PZO9208 Dark Markets, a Guide to Katapesh.pdf

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DARK MARKETS
A GUIDE TO
By Stephen S. Greer and
Amber E. Scott
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DARK MARKETS
A GUIDE TO
KATAPESH
KATAPESH
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60 mi.
1. White Canyon
2. Pale Mountain
3. House of the Beast
4. Mirazha
5. Slither Cove
6. Painted Flutes
7. Trackless Storm
8. Zolurket Mines
9. Lightning Stones
10. Crouching Jackal
11. Creeping Watcher
12. Steps of the Agate King
13. Dritwood
14. Gembasket
15. Sleeping Dove
16. Palace Mortales
17. Sable Sands
18. Evergrowth
19. The Beehive
20. Selkelas
21. The Three Stars
22. The Lost Temple
23. Suketh'ma
24. Vargas Swamp
25. Sabkha
26. Floater's Pond
27. The Observatory
28. Pyre Crest
29. Sueda Lodge
30. Fort Longjaw
31. Commonield
32. Bug Harbor
33. El-Fatar
34. Finderplain
35. Sparadyn Jungle
36. Kelmarane
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DARK MARKETS
A GUIDE TO KATAPESH
A Pathfinder Chronicles Supplement
TABLE OF CONTENTS
Land of Adventure 2
Timeline 26
City Map 27
City of Trade 28
Adventures in Katapesh 50
Balanced Scale Prestige Class 54
Pesh Magic
56
Bestiary
58
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CREDITS
Authors : Stephen S. Greer and Amber E. Scott
Additional Design: Greg A. Vaughan and Sean K Reynolds
Cover Artist : Vincent Dutrait
Cartography : Rob Lazzaretti
Interior Artists : Concept Art House, Jason Engle,
Jon Hodgson, Eric Lofgren, Eva Widermann,
and Kieran Yanner
Publisher : Erik Mona
Paizo CEO : Lisa Stevens
Vice President of Operations : Jeff Alvarez
Corporate Accountant : Dave Erickson
Director of Sales : Pierce Watters
Sales Manager : Christopher Self
Technical Director : Vic Wertz
Events Manager : Joshua J. Frost
Editor-in-Chief : James Jacobs
Editing and Development : Christopher Carey,
Sean K Reynolds, and James L. Sutter
Editorial Assistance : Jason Bulmahn and F. Wesley Schneider
Art Director : Sarah E. Robinson
Graphic Design Assistance : Drew Pocza
Senior Art Director : James Davis
Special Thanks : The Paizo Customer Service and
Warehouse Teams
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities,
artifacts, places, etc.), dialogue, plots, storylines, language, incidents, locations, characters, artwork, and trade dress.
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this
work other than the material designated as Open Game Content may be reproduced in any form without written permission.
Pathf inder Chronicles: Dark Markets, A Guide to Katapesh is published by Paizo Publishing, LLC under the Open Game License v 1.0a
Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered
trademarks of Paizo Publishing, LLC; Pathfinder Chronicles is a trademark of Paizo Publishing, LLC. © 2009 Paizo Publishing.
Printed in China.
Paizo Publishing, LLC
2700 Richards Road
Suite 201
Bellevue, WA 98005
paizo.com
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PATHFINDER CHRONICLES: DARK MARKETS
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Katapesh–Land of Adventure!
but do not interfere with trade.” Though there
are other laws clarifying this concept and parsing
out the minutiae of guild rights, property rights, and
taxes, this simple concept has allowed Katapesh to grow
from a frontier outpost to a great trading port, rivaling
even the mighty city-nation of Absalom. All manner of
conventional and illicit items pass through Katapesh
on their way to other parts of the world, from spices
and metals to drugs and slaves, all of them prof itable
enterprises under the watchful eyes of the mysterious
Pactmasters. But there is more to Katapesh than vice
and trade. Pilgrims of Sarenrae and Iomedae seek holy
sites to commune with their deities. Gnolls and monsters
raid farms and besiege walled cities. Strange ruins call to
adventurers with promises of lost magic. Surrounded by
formidable mountains and merciless deserts, the country
of Katapesh is a fertile ground for commerce, zealotry,
magecraft, and conventional battle, with its great capital
city the chaotic center of a vast web of money, news, and
goods connecting the Inner Sea to strange foreign lands.
The CounTry of KaTapesh
Citizens of many nations, adherents of many faiths, and
observers of many cultures come to Katapesh to barter.
The constant climate and predictable geography offers a
solid backdrop to the bright mosaic of people and animals
that wander across the nation’s face.
Climate : Katapesh enjoys a stable climate year-round,
excepting the period of f ierce rainstorms in early spring and
late fall. For the majority of the year, the sun shines steadily
and infuses the land with dry heat. In northern Katapesh,
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T here is only one law in Katapesh: “Do as you will,
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KATAPESH—LAND OF ADVENTURE
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the barrier of the mountains provides a natural weather
blocker that directs rain down onto the savannah and
leaves the bordering Osirion lands to the north deprived of
moisture. Without the mountains, Katapesh would quickly
develop a climate similar to its northern neighbor.
Twice a year, at the turning of the seasons, cold westerly
winds coming off the Obari Ocean collide with warm
easterly winds from the Mwangi Expanse and create a
period of severe rainstorms lasting several weeks. These
rainstorms f lood the savannah and also ref ill the many
endorheic lakes—earthen basins that collect rainwater
but have no connection to rivers—that support desert
life, sustaining it for months of drought.
Geography : Several distinct areas make up the vast
landmass that comprises Katapesh. To the south, stretches
of desert edge the river which forms a natural border
between Katapesh and Nex. To the west, the deserts shift
into rocky f latland that rises to become the Barrier Wall
mountains. Northward, the deserts give way to grassy
savannahs interspersed with arid patches. Most wild pesh
crops exist in these sandy stretches between the plains.
Farther north, the Brazen Peaks loom as they trace the
border between Katapesh and Osirion. Finally, the eastern
border of Katapesh breaks off in a jagged coastline along the
Obari Ocean; frequent natural harbors afford refuge for the
many ships that ply the water between Katapesh’s mainland
and her satellite island, which holds the city of Okeno.
Fauna : Animals of great strength and beauty inhabit
Katapesh, but vicious, dangerous monsters also make their
homes here. Dhabbas ( jackal-like creatures indigenous
to the area), basilisks, camels, wild horses, geiers,
jackalweres, monstrous vermin of all kinds, and sand
eels live in the southern desert areas of Katapesh. On the
savannah, herds of camelopards, Katapeshi lions, calopi,
and blink dogs roam. In the mountains, gnolls pose the
largest threat, but travelers also encounter pugwampis
(usually disdainfully referred to as “jackal rats”), behirs,
dragonnes, yrthaks, athachs, hares, mountain goats, and
mountain lions.
Imports and Exports : Pesh, a narcotic distilled from
pesh cacti, is Katapesh’s largest export. Merchants from
neighboring lands bring pesh to locations as far away as
Absalom and Cheliax, sometimes smuggling the drug to
avoid import taxes or laws banning addictive substances.
Katapesh also deals in slaves, and slave barges from
Okeno glide up and down the coast, transferring their
living cargo to caravans going overland through Osirion
and Qadira. Some countries, notably Andoran, object
to Katapesh’s lax attitude toward slavery and refuse to
engage in any Katapeshi trade. So much commerce f lows
through Katapesh, though, that few countries can afford
such an all-out boycott, and most turn a blind eye to the
less savory aspects of Katapesh’s industry.
KATAPESHI GARB
Thin, loose robes and matching headscarves called kaftans
remain the most popular clothing in the plains and deserts.
The loose robes help keep the body cool, while the scarf
protects its wearer from the sun. In the past, most kaftans
were white, as the bright color reflects sunlight and leaves
the wearer cooler. In recent years, pale tints of yellow, green,
and blue also became fashionable, and in the Katapesh
marketplace today kaftans stitched with magical thread keep
their wearers magically comfortable (though not as protected
as endure elements or similar magic might ensure). These
kaftans sell for 50 gp each and come in a wide variety of
patterns, colors, and styles.
In the swamps and jungles, tight-fitting clothes that
provide no home for insects or lizards are common, as are
waterproof cloaks made of oiled canvas. In the mountains,
travelers wear thick leather gloves and boots as defense
against the sharp rocks and nettles in the area.
The bazaars of Katapesh trade in every material under
the sun. Merchants f ind raw ore, pesh, silk, animal hides,
gems, ivory, rare herbs and spices, slaves, artifacts, and
artwork available within Katapesh for trade or export.
Imports include agricultural products such as wheat,
rice, wool, linen, lumber, and alcohol.
Customs : In the desert heat, or in the gnoll-infested
mountains, refusing hospitality to a traveler in need is
akin to murder. Yet Katapesh is at heart a mercantile
nation. Thus, many customs have developed around the
concept of hospitality. Wealthy or secure travelers must
offer food and shelter to those in need. The recipient of
the hospitality must offer to pay for the aid, which the host
refuses. The recipient graciously accepts, but then either
performs a service for his host or leaves what payment
he can hidden somewhere for the host to f ind after the
guest’s departure. Guests who leave without payment of
any kind f ind a cold reception from their host and his
allies should they ever meet again, and may in time f ind
hospitality refused to him.
Hosts, merchants conducting a business deal, and
travelers sharing a campf ire often offer to share a pesh
pipe with their companions, and to refuse is considered
uncouth, if not downright rude.
A host always enters his tent before his guests, on the
chance that a dangerous snake or scorpion might have
slipped in.
Transportation : Light wagons can cross the f lat plains
of northern Katapesh, but prove useless in the mountains
and the desert. Most people travel by horseback or
camelback, with additional horses, camels, and mules
in a train to transport goods. Gnomes and half lings
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