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Transport, Pets



Four types of animal (one insectoid, three post-reptilian) fulfill the basic transport needs of most of Pala.  They are:

  • Brumbul (titan darkling beetle) – Slow but easy to train and ride, efficient, robotic.  The standard choice for most common travelers.  Roughly the size of a golf cart.  Relatively cheap.  Native to Asmaar.  48 hp, horn 2d8 crit 17-20, +1 to hit, 18 AC (shell).  300t.
  • Zog (large, docile, flightless, eyeless bird-like lizard) – Average speed but harder to ride than a kank and less efficient.  The standard choice for most military.  The size of an ostrich.  Expensive for the average person, but standard for all mounted units of armies.  Native to the grasslands of the north, but now happily ensconced through the FUK and the Empire.  15 hp, beak/claw/claw d8/d6/d6 crit blinding strike, +3/+1/+1 to hit, 16 AC (DEX).  400–600t, depending on breed (cheaper—meaning wilder—breeds are harder to coach into steady travel and require more frequent Riding and Animal Empathy checks).
  • Trin (huge, gila-esque herbivorous lizard) – Slow but very efficient, solar.  Standard for most merchants.  The size of a Mack truck.  Native to northern Asmaar/the Tephnian hinterlands.  120 hp, tail/stomp/stomp 2d6/3d12/3d12 stomp: save or knockdown, +1/+3/+3 to hit, 20 AC (skin).  15,000+t.
  • Saurian (various bipedal oviraptorous species) – Fast and good in a fight, but very inefficient and also dangerous to train.  Liable to become upset and challenge their owners.  The standard choice of all gmothi and unhuman wayfarers.  More common as mounts in Latura, where they are fed enemy soldiers.  Size range from ostrich to small truck.  Trained: very expensive.  Untrained: theoretically free…  60 hp, bite/claw/claw/rear claws d6/d10/d10/2d8 rear claws: save or knockdown, +1/+2/+2/+2 to hit, 18 AC (DEX).  1500+t.


In the sandy deserts of Asmaar and the Empire, it is possible to travel by riding the wind in huge, light vessels constructed of fungal bark, which glide with relatively low friction over the dunes and can be righted more or less easily, at least compared to wooden or metal crafts.  The most common types of desert skimmers (and the most common mechanical modes of transport in Pala) are:

  • Dhow, doni, or sloop – small, single-masted, standard, 600–2000t
  • Catboat – small, mast at the very front, more stable and more comfortable but less speedy than a sloop, 1500t
  • Felucca or ketch – larger, two-masted, standard for merchants, 20,000–50,000t
  • Clipper – huge, three-masted, military, 100K–400Kt


Sailboats are very rare, in part due to lack of wood, metal, and sailing knowledge.  However, the main reason for the demise of even most coastal sailing is the danger of the rough seas and the very rough aquatic fauna, particularly the sahuagin, who surround Pala.  The most common boats are small fleets of dhows or small companies of feluccas, which can be found in major cities, particularly Caltaraan.


The Heresiarchs and Dravanian dukes are trying to revive the lost technologies of steam.  Their successes have been few, but with new metal-recovery techniques and increased cooperation from skilled workers in Vennar, they hope to make great progress in the next ten years.


Common pets include primate-like eyeless mammal-like post-reptilians called munkeys, as well as carnivorous eyeless degs, which are (unlike contemporary dogs) silent and thought to communicate telepathically.

Gmothi (and only gmothi) keep the huge, dangerous wild dog-like animals called maanhaars as pets.  These animals display no animosity toward gmothi and avoid scavenging upon their flesh in the wild.  Maanhaars are extremely nervous, however, around humans, unhumans, and greens.

Trained pet / Cost in trada / INT (range) / AC unarmored, #att, dmg, to hit, other

  • Munkey / 1t / 3 / 14, 1, d6, +4, +8 Balance and Jump
  • Deg / 15t / 5 / 16, 1, 2d4+2, +3, sense animals 50ft rad.
  • Maanhaar / 50t / d6+1 / 14, 3, d4+2/d6+1/d6+1, +4/+2/+2, +4 Tracking

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