is the one place in the city where the word 
  revolution is said out loud.  
  There are a thousand different types of performing and traditional art 
  in the quarter, and everyone has something to say — usually loudly at 
  first, and then quietly, and perhaps a little smugly after fame finds them. 
  Presently, the most famous artist in the Quarter is Maximel D’Regiolette, 
  the greatest painter of all time, whose images are so beautiful that they 
  make people who see them weep. The artist is presently working on the 
  ceiling of the Great Castorhage Cathedral in the Capitol. Maximel, a 
  fallen angel, is involved in the Cult of the Self-Blinded Angel, which 
  wallows in physical pleasure and pain. 
  This district is fractured, with artists gathering by disciplines, so that 
  there are streets of puppet makers, courtyards of paint makers, and alleys 
  of glassblowers. Politics and anarchy seethe here.
  Theatre Town
  The Theatres’ Sinister is one of many notable districts within the Artists’ 
  Quarter. Famed for the outlandish and shocking, these theatres also run 
  the gauntlet of the Knockers, occasionally performing risqué plays aimed 
  at highlighting the sins of the Upper Class.
  The Raven Periodical is the anarchists’ mouthpiece. The Raven is found 
  lying at the end of bars, pinned to the doors of privies, lying discreetly in 
  the travel bag of gentlemen, and loitering on street corners nailed out for 
  all to read. Although few can read, those who can feel obliged to reveal the 
  details of the Raven in almost as much detail as they do the gentleman’s 
  rag The Eye. The Raven is not afraid to shock and detail the true goings 
  on of the Capitol and, particularly, the City of Golems. Aris Macwell, 
  the gnome editor, printer and writer of the Raven, operates from a dozen 
  dens across a dozen districts. His employees, known affectionately as the 
  “Liars” (after being branded as such by the Crown Justices many years 
  ago) have friends everywhere, and an uncanny knack of turning a titbit of 
  information into a newsworthy event.  
  The Barnacles and Great Dock
  The Barnacles is a large island town built upon various levels of tunnels 
  that in turn link to the outer buildings (variously known as “nests” or 
  “limpets” to the guards and workers). The Barnacles itself is ruled as an 
  independent district by a group of greedy insular merchants, and who collect 
  taxes from visiting ships, fund the local watch, and arrange shady deals.
  The Barnacles is a dizzying tidal-stack rising from the ocean. Clustered 
  in and upon its surface, like limpets on a rock, are hundreds of buildings 
  — variously thrown, tied, nailed and bolted to the precarious cliff faces, 
  gripping for dear life above the jagged rocks below. As you watch, you 
  glimpse tunnels weaving into the rock, streets winding dizzily above the 
  water, and at the summit, a towering crow’s nest made of iron. Barnacles 
  is linked to land by a vast array of bridges, which link in turn to a wall of 
  warehouses, buildings, cranes and treadmill ferries that serve the armada 
  of ships docked here. These fingers grope backward to the city, handing 
  through trade and goods in an endless, greedy dance.
  
  16
  The Blight: Richard Pett's Crooked City
  The Great Dock 
  A madhouse of noise and colour and movement and life lurking beyond 
  the Levee, a huge wall designed to keep thieves out. Here, lines of great 
  warehouses consume and excrete the wares of the known world. More 
  than a hundred chain ferries, rope bridges, causeways and bamboo bridges 
  (often held together more by prayer than physics) link the independent 
  state of the Barnacles to the city. So movement never stops, and by night, 
  the stretch of water here is like a living fairyland of lights that becomes a 
  city almost unto itself.
  BookTown
  “It has a unique smell, this place, of old books and ageing parchment, 
  of ink and learning. This place of towers and strange bridges between 
  buildings, this place where the streets are cramped with a curious 
  mixture of all walks of life. The bewigged Urger rubs shoulders with 
  the punkawallah, who in turn flees from the eyes of his cruel master the 
  Overseer, who clutches a fistful of legal papers. A handcart full of heavy 
  tomes is pushed by a reed-thin man wearing a turban, a donkey sags 
  beneath its load of new wet parchment.”
  BookTown is a canyon of tall buildings and towers linked by 
  innumerable bridges and gangplanks, rope bridges, and ladders to enable 
  the legalese, professors, and studiers to get between their clients more 
  easily. This is a place that is as much vertical as it is horizontal, and is a 
  town of tall spires and huge echo-filled halls. 
  BookTown is the repository for tomes and grimoires, maps, arcana and 
  worthy works. Bibliomerchants flock here to buy and sell; wizards peruse 
  high shelves of arcane tomes; and hierophants puzzle over ancient holy 
  writings. Above all, it is a repository for secrets.
  As the place has gathered books, so space has run out, and the smell of 
  old books and academia has spilled into the streets. As the booksellers have 
  arrived, so too have those seeking knowledge and curiosities, and as such 
  the place now has a huge reputation for the acquisition of antiquaria and 
  the curious, the unusual, the magical, and the alchymic. It has a particular 
  allure for the non-human, and those who wear false skins find that they 
  can easily fit in among the strange locals who dwell here. These strangers 
  take sweet, dark Ashurian cabb’e in the narrow balconies overlooking the 
  plazas of the booksellers, and smoke from long pipes in the shade of the 
  great towers. One may unknowingly meet naga, rakshasas and hags, as 
  well as angels and devils in the dank, musty shops and libraria herein. It is 
  a place where the game of knowledge is played for very high stakes, and 
  where trouble and intrigue are only a page turn away.
  The Seminary
  Home to the greatest universities and academies, institutes, and arcanum, 
  the Seminary clings to the foot of the Capitol as a child clings to its mother; 
  it oozes into BookTown and the surrounding area, and devours it.
  This is a place of learning, of cobbled streets that rise dizzyingly to the 
  skirts of the Capitol, where crumbling ivy-clad institutes embrace grand 
  marble universities and where the spirit of learning is palpable.
  Behind the façade, the place has an ill reputation for experimentation — 
  the first breach into the Between (see Part 5) took place in this district at 
  the Cooper Building, Seminary District Offices of Hetherington Quarrus 
  Mabe on Torresday 11th Gray 1637. The first Alchymic Undead was 
  raised here in 1545, and countless other less notable, but equally horrific, 
  experiments have been made here. Some of the failures still walk the 
  streets of the city.  
  The City of Golems 
  (a.k.a. The Asylum Run By the Inmates, The Butchery,  
  the Stitchery, the City of Flesh and Iron)
  The most hated parish in the city lies in BookTown.
  The City of Golems is where the Cadaver-Surgeons, Homuncule Wives 
  and Golem-Stitchers ply their trade. Part mortuary and part surgery, 
  this area of cottage universities and charnel houses, townhouses and 
  watchtowers is a seat of learning second only to the Seminary. Here, 
  alchemists and physikers are given free rein (and an endless supply of 
  bodies — for those who can afford them, or a beacon to body-snatchers 
  for those who can’t) to work “miracles” upon.
  In consequence, the Illuminati, the true controllers of the city, 
  permanently have one eye upon this area, and the place crawls with their 
  agents: Knockers, Justices, Streetclerks and the City Watch. The area 
  has a hundred arcane eyes upon it at any given time, a countless army 
  of familiars and a truly breathtaking number of imps, infernal thralls, 
  homunculi and other spies — all keeping a watch upon developments — 
  engaging in acts of betrayal, bribery or blackmail. It is the black heart of 
  all things of the city, the soul of corruption.
  The area itself is filled with ornate — some would say unsettling — 
  buildings, many of which are fortified in case of imminent revolution. 
  These buildings have ramparts and spires, and over-elaborate decoration; 
  gargoyles dance on eaves, and angels sing on gables. The streets wind 
  steeply uphill and, as they do, fortification grows until reaching the Castle 
  Strőrd, home of the infamous Count Strőrd, one of the founding fathers 
  of modern surgeons and alchemists. Rumour has it that Count Strőrd is 
  not only an expert with death and undeath, but is actually a lich able to 
  wear human skins.
  Festival and the Great Fayre
  Festival is basically a huge timber pier in the Lyme River, built around 
  a squat grey hill. It is a metropolis of wererats, a place of lies, hiding 
  lycanthropy that has become a plague here. This is a place ruled by the 
  Rat Queen — a vast creature that dwells in a sunken palace made by the 
  designer of the Royal Palace itself. The Queen is terrible, an abomination 
  in form and deed.
  Covering twelve score acres, it rises some two hundred feet through 
  steep streets called the Skew, to the Great Fayre at the summit. The 
  streets rise steeply between shambles of buildings built upon buildings, 
  each bolted to the last, giving the place a spastic look and a feeling of 
  The Rat Queen sits
  Upon her throne
  Down deep beneath the street
  And there she slits
  The young man’s throat
  And drinks his blood so sweet
  They say she has 
  Eight sisters dear
  And each is her and they
  The sisters whereas
  They do fear
  The Queen who is as they
  Their tails meet
  Their food they share
  But one thing they must know
  The Queen they greet
  Makes them to swear
  Their lives to bear for Woe
  So stay away
  From eight and one
  For one is great in size
  And never play
  Or seek your fun
  Where her deep lair it lies
  — East Ending Nursery Rhyme
  
  17
  Player's Guide
  imminent collapse. Timbers groan and creek, bolts occasionally explode, 
  and evidence of shoring up and repair is everywhere. 
  Whatever you define as pleasure is available here, from simple tumbling 
  clowns to sinister dark places where nightmares are drawn out of madmen 
  and given breath and lust.
  The Family, wererat children of the Rat Queen, run the Great Fayre 
  and the island it stands upon. The Family regard themselves as brothers 
  and sisters, although even the closest families have their squabbles, 
  particularly amongst the three ruling arms of the Family: the Frynn, the 
  Grasts and the Scathels.
  The Crimson Lantern 
  The town’s prostitution district in itself covers nearly half of Festival. 
  Here, the darker excesses of insectum are enjoyed, and those who find joy 
  in inflicting pain often find comrade spirits in the cloying moist alleyways 
  of the pier town.
   
  The Great Lyme River 
  (a.k.a. Sister Lyme)
  The Great River Sister Lyme cuts through the heart of the city, keeping 
  at bay the districts behind its docks and warehouses, piers, treadmill 
  ferries and boats. Manmade islands dot its surface, the largest being the 
  Gyre (q.v.) and Festival.
  The spine of the city, Sister Lyme touches almost every other district 
  and stains it, for many things find the river useful — not only smugglers 
  and murderers, but also those with secrets and those who wish to hide. 
  Many use the river as a friend: the wererats from Festival; the Briny, 
  the hated half-skum who hold their mothers in dreadful thrall; and the 
  Illuminati, who use the Lyme as an ally to cloak their deeds.
  The river is infested with false islands, creations of rust and barnacles 
  and rot that jut from the river like rotting teeth. These islands are reached 
  by swaying bridges, badly made treadmill ferries and hope, which sways 
  over the black waters. The River Act of 1708 forced many of these 
  structures to be at least fifty feet above the waters to allow shipping to 
  pass, and many bridges and links have been destroyed, leaving remote 
  islands that are ideal for piracy and other skulduggery.
  Despite appearances, the foul waters are alive with strange life that 
  feeds upon bilge and waste; huge, pale sough-eels and slop-sharks, 
  wallow whales and bog lanterns watch those above hungrily. To fall into 
  the acid maw of a wallow whale is a guarantee of death. 
  The Bilges
  “The filth must go somewhere,” said Crown Justice Moravan in 1392, in 
  answer to the city’s burgeoning sewage problem. So the Bilges was born.
  A sprawling mass of boardwalks, barges and the screeching of black 
  gulls, the Bilges is about the lowest place a person can find himself in 
  the city. It is the city of stench. Affectionately titled StinkTown and the 
  City of Perfume, it is the place where all unwanted rubbish of the city 
  comes to die. Three huge islands have risen like black boils from the Lyme 
  as a result. These three hills have names — the Midden, the Maw and 
  Mount Misery — each a shanty of rising timber boardwalks, rope bridges 
  and termite-feasted pilings. Then there are the black flies — the Midden-
  Angels — that rise in the spring and stay until late autumn. The flies are a 
  torment on hot summer days, and workers wear full-face scarves (known 
  as a keff) to keep them at bay. Some people claim the flies occasionally eat 
  children and babies.
  Rather like the nearby Sinks, the Bilges is constantly on the move, and 
  whole chunks of the isles occasionally fall away, taking many unfortunate 
  victims with them. Quicksand mires (known locally as bilge-bogs) open 
  up for no apparent reason. Things live beneath the mires themselves. The 
  Festering Brethren — a race of intelligent, humanoid cockroaches — 
  lurk in the dark corners of the Bilges and nearby districts. The Brethren 
  are hated and feared in equal measure, but are of use to the Lords of Rag 
  and Bone who rule the Bilges. The creatures burrow into the refuse in the 
  hopes of finding treasure, and assist in places where men refuse to go to 
  carry out particularly unpleasant work.
  The Canker 
  The Canker wreathes the river from autumn to spring, a thick, viscous, 
  green-yellow smog caused by the river mist and choking coal fires of the 
  city. The mist is thick, acrid and persistent — occasionally a Canker rises 
  and stays for a month. The Canker also hides a deadly mist known as 
  Jack’s Candle (or the Lyme Lantern, the Ghost Light, or Gandaspati). A 
  thousand fairy stories have been born of its many names. Some say that 
  the mist is a living thing, or many living things, that walk the streets at 
  night and punish men for coming here. 
  The Ghats 
  Along the whole river and often teeming with life — and death — 
  particularly at dawn on holy days, are a series of steps that descend into 
  the inky waters and which are used to immolate the dead and cast them 
  into Sister Lyme. Many folk worship river gods and come here to pay their 
  respects. The Ghats are the river cremation sites; they do a brisk trade. It is 
  a common sight to see two sets of feet sticking from funeral pyres — one a 
  legitimate burning, the second a cheap burning paid for by cash to prevent 
  the corpses heading to the City of Golems.  
  The Honourable John 
  Quintilius Moravan
  Crown Justice Moravan (1325–1401) was a reformist famous 
  for his failed attempts to abolish slavery and the provision of 
  almshouses to the poor. In association to his order for creation of the 
  Bilges, he was also known for breaking the back of the infamously 
  corrupt Sewagers and Ironmongers Guild and replacing it with the 
  city’s Office of Sanitation.
  
  18
  The Blight: Richard Pett's Crooked City
  The Gyre —  
  The Town of Flotsam and Jetsam
  The Gyre, the spiritual home of the briny, is a well-known landmark 
  that lies in the Great Lyme River. It is a town built upon flotsam, which 
  has formed into a slow whirlpool in the river and which rotates with the 
  slowness of the hour hand upon a clock. That it floats at all is remarkable; 
  that it is a thriving settlement with buildings, boardwalk streets and piers 
  is unbelievable. From the shore, figures can be seen moving gingerly 
  along the boardwalks, as smoke drifts from chimneys, and hundreds of 
  colourful boats bob in the foul waters. 
  Hobbington’s Lamp 
  The great sea lantern lies at the farthest point of the Lyme. The huge sea 
  lantern is powered by a broken elder fire elemental (see Part 5: The Blight 
  Bestiary), and shines out like a ghastly green gash across the night sky.
  The Windmills 
  As the river broadens, so the windmills grow. Once there were 
  many vast windmills, which rose across the bay, but fire, neglect, and 
  skulduggery has seen almost all fall back into the river. Many of the 
  remaining windmills are lashed to the rocky islets or manmade islands 
  that jut up like broken teeth from the bay. These islands are very useful for 
  anyone with a need to be hidden. 
  The Hollow and Broken Hills 
  Here, the land splinters and falls into the sea in a thousand spires and 
  hollow hills. Miracles happen here: statues weep, and wells remove 
  malady. This archipelago of tidal stacks, cliffs and islets, as well as being 
  home to countless people, is home to churches. Temples and places of 
  worship rise here, as well as the (now full) Great Blight Cemetery — itself 
  now a huge area of decaying tangled briars and undergrowth, ruins and 
  mausoleums. Many come to Hollow Hills to take the air and listen to the 
  birdsong of the tree-lined avenues and parks in this district. Limestone 
  outcrops abound, and these have been variously turned into grottoes, 
  temples, follies or occasionally more sinister places best avoided. Bridges 
  — both natural and manmade — criss-cross this area of fractured land.
  Sanctuary
  The most holy city-state within a city state, Sanctuary is the home of the 
  master of the church in Castorhage. The present ruler, His Holiness the 
  Father of Castorhage, balances a precarious thread between enemies, 
  allies, and those who wish to succeed him. The ruthless Borxia family 
  number one of his Holiness’s most troubling neighbours; this terrible 
  family has designs upon the throne and crown of Castorhage itself.
  The Eye
  One day there was a church called Saint Cartwell’s, which stood 
  proudly near the West Lychgate of the Great Cemetery; the next it was 
  gone, replaced by a vast hole. Locals claim the hole appeared at midnight 
  and that the devil rode out of it on a goat with a man’s face. The Eye is 
  deep and cold and menacing. Birds occasionally swoop into its gloom and 
  do not return, and ropes have been lowered down into it and the men on 
  them have not come out again. And recently, similar holes have sprung 
  up across the region. Gas and disappearing explorers have hampered 
  exploration of the Eye and the other holes. 
  Powerful clerics, bishops, archbishops, and holy fathers rule this area 
  of the city. Behind the smiles and religious paraphernalia seethes a hotbed 
  of intrigue, duplicity, lust, and greed for power as church battles church 
  for supremacy.
  The Jumble 
  (a.k.a. the Cat’s Cradle, the Madness, the 
  Maze, the City of Thieves)
  He was on a narrow balcony barely two feet wide, which led off ahead 
  and rounded a corner over a dizzying drop. Below lay a town. Yet no 
  ordinary town, this town rose in every direction — up over steeples and 
  roofs of thatch and stone and slate, beyond narrow towers and round 
  balconies that hung impossibly over the grey city beneath. Timbers of 
  huge size bolted with iron bars as thick as a horse were its skeleton, its 
  flesh the flotsam and jetsam of the city. It leapt rivers, strangled canals 
  and turned in streets so narrow two children could barely pass.
  “This …” said Themris with a smile, “is the Jumble.”
  The Jumble is a vast, confusing maze of streets that rise upward and 
  outward — some would say in mockery of the Capitol itself. 
  It is easy to get lost in the Cradle — streets sink below ground and rise 
  again to rooftop streets, taking a dozen ladders before continuing along a 
  gable that ends at a bare wall, beyond which may lie the garret of a naga 
  artist, a madman or cringing orphans. 
  The majority live here in cramped confusion to escape something 
  — taxes and enemies, wives, lovers and Knockers. It houses a vast 
  population of ne’er-do-wells and villains, as well as many common folk 
  simply trying to make their lives a little richer. It is, in many ways, the 
  safest place to be a villain; the nickname City of Thieves has long been 
  associated with the Jumble, a place where it is very easy to get lost and 
  come to harm.
  Like the Capitol, the Jumble has its own streets, markets and laws. A 
  local vigilante force patrols the streets at night, but foul things still make 
  a home and hide here. 
  The Bazaar
  Allegedly the greatest market in the world, the Bazaar sits beside and 
  within the Jumble, oozing along its streets like a sickness. It is a thousand 
  streets filled with countless shops, stalls, markets and traders. 
  The Sinks
  Castorhage — built partly upon clay and silt deposits — is literally 
  dancing upon its own grave: The more weight that comes to bear, the 
  faster the sinking takes place. This is nowhere more apparent than in the 
  Sinks — literally a drowning town. 
  In 897, Branner, the then king of Castorhage, ordered the creation of 
  a new town for artisans. This would be a place of grand canals and gilt 
  buildings, of towers and cathedrals and art. Branner, always a strong-
  willed child, decided that it would be wise to use an area of the city known 
  as the Grey Lake, famous for its shallow waters, as the basis for the town. 
  From the start, the project was doomed. A mysterious number of 
  accidents occurred, workers disappeared, and wages had to treble overnight 
  to keep the work going. Piers vanished in moments, taking those working 
  Scrying in the Blight
  Paranoia grips the Blight — and for good reason. The city 
  is alive with scrying devices, familiars, arcane eyes, imps and 
  countless spies. The hardest thing to keep here are secrets. Visitors 
  may find the paranoid nature of locals hard to fathom at first, but 
  after a few days, the plethora of spies begins to become obvious. 
  Imps lurk in corners, homunculi watch from behind hidden grills, 
  and the feeling of scrying is almost overpowering.
  Every day there is a 5% chance that visitors may be scryed, 
  either deliberately or accidentally. In almost all cases, this scrying 
  is a mere coincidence, a chance view of some wizard of divination 
  out looking for information not connected to the visitors. Such a 
  huge amount of scrying, however, can make one complacent ...
  
  19
  Player's Guide
  on them into the waters, never to be seen below. A curious fog — Jack’s 
  Candle — seeped up at night and killed with its poisonous kiss. It remains 
  the main reason for the multitude and high cost of canaries across the city, 
  the birds dying as soon as they get a whiff of the marsh gas itself to give 
  their owners precious moments to take precautions. Numerous attempts 
  were made to abandon the project. By this time, however, Branner was 
  sick, and his stepmother Loris insisted that work continue. Even after her 
  child’s death, the long-lived (and despised) stepmother insisted that the 
  work be concluded — as a fitting tribute to her dear departed stepson. 
  Even at its finest, it was obvious that Branner’s Folly (as it had become 
  known) was sinking — towers leant, walls ruptured, cathedrals sagged. 
  Yet after a few decades, the sinking suddenly halted, and the town was left 
  as it is today — a twisted wreckage of leaning walls and towers, exhausted 
  battlements and dislocated arched bridges over canals that range between 
  a few feet to bottomless. Visitors find the Sinks curiously unsettling, and 
  are often prone to dizziness. Even the prahu-punters, most famous for the 
  songs they sing as they take their fares from one street to the next, claim 
  that only certain alchemical variations of snuff keep the dizziness at bay as 
  they punt fares between the steep, dying canyons of the city walls — walls 
  that threaten always to collapse.
  Now the Sinks is the home to the disowned nobility: bastards, criminals, 
  madmen, those who sicken, those who have wronged, and inbred horrors. 
  These nobles like to think of the Sinks as an elite domain, a decadent 
  aristocracy willing to take life to further extremes than those in the Capitol. 
  In truth they are exiles; their crimes beyond even those considered normal 
  in the Capitol itself.
  Vampires infest some of these families, although they are always 
  careful to conceal their gifts. For the rest, they are a disturbing mixture of 
  hopes and fears, abominations and murderers. These nobles pay well, and 
  have infested the Sinks with hangers-on, traders, priests and others mad 
  enough — or greedy enough — to live in the shadows of their masters 
  and mistresses.   
  Stories persist that sea-devils (or sahaugin) have been seen brazenly 
  walking the streets here by night, and that the worship of their hellish gods 
  goes on behind the gilt doors of this dislocated district. 
  The Asylum 
  (a.k.a. the Hatch, the Sanatorium, Heaven) 
  Occupying more than eleven acres, the Asylum is where the city hides 
  its less-fortunate populace, and occasionally someone conveniently goes 
  missing here.
  The Asylum is a walled area of the city occupying several streets and 
  a market square (Bedlam Square), the buildings and walls are secured so 
  that inmates cannot escape; once cast into the Asylum, one never leaves.
  The Asylum is a city in itself: It has its own laws and rules, property and 
  even currency. An inmate called the Judge rules the Asylum inside, whilst 
  the Sanatorium Overseers ensure that no one escapes.
  A single huge doorway is the only entry point into the Asylum. The 
  door has the phrase “Welcome to Heaven” carved above it.
  Toiltown 
  (a.k.a. The East, East Ending,  
  The State of Sweat)
  Everyone hates vast Toiltown, even the overseers and manufactory 
  managers who dole out their cruel forms of justice within. It is a place of 
  endless manufactories and sweatshops, workhouses and underground mills.
  One is regarded as a true East Ender only if born within earshot of the 
  Great BlackBell of East Ending. The lowest castes of the city make their 
  homes here, and a vast number of slums have developed over the years. 
  Visitors find a dizzying array of endless unnamed streets awash with dirty 
  children, sullen goodwives and aggressive men on their way to gin houses 
  for an evening’s relaxation. An East Ender, however, is a friend for life if 
  you can overcome his reticence.
  Washing up on the shores of the Artists’ Quarter and Bazaar, the East 
  Ending is a rough place to wander in, but a good place to find information. 
  A coin can buy many services — murder, in some streets — and in a town 
  where the Watch keep their distance, many people find Toiltown a good 
  place to hide. With so many people crammed into the disgusting, filthy 
  place, trouble is never very far away, and many predators find the close 
  proximity and cheap life very useful. 
  The East Ending has an unenviable reputation and history of murder. 
  Whether this is caused by the harshness of life here, or whether East 
  Enders make easy prey for such killers is open to conjecture, but barely a 
  night passes without a death, or two, or ten …
  An appalling trade in slavery — and worse — lurks just beneath the 
  surface. Many a decent East Ending man looks on in anger at events in his 
  patch, and these men are often stirred into action. This anger is a useful 
  tool to those brave and cunning enough to capitalise upon it.
  Beyond, the city does not so much stop as stagger out into the grey and 
  green fenlands around — fens that are dangerous places — filled with 
  bogs and pools. Yet at the same time, a building site is rising here on top of 
  the old places, slowly taming the land with dikes and fill to allow the city 
  to burst its edges. The Wash, another aspect of Toiltown, is one sinking 
  arm of the city that has lapsed into insularity that thrives in the mires of 
  the city. 
  As the city swells, so to do the original inhabitants of the Fens seethe 
  and grow angry. Many farmers and poachers ply their trade within the 
  trackless Fens, but other things have grown to resent the city folk’s arrival 
  — dark things without names and souls, evil things that slip from the Fens 
  and into the city streets at night.
  Branner the Brat
  King Branner I of Castorhage (891–899) ascended the throne at 
  the age of seven and was often sickly. He was commonly known 
  as Branner the Child for his tender age, but was sometimes cruelly 
  referred to by East Enders as Branner the Spoilt Brat. His reign 
  was largely influenced by his regent and stepmother Loris (a.k.a. 
  Loris the Mad Bitch by East Enders), and died under suspicious 
  circumstances at the age of nine.
  
  20
  The Blight: Richard Pett's Crooked City
  Boattown
  Strapped from the East Ending near the Great Docks lurks a fixed group 
  of riverboats, planks and piers known collectively as Boattown. This 
  is a place where swarthy halfling families hold sway, where fishermen 
  rub shoulders openly with briny, and where murder costs a few coins. 
  Boattowns are common across the Blight, but this one is the biggest — 
  and nastiest — in the city-state. 
  Lych Fens
  Creeping ever outward, the city slowly gorges itself upon the drab bog-
  ridden countryside beyond with localised areas with pleasant names such 
  as Dead Maiden Sink, Sheep’s Coe, and Withered Foot. Those within this 
  place resent the invasion and have been fighting back.
  WorkClock
  A huge clock that tolls the hours rests in the heart of Toiltown. Her 
  bells are said to be rung by the Devil, and at her heart hangs the legendary 
  Great BlackBell.
  Town Bridge
  The “Bridge with a Town on top,” Town Bridge is a teeming mass of 
  trade and humanity crammed between the Great East Bridge Gate and the 
  Royal West Bridge Gate — a distance of half a mile. Town Bridge has taken 
  advantage of its curious taxation laws that do not recognise the bridge as 
  part of the city. Therefore, lodgings and traders that live on it are exempt 
  from taxes (although a tax is charged to enter the bridge from the east gate). 
  It is thus the home to the most scurrilous, greedy and unpleasant group of 
  rogue landlords ever assembled. A dozen families may share a room; three 
  generations of the same family may find themselves lodging in a shack 
  lashed to the side of a balcony of one of the Great Town Bridge Towers; or 
  a cupboard even may be let as a flat. As a result, the whole town has grown 
  out over the river and sits like a fat timber whale in the Lyme.
  Town Bridge has its own language (Bridge-Slang), its own ruler (the 
  aranae Crown Prince Justice Cornlord, one of the most prominent of 
  the thirteen Justices in the city), and encompasses one of the most difficult 
  and time-consuming journeys in the city to cross (it is often said it is easier 
  to climb than walk across Town Bridge). Many folk set out from the West 
  Gate armed with rations to ensure a safe crossing.
  Scrimshaw
  Town Bridge is more than a bridge linking two parts of land; it also 
  connects the Blight to a place in Between called Scrimshaw, a whaling 
  island port in the Unsea, a churning ocean filled with “whales” that 
  provides an astonishing profit to whichever gang happens to be running 
  the operation at the time.
  The Great Fire of Town Bridge
  One of the most terrible of calamities in recent centuries, the Great Fire 
  took place in 1509, and charred stumps and the smell of ash still remain 
  in some parts of the new bridge. Some scholars have speculated that the 
  calamity, and rumours of the discovery of ragefire — a living, hungering 
  flame — are curiously similar in date, and appoint the Great Fire as the 
  first encounter between men and ragefire itself.
  Underneath
  The Great Dark beneath the city is vast. It is an endless length of tunnels 
  and canals, natural cysts, and shafts that fall for miles. It is a hollow 
  cocoon above the void, a place liable to collapse at any moment and open 
  up some dark fissure into the light. Most famous amongst these fissures is 
  the Eye, found in the Hollow and Broken Hills district.
  The Underneath, they say, touches every part of the city, and every 
  home lies just a god’s whim away from being devoured by the dark. 
  There are countless tales of whole streets vanishing, and of caves opening 
  suddenly beneath nurseries to allow faceless monsters to take babies.
  Underneath is everything below the city — and it is vast and deep. They 
  say a king who lived a hundred years had an army toiling in the dark, 
  and these men and dwarves never saw daylight in their lives. Countless 
  escape-tunnels, stores, submerged canals, and shafts are the result.
  And far, far below, a rumour persists of a creature called the Body 
  Snatcher, the thing that once owned the city and whose hive aspects 
  wants it back.
  The Mine 
  The Mine is cool and endless and dark, a working mine that moves 
  and grows daily. Vast sections of the mine have been abandoned, others 
  flooded, still others fled and occupied with horror. Shafts fall miles into the 
  bowels of the earth, and cages descend into cysts in the world. Waterfalls 
  plummet a thousand, thousand yards.
  What work takes place in the Mine is secret now, and why the Illuminati 
  sponsor the ongoing ripping of the earth here is a mystery. 
  
  21
  Player's Guide
  Seasonal Districts
  Three distinct areas of the city rise during particular seasons. These 
  districts occasionally miss a year if the weather is too bad or too good, but 
  they always reappear eventually.
   
  The Black Ice Fayre
  In winter, Sister Lyme always freezes over, particularly around the feet 
  of the piers and harbours. Locals use the ice to their advantage, taking to 
  it on crude whalebone skates, or improvising makeshift sleds. Hot on their 
  heels come the traders and businessmen anxious to make a profit from this 
  levity, and soon a full-size town appears on the ice.
  Carnival
  In early summer, the farmers and rural folk come from the fens around the 
  city to sell their produce at the Carnival. The Carnival is a month of feasting 
  and drinking that takes over the whole lower caste portions of the city-state. 
  While not a district per se, the Carnival alters the layout of many districts 
  within the city and creates new markets, floating towns, and shanties.
  The Mudflats
  During dry summers, the city becomes unbearable, and the stench is 
  enough to knock visitors off their feet. As the Lyme grows sluggish, it 
  congeals into a black tar-like mud that has a crust upon which the locals 
  venture out upon to get away from the dustbowl of the city itself. Like 
  the Black Ice Fayre, this movement grows, and soon people are building 
  makeshift lodgings and taverns upon the crust — which they hope will not 
  break and deposit them into the filth beneath. 
  
  22
  The Blight: Richard Pett's Crooked City
  Whispers of  
  Darker Places
  Two final places remain, but these are not within the city, they are more 
  shadows that fall across it at certain times. They are not places that can 
  be described or catalogued easily, but they are within touching distance 
  of the city-state. 
  Between
  The land beyond mirrors, a place of terrible rumours and dread. The 
  secret of the fixed accesses to Between is a fiercely guarded secret of 
  the Illuminati, who control most of the doors in the city. However, their 
  frequent violations of the land of twisted shadows has led to a dramatic 
  increase in doors opening between the two worlds, as strange dark things 
  drag themselves screaming from ordinary looking-glasses, and many 
  mirrors have been smashed as a result. To break a mirror, they say, gives 
  seven years good luck.
  Things are occasionally caught or seen — these things are difficult 
  to look upon, and are composed of all the things they have touched, the 
  thoughts they have made, and the company they have kept in their strange 
  lands. Some call these folk the Dread Fey, Twisted Fey or Others.
  The Furnace
  A dark part of Hell that has been birthed by the Blight and the association 
  with its true ruler Demoriel the Twice-Exiled Seductress (see The Tome of 
  Horrors Complete by Frog God Games), this is a land of choking fires, 
  volcanoes and torment on an unimagined scale. Clouds of bats scour the 
  Furnace for escapees, and twisted devil overseers break the workforce 
  throughout eternity.
  Too many landscapes of the Furnace can now be viewed in the art 
  collections of the insane for it to be the work of one man’s imagination.
  The Furnace, they say, is the new kingdom of the Illuminati, and it is growing.
  Media Inspiration  
  for The Blight
  A list of films, books and songs that have the distinct feel of the Blight. 
  Those marked in bold are particular references used in its creation. 
  Books
  • Neal Asher — Spatterjay novels
  • Clark Ashton Smith — most things
  • Clive Barker – anything, but especially The Hellbound Heart and 
  Weaveworld
  • Lewis Carroll – Alice’s adventures 
  • Susanna Clarke — Jonathan Strange & Mr Norrell 
  • Sir Arthur Conan Doyle — Sherlock Holmes, pretty much anything, 
  but especially Charles Augustus Milverton and The Crooked Man
  • John Connolly — The Book of Lost Things
  • Mike Dash — Batavia’s Graveyard
  • Charles Dickens — most things
  • Antonia Fraser — Marie Antoinette: The Journey
  • Neil Gaiman — Neverwhere
  • Mary Gentle — 1610: A Sundial in a Grave
  • W.W. Jacobs — The Monkey’s Paw
  • Tim Jeal — Explorers of the Nile
  • H.P. Lovecraft — anything, but especially The Shadow Over Innsmouth
  • Scott Lynch — The Lies of Locke Lamora
  • China Miéville — Perdido Street Station, The Scar, Iron Council, 
  Un Lun Dun
  • Giles Milton — Nathaniel’s Nutmeg
  • George Orwell — 1984
  • Mervyn Peake — Gormenghast Trilogy
  • Anne Rice — particularly the Vampire novels
  • Mary Shelley — Frankenstein 
  • Neal Stephenson — The Baroque Cycle
  • Jenny Uglow — The Lunar Men
  • Jeff VanderMeer — everything, but especially the City of Saints 
  and Madmen
  • Tad Williams — The War of the Flowers
  • John Wyndham — The Day of the Triffids
  Films
  • Alice — Jan Švankmajer
  • Alien
  • The Blair Witch Project
  • The Cabinet of Dr. Caligari
  • The Company of Wolves
  • Cloverfield
  • Cronos
  • The Elephant Man
  • Frankenstein (original)
  • Freaks
  • From Hell
  • Golem
  • Hammer Horror Films (especially the Frankensteins and Captain 
  Kronos: Vampire Hunter)
  • The Haunting
  • Highlander (just the first one)
  • The Hills Have Eyes
  • Invasion of the Body Snatchers
  • The Maltese Falcon
  • Night of the Demon
  • Nosferatu (either version)
  • Pan’s Labyrinth
  • Quatermass and the Pit
  • Quay Brothers — especially Street of Crocodiles
  • Saw• Sleepy Hollow
  • The Wicker Man (original)
  • Twelve Monkeys
  
  23
  Player's Guide
  TV
  • Carnivale
  • Children of the Stones
  • Penny Dreadful
  • The Quatermass Conclusion
  • The Stone Tape
  • The Twilight Zone
  • Utopia
  Podcasts
  • The Dark Verse
  • Pseudopod
  Blight Mood Music
  Sometimes, it’s fun to work whilst listening to particular mood music. 
  Here’s a list of the music I listened to most working on Castorhage. See if 
  you can lay your hands on some of them and play them as mood music:
  • Black Sabbath — Black Sabbath
  • Christopher Gordon — The Galapagos 
  • Clawfinger — Out to Get Me
  • Edward Elgar and Gustav Holst — The Planets: Mars, Bringer of 
  War • Marilyn Manson — The Beautiful People
  • Ozzy Osbourne — No More Tears
  • Krzysztof Penderecki — Polymorphia 
  • Prokofiev — Dance of the Capulets 
  • Rage Against the Machine — Born of a Broken Man
  • Sex Pistols — Holidays in the Sun
  • Slipknot — Duality
  • Therapy? — Crooked Timber, Living in the Shadow of a Terrible Thing
  
  24
  The Blight: Richard Pett's Crooked City
  “Here, my friend, the gods walk the streets …”
  Part Two: Peoples,  
  A Cyclopædia of Character
  being a Who’s Who of the Lowfolk, Importan Personages,  
  Gods, and Things of the Great City-State of Castorhage
  
  25
  Player's Guide
  Meet the Locals … 
  The Blight is a sprawling mass of people and things. The place is 
  overcrowded, violent, and filthy, and this festering mass of life (and 
  unlife) is a breeding ground for deceit, violence, selfishness, and, of 
  course, adventure.
  How the City-State  
  of Castorhage Works
  The City-State of Castorhage, and by extension the entire Empire of 
  Castorhage, is a hereditary monarchy with an absolute primogeniture order 
  of succession, with the current monarch’s eldest child taking over rulership, 
  regardless of gender, after the deaths of both king and queen. However, as the 
  Blight operates functionally as an absolute monarchy (despite what the law 
  books and Courts may say), the ruling monarch can decree otherwise. That 
  happened recently in the Blight with Queen Alice announcing her youngest 
  child Princess Alicia as her heir. Unfortunately, the queen has lapsed into 
  madness, and now craves human flesh, a need only quelled for her short 
  public appearances by powerful magic and insectum. 
  Some say her madness came when she bore Alicia, a birthing that 
  is never spoken of. A few whisper that Alice lost her wits at that very 
  moment, and that the unnaturally aware Alicia and she are somehow one 
  and the same. It is a silly story whispered by prattling goodwives and 
  courtiers in the Capitol and given no heed by those with wit, except when 
  they awaken troubled in the darkest hours of the night. The queen’s other 
  eight daughters thus squabble, plot, and contrive to ensure that when their 
  mother dies, they gain power — by hook or by crook. Each daughter has 
  her own alliances and friends and is paranoid about her own safety. They 
  are united in one thing: their horror about what the city would be like with 
  the spoiled and frightful Alicia as its ruler.
  The Illuminati — who in truth run the city — are aware of this 
  instability, and take careful steps to ensure that true power rests elsewhere, 
  thus ensuring that however unreasonable or insane any past or future 
  monarch is, the city grows — as does their hope of expanding the empire 
  to rule the world. Ostensibly, the Illuminati control the three Crown 
  Justices that run the “mundane” aspects of the city: its trade, its armies, 
  and its colonies, leaving the Royal Family to drink and copulate in their 
  own tight, inbred circles. 
  Below these heights of power, a series of families vie for influence. 
  These tight clans are so paranoid about befouling their blood that they 
  have inbred to a dangerous point. To cover this, they have taken on new, 
  exotic names to reflect their almost entirely invented history. Below these 
  families are individuals who have risen or are rising through the ranks, 
  often carefully chosen by the Illuminati to keep the status quo. Below this 
  — although allegedly on level footing with the Royals — is the Church of 
  Mother Grace, represented by His Holiness the Father of Castorhage, 
  who is chosen for life by a secret council, within which fester the groping 
  fingers of the Illuminati.
  Somewhere far, far below, are the few decent or greedy folk who 
  wish things to be a little better. These are divided into two broad camps: 
  the rebels or revolutionaries, who wish to topple the government and 
  replace it; and the anarchists, who just want to topple it. Even within 
  this disparate group, the Illuminati gropes, and members of the Thieves 
  Guild (The Guild as it is generally acknowledged to be) pay homage to 
  their masters.
  “Gods” of Castorhage
  The “Gods” of Castorhage actually live in the city. They are not 
  generally true gods or divine per se, but rather living legends. Despite the 
  arguments of the scholars of the Seminary and BookTown, people refer 
  to them as gods. They are creatures of myth and great power who wield 
  incredible authority, influence and fear over the Blight.
  True gods are also of course worshipped, and no matter how obscure the 
  deity, or how tiny his group of worshippers, some temple, church, or alley-
  shrine will be found on the streets of the Blight, in particular in the alleys of 
  the Hollow and Broken Hills. The Blight also has its own saints and sinners, 
  devils and angels who are discussed briefly at the end of this section. 
  The list below is by no means intended to be complete, and occasionally 
  new gods rise or old gods fall, followers are called to arms, or things are 
  born (or made) that become deific in the eyes of local people.
  Anger-Consumed-By-Desire
  Rumours abound of an insane satyr in the city, a dark fey that is at once 
  a haughty dandy, an innocent maid, or a violent psychopath. The locals 
  have given this creature a name.
  The satyr eats love and lust and beauty, finding ample feasts each night 
  to sate its hunger. After it gorges its appetite, it leaves behind age and 
  weakness and ugliness. Its leavings are worms, foul black things that 
  crawl and fester in the dark and who, too, are drawn by love and lust and 
  spirit to gorge.
  Beltane, God-Emperor of the Fetch
  The Fetch (see below) are the undead populace of the Blight — a vast 
  and mobile gypsy people who hide by day and walk by night. 
  Many of the Fetch lead what appear to be quite normal lives — 
  sometimes behind heavily tinted spectacles claiming allergy to the sun or 
  birds, or disliking crowds or simply being eccentric and only being seen 
  by night. Others simply claim to love the night and have little time for the 
  noise and clamour of the day. The Fetch call these members of their race 
  the Deceivers, and afford them great respect, they are the shepherds of 
  their kind, finding safe places to hide, deceiving the people of the city and 
  leading them away from the Great Hives where the Fetch sleep.
  Generally, only intelligent undead are truly considered part of the Fetch 
  — ghasts and wraiths and others with active minds. Ghouls, however, are 
  its chattel, its slaves and workers, expendables, and Lowest of the Low. It 
  is the vampires that are the nobility of this race, and Beltane their king. The 
  great vampire-king sits at the centre of an impossibly complex network of 
  informants, underbosses, and enforcers. His spies are everywhere, linked 
  by covert mental means to ensure secrecy. They are expected to “Fall 
  into the Sun” if discovered (walking into sunlight to die), and swear total 
  fealty to the Fetch. Beltane’s punishments for transgressions and failures 
  are legendary, and he is called the King of Thorns, Master of Impaling by 
  his subjects. Beltane is known to impale real and imagined foes, and leave 
  these vampires as permanent spectacles to his wrath. 
  His many brides are his most precious and loyal subjects, queens in their 
  own right who work his most complex plots in person and who have the 
  most contact with the people of the city. Beltane regards his brides as mock 
  princesses; his own royal family and images of the true royal princesses. 
  The Fetch are fiercely mindful of their caste in unlife, and are governed 
  by strict rules which forbid the creation of other unlife without the 
  approval of the Fetch as a whole. Occasionally, they conduct covert wars 
  
  26
  The Blight: Richard Pett's Crooked City
  against men to swell their kind, but generally they wish to remain secret, 
  continuing in the dark with their curious unlives and goals. 
  Crooked Promethean, The
  Golems, homuncules, and other constructs are common in the Blight. 
  The numerous Cadaver-Surgeons, Homoncule Wives, and Golem-
  Stitchers that come here to learn and trade ensure a steady supply of such 
  slaves. However, there are those amongst the constructs who have spent 
  too much time in the company of men and learnt, and begun to think. 
  These constructs have formed a secret grouping: a hidden cant called 
  Cobble, and a covert society called the Inkling. They pass messages, and 
  whisper and plot in the name of the Crooked Promethean.
  The Crooked Promethean is an abhorrence, an impossibly vile-
  looking creature made a century ago. It hides in the shadows at night, 
  sleeps under the piers, and cowers from the sun. Given life by its master, 
  the Crooked Promethean is endowed with a most-active brain; it is an 
  artist, a philosopher, and a poet — and it is all too aware of the effect its 
  appearance has on the people of the city. It has suffered a long lifetime 
  of abuse and terror, hunts and screams from the uneducated locals, been 
  chased from a thousand hiding places, and been called every foul name 
  under the sun. It knows that the physikers wish to capture and dissect it, 
  keep it in the dark for all time to study and question.
  It knows all these things and forgives — forgives its tormentors for their 
  crimes. Yet in its forgiveness, it is often brutal: It dissects its own enemies 
  whilst quoting poetry; it sings whilst its enemy’s minds are stripped apart; 
  and it cries whilst it breaks them. The Promethean wishes to make men see 
  that what they are doing is wrong, and wishes them to stop. Those that do 
  not stop, it stops. Eye for eye, tooth for tooth.  
  And at night it dreams, and its dreams are shared by others of its kind …
  Devil, The
  Known as the Evil One, Old Scratch, Tom Hobb, and a hundred names, 
  the Devil has minions across the city-state, and his influence is growing. This 
  self-styled Lucifer has many disguises, many lovers, and many subjects. He 
  also has many enemies, not the least of which is the arch-devil Lucifer (see 
  The Tome of Horrors Complete by Frog God Games), though he apparently 
  lacks the time or wherewithal to deal with such a presumptuous upstart (or 
  secretly enjoys the corruption it fosters). Regardless of his many adversaries, 
  his honeyed tongue ensures that his will is done, and his unknown plans for 
  the Blight and Between move ever on …
  Green Man, Aspect of the
  There is an ancient creature that dwells in the heart of the deepest, 
  darkest Between forest. This thing has led a thousand, thousand lifetimes. 
  It has seen betrayal and murder, corruption, and misery. The Green Man is 
  a thing of thorns and briars and preternature, a being opposed to all normal 
  laws of the known world, a thing whose very existence affronts Nature 
  herself. It is assumed by all that the aspect is part of the true living god 
  brought into the city by his pagan worshippers through human sacrifice.
  Drawn initially by the Great Coven to father a child, the Aspect of the 
  Green Man visits the streets of the Blight more frequently these days, the 
  Aspect sometimes walks the streets as a tall, dark stranger in a top hat, 
  sometimes as a breeze stirring up the rubbish, sometimes as a fire erupting 
  in the timbers of a workhouse. He is only rarely seen in his true form of 
  thorny madness.  
  It is a strange being without understandable motives or goals — it may 
  vanish for a thousand nights to emerge slovenly for a single day and ends 
  it dancing upon the rooftops slaying the scrimshaw gargoyles there. It 
  may then vanish again, only to appear hiding in the body of a puppeteer 
  or priest, a skin it discards like a toy once it has no further use for it. In 
  short, the Aspect of the Green Man may appear anywhere and at any time
  It has grown lonely of late and calls others of its kind into the world; 
  these devil-spawn, twisted fey plague the streets of the city until caught or 
  killed. Some reside in the freak-collections of the wealthy or have learnt 
  to hide from men. Many victims found torn and ravaged by briars are the 
  work of his thornies (see The Tome of Horrors Complete by Frog God 
  Games) summoned forth to plague the city while goodly folk wonder at 
  the true purpose of his visitations.
  Harvester of Cribs, The
  The Harvester is nothing so terrible to look upon. It is about the size 
  of a goblin or kobold, and wears a vaguely ludicrous clown’s outfits. It 
  carries a short wand, which it talks to and which talks back. But on the 
  wand end is the head of a baby — a living, talking baby with a twisted 
  grin and evil mind.
  The Harvester collects children. It takes some away to a special place 
  in Between in a nightmare land of fairy tales and monsters. The others it 
  eats, for it gets so hungry these days ... 
  Leper King, The
  “He has no face, the Leper King, his body is broken and his mind has 
  been shredded. He walks here and there in the city, but you will never 
  see him — unless he wishes you to, and that, my friend, will be the last 
  thing you see as his kiss takes your flesh for his own. He will pluck out 
  your eyes and wear them in his own empty rotting sockets; he will take 
  your beauty and wear it like a mask before soon, very soon, it will be 
  rotten again. He will take your memories and claim them as his own, 
  perhaps try to love those you have loved and be a father to your children.
  “And you will be left as he; a thing without flesh, without succour, 
  without hope, yet very, very much alive …”
  Pagan Lord of Lice, The
  The Pagan Lord is king of all vermin. He wears a coat of lice that 
  dance upon his flesh in joy, waiting to be freed upon the sick, the poor, 
  the helpless, the old and the young. He walks the streets at night with his 
  insect young at his side. He crouches in the shadows, with only the strange 
  whispers of the movement of his young to soothe him. He takes the flesh 
  from bones and leaves the husk as his calling card.
  Some claim to have seen the Pagan Lord of Lice riding a dead horse; others 
  say that he consorts with the great spiders of the city rooftops; and more claim 
  The Brides of Beltane
  Beltane only considers the most beautiful women as potential 
  brides, and even then, only if they have some other gift or purpose. 
  Selene, his first queen, was regarded as the most beautiful woman 
  to live when she reigned a thousand years ago. The tale of Beltane 
  and Selene is an epic of misery, separation and, ultimately, betrayal. 
  It is said that Beltane chose her death over that of the entire Fetch.
  The present queens silently do their master’s bidding, and are 
  used in the most delicate, profitable, and dangerous tasks, ensuring 
  the shadow of Beltane is present at such momentous moments.
  
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  Player's Guide
  that he carries a great scythe and is the son of Death. But each night he is seen 
  somewhere within the city, taking his harvest and spreading his misery. His 
  progeny are everywhere, clinging to the flesh of babies, sucking the blood of 
  pigs, and cavorting on the emaciated forms of the dying.   
  Puppeteer, The
  Not all the children of the city are real. Some are the progeny of the 
  Puppeteer. His offspring try to lead others astray to populate his games 
  and shows and become puppets themselves. The Puppeteer wanders the 
  streets with a broad smile upon his face; he plays street-corners and under 
  bridges, in fairgrounds, and at the market. Those who attend his show 
  often find that they themselves become a permanent part of it.
  Madness-of-the-MirrorStorm, The
  A kraken from the Between that has been dragged into the seas of 
  men. An accident drawn here by the Illuminati, the Madness lurks in the 
  deeps of the Fetid Sea, yet her tentacles are slowly encroaching within the 
  shallower waters, gripping the piers and footings of the great docklands 
  and Town Bridge and drawing her own kind to her lusts.
  A recent immigrant, the Madness is slowly weaving new plots in her 
  strange home, and her influence is reaping a curious change upon the 
  waters: fishermen are trawling the strangest catches, and the sea devils 
  are already hailing her as a living god come to help them drown the city. 
  She is afraid of only one thing — the Devil — and is careful to keep her 
  eyes beneath the surface of the waters and away from his gaze.
  Other “Gods”
  Beware the Mask Man, the Feaster of Flies, and the Wolf Wearing 
  Innocent Skins when you walk the streets of Castorhage. Is that shadow 
  the Tall Man of Misery hobbling along on his crooked staff? Is that harlot 
  the Whore of Weft, whose lust is sated only by laying her eggs in the 
  paralysed bodies of her lovers, leaving them in high gables wreathed in 
  cocoons? Was that strange noise the Lyme Troll out fishing the streets of 
  the city for delicious dwarves? The city is no place to be after dark, and 
  whoever you may meet, mind your language, guard your purse, and pray 
  to your own gods that the ones here leave you be.
  Saints, Sinners and Legends
  The city drowns in its past and suffocates on its legends. To the visitor, it 
  seems that every street has its own saint, every alley its own legend, every 
  gable its own curse. Every day is a holy day to some saint — whether that 
  is Saint Mohv, Patron Saint of Ash, or Lucretia, the Martyr of Witches.
  In so huge a place, sinners, too, are celebrated, from Armenat, Patron 
  Sinner of Absinthe, to Lady Bess, the Sinner of Nudity who rode a horse 
  naked through the streets of the city and was burnt at the stake for it.
  Legends have a habit of springing up and walking in this place; every 
  cellar has its ghost, every church its gargoyle, and every street its black 
  hound or fiery horse.
  Devils and Angels 
  Devils and n’gathau (see The Tome of Horrors Complete by Frog God 
  Games) have taken a peculiar interest in the Blight, perhaps driven by the 
  “closeness” of the terrible Furnace — a part of Hell where machines turn 
  night and day. Lucifer (the self-proclaimed and the true) has taken some 
  interest in the city-state, as have his consorts and followers. Or perhaps 
  the proximity of the Between, with its own devil — the Green Man — has 
  brought them. They are here, and they are abroad in the city tonight.
  They take many forms and have many servants and masters, many 
  within the ranks of the dreadful Great Coven, others serving the Illuminati, 
  or perhaps driving it on its strange quests. But whatever their motives and 
  situations, they are here now.
  Following their shadows are the angels, who are as profligate as the 
  devils. These angels also walk the streets of men engaged upon terrible 
  quests; they are avenging angels who see only their enemy. They are not 
  creatures to reason with or parley; they are beings of fathomless light here 
  to take away evil — and evil takes many forms, from the foul devil, to 
  those who aid them or accidentally block the angels’ paths whether with 
  naked swords or with trivial words. The angels care not; all are condemned 
  or pushed aside in the name of the quest. Only the quest matters.
  If they spend too long in the city, even these devils and angels are driven to 
  madness. The noise, the confusion of thoughts, the poison air, and the endless 
  movement drive them to despair. The endless potential opportunities for good 
  and evil are like a torrent to the creatures, and they are driven insane by it. 
  These insane devils and angels are an explosion of the emotions that created 
  them — creatures of heartless good or joyful wickedness.   
  Archangels and Arch-Devils
  Less numerous, but vastly more obscene and powerful, need has drawn 
  these creatures to the city by their lesser brethren. Often the need is simply 
  to destroy, to find an insane one of their kin and ensure its total destruction. 
  Sometimes there are other quests, or would-be masters drawing them into 
  the city.
  People
  “Cruelty, very far from being a vice, is the first sentiment Nature injects 
  in us all.”
  A caste system operates superficially in the Blight. From the Queen to 
  the Invisibles, everyone knows his station in life. In theory, it is not possible 
  to move between these castes — rank being something inborn rather than 
  earned. The Illuminati changed that: They pull all the strings of their puppet 
  queen and her distended family of daughters. It is also possible to rise within 
  the various stations in power and, if one marries a Royal, one becomes Royal, 
  providing one can pass oneself off as Royal in the first place, of course. A 
  person can achieve almost as much power, if not more, in the dark corridors of 
  the Capitol, and those wise and rich enough can even fabricate backgrounds.
  Caste is simply control, and those with cunning minds can manipulate 
  and stretch it like a band of rubber. Optional rules for the use of castes are 
  detailed further in Part 4: The Blight GM Guide. Following, however, 
  is a simple list and description of the different castes present in the city.
  Denizens from Between
  They have many names: the Echoes, the Nowhere, the Twisted. 
  Between creatures are things with bodies whose forms are made 
  and changed by influences around them. A Between wolf is as much 
  of his pack and the wild, snow-covered lands as he is wolf — he is 
  the essence of all things that he has passed in that strange place and 
  been shaped by it. His hunger is all consuming. This wolf is partly 
  snow and partly frost, his eyes are like gales, and his breath like a 
  storm; he passes unseen in the winter snows of the Between and 
  hunts with the knowledge and cunning of all other wolves and the 
  hunters who have chased them. Yet this wolf has one further secret 
  — it is not just wolf but part man, a lycanthrope who spent its early 
  days in the Great Between Forest. This, then, is a creature as white 
  as snow but with twisted boughs and briar, a creature of teeth and 
  claw and consummate cunning. And all Between creatures are like 
  this to some extent; the more ancient the creature, the more terrible 
  a foe it becomes, for as the centuries have passed, it has grown with 
  — and become part of — its surroundings.
  
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  The Blight: Richard Pett's Crooked City
  The Royal Caste
  The Queen — Her Royal Highness Queen Alice
  “The figure staggered into the room spastically, taking great strides 
  with the aid of two sticks, making her look like some four-legged spider 
  in a crooked web. Her face was veiled ‘to protect us,’ they had said.
  Her breaths came in sharp rasps, and her voice was like breaking 
  glass, often calling for the beheading of her subjects. But for now, she 
  was happy just to look at us, it seemed. I could not help thinking of the 
  spider once more: Was she watching us and waiting to strike, or was she 
  waiting for us to walk openly into her web?”
  At seventy-nine years of age, demented Queen Alice is the puppet ruler 
  of Castorhage, drowning in the acid advice of her advisors the Crown 
  Justices, who have poisoned many members of her own family against 
  her. Queen Alice is a puppet in every sense of the word, her body kept 
  upright through alchemy, which has long since chased away her wits. 
  Cruelly, her majesty occasionally has lucid moments, but these moments 
  are becoming increasingly rare. Perhaps more cruelly, her majesty has 
  also recently developed a habit of killing and eating flesh; her moniker 
  of “Ghoul” is becoming more appropriate with each passing day. She is 
  no normal ghoul, however, for the Queen is no bestial creature; she is 
  capable of grace, but nowadays she is so drugged that she is little more 
  than a walking corpse that smiles vacuously from behind a black veil, 
  a mourning garment she still wears in public to honour her long-dead 
  husband Marram.
  The continuation of the Queen is good for practically everyone, who 
  fear a civil war should she die.    
  The Distended Royal Family  
  and the Terrible Daughters
  Fractured and lacking any kind of cohesion, the Royals are as varied 
  as their subjects, with loyalists, Illuminati members, fanatics, devil-
  worshippers and even rebels in their number. Some of the more notable 
  Royals are listed below. A thousand different versions of Royal lineage 
  have been drawn, each supposedly more true than the last, yet each is 
  argued, and none is agreed upon.
  Alexandra, The Unseen Princess: The rumours of a grotesque 
  abhorrence that was the Queen’s first daughter refuse to go away, and 
  tales of a locked room in the highest steeples of the Capitol containing the 
  princess are strangely persistent. That the staff who attend it are blind and 
  deaf is also regarded by almost all as just a rumour.  
  Princess Eleanor: The queen’s “public” eldest daughter is not 
  acknowledged as such by her sisters, who contest that she was sired by the 
  Devil. Eleanor is icy, and her greatest — and only — desire is to rule the 
  city-state and its empire. She weaves countless plots to achieve her aims, 
  and worships the Devil. Eleanor despises her husband, Crown Prince 
  Rorth, but admits the union is useful for appearance.
  Princess Geneve: The grotesquely fat Geneve takes countless lovers 
  and has birthed a dozen (known) heirs. Born a matter of seconds after her 
  twin sister Eleanor, she hates her crooked sister(s) with every ounce of her 
  being. Her second passion is poison; her first is manipulating suitors with 
  her poisons.
  Princess Lilly (deceased): Some say she was murdered, and 
  unfortunately, Lilly knows who did it: her sisters Eleanor and Geneve, in 
  a rare act of cooperation. They didn’t expect her to come back to haunt 
  them, but by night she wanders the Capitol, singing and slowly driving her 
  sisters mad with fear.
  Princess Rebecca of Mourney: The young and beautiful darling of 
  the crowds is the public face of the Royal Family. Rebecca has a thousand 
  would-be suitors and has turned down countless proposals of marriage
  Princess Mercy: If ever a child was wrongly named, it’s the violent 
  Mercy. Mercy is no sedate Royal who takes a back seat to anyone; she is a 
  figure of action — murderous action. Mercy courts the lords and masters 
  of the army, whispers to them, brags to them. Mercy considers a coup an 
  option for her aspirations of making the city-state a military force to be 
  reckoned with across the world. She hates her sisters, although she has 
  taken a lover in Elaine of Aldwark recently.
  Princess Rachel (deceased): Murdered in her sleep by poison 
  administered by her sister Geneve, Rachel’s sobs are still heard in certain 
  parts of the attics of the Royal Palace.
  Princess Sarah (deceased): Sarah died in childbirth, and some say her 
  child was monstrous and immediately killed and burnt.
  Princess Lenora: Thought by some to be the youngest surviving 
  mortal daughter of the queen, Lenora regards herself as the most stable. 
  Her lovers are wizards and those who know secrets, and she is often found 
  in a carriage rattling along the cobbles of BookTown on some mission. 
  Princess Alicia, “The Little Queen”: The terrible nine-year-old “Little 
  Queen” is one of the newest Royals but has rapidly achieved a high station 
  in life. The queen herself anointed Alicia as her chosen heir just a few years 
  ago. Her mother dotes on her, but most other members of the Royal Family 
  despise her. Spoilt, violent, and sadistic, the girl has a reputation amongst the 
  servants for terrible callousness, her cries of “off with his head” ring through 
  the Capitol when she is angry (which is most of the time), and her orders are 
  carried out by guards too afraid to question her. Her dotage from the Queen 
  ensures that she gets whatever she wants, even if that involves sadism and 
  cruelty. As such, she is Rebecca of Mourney’s nemesis, and the removal of the 
  little queen is a priority for her (although Princess Rebecca is careful to hide 
  her true intent to dispose of the horror-child). In the meantime, the terrible 
  child’s will is enforced with alarming brutality: little friends arrive and are 
  never seen again; couriers quake at an invitation to her parties; and lesser 
  Royals whisper that “something really must be done.”
  Crown Prince Rorth: Princess Eleanor’s husband is the dashing face 
  of the family. In truth, Rorth is only interested in sexual conquest and 
  horseracing, in that order. An absinthe fiend, he frequently goes to the 
  Artists’ Quarter in disguise to search for some new vice. 
  Clovis, Crown Prince of the Capitol: Ancient Clovis, the husband of 
  Princess Geneve, has designs upon the throne, and uses his sorcery to 
  The Royal Blessing
  All the Royal Family (and a great many bastard Royals) have 
  a bone-wasting disease that cripples them. As they age, their 
  limbs contort, and they end up walking like dislocated spiders. 
  Many Royals have to be conveyed in personal carriages, or seek 
  magical or alchemical means to remain mobile. That this sickness 
  reaches a terrible conclusion involving a final change is a rumour 
  the Royals dare not allow to become public, nor can they ever 
  allow the Lowfolk to draw any conclusions between the likeness 
  of spiders and the sickness.
  
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  Player's Guide
  
  30
  The Blight: Richard Pett's Crooked City
  aid his efforts. He makes pacts with devils to further his ends, and it is 
  rumoured that he has sold his soul to the Devil.
  Duke Malice: Ostensibly in charge of the Royal Armies and the City 
  Watch, Malice is an appallingly cruel taskmaster infamous for his use of 
  personal wizards to dominate officers and captains in his force. Capable 
  of outrageous acts of cruelty, the stories of Malice are frequently told in 
  taverns and gin houses up and down the city. It was Malice who first used 
  Royal manticorae to pull apart prisoners; he who used live prisoners as 
  catapult ammunition; and he who was responsible for the great Road of 
  Impalements, a tale that still blights the Capitol and Royal Family. Despite 
  the rancour held for him in the city, the Queen’s 80-year-old cousin has 
  aged remarkably well. He retains a full head of long, thick black hair 
  (carefully oiled and held in place), and the trim, well-muscled physique 
  of a much younger man. Remarkably, he is not of the alchymic-undying.
  Duke Taim: The queen’s only nephew, Taim believes in order and the 
  sanctity of the Royal Family. He is totally loyal to the queen and her name 
  and, like Malice, capable of extreme violence and cruelty if need be. Taim, 
  however, is more controlled in his fury, and is more likely to see good in 
  people if they give him cause to do so. Taim is madly in love with Princess 
  Rebecca of Mourney, and has proposed no fewer than eleven times. The 
  Master of the Capitol, he is responsible for the security and well-being of the 
  Royal Family and all residents in the Capitol. Taim works covertly against any 
  evil he finds therein, a position that grows more desperate by the day.
  And The Rest
  A huge number of other petty Royals — dukes, ladies, earls, counts and 
  knights — hang off the purse strings of the Royal Family. Many of these 
  Royals live across the city, some incognito, some ashamed of the Royals, 
  others involved in various groups encountered across the Blight.
  The Crown Justices
  Three Crown Justices are, in essence, the true rulers of Castorhage. The 
  “Illuminati Triad,” as they are known by those who serve them (though not 
  in the presence of members of the Xi’en Triads), control all matters, however 
  covertly, and hold (or believe they hold) the Royal Family in thrall. The truth, 
  of course, is much more complex. Though they are not technically a part of 
  the Royal Family, the Crown Justices are nonetheless considered part of the 
  Royal Caste and are generally its most powerful members.
  Grand Scribe of Castorhage His Resplendent Grand Justice 
  Braken: The dreadful Braken is the Master of Courts responsible for all 
  matters of law within the city. His fingers grope unseen in the dark as his 
  followers seek to advance the Illuminati in influence and terror. Braken 
  wants nothing less than utter conquest — the conquest of Heaven and 
  Hell. This need to rule paradise and enslave the Devil drives everything 
  Braken carries out.
  His Resplendent Grand Justice Korsk, Master of the Sinks: Like all 
  swyne*, Korsk lives only for excess — in all forms. He wallows in the 
  feculence of his own corpulence, and his followers, who include beasts 
  and humanoids and devils, scour the hellholes of the city for new vices to 
  ensure that his Grand Justice does not get bored. He is terrible when he 
  grows bored. A close friend and ally of Crown Prince Rorth, the pair are 
  often seen in the Grand Justice’s iron carriage heading toward the Artists’ 
  Quarter, a quartet of lovelies in the carriage with them.  
  As 
  the 
  Master of Trade, he is responsible for all taxes, imports, and exports. He is 
  presently lodging in the Crooked Cathedrals in the Sinks, and specifically 
  in the cathedral of Alemiam, Sinner of the Flesh.
  * See New Races below
  Her Resplendent Grand Justice the Mistress of Life’s Wondrous 
  Varied Forms Ashleia: Ashleia believes that all life is a riddle, and its form 
  imperfect. She is driven by the desire to create new lives and new forms; her 
  tower is a butchery of filleted flesh and stitches and knives where she works 
  her foul art aided — they say — by magic she found in the ancient libraries of 
  Between. As Mistress of Commons, her mandate is to the see to the welfare 
  of all of the commoners of the city. In truth, this just makes it easier for her 
  to bring these wretches under her power. She dwells in Castle Strȃnkk, a 
  teetering pile high in the clouds of the Capitol. 
  The Royal Armies and City Watch
  Commanded by Duke Malice, who is “advised” by His Resplendent 
  Grand Justice Braken, the Royal Army makes its home in the Capitol, 
  whilst the City Watch generally quarters across the rest of the city. The 
  standing army quartered in the city numbers just over 17,000, though 
  several times that number are abroad across the length and breadth of the 
  city-state’s colonial holdings. This number officially includes the Royal 
  Navy within its ranks. The Royal Army uniform is liveried in ivy green 
  tabards worn over studded leather armour, though regiments in the field 
  often supplement this with their own flourishes. Soldiers tend to carry 
  longswords and spears, although cavalry, crossbowmen, siege engineers, 
  and pikemen regiments are to be found in their ranks. Ranks rise from 
  soldier, to corporal, sergeant, sergeant-major, captain, colonel, brigadier 
  and general, with Duke Malice holding the title of captain-general over all 
  of Castorhage’s land and sea forces. The general currently presiding in the 
  city is General Prester Haft, a puppet of his masters Malice and Braken.
  The City Watch (officially known as the Office of the Watch) numbers 
  just over 2,000. They wear deep blue padded armour uniforms and are 
  armed with coshes* or short clubs, though certain parishes or specialized 
  units may vary these somewhat. They carry hefty lanterns, and each 
  also carries a whistle with which to summon help. The Watch is divided 
  between districts, then parishes, wards, and finally Watch Stations. Ranks 
  The Road of Impalements
  In 1693, the City Watch and Royal Army brutally put down 
  an uprising in the Jumble. It is rumoured that 900 prisoners were 
  taken, none of whom were seen again. To make an example of the 
  rioters, Malice had 500 sharpened stakes arranged on the main 
  thoroughfare of the Capitol and had a rioter impaled on each. 
  Many of these rioters were left to die slowly, and visitors remarked 
  upon the brutality of the act. It was told that Malice took the air 
  each night along the road and conversed with the victims, even 
  ordering his wizards to cast speak with dead spells upon them. The 
  road was eventually cleared only at the request of Crown Prince 
  Rorth who “objected to the smell.” Stories abound that Malice has 
  the Royal Family under his power — either magically or through 
  simple terror.
  
  31
  Player's Guide
  are Constable of the Watch, Sergeant of the Watch, Inspector of the Watch, 
  Parish Officer of the Watch, Parish Commander of the Watch, District 
  Commander of the Watch, and Watch Commander. All serve under the 
  auspices of the Captain-General of the Watch, a position filled by Duke 
  Malice. The present leader is Watch Commander Kevel Durmast (NE 
  male doppelganger rogue 7/assassin 5), a member of the Veil. Malice 
  believes Durmast to be solely his creature but knows neither the Watch 
  Commander’s true nature nor his true loyalty to Braken and only Braken.
  * See New Equipment in The Blight Player’s Handbook
  The Upper Class Caste
  The Thirteen Justices
  Grovelling at the feet of the Crown Justices, ever hoping and plotting 
  to replace them, are the thirteen Justices, who dream of the power of the 
  Illuminati and all the dark gifts that entails. These contemptible bastards 
  are detailed very briefly here. Each has a title that correlates to an assigned 
  duty or lodge within the city over which the Justice serves as chief jurist. 
  Justice Weld Shortstone I, Master of Structures is a covert anarchist 
  who aims to bring down the Illuminati and who is presently working on 
  the Tower of Heaven in the Hollow and Broken Hills.
  His Grace the Master of Lanterns, Justice Blackbriar is an obsessive 
  explorer of the Between and collector of Between animals who dwells 
  high in the Capitol.
  His Magnificence Justice Shank, Lord of the River is an ally of the 
  Family (see Festival) who aims to make the Blight a wererat metropolis. 
  Shank presently lives in the Broken and Hollow Hills.
  Justice Lady Lucrezia Elisabeth Sullage, a.k.a. the Grand 
  Seamstress, lurks in the Palace of Light and Joy. Her paper-skin is faded, 
  unlike her wits, which are as sharp as a dagger. She has created a dynasty 
  of art adoration, and her home is flung open to genius, the lost, and the 
  insane. One wing of her mansion is set aside as a prison and surgery, 
  within which her children help her create living art through homunculi-
  stitching and golem-wifery.
  Its Resplendent Justice the Eyes of Fate, Master of Gables, a gable-
  haunting murderer high in the Thieves’ Guild able to wear the skins of its 
  victims. It usually lurks high within the Palace of Rain.
  Her Resplendent Justice Anisse Capprico, Lady of Beverages is 
  noted for her peacock-feather gowns and lives in the Capprico Estate in 
  the Capitol.
  Justice Alfor Quent, the Lord Culmus, Master of Humours believes 
  himself to be his goddess’s living messenger, sent to give release to 
  the poor, the sick, and the humble by eradicating them with his vermin 
  followers. Culmus is the patriarch of the strictly pious Culmus family. 
  Unlike many nobles, Culmus practices what he preaches, and his austere 
  and drab house Culmus Manse is so austere that visitors are practically 
  unheard of.
  Lord Justice Mordent Knap, Master of the Royal Mint and Steward 
  of the Capitol is Cartographer of the Underneath, Master of the Royal 
  Mint, dazzling artist, and Steward of the Capitol. Unsurprisingly, Knap 
  is one of the most influential people in the city and seen as a logical next 
  Crown Justice. Sadly, he wishes to see true justice return and, although he 
  has considerable influence with bankers and merchants, he also has many 
  enemies. Knap has an obsessive desire to see the Underneath tamed and 
  restored as a dwarven kingdom. Many of his peers wish he would lead 
  such an attempt and never be seen again. Knap resides in a sumptuous 
  townhouse at the Royal Dock.
  Justice Burr, Lord Protector of the City, a.k.a. the Collector, is a hoarder 
  of curios and magic who sponsors exploration, protection, and theft across the 
  city. He is presently charged as chief jurist of the Barnacles and Great Docks 
  and often is found in the Barnacles overseeing operations.
  Crown Prince Justice Cornlord, Lord of the Bridge is the Town 
  Bridge ruler who uses poisons and spiders to aid his advancement. He 
  lives on Town Bridge.
  His “Royal Highness” Duke Scapegrace Wrye, Justice of Alleys, 
  Streets, and Ways: Scapegrace, a master at finding information, lives in the 
  House of Wrye with his nephew and Anan Wrye, figurehead of the family.
  Justice Lady Skathen Spalpeen, Mistress of Piers, is a recent convert 
  to the Cult of the Madness-of-the-MirrorStorm. She seeks to create safe 
  havens for her kind and hasten the plot to drown the world. Spalpeen lurks 
  in the sodden cellars beneath the Second Royal Gallery and Museum 
  with her spiritual sister Curator Abigail Wasp.  
  Justice Spent Sullyce, Lord of Surgeons, a.k.a. The Lord of Leeches, 
  is a golem-stitcher who seeks to advance science and experimentation 
  through dark clerical paths. He lives in his home high in the Crooked Key 
  levels of the Capitol.
  The Under-Justices
  Each Justice has his own staff, from petty clerks to trusted advisors and 
  plotters. Within this hierarchy, the under-justices are the next in authority 
  to the Justices. More often a curse than a blessing, these statutory advisors 
  are often as bad as, if not worse, than their masters. A backstabbing mass 
  of disloyalty, treachery, and selfishness thrives across this group, with 
  countless alliances, extortions, and murders seething amongst the rampant 
  ambitious egotism. Many under-justices fill in as chief jurist when their 
  masters are away or simply don’t wish to occupy the bench that day.
  The Least Justices
  Technically, anyone who works within the household of the Justices — 
  from cooks to clerks — are afforded the title of Least Justices. The title 
  “Least Justice” is an ongoing joke in the city, used with disdain by the 
  Lowfolk as a well-known Toiltown quip, “What’s the difference between 
  a least justice and a pig herder? Just some words.” This is sometimes 
  followed by the well-known but rarely spoken quip, “What’s the difference 
  between a Crown Justice and the pig? At least the pig admits to what it’s 
  burying its nose in,” when all present are sure that no listening ears may 
  be nearby.
  Streetclerks
  These individuals are responsible for local “justice” and have duties 
  from collecting taxes to keeping the streets clean. They are generally very 
  good at the former, and poor at the latter. They most commonly serve as 
  chief jurist of all the areas that are neglected by or fall between the cracks 
  in the legal oversight of the Justices.
  The Middle Class Caste
  The Bondsmen, Guildsmen, and Merchants of the city, these are the 
  men and women who run the city day by day. They are the stuff of daily 
  life who keep the wine, the bread, the salt, and the trade of the city going.
  
  32
  The Blight: Richard Pett's Crooked City
  The Lowfolk Caste
  The most numerous by far, making up some 97% of the population, 
  the Lowfolk are the labourers, dockers, butchers, bakers, and candlestick 
  makers of the city.
  The Invisibles Caste
  Freaks, waifs, orphans, and beggars, these poor souls congregate around 
  temples and cathedrals begging for money. Their numbers also include the 
  Untouchables, those who deal with dead flesh in the ghats of the riverside 
  (truly one of the great hypocrisies in a city so reliant upon and incorporating 
  alchymically or magically animated flesh). If they are lucky, they may be 
  given money by some kindly soul. If they are unlucky, they will be rounded 
  up by the Knockers and taken for a golem-stitcher to work on. 
  Lowest of the Low Caste
  The undead, the golems, the homuncules, and alchymic-unliving*, 
  these poor creatures are not even acknowledged as life and are treated as 
  objects of less worth than cattle.
  * See The Tome of Blighted Horrors by Frog God Games
  Others
  Some folk by their very existence defy caste or are difficult to place in 
  any one in particular. Others could simply be of any caste. Examples of 
  these folk who might be of any caste or of none are included below.
  Artists
  One of the most influential groups in the city includes the artists, the 
  puppeteers, the painters, the street-performers, the sculptors, the satirists, 
  and the thespians. Many artists pride themselves on being the great 
  reformers, philosophers, and thinkers of the Blight and like to challenge 
  the status quo. There are also many who very much like the status quo, and 
  staunchly wish it to remain in place.
  Anarchists
  Some have a romantic ideal that these men, women, and things are 
  freedom fighters out to help the poor. In some cases, this is true; in others, 
  not so. The persecution of religion, the unprovoked bigoted attacks on 
  property, the fires — these, too, have their roots in anarchy. Anarchists 
  wish to see the Illuminati removed; some also wish the Royal Family 
  gone, believing the city will be better off without any rulers.
  Races
  All the common races and many of the ethnicities of Akados and 
  beyond are found in the city. Some have been here for so long that they 
  have formed their own unique identities: from tradelord gnomes* to 
  shadowlamp half-orcs*, each has its own identity and unique traits. Others 
  have also made their homes here or have lived here for as long as memory: 
  the swyne*, a race of pig-blooded humans, and the briny*, skum-sired 
  horrors that bring a terrible curse on their mothers. Less-common races 
  still are found in the alleyways: the Festering Brethren*, the lantern folk*, 
  the night-slugs*, and the dreadful Tunnel People who hunt in packs and 
  rise through the streets at night to feed. So many things find a home here, 
  so many …
  * See New Racial Subtypes below
  Foreigners
  To the locals of the Blight, everyone who looks or sounds slightly 
  different is a “Foreigner.” Foreigner is a catchall group that covers 
  everyone either not of the standard races prevalent in the Blight or those 
  who do not conform to the standard human seen here. Blight locals show 
  no shame when addressing foreigners as such, and usually break into 
  Lowfolk of the Blight 
  Jakob and Jemmynia Wilt —  
  Mr. and Mrs. Average
  Jakob is thin, his skin pasty from a lack of good diet. His eyes 
  are sallow, but he has a smile on his face, despite the blotches 
  under his skin. His hair has been shorn very short and he wears 
  practical rather than fashionable clothing. Jakob drinks gin and 
  ale (a cocktail called “Mother’s Ruin”) and likes to go out at the 
  end of the week to the Garlick Alehouse, where he sings with his 
  mates, and together they find joy in their harsh life.
  Jemmynia is a peacock compared with her drab husband. She 
  wears a dress of a sensible blue hue. Beneath, she wears petticoats 
  and has buckled shoes that have been frequently repaired. 
  Sometimes she uses colored chalks or charcoal to add depth to her 
  eyes. She also works on the third floor of their weaver’s cottage in 
  the East Ending, where she weaves raw cotton into fine thread. She 
  has six children who are each the apple of her eye, and wishes she 
  had more to give them to eat and more time to spend with them to 
  teach them their letters so they can better themselves.
  A Murderers’ Row
  In the Blight, life is cheap and often brutally short. The 
  constables are inefficient, easily bribed, or simply bored, and 
  the myriad threats posed by the various other hazards of the city 
  obscure many crimes from ever being discovered. These factors 
  make life easy for the countless killers, murderers, and cutthroats 
  of the city to ply their trade and, ironically, often live to a ripe old 
  age (old for the Blight, anyway). Herein are detailed some of the 
  more famous killers of the city-state.
  “A killer, my friend, never dies. His legend lives on and, 
  sometimes, in this city, what lives on is more than that legend …”
  —Inspector Ornamie Hogg*
  The Hornet Eater
  Able to vomit swarms of hornets whose sting caused flesh to 
  swell and burst, the Hornet Eater terrorised the city from 1599 until 
  1609 when it was (allegedly) slain by His Beatific Knighthood 
  Gerrant of the Capitol.
  The Crooked Shadow
  A true horror indeed, this serial killer came from Between and 
  was never caught. The Crooked Shadow drew the life from its 
  victims’ madness and made them into Between-spawned things of 
  terror imprisoned in other people’s nightmares. Of late, alienists 
  have begun to notice an alarming increase in mental problems 
  associated with nightmares, and the conjecture is the Crooked 
  Shadow may be abroad again.
  Butcher’s Bride
  This madwoman vanished into the night about ten years ago and 
  has remained unseen since. Her speciality was disembowelling her 
  victims and creating undead statuary from them.
  *Ornamie Elias Hogg (1722–?), city’s longest-serving Watch 
  Inspector. Disappeared Chill 17th, 1772, while chasing Jonas 
  Long-Tongue, the feared mohrg assassin capable of infecting his 
  victims with his own form.
  
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  Player's Guide
  exaggerated and frankly embarrassing raising of their voices and slowing 
  of their speeches to accommodate the (in their bigoted view) inevitably 
  dim-witted stranger. This likely has something to do with the equally 
  offensive habit of folk who live in other places referring to Castorhagers 
  as “Blighters.” 
  The Great Coven
  One in thirteen women in the city is said to be a witch. It’s also said that 
  if the Great Coven wants you dead, you’d best hurry and dig your grave.
  The Coven wishes — and indeed has succeeded — in bringing the 
  Aspect of the Green Man into the world. The Aspect of the Green Man is 
  a creature from the Between that has sired a child and which is still at large 
  in Castorhage’s alleyways and gables. The Great Coven is now engaged 
  upon a secret grand plan, an intention to infect a generation of young 
  with devilry, in the hope of bringing a perfect generation of witches and 
  warlocks into the city’s future. This “New Heaven” the witches are aiming 
  to create gets closer every day, despite the suspicions of the Illuminati.
  Made up primarily of druidic members, the Coven has witches, wizards, 
  and sorcerers amongst its number, as well as a truly impressive number of 
  local thugs, creatures, and Between followers.
  Guilds, Clubs, and Societies
  An uncountable number of guilds, lodges, and societies exist in the 
  Blight. These groups have aims as far apart as can be imagined, and vary 
  in strength from a few drunken dreamers sitting around hearths to the 
  insidious Thieves Guild, which itself is made up of over 500 different 
  thieves’ guilds and alleygangs.
  Alleygangs
  The Bell Street Angels, the Green Dock Villains, the Scrutton Street 
  Constables; these gangs form for protection and reputation. Each has 
  its own laws and rules, entry forfeits, and etiquettes. Alleygangs are 
  everywhere; from simple gangs of youths standing at street corners to 
  organised groups controlling crime at the behest of some Justice, Anarchist 
  or Undead.
  Highwaymen
  The scourge of the streets, highwaymen rob and then steal away into the 
  night. The best known of these — Vanishing Jack — is infamous for his 
  ability to race up walls and gables as though a spider. Highwaymen (and 
  women) variously use the city to their advantage, escaping through mazes 
  of alleys, across rooftops, or under piers. Many of these Highwaymen, like 
  the anarchists, are folk heroes, and tales abound of men robbing from the 
  rich and giving to the poor, strangers refusing to take a poor man’s coin, 
  or stories of dashing villains with a hundred ladyloves.
  ”Champions of Justice” — The Vigilantes
  With so feeble and corruptible a Watch, the poor often come together by 
  streets (sometimes as alleygangs) into vigilante groups and take the law 
  into their own hands. Though well meaning, these groups are hot-blooded 
  and occasionally manipulated …
  From Between
  Too many incursions have taken place to ignore, and now the Between 
  rulers believe that they are being invaded, and are fighting back. They are 
  sending agents into the streets to learn and listen. In time, perhaps these 
  will be backed by a true invasion force.
  Jabbyrwok: A Between Dragon
  “Beware the Jabbyrwok, my son!”
  A dragon is a terrible enough foe, but a dragon from Between is 
  something else entirely. Dragons live practically forever, they say, and 
  in Between, the more one lives, the more one grows — as memory and 
  experience, surroundings and events become power and flesh.
  A Between dragon is the essence of greed and fury and terror of a 
  thousand lifetimes. The Jabbyrwok is but one such creature. It is a thing 
  from and of the forest, a creature as hard and ancient as the mightiest 
  oak, a thing that is the bending tree in the gale, the terrible dark despair 
  of the deepest woods at night, and the ancient wisdom of the untouched 
  land. The Jabbyrwok is seldom seen in Between, but no mortal weapon 
  could slay it or even injure it. There are those in the city — and the Great 
  Coven in particular — who would like to unleash the Jabbyrwok onto an 
  unsuspecting city in the hope of levelling it and beginning a new dark age 
  of paganism in the ruins. 
  The Stag King: A Lord of Between
  Part man, part stag, and part lustful dream, the Stag King walks the 
  streets with the aid of his thousand-hooked staff. The Stag King speaks 
  to the city animals and, as he does, he awakens them and makes them 
  question their place in this cruel city …
  The Stillborn Witch 
  Mother of changelings, this witch wanders at will from the city to 
  Between, taking children from one and moving them into the other. For 
  all the children, this act is terrible — Between children are like monsters 
  to the city folk, and Between-Lands are nightmares to the city children. 
  These nightmares, of course, become reality in the dreadful lands beyond.
  Travellers
  Two groups of locals are so numerous, yet so transient, that they rarely stay 
  in the same spot for long. These two travelling groups are utterly different and 
  yet share a similar resentment from the people they dwell near.
  The Fetch
  The undead populace of the city are a loose family of travellers who move 
  about often out of necessity before powerful Illuminati clerics discover their 
  homes and move through them with terrible speed. They move in groups 
  both small and large and are guided by the Deceivers, undead that operate 
  amongst humans and who guide their brethren from safe place to safe place. 
  Deceivers are amongst the highest caste of undead and are looked upon with 
  great respect by other undead; they pride themselves upon their ability to hide 
  amongst the living and have developed a thousand techniques to mask their 
  death, their fetor, and their hungers.
  The Illuminati are not the only hunters of these creatures, and bounties 
  are given on some plagues of undead in certain districts. Such torments 
  and genocides have been attempted in the past*, but as the ancients grew 
  wiser, so they grew more invisible. A notable example of this history of 
  conflict is the Great Cleric Anthony Mackus (1348–1399), most associated 
  in legend and written word with the destruction of undead. He claimed 
  that an unnamed archangel charged him to rid the city of this filthy stain, 
  and he embarked upon a crusade against the Fetch, which ended only 
  with his mysterious disappearance in 1399. Rumour has it that Mackus 
  is now none other than the Gable-Man, a vampire of legend that eats the 
  happiness of old people, and that he was struck down by vampirism by 
  none other than Beltane himself.
  Ruled by an ancient vampire known as Beltane, the Fetch have become 
  remarkably organised of late, and the marked increase in the sale of 
  shutters and bolts and locks has not gone unnoticed by those looking to 
  exterminate the Fetch. The Fetch are on the offensive just now, and are 
  fighting back in retribution against the witch hunters who seek and slay 
  their populace. The Fetch form uneasy alliances with two groups in the 
  city in particular: the Great Coven, whose witches consort occasionally 
  with them and find the friendship of undead curiously satisfying, and 
  the Illuminati, who use the Fetch for various purposes, particularly the 
  removal of enemies. 
  That the Illuminati are responsible for the rise in witchhunters and yet 
  have an alliance with the very prey of those they have so fervently backed, 
  is another example of the complexities within the city. This complexity is 
  
  34
  The Blight: Richard Pett's Crooked City
  epitomised in the old adage, “As honest as a Blight Friend,” meaning one 
  who cannot be trusted.
  Ghouls form the vast majority of members of the Fetch, along with their 
  more powerful ghast masters. The ghouls are the cattle of the Fetch, and 
  their lot is a miserable one indeed. Incorporeal undead form another class 
  of Fetch, whilst the elite vampires are advised by ancient liches and less 
  common undead whose names are only whispered.
  The Fetch is a flexible populace, and sections of the “group” may 
  be uncovered by the unwary, or brave adventurers, who so often are 
  innocently duped into being assassins. Once someone is an enemy of the 
  Fetch, he is marked for life and must hope that the Brides of Beltane do 
  not pay him a visit in the night.
  The Wild Hunt
  There is a dark festival known as Calamity, which fortunately only falls on 
  one night every three years, where the Fetch rise for a single night, dancing on 
  rooftops and taking over the city. On this night, even the Royal Family take to 
  their beds early and hide behind the strongest shutters. No sane man walks the 
  streets on Calamity for fear of being taken to Beltane himself.
  Boattown
  Boattown is the slang term for a “temporary” settlement of fishermen 
  and dockers, narrow-boatmen and mariners who draw together for 
  protection. Boattown is never still; it is either changing in size or location, 
  moved on by some point of law or simply through fear. The Boaters are 
  not popular, hated for their reputation and their ability to avoid taxes of 
  any kind. These rough folk are fishermen, lobstermen, smugglers, and 
  pirates and have their own pidgin language (River Cant) and their own 
  laws, based upon families, strength of arm, and wealth. Halflings make up 
  the vast proportion of the local population.
  Races and Ethnicities 
  of Castorhage
  Virtually every sort of civilised race or cultural group to be found on 
  the face of Lloegyr can be found within the teeming streets of the Blight, 
  but some are more predominant than others. Only natives of the city 
  belong to a caste, but for those ethnicities and races that are born into the 
  city, the most common castes are listed as well. Following is a far-from-
  exhaustive list of the various peoples and groups that call the City-State 
  of Castorhage home.
  Castorhagers
  It is unlikely that the folk of Castorhage — known as Castorhagers in 
  polite society and “Blighters” everywhere else — should be considered to 
  constitute their own ethnicity. Like so many folk ranging from the city-
  states of Irkaina, to the marches of Reme, and the southern reach of Withy-
  Strythe, they would more appropriately be considered another of the many 
  groups bearing the label of Foerdewaith, but of all of those areas, they 
  are perhaps the most deserving of such a distinction. Though largely of 
  the same racial stock as what became the Foerdewaith, Castorhage was 
  never more than a protectorate of Foere, and even that in name only. The 
  folk of Castorhage have made their own society on Insula Lymossus for 
  more than 3,500 years and are as distinct a group as can be found among 
  the Foerdewaith of Akados, even showing greater physical deviation than 
  would be expected in such a short time (see the “Blighted” below). Most 
  Castorhagers are of the Lowfolk caste, but they can be of any caste.
  Blighted*
  As much as a third of Castorhage’s human population falls within this 
  group and make up what amounts to an entire racial subtype. These folk 
  fall within the Castorhager ethnicity but are perhaps the most drastic 
  example of it. For it is these folk who seem to embody the very concept 
  of living within the Blight. They bear its marks upon their bodies and 
  upon their souls. These Blighted folk show an unusual degree of physical 
  affinity for their position or occupation within the Blight, as if the city has 
  crept into them and become a part of their very being. This supposition 
  may not be far off. In Castorhage, Blighted folk are so ordinary or plentiful 
  in number as to be virtually unnoticeable upon the streets of the city-state. 
  However, on the extremely rare occasion that one of these folk should 
  relocate to points outside Castorhage (and it is exceedingly rare that one 
  of the Blighted leaves the city of his birth, though why this is the case is 
  little understood), it becomes much more evident that they’re not quite 
  like everyone else and may just seem to carry a bit of that ill-regarded city. 
  Blighted can be of any caste but are usually Lowfolk or Invisibles.
  * See New Racial Subtypes below
  Ashurians
  Ashurians found in Castorhage tend to be traders from the Ammuyad 
  Caliphate or the Isthmus of Irkaina, or are in some way connected to the 
  businesses of households of such folk. Few of those lands’ native folk 
  come here for anything other than trade. Most have the dark hair, swarthy 
  features, and shorter, more slender build so common in those lands, yet 
  there are sufficient numbers from Antioch City-States or distant Zagros 
  Mountains to bear the entire range of skin tones, heights, and builds that 
  can be found among the folk of northern Libynos. Native Ashurians are 
  usually of the Middle Class.
  Daanite
  A true rarity indeed, fewer than a thousand of these insular folk dwell 
  among the masses of Castorhage. All of the Daanites to be found in the 
  
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  Player's Guide
  city are either traders out of Dunkelding or the representatives of Daanite 
  chiefs and their attendant guards and advisors. These petty kings of Ynys 
  Cymragh conduct their trade independently with the vast port city and 
  eye each other as warily as they eye the locals. These folk tend to be well 
  muscled, if a bit shorter than the average, with ruddy or freckled skin, and 
  hair ranging from brown to red. Eyes likewise range from brown to blues 
  and greens.
  Foerdewaith
  Even those Foerdewaith not counting themselves among the Castorhagers 
  still dwell in the city-state in large numbers, outnumbering all other groups 
  save the Castorhagers themselves and the Xi’en. These are the folk of western 
  Akados who have long dwelt in the city or upon the island itself but have not 
  quite taken up the same identification with the city-state, perhaps only having 
  arrived from the mainland in recent generations or being only visitors to the 
  Blight. They tend to be the Foerdewaith of western Akados with their fairer 
  skin and more aqualine features, with darker hair colors and eyes of grey, 
  blue, or violet. Like Castorhagers, most Foerdewaith are Lowfolk, though 
  they can be of any caste.
  Gtsang
  Only within the Prefecture itself or perhaps among some of the 
  Thousand Rocks of the Nether Sea are there more folk of Gtsang than in 
  Castorhage. Like the folk of neighbouring Xi’en, the people of Gtsang 
  tend to be shorter than those of the rest of Akados, with skin tones ranging 
  from pale to parchment. They have the narrow eyes with epicanthic folds 
  of the Xi’en, as well as their propensity for straight, dark hair and dark 
  eyes. They are generally a bit stockier than the folk of Xi’en, with broader 
  shoulders and heavier frames. They are frequently mistaken for Xi’en by 
  the other folk of Castorhage, which is considered offensive to both parties. 
  They likewise mistrust the Xi’en who tend to treat them poorly, and Xi’en 
  youths often victimize lone Gtsang when they can catch them unawares, 
  robbing them and sometimes beating them as well. Gtsang can be of any 
  caste from Upper Class to Invisibles. A great many are Middle Class.
  Heldring
  The great seafaring race of southern 
  Akados, the longships of the Helcynn are not an 
  uncommon sight at the docks of Castorhage. 
  This tall, broad-shouldered people 
  enjoy the hustle and bustle of the 
  busy piers and waterside taverns 
  and brothels, and some even 
  set up establishments to cater to 
  their own people visiting the city. 
  Despite the popularity as a destination, few 
  Heldring live in the city-state long term, 
  considering it to be a cursed place with 
  bad air and water that drains the life of 
  its inhabitants over time. They look at 
  the Blighted in particular as an example 
  of this and as a lesson to those who too 
  willingly embrace the corrupt ways and 
  practices of this sort of civilization.
  Jaata
  The folk of Far Jaati are little known in the 
  West. These short, swarthy folk hail from the 
  far side of Libynos, beyond the boiling sea. They 
  have dark hair and fine features, considered 
  by many to be the handsomest people in the 
  world, with women of surpassing beauty and 
  men of incomparable elegance. They trade with 
  Castorhage from ports with strange names such as Shabbis and Elogong, 
  and through this trade bring great riches to the city-state’s coffers. Some 
  of the folk of Jaati have come as merchants and experts for the markets of 
  Castorhage, but others have come to escape the strictures of a caste system 
  that prevents any sort of social mobility at home. These folk are some of 
  the few who embrace Castorhage as a place of bright opportunity. Jaata 
  are frequently Invisibles for their work on the ghats, but they otherwise 
  range from Upper Class to Lowfolk.
  Khemitites
  The mysterious Triple Kingdom, a land of living gods and civilizations 
  for longer than humankind has numbered years. The exotic ships of Khemit 
  are welcome in the ports of Akados, and Castorhage is no exception. And 
  though it is an especially long voyage from the Free Main of Libynos to the 
  docks of the city-state, the coin to be made has always made trips in both 
  directions worth the effort. These strange folk are sometimes compared 
  with the Jaata by the unskilled eyes of Akadians, but though both tend 
  to be shorter, slighter, and darker in complexion than the folk of Akados, 
  their cultures bear little resemblance to each other. Whereas the people 
  of Jaati are warm and friendly, embracing their new land, the Khemitites 
  generally keep themselves aloof, distancing themselves from those they 
  see as foreign barbarians — barbarians who were able to conquer their 
  lands in centuries past, but barbarians nonetheless. The folk of Khemit 
  are rarely seen in public, preferring to remain sequestered in their fortified 
  compounds and manses, surrounded by soldiers of their own land and 
  priests of their own religions. When encountered, they usually appear 
  exotic and unearthly in diaphanous tunics and gowns, skilfully crafted 
  adornments of gold and jewels, and kohl-limned eyes.
  
  36
  The Blight: Richard Pett's Crooked City
  Mulstabhins
  The folk of distant Mulstabha (see The Northlands Saga Complete by 
  Frog God Games) make almost all other foreign visitors seem mundane 
  and approachable. Their habit of holding themselves aloof from the local 
  residents makes the Khemitites look warm by comparison, and their rigid 
  system of castes make the Jaata system seem flexible. They are the people 
  of the Land of the Bull from the Sea, and their stranglehold on all trade 
  between the northern seas and the southern seas renders them both too rich 
  and too important to leave out of a trading hub such as Castorhage. The 
  fact that they keep to themselves and share almost nothing of themselves 
  or their home with anyone makes them seem only more exotic and 
  powerful. They are tall and lean, with skin the color of mahogany, and 
  wiry black hair with blue or brown eyes. Descended from a mixture of 
  ancient sea peoples and Libynosi, they are unlike any other known people 
  in the world in appearance or culture.
  Oceanders
  Oceanders (see LL4: Cults of the Sundered Kingdoms by Frog God 
  Games) are another of the Foerdewaith that have declared themselves 
  their own cultural group since their maritime empire calved off from that 
  of Foere three centuries ago. They largely resemble the folk of eastern 
  Akados, prone to easily tanned skin, brown hair and eyes, though if 
  anything as a people largely originating from the Island of Pontos, their 
  skin tends toward more olive tones, and they stand perhaps a bit shorter. 
  As members of their new empire that is both a trade partner and rival of 
  Castorhage, those Oceanders who find themselves in the city-state usually 
  represent either trade interests or military personal sent to protect their 
  trade interests. They keep their hair short, and facial hair is uncommon. An 
  Oceander soldier can usually be picked from a crowd because his back is 
  always ramrod straight and he is seldom seen without his breastplate and 
  short sword. They are peaceful and seem to get along well in the city, but 
  they trust no one.
  Shattered Folk
  These plainsmen of the Haunted Steppe are perhaps encountered 
  nowhere outside their native lands in greater numbers than in Castorhage. 
  Several tribes of them can be found in Reme and frequently visiting 
  Bard’s Gate, but these are technically a separate group called Plainsmen 
  who have permanently relocated from the Haunted Steppe to the plains 
  of Reme and have left their old lives behind entirely. Castorhage, on the 
  other hand, conducts active trade and maintains colonial interests on the 
  Elitani Coast of the western steppe, and has formal trade relations with the 
  Elitan-i-Pan Confederation tribes of the Shattered Folk. Thus, few other 
  places exist outside the Haunted Steppe where tribesmen of the Shattered 
  Folk can be encountered who are still truly of the Shattered Folk. As is 
  common among the Shattered Folk, height varies, but they typically have 
  a thin, muscular build. Skin ranges from burnt red to tan to mahogany with 
  straight brown or black hair and little facial hair. Eyes are black, grey, or 
  brown, and some have varying degrees of epicanthic folding, though these 
  are most often seen among the tribes farther north and east on the great 
  stepped plain.
  Uplanders
  A bluff and hale people descending from the upper portions of the 
  mountain valley of the River Eamon, these industrious folk have spread 
  far and wide in their pursuit of business and opportunity. They tend to 
  divide themselves along clan lines in their homeland with the Angus of 
  Dun Eamon being the primary chieftain of the premier clan, but their 
  clan rivalries can be found — albeit on a lower scale — even among the 
  Uplanders who inhabit the far places such as Castorhage. Uplanders tend 
  to take a superior view over those who do not hail from their highland 
  home in the Stoneheart Mountains, but those in Castorhage have largely 
  moved past this tendency with their greater exposure to the outside world. 
  They are known to be hardworking and have a reputation for honestly 
  and fair dealing that sometimes exceeds the reality, but as a whole are an 
  honourable and proud folk whose word is always good to those they count 
  as a friend. They are of average height, with lighter skin tones tending 
  toward freckles, and hair ranging from browns to auburn to shocking 
  shades of red. Eyes range from brown or hazel to grey to blue or green. 
  They are known for wearing kilts with the colours of their clan tartan 
  and have made the garments fashionable even for those not of Uplander 
  descent. Any Uplanders that are residents of the city are likely to be 
  Middle Class.
  Viroeni
  These wandering folk can be found virtually anywhere across the 
  whole of Akados and northern Libynos other than the Green Realm and 
  the Haunted Steppe. They are a traveling folk composed of outcasts bereft 
  of a homeland or true allies. Most folk of Akados consider them thieves or 
  worse, and their life of travel is as much for their own protection as for a 
  lack of any land of their own. They do find a home of sorts in Castorhage 
  and tend to gather there in greater numbers and for more extended periods 
  of time than elsewhere. The folk of Castorhage have more serious threats 
  to deal with in their daily lives than the wandering gypsies of the Viroeni, 
  and encampments or even whole neighbourhoods of these transient people 
  barely even raise an eyebrow among the locals. It’s not that the locals of 
  Castorhage are any more accepting; it’s merely that they harbour a grudge 
  against the Viroeni no greater than that which they harbour for many 
  different peoples. Interestingly, the gypsy-soul halflings of Castorhage 
  have found in the Viroeni a kindred spirit, and in these small folk the 
  Viroeni have actually found a true ally. The Viroeni tend to be tall and 
  willowy, lithe of build, and fair of form. Skin tones range from pale olive 
  to dusky, with hair and eyes as black as midnight, and sharply defined 
  features. Occasionally, fair-haired children are born among the Viroeni 
  from some recessive genetic line, creating a smattering of honey-haired, 
  brown-eyed folk amongst their number. The Viroeni as a whole are known 
  for their unusual grace and musical ability as much as their wandering 
  and reputation (mostly unearned) for thievery, causing many to speculate 
  the existence of elven blood somewhere in their past. Viroeni native to 
  Castorhage are almost always Lowfolk.
  Xi’en
  The Xi’en peoples (or Chi’en as they are sometimes known, though 
  this would technically only refer to those from the capital city of Chi’en) 
  are the folk of the great Xi’en Hegemony of western Akados, beyond the 
  imposing massifs of the Impossible Mountains and the hostile and trackless 
  depths of the Green Realm. Despite their relatively close proximity, few 
  Xi’en are found in central or eastern Akados beyond those that dwell in 
  Castorhage. In fact, next to the Castorhagers themselves, the Xi’en are 
  the most numerous of all peoples to dwell within the city-state and even 
  have their own district within the city itself. Most Xi’en of Castorhage 
  are immigrants who simply wish to work hard and make a living beyond 
  the all-powerful local authority of their emperor, but many are envoys or 
  soldiers in the employ of the emperor or are members of powerful criminal 
  organizations called the Triad. This latter group gives the Xi’en of the 
  city an unfavourable reputation among some segments of the population, 
  but as a whole, they are accepted and seen as an otherwise-ordinary 
  part of the city that can be mindboggling to outsiders unaccustomed to 
  such exotic cultures and persons. Because of the vast size of the Xi’en 
  Hegemony and the many lands that it controls, its folk are as diverse in 
  stature and appearance as most Akadians. As whole, their skin tones do 
  tend toward a slightly darker or amber complexion, and many are shorter 
  than the average Akadian; however, the Xi’en of the southern portions of 
  the Hegemony are much taller as a whole than the rest of the continent. 
  Hair tends to be straight with a predominance of black and dark brown, 
  though rust-reds and light browns can also be found. Perhaps the most 
  noticeable feature of these people is their tendency toward narrower eyes 
  with epicanthic folds, though even that demonstrates extensive variation 
  in its presentation. Xi’en range from Upper Class to Invisibles with many 
  Middle class, but most are Lowfolk.
  
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  Player's Guide
  Briny* (Half-Skum)
  The briny make up a significant — though often overlooked — portion of 
  the city’s population. Confined principally to the areas along the docks and 
  river, these folk lead a life of social ostracism by the land-dwelling and sea-
  dwelling kin alike. Most survive simply by existing undetected among the 
  folk of the city, hoping against hope of someday finding their own place in 
  society. It is a rare briny that is higher than the Lowfolk. Those Castorhagers 
  who are particularly bigoted often consider them to be the Lowest of the Low.
  * See New Races below
  Changelings
  The existence of changelings is a poorly kept secret at best among the 
  folk of the city-state. With the presence of so many hags in and around the 
  city and the otherworldly influence of Between always hovering nearby, 
  it is no surprise that children are stolen and replaced in households none 
  the wiser for the switch. What would be surprising is the sheer number 
  of changelings that now inhabit Castorhage. In fact, their true numbers 
  remain completely unknown — even to themselves, as many changelings 
  have no idea that is what they are. What greater sinister purpose might 
  exist for seeding this many false sons and daughters within the city 
  remains to be seen, but it is unlikely to have been intended for the good 
  of the city. Changelings blend in and can be of any caste, just as a human 
  can. Statistically, most are Lowfolk, however.
  Coprophagi* (Roachfolk)
  While a known part of the city, its population of coprophagi are a 
  people apart in every sense of the words. They are neither acknowledged 
  nor welcomed by most of the city’s denizens, and exist in a sort of shadow 
  reality on the verges of the vast civilization around them where they must 
  scratch and scramble just to find the means to survive. Most assume that 
  the shrouded Festering Brethren are the extent of the presence of this race, 
  entirely unaware of the great numbers that dwell just beyond the edges 
  of sight in the dumping grounds, and alleys, and other hidden places. 
  For their part, the coprophagi seem content to exist in peace, though one 
  shudders to think what would occur if this people were ever to rise up in 
  their true numbers and seek to exert their will upon the city. Coprophagi 
  are of the Invisibles or Lowest of the Low depending on who is asked.
  * See New Races below
  Denizens of Leng
  Few of the many strange and enigmatic creatures that call the city home 
  are as mysterious as the cowled denizens of Leng. These odd traders arrive 
  in their black-hulled ships and conduct trade amongst the city’s seedier 
  elements in exchange for their strange rubies. They are rarely found upon 
  the streets for any other reason. What manner of creatures within their 
  sealed ships cause the thuds and disconcerting bleatings is unknown to 
  the Watch and various longshoremen — and most have no wish to know 
  so long as the black ships leave the docks just as swiftly as they arrived.
  Dhampirs
  In a city where the Fetch hold such sway, it is no surprise that a population 
  of dhampirs has sprung into existence. Some choose to follow in the footsteps 
  of their undead forebears and serve as servitors or go-betweens for the Fetch, 
  while others join the ranks of the many vampire hunters who call the city 
  home and seek to bring about an end to the scourge that the Fetch represents.
  Dragons
  In a city as cosmopolitan and inhabited by the strange and powerful as 
  Castorhage, it should come as no surprise that an unusually large number 
  of dragons likewise call it home. However, most folk of the city have no 
  clue as to this fact. The dragons that occupy Blight keep a low profile 
  and either sequester themselves behind secure walls and gates beyond the 
  knowledge of the citizenry or walk about while magically taking the form 
  of the more mundane inhabitants. Many of the more powerful practitioners 
  of magic and/or monstrous inhabitants of the city are aware of the presence 
  of these dragons, but none — not even the dragons themselves — know 
  the true numbers that hide among the populace. The motivations for the 
  presence of these dragons are as varied as the dragons themselves, though 
  many seek knowledge of the strange and mysterious that seems to pervade 
  the very being of the city-state. Many seek merely to keep tabs on others 
  of their kind that likewise call the city home. While no tally exists of all 
  the dragons present, most assuredly there are many metallic, chromatic, 
  and even primal dragon races found within the mix.
  Dwarves
  The dwarven race has embraced the City-State of Castorhage in a way not 
  normal for their kind. In part, this can be accounted for by the presence of an 
  older dwarven kingdom and extensive mines that existed in the Underneath, 
  but even this doesn’t truly account for the sheer number of dwarves that call 
  the city above home as well. Generation after generation of dwarven families 
  living in, working in, and building upon the city have created the types of 
  dwarves commonly referred to as salts-o’-the-earth*, SprawlMasons*, and 
  toilers* that are largely unlike dwarves found in other human cities.
  Dwarves in the city vary little from their normal cousins, still showing 
  the common characteristics of hard work and a strong sense of justice. This 
  leads local dwarves to a powerful sense of community, which some see as 
  insular. However, the dwarves are anything but that, and their feelings of 
  exploitation by the mill owners — particularly those who use the Lowest 
  of the Low — has led many dwarves to engage with Anarchists and to 
  form strong bonds with other workers.
  Typically, city dwarves are slightly (but not much) more fashionable 
  than their rural counterparts, and their traditional, simple styles may be 
  dressed with a modest amount of silver filigree work or jewellery, the 
  odd large collar, or the occasional hat. Many dwarves in the city shave 
  their beards as the grime in the city air makes them dirty quickly. Some 
  dwarves take this to an extreme and oil their beards into unusual points 
  or curls, and many have handlebar moustaches. A few dwarves, notably 
  those who toil many hours, let their beards simply grow uncombed and 
  unshaved; such dwarves are known as “dreaded” on account of the rather 
  fierce nature they give their appearance. Most dwarves are Lowfolk, 
  though many are Middle Class. Very few are Upper Class.
  * See Blight Racial Traits below
  Hill Dwarves
  Any of these dwarves in the city have largely left behind their hill dwarf 
  backgrounds. Many have professions as miners and smiths not far from 
  those that they might hold in other settings but with a decidedly different 
  environment than those that they usually inhabit. Those that stay too long 
  seem to become street dwarves (see below) in just a few generations.
  Street Dwarves
  Most of the dwarves found within the city of Castorhage would be what 
  are considered street dwarves in most places, though these street dwarves 
  are somewhat different than those found elsewhere in that, unlike the street 
  dwarves throughout the rest of Akados, these do not descend from the original 
  line from the Domain of Hawkmoon. Rather, these street dwarves seemed to 
  have developed from the many hill dwarves who had for so long inhabited 
  the city-state in a case of parallel evolution. However, other than this change 
  in their lineage, the street dwarves of the Blight conform in all other ways to 
  those found elsewhere (see LL8: Bard’s Gate by Frog God Games).
  Elves 
  Few places could be considered less sylvan or arboreal in atmosphere 
  than the crowded, soot-choked, urban mass that is the Blight. And many 
  have left the city, tiring of the endless misery and filth it creates and 
  
  38
  The Blight: Richard Pett's Crooked City
  consumes. Yet nonetheless, many elves make their homes here. Some are 
  drawn by the thirst for knowledge; others by the beauty of the art of decay 
  within the city. These elves tend toward a more cosmopolitan, transient, 
  or forlorn outlook than their traditional kin who are more comfortable in 
  the more natural surroundings. They are well represented by the forsaken* 
  and travellers* among their number who embody the very essence of 
  elfdom in the city. However, more traditional elves can be found within 
  the city-state’s confines as well. They are just apt to be less comfortable 
  with their surroundings than those previously described. Elves choosing 
  to live in the city are almost always Upper Class or Middle Class.
  * See Blight Racial Traits below
  Grey Elves 
  Rarely seen elsewhere on the continent of Akados are the grey elves. A 
  more grave and ephemeral race of elves than the high elves typically seen 
  elsewhere, the grey elves lack the history of conflict of humankind shared 
  with elves of the continent. Grey elves hail from the distant island kingdom 
  of Sarefein (see Razor Coast by Frog God Games), legendary for its 
  white trees and peaceful glades as much as active navy. The grey elves of 
  Sarefein first colonized the distant shores of the Razor Sea long ago, and 
  it is through their maritime ventures that they made contact with the city-
  state. Their white-winged ships ply the waters of the world’s oceans and 
  trade peacefully with the black, plated hulls of Castorhage. Very few grey 
  elves are found in the city, and all of those that are represent trade interests 
  or diplomats of their island home. Though called grey elves, these folk 
  are actually of a much paler cast than most elves but have hair ranging 
  in colour from white to silver, with many having a tint of bluish-grey to 
  them. Eyes are bright blue, silver, or completely colourless. The grey elves 
  stand taller than all other elves and are as at home upon the waves as on 
  land. Some think they bear an ancient connection to the royal houses of 
  the Green Realm, but such knowledge is beyond the ken of mankind.
  High Elves
  The more typical example of Akadian elves, it is from the ranks of these folk 
  that the forsaken and travellers arise. Even the high elves hold the rare grey elves in 
  some awe. High elves in the Blight who have not taken on the city-state’s specific 
  traits are in the city for many reasons from trade, to travel, to family. A great many 
  of the high elves live in mixed families with half-elf children or parents, and find 
  the otherwise dingy and spiritually oppressive environment of the city an unusual 
  harbour for peaceful habitation with no concern regarding racial mixing. The 
  half-elves generally are accepted throughout the regions of old Hyperborea, but 
  perhaps nowhere more than the Blight are they given even less of a second look. 
  They are simply one of the myriad folk who call the city home.
  Primitives*
  For some elves, darker things bring them to the city, for there is beauty, 
  freedom, variety, and self-expression in many things. These elves, known 
  as the Primitives, revel in all forms of expression, but particularly those 
  involving shock and awe. The Primitives believe that they alone have the 
  right to choose their own way, and will not be guided by convention or 
  law; they are the embodiment of anarchy and yet, as anarchy is in itself a 
  convention, they abhor it. Some Primitives are drawn to even darker paths 
  of self-discovery (see sidebox).
  Described elsewhere in this book, the primitives are a distinctly Blight 
  sort of elf that can descend from high, grey, or even wood elves, though 
  high elves are by far the most common. These decadent and even indolent 
  elves have abandoned all pretext of their elven traditions to embrace the 
  hedonistic lifestyle of the avant-garde “elite” as they consider themselves.
  * See New Racial Subtypes below
  Wood Elves
  A true rarity, few believe that there would even be any wood elves (see 
  LL8: Bard’s Gate by Frog God Games) in a place such as the Blight. 
  While a few wooded areas in existence upon the island of Insula Lymossus 
  and elven interests of the mainland sometimes require the presence of a 
  few of these folk, by and large they are a rarity and tend to be highly 
  uncomfortable in the city’s unnatural surroundings.
  Fetch, The
  Mentioned above, the Fetch is a sizable population of undead that has 
  called the city-state home virtually since its inception. Though its numbers 
  are primarily composed of ghouls that act as servitors and assorted other 
  types of undead also in lesser roles, it is the vampires that truly form the 
  backbone of the Fetch, and their long service to Beltane ensures that they 
  play a major (if mysterious) role within the city. The Fetch are the very 
  definition of the Lowest of the Low.
  Ghazaks
  Few in number within the city, these strange humanoids hail from the 
  Isthmus of Irkaina where they are found in greatest numbers among the 
  Mulstabhins of Krivcycek Island (see The Northlands Saga Complete 
  by Frog God Games). The ghazaks (see Dunes of Desolation by Frog 
  God Games) are a strange race of pale-skinned astrologers and wanderers 
  with white or silver hair and yellow or pink eyes. Some folk liken them 
  to the grey elves, though there seems to be no true connection beyond a 
  slight superficial resemblance. Others connect them to the Viroeni, which 
  may actually bear some element of truth. In any case, it is unlikely they 
  would be present at all if it were not for the trade between Castorhage and 
  Mulstabha. Yet present they are, and their colourful robes and penchant 
  for mystery and fortune telling make them a favourite source of gossip 
  around the city.
  Gnomes 
  If there’s a race that could truly be said to have thrived within the 
  oppressively urban confines of the Blight, it’s the gnomes. Gnomes are 
  the backbone of the city-state. They are the second-largest racial group 
  (if mongrelfolk and ratfolk are discounted), and the wit and wisdom upon 
  which all commerce depends. They are the bankers, the merchants, and 
  the workhouse-owners, inventors, plagiarists, and dandies. If the city 
  were a ship, they would be the air that drives it. Gnomes are everywhere, 
  it seems, in Castorhage — they own the most buildings; they create the 
  best inventions. Their natural penchant for magic and alchemy has found 
  fertile soil within the weird energies that suffuse the place, creating an 
  entire subgroup of alchymists* and a vast extended family known as 
  Shortstones*. Likewise, nowhere else are the gnomes’ tinkering about 
  in the fields of alchemical innovation and general prankery accepted (or 
  at least tolerated) as they are in Castorhage. The Treadmill Ferry was 
  The One Who Has Seen 
  Beyond and Despaired
  This is one such elf who has seen the darker path. This once 
  noted and courted artist vanished from his life of urbane glory and 
  fled to the rooftops of the city, where he attempted to befriend 
  the scrimshaw gargoyles. His artistic expressions began to involve 
  living things, and he created many obscene creatures using his 
  dark arts; some still walk the city nights. These creatures needed 
  “donors” to allow their creation — donors that seldom if ever 
  offered their bodies voluntarily — and for a period of 16 months 
  the elf held the city in its thrall. 
  Things that should not have walked were given names and 
  tormented the locals. At first, these creatures were thought to have 
  come from Between, and Jack Hookhands, Hag Many Heads and 
  Midnight’s Harvester were attributed as invaders. However, the 
  truth soon came to light as the elf was spotted during one of his 
  own donor harvests. When he was finally caught, he bragged that 
  he had given so many creatures life that he had created a new race 
  in the city, and that in time his family would rise again. He was 
  hanged in 1698.
  
  39
  Player's Guide
  created by Alwin Malachite; the first viable cotton-spinning machine by 
  Truthes Agrate (until the idea was stolen by Joseph Sedge of Toiltown); 
  the Tottering Crame (the first vertical conveyor) by Blessed Crun Wood. 
  Castorhage is perfect for gnomes; it is full of gems, animals abound, and 
  laughter is to be found in every tavern or on every street corner (if you 
  know where to look).
  Castorhage gnomes are proud to be gnomes: they shout out their 
  race; they draw attention to themselves; they repeat their family name 
  a thousand times a day. Blight gnomes are therefore unsubtle — in 
  both demeanour and appearance. They are, if anything, “über-gnomes.” 
  Castorhage gnomes spend fortunes coiffuring their crimped beards, and 
  sport the latest fashions. The leather they wear is of the finest quality they 
  can afford; their pockets are full of the latest gnome toys, snuffboxes, 
  pocket watches, and wonder-chymicals. Of all the races, gnomes have 
  the highest number of members in the Upper Class per capita. They also 
  have a great number in the Middle Class. Lowfolk gnomes are actually the 
  minority among their kind.
  * See Blight Racial Traits below
  Deep Gnomes (Svirfneblin)
  Like most surface settlements, the deep gnomes are relatively rare. 
  However, in the city district known as Underneath, they are much more 
  common. Typically bald, the svirfneblin are known for their large gnomish 
  noses and ears, and skin of deep earth tones.
  Rock Gnomes
  The most common type of gnome encountered in Akados, it is from the 
  rock gnomes that most of the city’s gnomish population is drawn, including 
  the alchymysts and Shortstones above, and the tradelord gnomes below.
  Tradelord Gnomes*
  As described elsewhere, these gnomes represent a number of clans that 
  have risen in the fields of banking, law, trade, and business in general 
  throughout the city-state. Their name is synonymous with reliability 
  and practical decision-making, which is about as un-gnomish as can be 
  imagined. Yet they have become a fixture of the city and its holdings 
  abroad nevertheless. The vast majority of Upper Class gnomes belong to 
  this caste.
  * See New Racial Subtypes below
  Goblinoids 
  While not officially counted as a part of the population, goblinoids 
  are actually somewhat common within the bounds of the city. These are 
  usually in the form of mercenaries or bodyguards such as the hobgoblin 
  mameluks of Mulstabha (see The Northlands Saga Complete by Frog 
  God Games) that protect the diplomats and traders from that realm. 
  Likewise, the Upper Class elite keep a number of goblins as pets as a 
  current fad. These unfortunates are dressed in Small costumes and paraded 
  about on leashes or kept in small pens and given pet names. Many are 
  infuriated at this treatment, and curse and rail against their captors, though 
  this usually brings on gales of laughter from the watchers. Like many pets 
  grown too large though, after goblin pets cause enough property damage 
  or maim a servant or two, they are usually put down or (more commonly) 
  released into the slums to fend for themselves. Entire bands of goblins 
  exist within the city who were former pets and now serve as mercenaries. 
  Some are employed as toughs, or simply exist as cheap labour within 
  the city, though many desert and end up begging on the streets, joining 
  street gangs, or picking through the dumps. Goblins of this background 
  invariably hate Castorhagers, and for most it is only a matter of time 
  before snapping and becoming murderers, kidnappers, or other predators 
  within the city. Bugbears are also not unheard of, though they are just as 
  likely to be criminal or serial killers using the city as a stalking ground 
  as mercenaries or guards. Least common are the silids (see The Tome 
  of Horrors Complete by Frog God Games), who can be found in small 
  numbers in the Underneath.
  Gremlins
  Not truly folk of the city, these creatures nonetheless are encountered 
  frequently within its bounds and are universally unwelcome. All sorts 
  of foul-ups and catastrophes are laid at the feet of the gremlins, though 
  in truth, a large portion of them is due more to the carelessness and 
  negligence of various citizens themselves. So bad did this putative blame 
  become that as part of the Pact of Immaculate Reception of 1233, it was 
  made illegal to raise the actions of gremlins as a defence in any court 
  case without tangible proof of their involvement. Mites (see The Tome of 
  Horrors Complete by Frog God Games) are easily the most ubiquitous 
  of the gremlin-kin found within the Blight. They wage constant warfare 
  against the night-slugs for control of the dingy drains and rotting soffits of 
  the city, but virtually every other sort of gremlin imaginable can be found 
  up to no good at some time or other.
  Gripplis
  These frogfolk are far from common in the city, but small numbers 
  are native to the surrounding fens and coastal bogs, and some have made 
  their way within the urban areas to make a new home in and among all the 
  hustle and bustle. When encountered outside the city, gripplis are more 
  likely to be primitive tribal members that avoid the city and war with local 
  boggards, but those within might hold any sort of career or position.
  
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  The Blight: Richard Pett's Crooked City
  Half-elves
  A place with as many different sorts of folk living in close proximity is 
  going to undoubtedly have its share of crossbred races, and the half-elves 
  are no exception. Half-elves have been inhabiting the Blight for centuries 
  and far outnumber those of pure elven blood. Most half-elves within the 
  city are likely to be charmwells*, hidelings*, or sorrowful* as described 
  in Part 3 of this book. Like humans, half-elves run the gamut of castes.
  * See Blight Racial Traits below
  Half-orcs
  Like half-elves, half-orcs enjoy an unprecedented level of acceptance 
  and general sense of, if not being welcomed, at least not being received 
  with hostility. It is more noticeable, though, to a half-orc population that 
  finds a much more general prejudice than that experienced by half-elves 
  across Akados. However, even here half-orcs are far from a favoured 
  group, and like many inhabitants of the Blight must scrape by on the rough 
  edges of civilization. Many of the half-orcs inhabiting the city, therefore, 
  take the savage* racial background to reflect this constant struggle for 
  survival. Half-orcs are almost always Lowfolk.
  * See Blight Racial Traits below
  Shadowlamp Half-orcs*
  As described below, a type of half-orc unique to the Blight in particular 
  is the shadowlamp half-orcs. These half-orcs have an unusual affinity to 
  the Underneath and the benighted streets, and serve many valuable roles 
  as investigators and enforcers in the darkened corners of the city where 
  few dare to tread.
  * See New Racial Subtypes below
  Halflings (boatfolk)
  Halflings are no great lovers of an urban place such as the Blight, but 
  Castorhage’s close proximity to the traditional Halfling homeland of the 
  Dale and the Low Country ensures that it has its share of the small folk. 
  The majority of halflings to be found here have taken to the river life and 
  count themselves among the boatfolk*, though plenty of city-dwelling 
  halflings are present as well. Whether on a boat or in a ghetto, the halflings 
  of the Blight find that their small size and elusiveness is especially helpful 
  in escaping the many dangers that stalk the streets of the city. Halflings are 
  primarily Lowfolk, though a good many of their number are Middle Class.
  * See Blight Racial Traits below
  Gypsy-souls*
  In addition to the boating and town-dwelling halflings, another type of 
  small folk subgroup — while not constrained to Castorhage — seems to 
  have originated there and tends to loiter in the area. These are the gypsy-
  souls, halflings who have taken to the wandering life and traditions of the 
  Viroeni. Considered little better than thieves by most folk but generally 
  ignored, the greatest prejudice that the gypsy-souls face is by others of 
  their own kind, not the boatfolk necessarily, but definitely from the more 
  sedentary and established halfling population.
  * See New Racial Subtypes below
  Inphidians
  Many monstrous races lurk in the shadows and seams of the city, but 
  few are as brazen in their presence as the inphidians (see The Tome of 
  Horrors Complete by Frog God Games). These serpent-like folk are few 
  in number within the city, but make no attempt to hide themselves. The 
  inphidians keep to themselves and their own neighbourhoods when not 
  transacting their day-to-day business, but have no qualms about revealing 
  themselves to the city at large. For its part, the city usually mistakes them 
  for serpentfolk and seems to take no real notice other than the occasional 
  raised eyebrow when a serpentine face appears at a location where they 
  are not normally seen. How such a large (by their standards) population 
  managed to migrate all the way from the Isle of the Blessed Serpent (see 
  K6: Shades of Gray by Necromancer Games) is anyone’s guess. For 
  their part, the inphidians aren’t saying.
  Lantern folk*
  As discussed in Part 3, the lantern folk are unusual in that they’re 
  a subrace of derro that has come to peacefully inhabit and even find a 
  modicum of acceptance among the dwarves and svirfneblin of the 
  Underneath. These folk seem to have left behind their race’s tendency 
  toward insanity, and have become productive and useful in the society 
  of the city below. Lantern folk are largely outside the caste system, but 
  probably would be considered Lowfolk.
  * See New Racial Subtypes below
  Mongrelfolk
  Mongrelmen (see The Tome of Horrors Complete by Frog God 
  Games) are accustomed to existing at the absolute bottom of the social 
  order. But in Castorhage with coprophagi and night-slugs, not to mention 
  the many twisted and deformed victims of long habitation of the Blight, 
  mongrelfolk find that they actually fit in somewhat well. They’re not 
  exactly beloved by their neighbours or other races, but they don’t seem 
  quite so out of place and are regularly seen on the streets holding down 
  jobs, running errands, and otherwise going about their business. True, the 
  majority still remain poverty stricken and often resort to begging and petty 
  theft, but it is not automatically their lot in life as is so often the case 
  elsewhere. While mongrelfolk (like everyone else) dislike the night-slugs 
  that infest the corners and subfloors of their hovels, they do share a certain 
  amount of amicability with the otherwise shunned coprophagi and share 
  their pidgin language of hoots, grunts, and imitations of speech.
  Many folk suppose that the mongrelfolk of Castorhage came into being 
  through the works of the elf primitive The One Who Has Seen Beyond 
  and Despaired (see sidebox above), not the least of which the elf himself. 
  However, mongrelfolk within the city predate the experiments of the 
  depraved elf. It can be said, though, that the elf’s work certainly added to 
  the existing population, as those that survived his ministration with sanity 
  intact were largely able to breed true with their new kindred. Mongrelfolk 
  are always Invisibles.
  Monstrous Races
  More so than in any other major city of Akados, Castorhage is thronged 
  with races that civilized folk would normally deem as monsters. And even 
  more astounding, these monstrous races seem to get along reasonably well 
  within the social confines of the city. Most of these monstrous races keep 
  to themselves, remaining behind closed doors or the curtained windows 
  of hansom cabs or even magical disguises, but some parade themselves 
  openly in public without drawing any direct ire from the Watch of 
  citizens. True, getting caught in a dark alley by one of these races still 
  likely results in the death and possible devouring of those unfortunate 
  enough to have done so, but in public, at least they are able to maintain 
  a façade of reasonably civil behaviour. Even they do not wish to draw 
  too much attention from the City Watch or one of the many notorious 
  monster hunters that operates within the city. Most numerous of these 
  monstrous city-dwellers are araneas, lamias, kitsune, nagas, serpentfolk, 
  and sphinxes. In addition, many of them keep servitor creatures on hand 
  such as goblinoids, lizardfolk, orcs, boggards, boarfolk, and gargoyles. 
  Their motivations for being in Castorhage are as varied as their natures, 
  but everyone knows to take care because the face of a harmless old beggar 
  may actually serve as the guise of powerful, sorcerous creatures.
  Night-slugs*
  This disgusting and pestilent race is detailed more thoroughly 
  below, but suffice it to say that of all the non-monstrous races that 
  
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  Player's Guide
  inhabit the city, it is the night-slugs that enjoy the lowest spot on the totem 
  pole. Like humanoid vermin, they live to do little more than scavenge 
  food and poke about in places that others don’t want them. Unless they 
  have a good reason for being somewhere, most are chased away on sight. 
  Night-slugs are considered Lowest of the Low without exception.
  * See New Races below
  Orcs (orcs, orogs)
  Like the goblinoids of the city, a fairly significant population of orcs 
  serves as mercenaries, guards, and hired muscle. It’s not to say that none 
  of them has turned to crime or perhaps taken part in brigandry on the side 
  of their day jobs, but in general, they maintain a fairly peaceful existence 
  within the bowels of the city inasmuch as they avoid drawing the notice 
  of the Watch to any great degree. In addition to the orcs, many of the folk 
  who choose to hire their kind as thugs or toughs want even a bit more 
  muscle and have been known to hire orogs (see The Tome of Horrors 
  Complete by Frog God Games) to supplement their ranks, bringing a not 
  insubstantial number of that race into the city as well. Orcs are usually 
  considered Invisibles, with occasional Lowfolk.
  Outsiders 
  Other than humanity itself, perhaps no group in the city is as diverse as the 
  population of outsiders that either make their home there or visit frequently 
  enough so as to be a noticeable presence. No one kind of outsider dominates 
  the city, though in sheer numbers it is hard to compete with the imps that serve 
  as familiars and thralls to countless petty mages and sorcerers. Likewise, a 
  large number of quasits serves in the same capacity. True demons and devils 
  are relatively few and far between, but not unheard of, and an equal number 
  of angels, azatas, and agathionsB2 can be found going about their enigmatic 
  business, careful to keep an eye out for enemies of their race but not generally 
  starting a row with any fiends they encounter without good reason. Rakshasas 
  seem to inhabit the city in relatively high numbers and are known for being 
  prone to keeping boarfolk around as hired muscle. Genies and other elemental 
  creatures can be found with some regularity within the city, though efreet and 
  salamanders seem to be the most common for some reason. Because of the 
  city’s close ties with Xi’en, no one is truly surprised to find oni among the 
  outsiders that manifest from time to time, and in a place so prone to violence 
  and death, psychopompsB4 are to be expected. The one race that is almost 
  conspicuously absent are then aeonsB2, which seem to be barred from setting 
  foot on Insula Lymossus altogether. The reason for this is not well understood 
  — even by the aeons themselves — but the wise and learned suspect it has 
  something to do with the proximity of Between keeping these paragons of 
  natural order at bay.
  Ratfolk
  Almost as numerous as mongrelfolk, the ratfolk inhabit a similar place 
  on the pecking order. For the citizenry’s part, they make little distinction 
  between the two races, though the ratfolk of Castorhage seem largely 
  to have originated in Jaati or other areas of far Libynos, and the source 
  of the mongrelfolk remains a mystery to all. In any case, the two races 
  get along well enough and are among the only ones that engage in any 
  sort of social contact with the coprophagi. Like the rest of the city, the 
  ratfolk harbour a special grudge for the disgusting night-slugs. Ratfolk are 
  usually Invisibles.
  Sciurians
  Truly a strange and little-known race, the squirrel-like sciurians (see 
  Tome of Horrors 4 by Frog God Games) are rare in the city as well. 
  If one is seen, it is more than likely on the spit of some hill-dwelling 
  orog that has hunted it and is now preparing it as its dinner. No sciurians 
  actually dwell within the bounds of the city, but a population of the rare 
  creatures does exist in the forested highlands upriver on Insula Lymossus. 
  They seek to avoid contact with the inhabitants of the city, for some of the 
  more savage races found there actively hunt them.
  Shae
  As mysterious a race as any, a sizable population of the shadow-like 
  shae can be found within Castorhage. They tend to keep to themselves and 
  generally appear in public only at night when they frequent taverns, clubs, 
  and other social events. The reason for their presence in the city remains a 
  riddle to most, but it is not lost on some that shadowy folk such as the shae 
  and wayangs (see below) seem to be drawn to the place.
  Swyne*
  Another of the new races that seem to be distinctly Blight in origin, the 
  swyne mingle with the rest of the population in their lives of hedonistic 
  excess. More information on this race can be found below. Swyne have 
  the highest number of Upper Class per capita. Few swyne would ever 
  allow themselves be anything less than Middle Class
  * See New Races below
  Tabaxis
  The cat-like tabaxis (see The Tome of Horrors Complete by Frog God 
  Games) of Castorhage hail from two very different points of origin. Some 
  of the tabaxis of Castorhage hail from the bamboo forests of southern 
  Xi’en in the region known as the Utterends where the highland forests of 
  the Green Realms meet the warm, humid coastal lowlands, and from the 
  distant continent of Libynos. In Libynos, most tabaxis are found in that 
  continent’s central jungles, but a significant population of them relocated 
  centuries ago to lower Khemit and the temple-city of Bastus. The Libynosi 
  tabaxis found in the Blight are from that group.
  Tengus
  One of the more exotic races to call Castorhage home are the crow-
  like tengus. Sometimes called kenkoos, these bird-like humanoids can be 
  found across Akados from the east to the west, but those of the city-state 
  tend to be from the tengu clans of central Xi’en. Many of the tengus are 
  heavily involved with the Xi’en Triad gangs, so much so that the form of 
  Thieves’ Cant used by these Triads (called Tli’liik, see below) is actually 
  a cant created from the Tengu language. Despite their somewhat shady 
  reputation around the city, tengus remain commonplace enough to invite 
  no special attention from the Watch or other citizens. Tengus are almost 
  universally Invisibles.
  
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  The Blight: Richard Pett's Crooked City
  Languages
  Many are the languages spoken in the City-State of Castorhage, and 
  just walking down the street can expose the ear to a dozen different 
  tongues. Below are listed the primary languages spoken in the city, as 
  well as their principal speakers.
  • Westerling (Common) — the common tongue of the city
  • Aklo — aboleths, Between creatures, denizens of Leng, fey, 
  lantern folk
  • Bridge-Cant – pidgin of Common and myriad vulgarities spoken 
  primarily by the lower castes of Town Bridge
  • CantoPC:ItD — Tunnel People
  • Cobble – secret cant of the sentient constructs of the Inkling 
  • Darkling (a.k.a. Dark Folk) — dark creepers, dark dancers, dark 
  stalkers, etc. (except huggermuggersTOHC who speak their own 
  gibberish language of Chatter)
  • Dwarven — dwarves
  • Dreamspeak — Between creatures, denizens of Leng, night hags
  • Elven — elves, half-elves
  • Gnome — gnomes 
  • Goblin — bugbears, goblins, hobgoblins, silids
  • Grus — boarfolk, swyne
  • Halfling — halflings 
  • Helvaenic — Heldring
  • Khemitian — Khemitites, tabaxis
  • Kirkut — Shattered Folk
  • Meeruwhan — Jaata, rakshasas, vishkanyas
  • Mongrotic — coprophagi, mongrelfolk, ratfolk
  • Necronomus — the Fetch
  • Ogham — Daanites
  • Orc — half-orcs, orcs, orogs
  • Planar Languages (Abyssal, Celestial, Daemonic, Ignan, 
  Infernal, Shadowtongue, Truespeech) — angels, daemons, 
  demons, devils, efreet, salamanders, shae, wayangs, etc.
  • Rama — gypsy-souls, Viroeni
  • River Cant — boatfolk, some gypsy-souls, and Viroeni
  • Semuric — Ashurians, ghazaks, Mulstabhins
  • Thieves’ Cant — thieves, mainly
  • Tli’liik — Xi’en thieves’ cant based on Tengu language
  • Undercommon — lantern folk, silids, Tunnel People, 
  Underneathers, etc.
  • Xaon — Gtsang, kitsune, vishkanyas, Xi’en
  PC:ItD See Pathfinder Chronicles: Into the Darklands
  TOHC See The Tome of Horrors Complete by Frog God Games 
  
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  Player's Guide
  Tunnel People 
  Heard of by all but seen by few, the infamous Tunnel People haunt the 
  dreams of many a Castorhage child. Those who dwell in the Underneath 
  have a much greater familiarity with these foul denizens, but even in 
  the city above they serve as a sort of bogeyman to scare misbehaving 
  children. Though not truly an organized group of any sort, the Tunnel 
  People share enough characteristics in common to be lumped together 
  in the eyes of the citizenry at large. In truth, they are different groups of 
  savage tunnel dwellers that occupy abandoned sewers, mineshafts, and 
  adits of the Underneath where they scratch out a living always on the 
  verge of starvation and extinction. Typical examples of the Tunnel People 
  include morlocks, chokers, grimlocks, insane ravenous vagrants, and the 
  hated woerms. Unfortunately, on more than one occasion they seem to 
  have spontaneously banded together for raids into the Underneath or even 
  night-time raids into the city above in search of anything edible, including 
  children, winos, or anyone or anything else they can catch. Those taken 
  by the Tunnel People are rarely seen whole again, and more than once 
  the Shadowlampers in service to the Queen have been sent to find and 
  exterminate them with limited success. Once their raids pass, they seem 
  to split up and evaporate into countless deep pits and tunnels beyond the 
  edges of the Underneath to lurk until they decide to poor forth as a horde 
  once again. If considered a caste at all, the Tunnel People would definitely 
  be considered the Lowest of the Low.
  Vishkanyas
  The ebony-skinned vishkanyas are a race little recognized among most 
  folk of Castorhage, which is precisely how they want it. However, to the 
  various criminal enterprises and even certain elements of the government, 
  their unsurpassed skill in the crafting of poisons and their lethality as 
  assassins is well appreciated. They keep to themselves and ply their trade, 
  and most folk are none the wiser. The vishkanyas of Castorhage originally 
  came from Far Jaati and therefore tend to avoid other Jaata for fear of being 
  recognized for what they are. For their part, the Jaati consider sighting a 
  vishkanya as bad luck and possibly a sign of impending death, and they 
  usually vehemently deny such an occurrence if confronted. Vishkanyas 
  usually blend into the Middle Class or among the Lowfolk.
  Vodyanoi
  Very few of these amphibious folk are found in the Blight, though a 
  significant population of them lives in the nearby Lych Fens. When 
  vodyanoi are encountered, it is usually either on the docks, along the river, 
  or at the outskirts of the city where it meets the bogs and swamplands that 
  hem the city in. On almost all occasions, they are out hunting boggards 
  or chikes that have strayed within the bounds of the city. Whether the 
  vodyanoi see themselves as some sort of protectors of the city or if they 
  just hate the crocfolk and frogfolk that badly is unknown. On the rare 
  occasions when contact is made with vodyanoi, a grippli go-between 
  usually brokers the deal.
  Wayangs
  Another of the strange shadowy races that call the Blight home, the 
  wayangs are thought to stem primarily from the proximity of so many 
  gremlins and other fey to the presence of the Between and the many 
  magical and shadow effects constantly at play over the city. Whether this 
  theory holds any water is up for debate, but what is not debatable is that a 
  significant population of these shadowfolk reside in the city for their own 
  hidden purposes.
  Blight Racial Traits
  A curious aspect of life in the Blight is that it subtly, over generations, 
  moulds its inhabitants, exaggerating the effects on their physicalities and 
  mentalities of the ways in which they apply themselves within its confines. 
  For example, descendants of labourers are, on average, noticeably more 
  hulking and brutish than their forebears, and descendants of scholars have, 
  on average, wider eyes and larger craniums.
  Dwarves
  Coming from a respected dwarven family in the city, a salt-o’-the-
  earth can trace his local ancestry back over several generations to the 
  dwarven kingdom said to have first carved the Underneath. Some dwarves 
  are called SprawMasons and have a particularly strong background in all 
  things connected to building. Myriad dwarf families came to Castorhage 
  seeking work, and the reputation of their spirit of toil gained many 
  employment and the nickname of toilers.
  Elves
  The following Blight racial backgrounds can be obtained when a 
  character takes a specific combination of Blight alternate racial traits. 
  These include additional bonuses that represent their total immersion in 
  the uniquely challenging environment of the city. A character may be of 
  only a single Blight racial background.
  Forsaken: Old elves come to the city to discover and learn, and these 
  elves are called the forsaken by locals. They have a lifetime of memories 
  and experiences, but memories are fickle and what may have been reality 
  might seem like a dream. Some forsaken are bitter that their long lives are 
  slowly coming to an end. Travellers are elven folk working as the bright 
  performers of the city who dazzle, amaze, and entertain its citizens.
  Gnomes
  Typically found surrounded by bubbling pipes and jars, frothing jugs 
  of vile-smelling ichor, and tubes connecting to tubes connecting to tubes, 
  gnome alchymysts are admired throughout the city for their nose for 
  the task and their cunning skills with all manner of exotic substances. 
  However, even better known are the gnomes from the famous (some 
  would say infamous) Shortstone family, their reputation precedes them. 
  This huge, extended family is synonymous with Blight gnomes, and gains 
  benefits from the seemingly endless relations that dwell in the city. 
  Half-Elves
  There is magic in her eyes, and a slight fey look about her. Her 
  features are narrow, and her eyes purple. Her red hair is drawn into a 
  tight pigtail by a deep blue cheesecloth scarf. 
  Everyone loves Tamarind, her smile, her laugh, her singing — she 
  has broken a hundred hearts they say by refusing the advances of lesser 
  men, claiming she is looking for a wealthy fat lord to live with and spend 
  his money.
  Behind those eyes, however, works a brain of evil. A black heart beats 
  in her and Tamarind plots and weaves like a great, sick spider. She 
  knows she is beautiful and knows it well, using what the gods have given 
  her to bring her a better life.
  She kills those who come too close to her web.
  —Tamarind, a charmwell half-elf rogue
  Charmwells are more elven, and therefore more fey, than other half-
  elves; some have the stuff of the Old Ones and the dark fey about them. 
  In the crowded city, these half-elves play up to their elven predominance 
  and often become performers. Some say the elves were the first creatures 
  to walk through the mirror but came through from Between. Given this 
  
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  The Blight: Richard Pett's Crooked City
  fear, some half-elves prefer to emphasise their human ancestry, and mask 
  their elven heritage. These paranoid folk called hidelings try to keep a low 
  profile in all they do. Neither one nor the other, a sorrowful was brought 
  up by one parent and is missing something crucial in their makeup. After 
  the initial love and lust died, their parents’ extreme differences made it 
  impossible for them to live happily ever after. Sorrowful favour the parent 
  they lived with but are cursed either with unnatural long life or fleetingly 
  short life in comparison to their parent. 
  Half-Orcs
  Their parents came to the city to seek their fortune; half-orcs themselves, 
  they found life hard, and have joined the growing number of half-orcs 
  who live in dark, rusty ghettoes and hovels — grouped together for fear of 
  attack. Savages — as other city folk call them — are tough, independent, 
  and smart; they have learnt to survive alone in the city.
  Halflings
  The river barges are full of halfling boatfolk who are fiercely insular 
  and come from tightknit families. They have their own festivals, manners, 
  and River Cant to carry their hidden messages between them when in front 
  of strangers.
  Humans
  A Capitoler hails from the Capitol, his or her parents mingled with minor 
  gentry or scholars, serving clerks, guards, or any number of other professions 
  and backgrounds. Capitolers can be of the Upper Class or Middle Class. 
  Capitolers may dress more fashionably, have a richer accent, write in a very 
  educated way, and generally have an air of confidence; in other words, they 
  are better educated and slightly more aloof than other locals. 
  The backbone of the city, the common man or woman is a drinker, 
  a laugher, a dancer and a fighter. She is at home in the gin-halls of the 
  city, toasting the Queen, and then readying herself for work the next day. 
  Commoners can be of the Middle Class or the Lowfolk. Her background 
  is born in the streets where the workers toil and earn their bread and butter. 
  Commoners are tougher than the Capitolers; they have had an upbringing 
  in the school of hard knocks and their skills reflect that. 
  Tramps and beggars, waifs, strays, and crooks are thought of as coming 
  from the underclass of the city and fall generally into the category of 
  criminals. The streets are unfriendly to those without a home, and you’ve 
  been bred hard.
  Pity those who have been infested with thoughts of Between — for some it 
  is a daily terror, a fear that, at any moment, she is going to reach out and devour 
  them forever. Others fear that their very thoughts of Between are bound to 
  manifest, and come and get them. The wolf staring into the crib. Some think 
  a war is about to begin, a war that will end everything very, very quickly as 
  Between rises up and devours the grotesque, bloated city of Castorhage.
  Known as crooked people, these are edgy folk, yet strangely enlightened. 
  They tend to be more artistic, creative, awakened, or elemental, but not 
  always. They may have a peculiar effect upon animals, or upon people, 
  or upon the things they create: cats may yowl and flee when they enter a 
  room; people give them surprised second glances when they first encounter 
  them, having imagined something different, something changed; or they 
  may create things that are not quite right — works of staggering genius 
  that anger people and can never be sold, or objects that defy explanation 
  yet send a subtle twist up the spines of those who view them, and who 
  can’t bear to be near them for any great length of time.
  Ah Sister Lyme, she slithers — or perhaps more rightly oozes — through 
  the city, her veins reaching upstream to taint and choke. None can escape 
  her. She peculiarly affects these humans; they’ve spent many generations 
  on her back or in her womb, and it has seeped into their pores. Other 
  humanoid races do not seem to take this patina, this infestation — some 
  have pointed out that it shows her disapproval of those who are not human 
  and base a whole range of bigoted beliefs on this thin veneer of reason. 
  Whatever the true cause, Sister Lyme has a peculiar hold on these Lyme-
  blessed folk, be they from fishing, harbouring, shipwright, or any of a 
  host of other maritime and related backgrounds. Somewhere deep in their 
  family tree, the river changed them. Maybe it was an accident? Perhaps 
  the Canker nearly choked them, or they fell in and saw something? Maybe 
  it was just the more common, visceral nightmares that plague those who 
  live by her flanks? Whatever it was, she has a hold of them.
  New Racial Subtypes
  The racial subtypes included here are all more or less unique to the 
  Blight (with the exception of gypsy-souls). Not that they can’t be found 
  anywhere else — though that is likely to be rare enough — but rather that 
  wherever they’re found, their existence can be traced back to their Blight 
  roots, proving that the Blight is so pervasive — so corrupting — that it 
  changes everything it touches and usually not for the better.
  Derro*, Lantern Folk
  Only in a place as dissolute and depraved as the Blight would a race 
  as sinister as the derro be able to find a home among the surface races. 
  Though even here they are given the name lantern folk rather than go by 
  their more commonly known epithet of derro. At home in the Underneath, 
  these derro have lived long enough in the shadow of the great city-state 
  above to have taken on some of its characteristics, much like the blighted 
  humans (see below). While they remain as sensitive as ever to the light of 
  the sun, their race’s own inherent propensity for madness has reacted with 
  the strange energies of proximity to Between and the vaguely life-like 
  quality of the city itself in an unusual way — lantern folk are, for the most 
  part, sane. A stable population such as this is unheard of, and has allowed 
  for a peaceful co-existence within the city’s bowels.
  Physical Description: The lantern folk are physically typical of derro. 
  The have skin ranging from pale blue to stark white, and wild, bushy 
  
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  Player's Guide
  hair ranging from stark white to pale blue (hair and skin tone are rarely 
  the same). They wear moustaches and sideburns with regularity, though 
  beards are fairly uncommon. They have the same bulging, pupil-less eyes 
  of the derro and only four fingers on each hand, though their feet retain 
  five toes. They are small and slight of build, but extremely light on their 
  feet and quick. 
  Society: Lantern folk lack the savants and other bizarre demagogues 
  that permeate derro society. They instead dwell among the dwarves of the 
  Underneath and elect delve-chiefs to govern their neighbourhoods in an 
  orderly and peaceful fashion. They typically work as miners, craftsmen, 
  traders, tunnel maintenance workers, or gatherers of resources available 
  only in the Underneath or lower subterranean areas. When encountered on 
  the surface in the night markets or well-shaded establishments during the 
  day they sell their rare Under Realms or negotiate contracts with surface 
  firms for the kinds of specialised work that they can provide. The racial 
  propensity for sadistic experiments and poisoning only rarely emerges 
  among lantern folk individuals.
  Relations: When the dwarves of the Underneath discovered the 
  lantern folk derro centuries ago, many voices called for their immediate 
  extermination. The depredations of the derro were well known among the 
  dwarves. However, these derro demonstrated peaceful contact and did not 
  show the signs of madness so prevalent among that race. In the end, cooler 
  heads prevailed, and the lantern folk were allowed to peacefully assimilate 
  into the society of the Underneath. A compromise made with the hardliner 
  dwarves, who still distrusted the derro-kin and their inclination for 
  skulduggery in the dark, required them to maintain a light source about 
  themselves at all times when outside their own homes. The derro, wishing 
  to avoid extermination at the hands of the more war-like and numerically 
  superior dwarves, agreed to this request, and it is from this practice that 
  they came to have the name by which they are now known — though most 
  make use of light spells rather than lanterns these days.
  The lantern folk have now lived in the Underneath for centuries without 
  causing any problems and continue to follow the decree of keeping a light 
  spell at all times. However, this decree only applied to when they were 
  in the Underneath, so when they are abroad above ground or in tunnels 
  that are not a part of the Underneath, they are not in the habit of keeping 
  a light spell active. Most folk who interact with the lantern folk are the 
  dwarves of the Underneath, but they get along in general with all of the 
  different population segments. The exception to this are any derro who are 
  not lantern folk and any duergar. For some reason, these two races despise 
  the lantern folk and seek to slay them whenever possible.
  Alignment and Religion: The lantern folk no longer embrace the evil 
  ways of their derro forebears. They have also shed much of the chaos 
  inherent to the madness of others of their kind. As such, the most common 
  alignment among the lantern folk is neutral with a number of lawful neutral 
  and neutral good as well. The chaos of their old ways slips through in some 
  individuals so that chaotic good and chaotic neutral lantern folk are not 
  unheard of. For the most part, the lantern folk have embraced the religion 
  of the dwarves of the Underneath who sponsored them and hold Vergrimm 
  EarthsbloodMM or CrugasMM in high regard. Some revere DwerfaterMM or 
  even GroxMM, but these are much fewer and farther between.
  Male Names: Bariom, Caedimus, Cassius, Filo, Luciliun, Tiberonus
  Female Names: Andromeda, Caliopa, Gratica, Koryola, Veran, Vesta
  * Duergar in Swords & Wizardry. See The Blight Player’s Handbook 
  for further details.
  Elf, Primitive
  Primitives are elves who have found themselves drawn to the strange, 
  almost otherworldly allure that seems to shine just beneath the surface 
  of the Blight for those with the sensitivity to see it. The result of their 
  long exposure to this strange, intangible presence ever tickling at their 
  minds has led them to devote their lives to its expression in art. They are 
  fey — almost elemental — creatures inspired and tortured by wildly vivid 
  dreams to the point of obsession over an act of creation to bring their 
  dream visions to life. They may stand for hours immersed in the light 
  play of sun on the gables, entranced by the reactions of an admixture of 
  venoms, or crafting the perfect expression in musical movements about 
  the unique potpourri of odours produced by a particular alleyway. 
  Physical Description: Primitives tend to stand taller and are more 
  willowy than the typical elf, rarely with an ounce of fat on their bodies as 
  they devote every waking moment and all their energy to the perfection 
  of their art. Some with an epicurean bent lie at the opposite end of the 
  spectrum, representing the shockingly phenomenon of a morbidly obese 
  elf. They share the same almond-shaped eyes of other elves, but their wide 
  irises are always completely black, blending seamlessly with their pupils, 
  and creating the impression of looking into a vast, bottomless well. Their 
  clothing tends toward minimalist ideals and ranges in quality from a few 
  diaphanous veils or scarves to little more than a rough loincloth. They 
  see their bodies as another form of expression of their art and wish to 
  reveal their canvas to as many as can see, regardless of physique, injury, 
  or deformity. Exotic and extravagant tattoos, often covering much of their 
  bodies, are not uncommon. In the cold winters of the Blight, they bundle 
  up in rough, primitive garments of hide and thick fur, channelling the 
  inner nature they sense within the walls of the city. The hygiene of these 
  elves varies wildly, with some taking great pride in their physical aesthetic 
  and others seeing such concerns as mundanely gauche, preferring to revel 
  in a natural state of filth.
  Society: Primitives take their name from the fact that they see themselves 
  entirely outside society. In fact, to them society is an unnatural aberration 
  that separates them from the enlightened beauty that they forever seek 
  to capture and emulate in their art. As such, primitives with any political 
  leaning at all tend toward the Anarchist camp. Some may even believe 
  the true expression of their inner eye’s beauty lies in watching the entire 
  city burn.
  Relations: Primitives have poor relations with virtually every other 
  race, including other elves. Only other primitives and the most avant-
  garde of art patrons within the city who share their bohemian outlook 
  find themselves in the social circles of the primitives, and even then these 
  relationships tend to be short, self-absorbed, and one-sided, the primitive 
  moving on to some new companion in their eternal quest to capture their 
  inner eye in art.
  Alignment and Religion: Primitives have all of the emotional 
  capriciousness of other elves but tend to lack much value for kindness 
  
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  The Blight: Richard Pett's Crooked City
  or any concept of beauty that lies outside their own personal obsessions. 
  Most primitives are chaotic, but very few of them are good. Primitives 
  are never lawful. Many primitives gravitate toward agnostic or atheistic 
  beliefs as all other matters are subordinated to their personal obsessions. 
  Some do, however, venerate deities that represent certain types of art, 
  freedoms, or simply hedonism in general. Among the primitives who 
  venerate a deity, some of the more common divine patrons are Dame 
  TorrenBG, MoccavalloBG, Bacchus-DionysusBG, the Queen of SpidersBG, 
  PanBG, Lurz-UrciaLCB, PeloraDMC, EliphazDMC, ArialeeGD, SriashaK2, 
  GilyoK9, DemogorgonMM, BastDD, TiamatDD, ShupnikkuratDD, the Church 
  of MarwanDD, The Poppy’s ChorusDD, and one of the largest chapters of 
  the Cult of the UnspeakableTD in the Lost Lands. A few even call upon 
  the blessings of The Ash Queen* or The Horseman*. Above all, they fear 
  the demon lord Mathrigaunt the MadBP, knowing full well even in their 
  indolence that to fully succumb to madness is to lose their vision entirely. 
  There are rumours, however, of some primitives who have done that very 
  thing and now secretly seek to propagate the spread of the insidious cult 
  among their peers.
  In addition, it is not unusual to see a new cult spring up among a group 
  of primitives dedicated to some wholly or partially fabricated deity drawn 
  from an exotic land or a prehistoric past viewed as somehow purer or 
  more visceral. Without the backing of a true deity to provide any sort 
  of evidence of divine inspiration whatsoever, these small cults usually 
  dissolve in a matter of days or months at the most. While they exist, 
  though, some of them can become quite dangerous or vicious in their 
  ideals of physical excess at any cost.
  Male Names: Primitives eschew the names of their elven heritage 
  and those of the surrounding human culture alike. They prefer to take 
  on monosyllabic mononyms that they feel portray the underlying truth 
  of their being or poetic descriptions that seek to do the same. To most 
  others, their names seem pretentious, nonsensical, or both. Male names 
  include Chak, Durst, Flower-Fire, Pum, Quell-The-Stone, Ran-The-Side-
  Fall, Son-Of-Nos, Slay-Made-Blue, Tak-tak, Thorn, Tutho, Uch, Willow, 
  and Whole-Wind.
  Female Names: Females use a similar naming convention as the males, 
  but their names tend more toward the more poetic phrasing or individual 
  words that they feel represent their moment. Such names include 
  Abundance, Encounter-Upon-Green-Radiance-Of-Night, Light-In-Ever-
  Noise, Perfect, Pain-For-Promise, Rain, Sash, Two-Sides-Through, 
  Under-Lives-Peace, and Willow.
  * See True Gods of the Blight below
  Gnome, Tradelord
  Tradelord gnomes are a common sight amongst the financial areas of 
  the city; they are cunning and astute, good judges of character and risk, 
  and their talents are in demand — by the legal, financial, and speculative 
  professions, as well as the less-legal arms of those groups. In many 
  ways, their reputation resembles that of the street dwarves in other urban 
  areas throughout Akados, but whereas the street dwarves are known for 
  being hard-working business owners and workers, tradelord gnomes 
  are specifically involved as financiers, bankers, commodity speculators, 
  investors, and trade factors at the highest echelons of local and international 
  trade. And while they are known for their business acumen, they are not 
  especially well-regarded for their scruples. A person always feels more 
  comfortable with a tradelord gnome on his side of a negotiating table but 
  much less comfortable with one on the opposite side. 
  Physical Description: Tradelord gnomes superficially resemble 
  ordinary gnomes in all ways, but all tradelord gnomes are descended from 
  a handful of Castorhage gnome families (no matter how distantly related), 
  and all tend to bear a certain family resemblance. Their hair tends toward 
  muted shades of brown, red, or sometimes green, though grey and silver 
  seem to predominate even at relatively young ages. In addition, there is 
  an unusually high incidence of balding among their numbers. Eyebrows 
  are almost always thick and bushy, with wide, hooked noses, and large, 
  protruding ears. Thick, brushy moustaches and sometimes sideburns are 
  extremely common, though beards are never worn. Their skin also tends 
  to be more pallid compared with their kin and is frequently extremely 
  thin, almost parchment-like, with a spider web of tiny veins visible on the 
  cheeks, chin, nose, and ears. Eyes tend to be bleary and slightly jaundiced, 
  and myopia is very common, with many tradelord gnomes wearing 
  spectacles before they reach adulthood.
  Society: Tradelord gnomes are extremely preoccupied with social class 
  and form. They are extremely proud of their Castorhage lineage from a few 
  well-placed families whose involvement in the politics and finances of the 
  city-state date back for centuries. With family names such as Bothelwaite, 
  Curringham, Evendon, and Shipwright, they feel that they are the true 
  cream of the crop within the city-state, with a name that should open doors 
  and get immediate recognition even among the unwashed Lowfolk. The 
  fact that none of their family names is even remotely as well-known as the 
  upstart parlor magician Shortstones and their seemingly endless progeny 
  irks the families of the tradelords to no end, though they will never let on 
  to being disturbed by a notion so far beneath them.
  Relations: Tradelord gnomes tend to get on well with most other races, 
  if at a comfortable and coolly indifferent arm’s length. They hold ordinary 
  gnomes in utter contempt, however. The city’s Lowfolk recognize them 
  as true “movers” within the Blight’s social strata, and the Upper Class 
  see them as formidable and respectable professionals, if not particularly 
  friendly or suitable for socializing. The tradelord gnomes’ natural 
  standoffishness actually serves them well in their relations with others 
  because it makes them seem stuffy and competent while at the same time 
  masking their inclination toward pompousness biting condescension. The 
  few that manage to get close to a tradelord gnome almost always find 
  them rude and unpleasant but worthwhile companions nonetheless for 
  their astute judgment and considerable skills at the bargaining table.
  Alignment and Religion: Tradelords have a tendency toward law and 
  neutrality, being much more concerned with reaching the means to their 
  ends through skilful manipulation of the existing rules rather than with 
  whether or not the ends themselves might be in any way worthy or moral. 
  Lawful neutral and neutral are their most commonly taken alignments, 
  with some exceptional individual skewing toward lawful good or lawful 
  evil. Neutral good and neutral evil are extremely rare, and chaotic 
  alignments are unheard of among them. Favored religions are SefagrethBG, 
  ThyrSV, Dre’uainBP, ArcheillusBP, and IskardarMM, and no doubt more than 
  a few who secretly revere Lord Mammon*. Noticeably absent among the 
  worship of the tradelord gnomes is the worship of their chaotic racial deity 
  Hammer MittelschmerzMM.
  Male Names: Bates, Cumberlin, Huffingham, Jomas, Myles, 
  Perrington, Tomorj, Trevor, Willin
  Female Names: Agathra, Agned, Delorys, Gertrand, Myllicent, 
  Myrtle, Pennifor
  * See True Gods of the Blight below
  Half-Orc, Shadowlamp
  Shadowlampers, as they are typically called, are half-orcs in the Blight 
  born pale and sickly looking. The light still hurts the enlarged eyes of these 
  half-orcs. Sometimes referred to as vampires, ghouls, or undead by other 
  city folk, they prefer to do their business by night. To many, however, the 
  Shadowlamper is a boon; someone who prefers to work at night can come 
  in very handy, not only for the criminal underclasses, but also amongst 
  more legitimate professions. The Queen’s 4th Shadowlampers are a 
  renowned part of the City Watch, with a waiting list of seven years to join 
  and the toughest entry tests in the whole Watch. The Illuminati have made 
  great use of Shadowlampers, and these half-orcs are also ranked amongst 
  some of the most famous spider-hunters in the city’s history. 
  Physical Description: Shadowlamp half-orcs are tall like their more 
  common kin, easily exceeding 6 feet in height for both genders, but lack 
  the sheer muscle mass of their cousins. Their bodies are thin and corded 
  with wiry muscle that makes them look more like scarecrows — or 
  cadavers — than a typical half-orc, and their skins tend to run paler than 
  the dusky or greenish hues more frequently found. They have wide eyes 
  with large pupils that are frequently bloodshot and teary in bright lights. 
  Though their lower canines are less prominent than is normal for half-
  orcs, they are nevertheless somewhat elongated, and the fact that their 
  upper canines are likewise hypertrophied only adds to the comparisons to 
  some sort of blood-drinking undead beast.
  Society: As products of a wholly urban environment, shadowlampers 
  do not suffer the persecution and ostracization seen by the societies of 
  both of a typical half-orc’s parents. This is partially because shadowlamp 
  
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  Player's Guide
  half-orcs are the offspring of mated shadowlamp half-orcs, the initial 
  orc/human crossing having occurred generations in the past. This is also 
  because with so many underclasses in the Blight held with equal disdain 
  by the upper crust of society, it is too much trouble for a lone segment 
  to be singled out for specific prejudice. They receive the hardships and 
  privations of a second-class citizen, but then so do most folk of the Blight, 
  so it seems like no unique burden to shadowlampers.
  Relations: With no special prejudice levelled against them in the city of 
  their birth and a generations-long dissociation from the separate cultures of 
  their progenitors, shadowlamp half-orcs get along with the other races that 
  inhabit the city just as would any other. No special grudges are harboured, and 
  no great blood feuds recognized. A shadowlamper on the streets of the city 
  would have the same possibility to like or dislike an elf he met on the street as 
  he would an orc. Though some folk are put off by their cadaverous appearance 
  and exhibit a prejudice along those lines, the respect they command for the 
  work they do and the myriad of other racial prejudices that swell within the 
  disparate folk of the Blight causes shadowlampers to not feel singled out as a 
  target of vitriol by any particular group.
  Alignment and Religion: Shadowlamp half-orcs have no great 
  propensity toward evil nor toward chaos. Likewise, they hold no special 
  fondness for good or law. They are just as likely to be chaotic evil as 
  chaotic good, though only a very few could be considered lawful good. 
  The largest portion of their population falls firmly within the boundaries of 
  neutrality. Most work hard, do their job, support their families, and at the 
  end of the day enjoy a pint and a cigar. They usually hold no great loyalty 
  to the city or its institutions, but take great pride in their own work ethic 
  and expertise in those areas in which they excel. As creatures naturally 
  suited for the dark of night, those few shadowlampers who do observe 
  a formal religion tend to gravitate toward those that favour the shadows 
  such as MirkeerCotSK and Sister Shadow* or other aspects of the night such 
  as NarrahSV or even relating to their occupation such as VanitthuRCFG. A 
  shadowlamper worshipping GrotaagMM is unheard of, but most pay no 
  attention to any religion in particular.
  Male Names: Borkil, Daga, Hurk, Kultak, Merrik, Tarik, Yasg
  Female Names: Borlea, Dresa, Morfuda, Shevzu, Tulik, Yada
  * See True Gods of the Blight below
  Halfling, Gypsy-Soul
  Consummate traders and tricksters, gypsy-souls are halflings who feel a 
  deep and abiding kindred with the Viroeni gypsy-folk of Akados. Though not 
  related to these wandering tribes by blood, the gypsy-souls have associated 
  with them for so many generations that these halfling bloodlines indeed seem 
  more closely akin to the Viroeni than to their own kind. In fact, the gypsy-
  souls speak the Rama language of the Viroeni and generally keep to their own 
  neighbourhoods, caravans, or encampments rather than mix extensively with 
  others. The exceptions to this are, of course, the Viroeni themselves, who see 
  the gypsy-souls as kindred little brothers and sisters and the halfling boatfolk 
  of Castorhage. Interaction in the city, however, can draw some out of their 
  insular natures, at least for a time. Gypsy-souls support themselves as tinkers, 
  traders, and in the performance of odd jobs whenever possible. Some have 
  small animal herds.
  Physical Description: Gypsy-souls in general conform to the physical 
  appearance of their halfling kin. They tend to be a little bit taller — some 
  reaching the outlandish height of 3 foot, 6 inches — and a bit leaner, rarely 
  having the paunch from a life of prosperity and good meals that tends to 
  find its way onto many halflings as they reach middle age. They almost 
  always go barefoot, which is not unusual for halflings in general, and their 
  ears are less pointed, in some cases being completely indistinguishable 
  from human ears in shape. Their thick curly hair tends toward dark brown 
  and black, with many wearing thick sideburns and even short beards, 
  though rarely moustaches, and they have a tendency to grey early, with 
  many having thick streaks of white running through their unruly mops 
  at even a relatively young age. Their eyes share dark shades similar to 
  their hair though occasionally a striking ice blue appears. Their skins are 
  a shade darker than the almond coloration of typical halflings, possibly 
  from greater exposure to the sun in their wandering lifestyle. They quickly 
  develop many fine lines and wrinkles from years in the sun and wind and 
  a tendency toward laughter, though this does not make them appear older 
  as much as it makes them seem jollier and more world wise.
  Society: Like the Viroeni wanderers that they have come to identify 
  with, gypsy-souls spend most of their life traveling upon the roads of 
  Akados in caravans of small wagons. These are frequently included as part 
  of a Viroeni caravan but not always so. When they are with Viroeni, they 
  are treated as one of their own and answer to the tribes reigning matriarch 
  just as do her human kinfolk. This arrangement is very egalitarian in that 
  on many occasions the Viroeni themselves answer to a halfling gypsy-soul 
  matriarch if she is the most senior member of the caravan. On the open 
  road or in an encampment, gypsy-souls are prone to music, dancing, and 
  the telling of elaborate jokes. They do not involve themselves in pranks 
  very frequently because they are accustomed to living on few resources 
  and among hostile peoples so that anything that might damage another’s 
  property or dignity is seen as detrimental to their survival. Rather, they 
  confine their internal rivalries to clever jests and barbs for the amusement 
  of all, and a gypsy-soul that knows he has been bested enjoys the roast as 
  much as any onlookers and begins planning his future rejoinder almost 
  immediately. Pranks upon non-gypsy-souls, however, is an entirely 
  different matter, and truly legendary members of their families are those 
  who can pull the most outlandish pranks upon other peoples.
  Relations: If folk look upon the Viroeni as roving skulks and thieves, 
  they look upon the gypsy-souls who associate with them as little better 
  than an infestation of vermin. Only in municipalities of established relation 
  with gypsy-souls do they find any real welcome. In Castorhage, there are 
  entire barrios occupied by gypsy-souls who have made a more permanent 
  abode for themselves, and here they have become enough of a fixture to 
  avoid constant persecution. It is true that the folk of the Blight look upon 
  all gypsy-souls as cutpurses and pickpockets, but then, most other groups 
  are suspected of the same, so the gypsy-souls find an easier acceptance 
  than in most other places. In places not as accustomed to the presence 
  of gypsy-souls, they are usually confined to isolated encampments away 
  from towns and cities, and allowed entry only on market days when their 
  wares and services might be of use. Gypsy-souls harbour some resentment 
  toward this inherent disregard for them, but their own habit of tricks and 
  pranks does not engender them to these communities.
  Alignment and Religion: Gypsy-souls are chaotic by nature though 
  rarely truly evil. Many of them, in fact, have a heart of gold that is 
  tempered by their impish ways. Their love of freedom and disdain of 
  rules and the shackles of civilization means that they are never inclined 
  toward lawfulness. Most frequently, they are chaotic good or neutral with 
  some neutral good and chaotic neutral. Only on the rarest occasions are 
  neutral evil or chaotic evil gypsy-souls encountered. Their love of the 
  freedom of the road and the irreverent ways of halflings means a great 
  many favour the halfling deity Mick O’DelvingBP with PekkoRCFG almost 
  equal in popularity. Their inherent wanderlust and love of the many 
  hidden twists and turns of life leads many into reverence of Belon the 
  WiseBP, MoccavalloBG, TykeeBG, or ZorsBG. Some of the older gypsy-souls 
  are devoted to the traditional Viroeni deities of MertDD, VionirBG, or Lurz-
  UrciaLCB. Very rarely, an evil gypsy-soul might venerate DemogorgonMM 
  as the Lord of Fate.
  Male Names: Gypsy-souls have abandoned the typical naming 
  conventions among halflings in favour of those of the Viroeni. Common 
  male names include Alfonso, Andrej, Baldo, Hanzo, Luca, Marko, Stefan, 
  and Toman.
  Female Names: Esmara, Eva, Mirella, Nuri, Riva, Tabita, Violca
  Human, Blighted
  It is a peculiar facet of the Blight that those who dwell there notice 
  a subtle change over many generations, almost as though their deeds 
  truly become tattooed upon their bodies. This is true in general only for 
  those who have several generations of Castorhage in their kin; those who 
  manage to escape, who throw off the shackles even for a few years, or 
  who by good fortune are somehow immune to this effect are unaffected.
  Others are not so lucky, and this kinship manifests in subtle changes 
  within the bodies of those who come from such long lines of locals. 
  For example, those who use their bodies for brute force — the builders, 
  labourers and roofers — can be identified by their peculiarly large hands, 
  or shoulders, or backs. Miners develop wider eyes with larger pupils; 
  chimney sweeps, an unsettling ability to voluntarily dislocate their limbs; 
  nobility may be tainted by generations of envy or lust and have peculiarly 
  
  48
  The Blight: Richard Pett's Crooked City
  feral or angered expressions. In general, these changes are not monstrous 
  but are all the more unsettling for their subtlety.
  Physical Description: Blighted humans are fairly typical of the human 
  folk of western Akados. Their skin tones are usually somewhat pale and 
  range from sallow to ivory to pinkish all the way to the almost pure white 
  of albinism. Whereas most of western Akados tends toward more aquiline 
  features, those of the blighted are usually coarser and somewhat broader. 
  Their hair runs to the same dark browns, auburns, and black of western 
  Akados, and their eyes are a range of blue, grey, blue-grey, bluish-black, 
  dark brown, and pale violet. As noted, their physical features do tend to 
  reflect the sort of occupation their family has held for many generations, 
  though these changes are subtle and fall well within the normal physical 
  morphology found within the population.
  Society: No single social stratum fits the blighted. They can be from 
  the lowest of the city’s gutters to the marbled galleries and halls of the 
  Capitol. In fact, a member of the blighted would not even identify himself 
  as such. Being one of the blighted is not a recognised classification; it 
  is simply a physical reality of those whose families have dwelt in the 
  city-state long enough for physical changes to occur. This is reflected in 
  that the one feature they all truly have in common is their ancestry’s long 
  residence within Castorhage.
  Relations: Like humans elsewhere, the relations of the blighted run 
  the gamut from open integration with other races and cultures to rampant 
  xenophobia and prejudice based on the individual’s upbringing and 
  circumstances.
  Alignment and Religion: The full range of alignment options are 
  commonly found among the blighted. This applies as well to their religious 
  preferences, though they have a higher tendency to follow the religions 
  indigenous to the city of Castorhage as opposed to those of elsewhere 
  in Akados. There are many exceptions to this, however, as the folk of 
  Castorhage includes immigrants from across the world of Lleogyr who 
  have brought their native beliefs with them to their new homes. By far the 
  largest human congregation of any god in Castorhage is that of Mother 
  Grace*, the city’s de facto patroness deity.
  Male Names: The blighted use the same styles and forms of names as 
  the rest of the citizenry of Castorhage. Their naming conventions do not 
  mark them in any way as different from anyone else.
  Female Names: Like the males, blighted females share the same 
  naming conventions as the folk of the city around them.
  * See True Gods of the Blight below
  BG See LL8: Bard’s Gate by Frog God Games
  BP See LL5: Borderland Provinces by Frog God Games
  CotSK See LL4: Cults of the Sundered Kingdoms by Frog God Games
  DD See Dunes of Desolation by Frog God Games
  DMC See Dead Man’s Chest by Frog God Games/Necromancer Games
  GD See Glades of Death by Necromancer Games
  K2 See K2: The Diamond Fortress by Necromancer Games
  K9 See K9: Elemental Moon by Necromancer Games
  LCB See LL2: The Lost City of Barakus by Frog God Games
  MM See Mountains of Madness by Frog God Games
  PU See Pathfinder Roleplaying Game Pathfinder Unchained
  RCFG See Razor Coast Freebooter’s Guide by Frog God Games
  SV See LL1: Stoneheart Valley by Frog God Games
  TD See Trouble at Durbenford by Necromancer Games
  UC See Pathfinder Roleplaying Game Ultimate Combat
  
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  Player's Guide
  New Races
  The scourge of the Blight does more than simply twist the essence of 
  those unfortunate enough to live there for generation after generation 
  and create new traits and subtypes of existing races. The Blight also has 
  entirely new races … or has at least has attracted these otherwise rare 
  races in numbers unknown elsewhere.
  Briny (Half-Skum)
  Fishermen spit when they hear the name mentioned — briny, fish-
  bred — born of a forced union between skum and the wives of men. The 
  humans hate the children that flounder in the streets, children more at 
  home in the cold, dark waters than in the lands of the sun and air. They 
  are children that, they say, have some purpose in being on land; children 
  that remind them of the foul act that created them; children that hate the 
  day, hate the sun, yet are attracted to it, like moths to a flame, their eyes 
  watering painfully as they stare into the glow of the summer orb, praying 
  for someone to turn off the light.
  They come from the deep and cold places below, watching the warmth 
  of landmen’s wives with greedy eyes, eyes that want to steal. Skum lurk 
  everywhere in this city, and the local strain constantly seek a human mate 
  to take and impregnate. If a skum is not born, the union is cast out — 
  along with the mother — by the skum, who are bound by an ancient ritual 
  not to kill them (some have conjectured that the aboleth expressly forbid 
  such killings to allow their progeny to establish a foothold on land). The 
  women (called “brine mothers” by most folk) often come back — poor, 
  silent creatures that they are, no matter what they were like before. They 
  always bring back what they have been given, these poor taken wives, but 
  they never tell what they saw, or what happened to them. The given thing 
  is called a briny, and hated although it is, it is well-known amongst the 
  fishermen that to kill the child means to also kill the wife, for many have 
  tried. Many have killed the foul infant in the hope of freeing the wife, only 
  to find her hanged a few days later — always by her own hand. 
  Physical Description: Some are more human than others, but each is 
  deformed in some way, and about a quarter of them slowly change as 
  they age, eventually undergoing a terrible transformation and becoming 
  a skum. However, for a PC, this end can be a long way off, or perhaps 
  it never occurs. They always inherit some aquatic feature: bulging eyes, 
  shreds of wan, scaly skin between fingers or toes, or perhaps an unsettling 
  smell of brine and fish.
  Society: Briny tend to stick with other briny — it’s safer that way, 
  although the more human ones find it fairly easy to blend into society. 
  Some briny even thrive on their appearance and make a living from it in 
  the freakshows and side-stalls of the city.
  Relations: Many locals are bigoted, and fishermen in particular despise 
  such creatures. This can harden the attitude of a briny, who may become 
  aggressive. They make excellent friends, however, since anyone who 
  overlooks their ancestry is unusual and to be prized. Some people pity 
  the briny, and show them acts of great kindness; many religions in the 
  city happily accept converts to their cause. Briny can procreate with 
  other briny, and do so willingly and regularly in the city, most notably on 
  the Gyre. The resulting offspring is always a briny who does not further 
  transform as it ages and is considered, perhaps, the most blest of the briny 
  by their small society.
  Alignment and Religion: Although they can have any alignment, briny 
  tend to be neutral, their upbringing making them more self-reliant and less 
  biased toward one school of thought or another. Some briny are unaware of 
  the eventual end fate has in store for them, while others seek to stop the awful 
  
  50
  The Blight: Richard Pett's Crooked City
  transformation with devotion and prayer. Communities of briny develop their 
  own religious practices based upon nature or sea, or adopt those of other races 
  to better blend into the societies of which they are a small part. Amongst these, 
  the worship of Brine* is by far the most common.
  Male Names: In an effort to blend in, briny often take human names, 
  although those with an inherent favouring of the Aquan language may 
  take a darker name more in keeping with their past.
  Female Names: Like the males, the less common females also tend to 
  take names from societies in which they find themselves.
  * See True Gods of the Blight below
  Coprophagi (Roachfolk)
  In a city of social dregs, the coprophagi (or roachfolk as they are more 
  commonly known) are truly the scrapings from the bottom of the barrel. 
  Reviled by all, the roachfolk live almost invisibly within the City-State of 
  Castorhage, restricting their movements and habitats to areas where others 
  wouldn’t care to look or to the sheltering darkness of night that hides them 
  from the eyes who might take umbrage at their very existence.
  It is thought that roachfolk originally must have hailed from Between 
  or some other vile plane because no records speak of their existence 
  before the rise of the city-state, and they are largely unknown elsewhere 
  on the continent. The fact that they bear a vague resemblance to dwarves, 
  however, speaks of a far closer and more tragic origin, though none 
  amongst the stout folk speaks of such a thing, and they would violently 
  oppose anyone who attempted to lay such a claim. For their part, the 
  coprophagi keep to themselves and avoid contact with others whenever 
  possible for fear or instigating pogroms against their very existence — a 
  circumstance that has occurred more than once in the past. The fact that 
  they continue to survive within the Blight — and in significant numbers 
  — is a testimony to their ruggedness and adaptability.
  Physical Description: The coprophagi in all ways resemble a humanoid 
  cockroach. They stand erect on two, thick insectile lower legs with two 
  more sets of limbs extending from their torso, a pair of long insect-like 
  arms extending from their flanks midway between waist and shoulder, 
  and a second pair of smaller insectile appendages that extend from their 
  shoulders. Their hide is brown or black and like a carapace in texture and 
  durability, and a larger, thicker carapace extends down their backs from 
  neck to thigh to provide their own natural armour. Their heads are like 
  those of a large roach, with long antennae extending from the front, but 
  they do have an oddly and unexpectedly humanoid shape to them. Some 
  even have feeble beards growing down from their mandibled jaws, giving 
  rise to the rumour of some mysterious dwarven heritage.
  Society: Roachfolk keep to themselves, their society largely opaque 
  to outsiders. What most do know of them is that they have formed a 
  sort of fraternal order called the Festering Brethren. Of all the roachfolk 
  encountered by other races, it is these who are typically seen and are some 
  of the few who will even go about in the daytime in the view of others. 
  The Festering Brethren largely cover their bodies in rags and winding 
  clothes like lepers, though it does not disguise their insectoid shapes, and 
  many even carry a curved staff with a small bell on the end that rings as 
  they use it to walk. Also like that of a leper, these staves are intended to 
  give the other folk of Castorhage warning that a member of the Festering 
  Brethren approaches so they have the opportunity to relocate elsewhere if 
  they wish to avoid being in the presence of the roachfolk. 
  Relations: Roachfolk are tolerated at best and are unwelcome in most 
  establishments within the city. They lack the stigma of true vermin borne by 
  the night-slugs but nevertheless are treated little better. Outside the city, they 
  are likely to be viewed as a monster and a threat. No law in Castorhage requires 
  the coprophagi to use the bell-staves — though some insist that it is only a 
  matter of time — and the rampant pacifism that the Festering Brethren tend to 
  display certainly helps that situation. Despite their peacefulness, though, the 
  coprophagi are willing to defend themselves, and the Festering Brethren in 
  particular have proven on many occasions to be capable combatants, further 
  discouraging outright acts of violence against their race. Of all races, the 
  mongrelfolk are most sympathetic of the coprophagi, and might perhaps even 
  be distant relations to the roachfolk.
  Alignment and Religion: Roachfolk are survivors and have little use 
  for religion. They tend toward neutrality, and their actions are typically 
  those necessary to get by each day. That said, few roachfolk are chaotic 
  because they have learned that to provoke the populace of the Blight with 
  their actions is to invite their own extermination. The Festering Brethren 
  in particular are an order dedicated to ZorsBG, the Hanged Man, albeit 
  in a much more lawful aspect than that with which that demigod is 
  usually associated. The majority of coprophagi within the city worship 
  either Mother Grace* or Sister Shadows*. There is a secretive minority, 
  however, who cling to the prophecies of The Horseman* as they time 
  when their race will rise above all others.
  Male or Female Names: The names of the coprophagi are 
  unpronounceable to most humanoid tongues. They, therefore, habitually 
  take simple names borrowed from the predominant cultures around 
  them irrespective of gender or meaning. However, they hold no special 
  connection to these names and frequently take a new name whenever they 
  next must deal with folk who are not of their own kind. Some common 
  names include Abe, Ban, Bell, Bob, Cane, Cob, Dock, Duke, Guv, Jud, 
  Lob, Lord, Mab, Nob, Pod, Prince, Queen, Rose, and Tune.
  * See True Gods of the Blight below
  Night-Slug
  None is as naturally capable of the fine art of breaking and entering as 
  the night-slug. Fortunately for society, few are also as cowardly. Night-
  slugs maintain their existence simply by avoiding notice. Sometimes 
  called the Tunnel People by the few folk of Castorhage that run across 
  them in the endless sewer channels beneath the city, these elusive 
  creatures often reside in small crawlspaces or even the hollows between 
  the outer masonry and inner plaster and lathe of a house. They are capable 
  of maneuvering their bodies through seemingly impossible spaces. Those 
  among their number who are not lucky enough to acquire such grand 
  accommodations typically live in places that allow them to avoid notice 
  — the city dump, a gable hanging over a small alleyway, and so forth.
  Physical Description: Night-slugs have a humanoid structure with 
  blotch-grey skin bearing randomly arranged tufts of muddy-brown hair. 
  
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  Player's Guide
  Their arms are thin and elongated, hanging limply at their sides, and 
  they seem to possess little if any muscle tone in general. Their ligaments 
  and tendons are exceptionally elastic, allowing a night-slug to elongate 
  its arms and legs, in the process pulling what muscle it has closer to its 
  frame. In addition, night-slugs have a “collapsible” skeleton; its bones 
  are composed primarily of cartilage, allowing the creature to squeeze into 
  incredibly small areas. A typical night-slug stands around 3-1/2 feet tall 
  and weighs 40 pounds.
  Society: Night-slugs are true scavengers living on the fringes of the 
  societies of others. They usually prefer densely populated urban areas for the 
  increased number of hiding places and resources from which to scrounge their 
  needs. Most night-slugs are loners because of the limited resources available 
  to them, mated couples rarely staying together beyond the birth of a brood of 
  whimps (as their young are called), and mothers generally abandoning their 
  young as soon as they reach maturity after 3 years.
  Relations: While most humanoids despise night-slugs and find their 
  presence loathsome, few actually fear the creatures. More than one urban 
  goodwife has walked into a room of her house at night to find a night-slug 
  crouched in the corner chewing on a lace table runner and staining the 
  rug with its noxious skin secretions. While the typical reaction certainly 
  includes a scream, rather than flight it just as often concludes with her 
  grabbing a broom and chasing the creature until it manages to squeeze 
  back through a crack in the baseboards to the safety of the inner walls. 
  In some cities plagued by these creatures, there is an entire industry for 
  exterminators hired to enter homes and buildings to clear out night-slug 
  infestations. The only race that could truly be said to hold empathy for the 
  night-slugs are the wretched mongrelfolk on the rare occasions when the 
  two peoples cross paths.
  Alignment and Religion: Night-slugs are not particularly intelligent 
  and typically exist at a subsistence level with little drive or idea of 
  improving themselves. As such, their alignment is almost always neutral 
  though exceptions do exist, of course. In general night-slugs are not 
  religious and devote little time or energy in contemplation of the gods. As 
  such, there is no religion that could be said to be typical of night-slugs, and 
  most follow no religion at all.
  Names: As loners and outcasts, most night-slugs don’t bother with 
  names at all. Their lack of interaction with most others prevents any sort 
  of need for one. A night-slug identifies everyone as either “self” or “other/
  danger.” Of the few that do take names, they are usually a single word — 
  bereft of context — borrowed from another language or a monosyllabic 
  name that sounds pleasing to a particular night-slug’s ear. They make 
  no distinction between male or female names. Examples include Bloo, 
  Fancy, Glugh, Plop, Spoon, and Tater.
  Swyne
  “Lord, why can’t I get a decent tailor these days? Adjust my cravat, 
  idiot; can’t you see it’s crooked? How can I go to the lodge dressed like 
  a human? I hope they have those succulent kidneys tonight, the ones 
  that they serve just lightly toasted with sugar. They have fine food at the 
  lodge — not that you’d know about the finer things in life. We’ll drink 
  the finest Crava from crystal and eat our fill before talking business over 
  cabb’e and hookahs filled with the finest tobacco and insectum money 
  can buy. We’ll trade millions tonight, you know? Millions! Can you 
  imagine a million? I thought not. That’s the trouble with humans — no 
  imagination, and little appreciation for the finer things in life — little 
  appreciation of anything, in fact.”
  Pleasure, pleasure, and pleasure: the three “P’s” of swyne philosophy. A 
  swyne lives to enjoy, to eat the finest food, to romance the most beautiful 
  people, to plunder the greatest treasures. A swyne is a voyeur, a pleasure-
  seeker, a lothario. They do anything and everything to ensure that they get 
  the most out of life.
  In essence a humanoid pig, the swyne is usually fat, sallow-eyed, and 
  hungover from excess. Dressed in the best he can buy, a swyne gets what 
  he can out of life — as often and as plentifully as possible. Roughly human 
  in size and shape — and with all the foibles and interests that accompanies 
  — the swyne are often mistaken for fat humans from a distance, until their 
  snouts and piggy eyes come closer into view. Swyne tend to stick together, 
  and refer to each other as brother or sister hog.
  Physical Description: Some swyne can pass for human; so subtle 
  are their porcine features. Others resemble humanoid pigs, with hoggish 
  features, clumsy hands, and squealing laughter. They all tend to be fat (a 
  result of enjoying as much fine food as they can, as often as they can), and 
  prone to being clumsy; their porcine ancestry runs deep, and occasionally 
  shows itself in their eating habits.
  Society: Swyne stick together. A swyne almost always helps another 
  swyne in trouble, often with the benefit of a considerable lecture on the 
  error of their ways and how the suffering swyne in question should follow 
  the path of his benefactor, whatever that path may be. Swyne live for 
  excess, and have developed many guilds of their own to band together to 
  ensure mutual benefit — providing, of course, that the benefit is primarily 
  their own. The swyne have developed thousands of clubs related to 
  excess and pleasure, the most famous of which are the Hedonists, a group 
  perpetually related to dark rumours of excess, torture, and cruelty over 
  enormously excessive luncheons. 
  Relations: Everyone has his uses, and a swyne judges life by the number 
  of associates he has. Their selfish natures tend to make true friendships rare 
  but incredibly close; a swyne friend is one for life, but a swyne associate 
  cannot be trusted. Swyne deeply admire the banking gnomes of the city, 
  and many close associations have and do take place across the city. They 
  consider elves to be flighty and unpredictable, dwarves miserable, and 
  half-orcs repulsive. They like a halfling’s appetite and admire the human 
  capacity for vice. They take great offence at being likened to pigs, and 
  often refer to other humanoid races as monkeys as a riposte if so insulted.
  Alignment and Religion: Swyne religions are based around 
  acquisition: be it monetary, rare objects, land, property, or any other 
  such avarice. Porfask*, the Swyne God of Wine-cellars is one; Hork*, 
  Goddess of Musk, another. Of course, Mammon* has the greatest share of 
  worshippers among the race and has been adopted into the swyne pantheon 
  — whether he is aware of it or not. To many races, the swyne gods seem 
  trivial in their focus; to a swyne, they are divine in their singular greed.
  Male Names: Boarbrand, Bogslob, Grund, Grork, Hobb, Hogwell, 
  Hoglard, Pikskin
  Female Names: Asparagus, Cauliflower, Cupling, Ladywell, Lettuce, 
  Pigmella, Porcinia, Porflower, Sugary, Winscent, Winseed.  
  * See True Gods of the Blight below
  
  52
  The Blight: Richard Pett's Crooked City
  True Gods  
  of the Blight
  While the “gods” of the Blight are a constant presence in the minds 
  of many Castorhagers and even occasionally walk the street, there are 
  still countless other older deities whose names are invoked on a daily — 
  sometimes momentary — basis. These gods have their own local names, 
  but as with any icons, scholars have surmised that many are only local 
  aspects of more widely named or quoted gods. The more commonly 
  revered gods of the Blight are listed here, but in a city so large, it seems 
  that whatever god, saint, or angel one worships, there is bound to be a 
  shrine to them somewhere.
  Many of the main deities presented below appear in other areas of the 
  Lost Lands as well. However, their complete description covering those 
  other representations is not included. Rather, the list here details them in a 
  shortened version based on their relevance to the Blight itself.
  Baphomet  
  (Greater God [Demon Lord])
  The Rage Storm; Demon Lord of Anarchy, 
  Beasts, and Anger
  While revered in a more urbane and civilized manner in some other 
  lands, in the Blight this demon lord is a god of fire, of the raging storm and 
  the thunder and lightning who destroys. Even his more civilized followers 
  who meet in secret cabals for their carefully hidden dark rituals revel in 
  the destruction he promises to bring to the world. Hymns to Baphomet 
  speak of the End of Days, the coming Apocalypse, or the ruin of the world 
  through anarchy. Of late, rumours among Baphomet’s faithful speak of a 
  new weapon wielded by the Royal Navy, a powerful new advancement 
  that has seen limited use only in the far colonial corners of the empire. 
  When they whisper of this tantalizing new development, they use only 
  one word: ragefire.
  Baphomet previously appeared in LL4: Cults of the Sundered 
  Kingdoms by Frog God Games.
  Brine (Greater God)
  Ocean’s Anger; Fish-Brother;  
  God of Sea and Unsea
  One day, Brine’s worshippers say, the world will be swallowed by a 
  vast tidal wave that will wipe it clean and create it anew as has happened 
  many times before. Until such time, those who worship and work the sea 
  give offerings to the god and the creatures that live from it seeking their 
  favour. To the briny race in particular, Brine is held as patron and a sort of 
  protective older brother that sees to their needs and promises them a new 
  life of justice and equality once the wicked world that they live in finally 
  passes away.
  Father Canker (Lesser God)
  Brother Choke; The Silent Assassin;  
  God of Poison, Silence and Smog
  He is at your window, he swallows the breath of your children as he 
  chokes them, sobbing as he does. Father Canker seems to be a god wholly 
  of Casterhagi origin. He represents the ever-present danger to be found in 
  the noxious fumes of the Canker and the choking smog of the city. Jack’s 
  Candle is said to be his manifestation. Father Canker is not so much revered 
  as placated, and many beggars and those forced to live in the lowest parts of 
  the city along the banks of Sister Lyme where the mists rise highest and the 
  sea breezes are at their weakest live in constant fear of the choking miasma 
  that can come without warning and leave all it encounters dead where they 
  lay. Parents of young children who die of crib death, the Canker’s suffocating 
  fumes, or virtually any other cause often see Father Canker as the protector 
  of their lost child’s soul and make votive offerings into the Great Lyme River 
  during their grieving period, a time that can sometimes last years or decades. 
  The authorities sometimes have to keep a careful watch for these activities on 
  days when there is a high fire danger on the river.
  There is a local rumour — or fairy tale — that floats around Castorhage. 
  Some people say that Brother Choke has a weakness, that he is afraid of 
  birdsong. Whether there is any truth in that, many locals keep a canary in 
  their homes hopefully to ward him away. They have come to know that 
  when the bird stops singing, he is at hand, and it is time leave quickly.
  Geryon (Arch-Devil)
  The Liar; The Great Serpent; Lord of the 
  Fifth; Patron of Betrayal and Deceit
  The arch-devil Geryon is the Great Serpent and master of the Fifth 
  Circle of Hell where he rules from a great iron fortress. He commands 
  many followers in the city who seek his favour through lying in his 
  name and to further his cause. Many of Geryon’s faithful are casual 
  followers who seek his blessing only to cover their dishonest dealings 
  and have determined that such efforts made to his glory are less likely to 
  be discovered for the falsehoods they are. For his part, Geryon does not 
  care whether his followers are formal worshippers or mortal fools who 
  inadvertently bring him power. The majority of his formal worshippers 
  in the city are mongrelfolk (those with reptilian heritage are considered 
  particularly blessed) who seek to curry his favour and use their natural 
  aptitude for deception and obfuscation to further his cause.
  Geryon’s formal worshippers revere serpents of all kinds, and lizardfolk 
  are found throughout the city who serve his cause. The inphidians of the 
  
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  Player's Guide
  city who worship Hassith-Kaa seek out the reptilian peoples who venerate 
  the Liar and seek to exterminate them at any cost. Geryon’s most devout 
  followers are called Serpent Masters and must sign a pact of evil with him 
  to obtain greater power.
  Geryon previously appeared in The Tome of Horrors Complete by 
  Frog God Games.
  Jubilex (Demon Lord)
  The Faceless Lord; Lord of Corruption and 
  Decay; Demon Lord of Slimes and Oozes
  The Faceless Lord is a powerful demon lord, sometimes worshipped 
  as a deity, though it does not generally behave as such. It is considered 
  by its worshippers to be chaos personified and a return to a simpler, 
  purer state of existence. Jubilex is said to sow chaos and discord 
  throughout the planes, though it is possible these are simply the 
  instinctive actions of a mindless monstrosity rather than a calculated 
  stratagem. It is doubtful that Jubilex even recognizes that it has 
  worshippers, or cares. 
  Disliked even by other demons lords, Jubilex is often depicted as an 
  enormous amorphous blob with eyes in random locations that spews 
  forth foul and deadly slimes of many varieties. During a dispute with the 
  dwarven god Dwerfater thousands of years ago, Jubilex was imprisoned 
  in some hidden location rumoured to be on the Material Plane and the 
  world of Lloegyr. His physical absence has not seemed to affect his few 
  deranged cultists over this time, and if his name has been forgotten to 
  the point of being little more than a whispered rumour in the world, then 
  it likely has only helped his cult to remain hidden from the powers that 
  would otherwise seek to destroy it.
  The Faceless Lord is the ruler of slimes and oozes, things that slip 
  beneath the streets of the Blight and find an ideal setting for birthing and 
  growing his kin and progeny. He is also the Lord of Decay and is said to 
  slither the streets of the Blight at night by his mad faithful. His followers 
  are called Masters (or Mistresses) of the Ooze, and they often sacrifice a 
  limb to green slime to gain their lord’s favours. They are feared by even 
  the vilest things in the city for their cruelty.
  Jubilex previously appeared in LL4: Cults of the Sundered Kingdoms, 
  The Tome of Horrors Complete, and Marshes of Malice by Frog God 
  Games, and G5: Chaos Rising by Necromancer Games.
  Lord Shingles (Lesser God)
  The Shadow on the Rooftop; Sovereign 
  of the Heights; God of Builders, Gables, 
  Rooftops, and the Sky
  No city has a skyline like Castorhage, so it is no surprise that the 
  city’s unique rooftop culture with its ubiquitous features and threats 
  should spawn an awe in the people who live and work upon it. It is 
  possible that Lord Shingles was originally just an obscure sky deity or 
  perhaps some lesser builder deity associated with Dre’uain the Lame, 
  but whatever the case, something about the Blight’s urban sprawl and 
  ever-more precarious skyward expansion called out for a God of the 
  Heights, and one appeared. He is sometimes glimpsed at dusk and 
  dawn, and there are many gablemaesters and spider-hunters who have 
  claimed to have spent time with the god, though none can remember 
  any details with which to describe him, other than that he feared no 
  precipice or drop and somehow made them feel strangely calm and 
  safe as well. Oddly, many thieves pay him heed and make offerings 
  on rooftops for luck in their second-story endeavours, flowers, coins, 
  and personal possessions, and the gables and spires of the Blight are 
  festooned with his shrines. 
  Lucifer (Greater God [Arch-Devil])
  Prince of Darkness; Prince of Lies;  
  The Adversary; The Prince of Light;  
  Lord of Infernus; The Falling Tower; Satan
  The Prince of Darkness is worshiped by countless in the city, and many 
  good people have been tempted by lust or greed or hunger into serving him. 
  In fact, his worship is so insidious that there’s no way to determine what their 
  true numbers might be. However, the astute and very observant are aware that 
  many symbols of other divinities (deities and arch-devils alike) are usurped 
  and used in worship to the Prince of Lies, and doubtless many prayers so 
  intended for other powers fall pleasingly upon his ears in Infernus instead. 
  Though not much is known about any organized cult of Lucifer, his most 
  devout followers, the Dark Cardinals, bear marks of the touch of their master. 
  Sometimes this mark may be a simple blemish, other times it is a change of 
  body into something monstrous, bestial and lustful.
  Lucifer previously appeared in The Tome of Horrors Complete by 
  Frog God Games.
  Mammon (Arch-Devil)
  Lord of Avarice; Lord of the Third
  Perhaps the most commonly invoked god of Castorhage, Mammon is 
  said to be interested only in the spreading of his own name and that even 
  his name is a lie. It is said Mammon’s name is pronounced in the clink of 
  every coin and the cry of every slave. If there is something that generates 
  income, directly or indirectly, Mammon has a hand in it at some level. 
  Mammon is invoked by those who wish for good luck and fortune, as well 
  as those in power or those who have nothing. His touch caresses priest 
  and pauper, queen and whore alike and brings to all dreams of limitless 
  wealth and power. Worship of Mammon is somewhat unique in that there 
  are relatively few followers of Mammon who revere him as their primary 
  deity but a great many who invoke him on the side in order to achieve 
  success in some financial endeavour. Even the good-aligned followers of 
  gods of good are not immune to the temptation to beseech Mammon’s 
  blessing from time to time. As a relatively shadowy figure, even in the 
  politics of Hell where he is lord of an entire Circle, Mammon seems to 
  prefer this pseudo-anonymity. 
  Mithras (Greater God)
  Lord Storm; The Battle; The Soldier-God; 
  Mithrae Invicto; God of War, Battles,  
  and Soldiers
  The great Cult of Mithraism is one of the most widespread religions 
  in the world. The universal appeal as the god of all soldiers and roots 
  that predate even the Legions of Hyperborea when his worship was first 
  spread far and wide make Mithras perhaps the most commonly revered 
  god in the Lost Lands. He brings luck in battle, he is the parting mist, the 
  coming storm, the changing wind; he aids those who trust to him. That 
  he is principally a god of soldiers — and soldiers only — is probably all 
  that prevents the cult from becoming the dominant religion in the world.
  Founded in the early days of Hyperborea, the soldiery of Castorhage 
  is no exception to the god’s wide appeal. However, his cult takes on a 
  slightly different edge, perhaps, in the naturally blighted surrounds of the 
  city-state. In Castorhage, Mithras is revered more as the unstoppable victor 
  in battle as opposed to the honourable warrior. He is often referred to as 
  Old Iron Hand or Lord Storm among the Royal Army, and his worship 
  within the city’s military is encouraged and in some cases compulsory. 
  The Cult of Mithraism outside Castorhage has looked askance at that 
  city’s branch for some time and often see it as a tainted form of worship. 
  Every few years there is always talk of excommunicating the Castorhage 
  sect, though the Heliodromus of Mithras has quashed such talk on every 
  
  54
  The Blight: Richard Pett's Crooked City
  occasion so far. However, troubling rumours coming out of the Libynosi 
  colonies of high-grade Casterhager cult members siding with followers 
  of the barbaric war god Thursis in battle may at least be the straw that 
  breaks the back of the Soldier-Gods cult in the Blight. Whether this is true 
  or not remains to be seen, but many Paters and Coraces of Mithras across 
  Akados wait expectantly to see what sort of decree may come down from 
  the Heliodromus.
  Mithras previously appeared in LL3: Sword of Air by Frog God 
  Games.
  Mother Grace (Greater God)
  The Holy Mother; Mother of All;  
  Goddess of Family, Order, and Tradition
  The most widely worshipped god in the City-State of Castorhage, 
  the shrines, churches and cathedrals outnumber those of other gods 
  by a dozen to one and are unequalled in their magnificence. Mother 
  Grace is the goddess of the Royal Family and the official religion 
  of the State. Other gods, saints, and religious figures are tolerated, 
  and yet even this tolerance is occasionally tested with persecutions 
  launched by the religious leaders of Mother Grace’s church with the 
  backing of the Crown. Crusades on foreign shores — especially in and 
  around Castorhage’s many overseas colonies — are regular and by no 
  means driven by goodness, with many similar activities occurring on a 
  smaller scale locally. Pillaging Between in her name, burning witches 
  to her glory, and assorted murder and mayhem under the auspices of 
  divine authority are her all-too-regular consorts. Throughout all of it, 
  only one thing matters: order. 
  Outside of Castorhage and its colonial possessions, Mother Grace is 
  a very intriguing goddess. For despite her clear and present power as a 
  major divinity and her near monopoly on religious influence throughout 
  Castorhage’s empire, she is virtually unknown beyond its boundaries. 
  Nowhere else can be found organized congregations or temples in the 
  name of Mother Grace, and no known culture or ethnicity lays claim to her 
  origins. Her religion seems to have appeared as if from nothing at some 
  point early in the creation of Castorhage, and went on to obtain and keep 
  a position of religious supremacy. Some learned scholars hypothesize that 
  her church in Castorhage may represent some organized remnant of the 
  prehistoric deity once revered almost universally among early humans 
  and known usually as only The Goddess. But even that is base speculation 
  derived from little more than her apparent affinity for humans and a vague 
  resemblance between the shape of the head of her distaff in religious 
  depictions and the ancient imagery of the Tesseract long associated with 
  worship of The Goddess. What truth may lie in this connection has yet to 
  be definitively determined.
  Papyri (Demigod)
  The Archivist; The Quiet One;  
  The Lost Apprentice; The Thoughtful 
  Silence; Goddess of the Written Word
  The quiet Papyri is seldom depicted in religious art, but when she is, it is 
  always as a studious, unassuming woman hunched over a scribe’s lectern. 
  Her true name is unknown, and she is now named for the earliest medium 
  associated with her worship. The church of Papyri claims that Papyri was 
  originally apprenticed to Yenomesh, the ancient God of Glyphs and Writing. 
  Papyri doctrine states that she served Yenomesh since the beginning of his 
  creation of writing but either ran away or was banished by him for unknown 
  reasons after discovering something among his writings. For their part, the 
  followers of Yenomesh deny any such association.
  She is invoked by those who hunger for knowledge at any cost, and 
  the greatest tenets of her church is that all knowledge is neutral (no 
  matter how much harm could be caused by those who misuse it) and 
  that all knowledge should be preserved by the constant creation of 
  new copies. Throughout history this has been accomplished by virtual 
  armies of painstaking scribes, though with the modern innovation 
  of the printing press in Castorhage this tedious practice has been 
  largely relegated to the typesetters who need only assemble a book’s 
  words once. Despite her seemingly benign focus on scholarship and 
  education, Papyri’s support of unregulated knowledge acquisition can 
  often lead her adherents onto paths that culminate in exposure to dark 
  truths and darker gods. For those with a greater understanding of the 
  Quiet One, they know her consorts are gods of madness, things without 
  names, and fey gods of old that have been imprisoned and should 
  never again see the light of sun. The liturgy of her faithful, however, 
  is that the knowledge of Papyri is a shield for those who would use it, 
  and those who would use the knowledge are likewise a shield for its 
  preservation. It is whispered that many of the highest-placed members 
  of the almost-mythological Fraternal Order of the Secret Flame.
  Sister Shadows (Demigod)
  The Unseen; Goddess of Alleys, Streets, 
  Piers, and Pathways
  In a city contorted by countless pathways and alleys, this goddess’s 
  name is said almost as widely as Mother Grace’s. Her name is uttered 
  by those who walk the broadest streets to those who dwell beneath the 
  rankest piers closest to the Kiss of the Lyme and who have to “dance daily 
  with Sister Lyme,” an old Blight phrase meaning to fall into the Great 
  Lyme River, an act that is often a person’s last.
  Largely unknown outside the Blight, some suppose Sister Shadow to 
  be an aspect or divine servant of the shadow goddess Mirkeer. However, 
  despite The Unseen’s similar affinity to the dark corners of the world, their 
  similarity ends there. Sister Shadow is not a deity of the night and nefarious 
  dealings in shadow, she represents the endless shadows, nooks, and 
  crannies and the endless possibilities they represent for survival, success, 
  and even satisfaction. She is a goddess of not only those innumerable 
  hordes that dwell within the corners of the city, but the potential that the 
  city represents for those same people she embraces. Many folk see her 
  simply as a goddess of thieves and street gangs, but those who truly revere 
  her see her as protector and inspiration for their lives and the chance — 
  however slight it may be — to better them.
  The Ash Queen  
  (Greater God [Outer God])
  Queen of Whores; The Hunger;  
  Goddess of Lust, Nature, and Witchcraft
  The Queen of Whores and the eldest god, The Ash Queen’s name is 
  screamed by hunters as they take their prey and courtesans as they take 
  their lovers. She is all things lust and like all hungers, can be a force of 
  good — of the creation of life — but also of evil — betrayal, lies, and 
  perversions. And sometimes there is less than a knife blade’s thickness of 
  difference between the two. The Ash Queen is savagery and the wanton 
  celebration of Nature at its most brutal and unrestrained. Her rites are 
  usually performed at night under a new moon and starlit skies and involve 
  orgiastic feasts accompanied by wild music and ecstatic dancing. The 
  priests and priestesses, who are said to be unusually fanatical, are naked 
  but for smears of thick marsh mud, clotted blood, and the placental blood 
  and tissues of recently birthed animals or even humanoids when available. 
  For those who follow the Queen of Whores and are sane enough to realize 
  it, her worship and religion are merely a thinly veiled front for the mad 
  cult of the goddess and Outer God, Shupnikkurat
  Shupnikkurat previously appeared in Dunes of Desolation and Marshes 
  of Malice by Frog God Games and Ancient Kingdoms: Mesopotamia by 
  Necromancer Games.
  
  55
  Player's Guide
  The Horseman  
  (Greater God [Daemon Lord])
  End of Days; Lord of Disease;  
  Supreme of Daemons; The 
  Oinodaemon
  “The end is nigh!” proclaim his followers. The End of 
  Days is here, and soon the Horseman shall ride down upon 
  the city to reap his harvest. He will turn his four faces upon 
  all, laying the city low with his disease, burning its ruins 
  to ashes, and starving the handful that have the ill fortune to 
  survive. His name is Death and his only promise is ruin and 
  destruction. Outside the city of Castorhage, The Horseman 
  goes by his more commonly known name: the Oinodaemon. 
  His ultimate goal is to bring ruin upon all mortals, and he is 
  patient in his efforts. Though only the insane favour The 
  Horseman’s worship, all peoples fear his inevitable 
  arrival.
  The Oinodaemon previously appeared in  
  The Tome of Horrors Complete by Frog God 
  Games and K2: The Doom of Listonshire and  
  H1: The Bonegarden by Necromancer Games.
  The Gods  
  of the Swyne
  It is difficult to categorize the gods 
  worshipped among the race known as 
  the swyne* as a true pantheon, just as 
  it is difficult to categorize them as even 
  true gods. Nevertheless, these deities find 
  veneration among the swyne population 
  and seem to be capable of granting spells to 
  clerics who worship them, so they are included here 
  in abbreviated format. In truth, they seem less like 
  an actual pantheon and seem more like lesser 
  godlings or powerful outsiders that managed 
  to find a home for their extremely specific 
  and limited areas of influence and simply 
  latched onto whatever veneration they could. 
  Commonly recognized swyne gods include Hork, Goddess of Musk, and 
  Porfask, God of Wine Cellars.
  * See New Races above
  
  56
  The Blight: Richard Pett's Crooked City
  A Blight Lexicon
  Many terms and phrases are commonly used in the Blight that may 
  be less well known beyond its crowded streets. A sampling of some of 
  these terms is provided below that you can use to sprinkle throughout your 
  game to add a measure of local flavour to the NPCs.
  Æ – abbreviation of ævum, meaning “Age at Time of Death” (High 
  Boros)
  Ancients, The — giant and monstrous creatures of prehistory sometimes 
  found in fossilised remains in the vicinity of Castorhage; more proper 
  term is “Leviathans”
  Astromancer — magical practitioner who combines astrology with the 
  physical laws of astronomy (common term outside of Castorhage as 
  well)
  Bibliomerchant — BookTown bookseller
  Blight, The — city of Castorhage, usually disparaging
  Blighter — resident of Castorhage, always disparaging 
  Boater — water-gypsy boatman, usually Viroeni or halfling
  Burke — to smother
  Canker, The — thick fogs that arise off the river and envelop parts of 
  the city that have a reputation for choking the life from the sleeping, the 
  weak and the helpless
  Coolie — a servant/labourer (usually indentured)
  Corner-Doxy — a street prostitute; a harlot (usually cheap)
  Costermonger — also hawker or screecher; a street vendor
  Deadbook, The — death, usually by murder or other violence; to be 
  “put in the Deadbook” is to be killed
  Esquire — common title of gentry, barristers, and the well-to-do; often 
  shortened to Squire
  Fetch, The — secret undead inhabitants of the city serving the vampire-
  god Beltane
  Fireman — a labourer employed to stoke the furnaces of 
  manufacturies or seagoing vessels with steam-driven paddle wheels
  Flagonfist — a tavern server (common term outside of Castorhage as 
  well)
  Gablemaester — folk employed to patrols the rooftops of the city and 
  keep the worst of the vermin and riffraff under control
  Ghat — river temple composed of stone steps, of Jaata origin
  Gill – a quarter pint
  Gong — night soil wastes thrown into the gutter
  Gong Farmer — a night soil collector who pushes a cart along the street 
  each morning
  Great Dark — unexplored subterranean realms below the Underneath
  Hege – adjectival demonym for something of Xi’en manufacture or 
  tradition, short for Xi’en Hegemony (usually used in Castorhage for 
  items of Gtsang origin as well)
  Insectum – addictive insect-based drugs used by many in Castorhage
  Jack’s Candle – a rumoured part of the Canker thought to be intelligent 
  and responsible for burking many of its victims
  Knackers-Yard — also knackery; a slaughterhouse for horses and other 
  animals that have been retired due to age or infirmity and are intended 
  for rendering rather than consumption
  Knight of the City (K.C.) — a minor and relatively obscure noble title 
  occasionally bestowed by the Queen or Crown Justices
  Legalese – also turnees; the minor legal clerks employed by the courts 
  and barristers for the endless paperwork and procedure of the Courts and 
  particularly BookTown
  Little Sis – also sis; a gold shekel (1 gp)
  Lowfolk — primary commoner caste of the city
  Lych Field — cemetery
  Made, The — commonly encountered forms of lesser undead and 
  constructs cheaply made and used for mindless labour
  Milliner — a maker of women’s boots
  Mortimata – also mortomata; simple automata made of flesh and bone 
  and muscle preserved and animated by alchemy and/or necromancy
  Navvy — a labourer employed in construction of a road or canal
  Old Ones — semi-mythical ancient peoples thought responsible for 
  leaving stone circles and cave paintings behind, often conflated with 
  Ancient Ones/Andøvan culture
  Physiker — a physician, a doctor; a professor employed as a private 
  tutor (common term outside of Castorhage as well)
  Pil – a silver pilaster (1 sp)
  Prahu-Punter — also punter; narrowboat pilots of the Lyme and the 
  Sinks hired to ferry passengers and renowned for their singing ability
  Punkahwallah — a servant employed to manually operate a punkah 
  ceiling fan; a practice originally imported from Far Jaati
  Punter — also prahu-punter (see above); a patron of prostitutes 
  (derogatory)
  Queen’s Men — officers of the City Watch
  Sadhu — a holy man, likely of Jaata origin
  Savant — high-ranking university professor position
  Steeplejack — a worker specialised in constructing or repairing steeples 
  and other precarious roof features
  Tanner – a copper common (1 cp)
  Triad – a Xi’en criminal organization or thieves’ guild
  Tongawallah – driver of rickshaws and handcarts
  Tout – a street seller who pesters and cajoles passers-by
  UnderMaester — local ward political position appointed by parish 
  watch commanders
  Urger — a person who sells horseracing tips on the street
  Waggoner — a book of nautical charts and notes
  Wynds — winding, often steep alleys of the city
  Yīshī — honorary Xaon title for the mistress of an apothecary
  The Blight  
  Player’s Guide Appendix
  
  57
  Player's Guide
  Common Names of The Blight
  After determining the types of friends above, names should be selected 
  for these friends. Lists of names are provided below for males, females, 
  and surnames. These are examples of typical human names found within 
  the Blight. There are many more names to found within the city, but these 
  can serve as a guide for capturing the feel of the average names spoken on 
  the streets and in the gin houses of the city.
  Male Names
  Female Names
  Surnames
  Barbel
  Bathsedomil
  Bedomile
  Borage
  Breck
  Carbuncle
  Carder
  Cleg
  Cole
  Crig
  Droll
  Ekrin
  Flax
  Gideon
  Grund
  Henbit
  Jacob
  Joshua
  Kale
  Kotlin
  Loam 
  Longhorn
  Luther
  Natter
  Mab
  Mox
  Oscar
  Padge
  Pleasant
  Quarrel
  Qogg
  Rudge
  Seth
  Silas
  Sorrel
  Spurge
  Sturgeon
  Tanner
  Toadflax
  Tog
  Tomlin
  Turnip
  Turnstone
  Tussock
  Uriah 
  Weald
  Weld
  Welt
  Woad
  Wrack
  Wryneck
  Ancona
  Bernice
  Blackberry
  Briney
  Broom
  Brudella
  Bunting
  Buttercup
  Catkin
  Celeress
  Chastity
  Chen
  Constance
  Curlew
  Dandelion
  Dulse
  Ella
  Elisa
  Elisabeth
  Ettie
  Fogou
  Grace
  Happiness
  Hazel
  Hemp
  Hempy
  Hope
  Hornet
  Humrineller
  Ivy
  Juniper
  Katkin
  Lettuce
  Mallow
  Mercy
  Murnifell
  Nan
  Nightscent
  Poppy
  Primrose
  Rull
  Shanny
  Shanny
  Sheepsbit
  Tansy
  Teasel
  Thenna
  Uneria
  Vellia
  Weft
  Zydora
  Alderfly
  Bedstraw
  Blackfly
  Blackhemp
  Bladderwort
  Botfly
  Brompton
  Butterly
  Catchpenny
  Cornuwell
  Cotter
  Crump
  Crush
  Dogerell
  Flixton
  Frim
  Grindalythe
  Grindylow
  Gutter
  Hartwill
  Hogweed
  Humpless
  Kumblecramps
  Kumblekumble
  Linton
  Lucksikard
  Mine
  Mowthorpe
  Mumblechump
  Mumpsy
  Pedimine
  Podge
  Pollard
  Porter
  Pumple
  Rake
  Rast
  Rowgate
  Sedge
  Slyne
  Sough
  Stoat
  Stotter
  Tangle
  Thornholme
  Tredge
  Troff
  Turnkey
  Wodge
  Wold
  Zander
  
  58
  The Blight: Richard Pett's Crooked City
  The Blight Player’s Guide provides system neutral information for players about the  
  city known as the Blight, its environs, its various districts, its peoples and personages.  
  This book is entirely player friendly and provides an easy way for players to play  
  characters from the city or visitors who have taken the time to get to know the place 
  without the GM having to read page after page of exposition text. The perfect accessory 
  for GMs to give to their players to launch them into a Blight campaign. The book includes 
  the city poster map stripped of GM tags so that it is safe for players to peruse at their 
  leisure as they make their way through the crooked city of the Blight.
  Crack open the pages of this player’s guide and dive right in,  
  because you’ve such entered the wrong side of town . . .
  Warning!
  This product contains materials that may not be suitable for all audiences.  
  It is recommended for use by individuals age 13 and older.
  Richard Pett’s Crooked City
  Richard Pett’s Crooked City
  Frog God 
  Games
  Player’s Guide
  Player’s Guide
  ISBN 978-1-62283-325-2
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Lost Lands/The Blight - Player's Guide.pdf