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Life in the Zonots

M
embers of the Simic Combine Clades and Projects
typically lead lives focused on the
advancement of evolutionary science, While the Zonots mark the separations in political
working in one of the many landscape within the Simic, Clades define the variety of
laboratories that cling to the walls of directions that Simic research takes. Clades are typically
the Zonots, or that populate the an effort undergone across multiple Zonots, with successes
surrounding areas of city. being shared to fellow researchers allowing the work to be
Some elite scientists work in laboratories known as developed upon for the differing environmental pressures
holdfasts, which are built below sea level, only accessible to of each Zonot. The primary clades are as follows:
merfolk and those who have adapted themselves for Fin Clade
underwater life. The Fin Clade focuses on motion, which has put it at the
forefront of krasis research for the greater proportion of its

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People and Rumours existence.
Life around the Zonots is defined by activity that appears to
outsiders as simultaneously calm and urgent - like Gyre Clade
watching a body of water, one is never aware of the flurry of The Gyre Clade's focus is on detecting and managing the

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activity hidden beneath a calm surface. The Simic are not arcane forces ingrained in Ravnica, and understanding and
frenzied researchers like the Izzet, but are much more improving how those forces interact with the natural world.
methodical and deliberate in their actions. The citizens The Gyre Clade's main work in applying their research is
around a Zonot typically share the same purposeful energy. closely aligned to the Utopian aim of harmonious growth of
civilisation and nature.
People on the Street - Zonots
d8 Description Hull Clade
1 Biomancer, on break catching some fresh air
Led by the Simic's famous maze runner, Vorel, the Hull
Clade focuses on resistance. This work varies widely,
2 Elf biomancer, carrying a glowing salamander ranging from the obvious biological study, to the structural
reinforcement behind the Simic's organic-style
3 Laboratory attendant, hauling a tank of green fluid
4 Merfolk philosopher, watching a flying krasis
5 Researcher, returning from having their laboratory
robes cleaned
e architecture, equal in beauty and resilience.
At present, the Hull Clade's adherence to the order laid
out by Prime Speaker Zegana rubs badly against Vorel,
who, witnessing the success of a smaller more direct
pl
6 Simic hybrid, hurrying to guard duty approach like the Guardian Project, secretly plans to
dismantle and restructure the Hull Clade so as to better
7 Vedalken, running to deliver experiment results serve the interests of a more Adaptationist Simic Combine.
8 Young merfolk, sightseeing on the surface for the
first time Projects
A major outcome of the Guardian Project not commonly
Rumors - Zonots known by outside observers is how the success of a small
team on a highly focused project has shaken up the way
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d8 Rumor
that Simic research is managed. Increasingly, high priority
1 “Another Golgari raid on Zonot Four last week. If work is given to small teams to find direct, immediate
Zegana doesn't hurry up and send official support, solutions, rather than the slower, joint efforts and more
Vannfiar will send in more of her guardians.” varied results of Clade-based research.
2 “One of the labs at the base of the Zonot lost a
significant krasis they were working on. Could have
gotten anywhere, now it's in the Undersea.” Research Grants
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3 “Azorius surveyors showed up last week, trying to Working within the Simic combine is to have the
record the numbers of guardians to draft a new law privilege of working at the forefront of biological
to limit their numbers.” sciences. High costs are naturally accrued in the
process, though these can be offset with
4 “Some merfolk surfaced yesterday with reports of a research grants from Zameck.
machine travelling in the Undersea. Maybe the Simic
aren't the only guild down there anymore.” As a member of the Simic Combine, you can
apply for up to two research grants each year.
5 “Apparently a new project has started in one of the The value of the grant reflects your position
laboratories on the lower levels. Sounds like it's on within the guild and therefore the size of
direct orders from the Zonot's speaker.” projects you will be working on, and is valued at
6 “I'm not sure what exactly it was, but the fin clade your renown with the Simic x 1d10gp. You must
were bringing something big out of the water a few have a minimum rank of Researcher to apply for
days ago. Could be a recaptured krasis, or it's a grant. Applying for a grant typically involves a
something new they're bringing for autopsy.” visit to Zonot Seven, where your grant will be
reviewed by several high-ranking biomancers
7 “One of the high-up biomancers was leading some who may approve or deny it, based on your past
Izzet delegates on a tour of the Zonot. Perhaps
they're collaborating on a new project?” work and your plans to use the funding.

8 “Did you see the latest results of the latest


chameleonic krasis experiments? Me neither!”
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Vorel, leader of the Hull Clade, received Simic mutations
Vorel of the Hull Clade before the conception of the Guardian Project. While an
outsider to the project, he is a staunch supporter of
Vannifar, and one of the loudest advocates for her to
Vorel replace Zegana as Prime Speaker.
Medium humanoid (Simic hybrid), neutral Prior to joining the Simic, Vorel lived as a human
shaman, leading a minor Gruul clan. His careful, tactical
Armor Class 16 (Scale) leadership led to many disagreements from his clan,
Hit Points 165 (22d8 + 66) culminating in them turning on him as he ordered a retreat
Speed 40ft., swim 40 ft. that ceded his clan's land to the Boros Legion to give them
a chance to regroup. Though a tactically sound decision,
his clan turned on him in fury and Vorel barely escaping
STR DEX CON INT WIS CHA with his life.
18 (+4) 16 (+3) 17 (+3) 18(+4) 16 (+3) 12 (+1) Vorel turned to the Simic combine as he sought a new
guild, and was welcomed into a strange new society where
he found his tactical mind and physical prowess equally

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Saving Throws Dex +7, Con +7
Skills Athletics +8, Intimidation +8, Perception esteemed. Vorel's sharp mind and outside-the-box thinking
+6, Stealth +7 let him quickly rise through the ranks to Clade Leader.
Damage Resistances bludgeoning, piercing and This, coupled with his mutations, that enhanced the
slashing damage from nonmagical weapons, dormant genes left in his body from merfolk ancestors,

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cold serve to prove that as a member of the Simic, Vorel has
Senses Darkvision 60 ft., passive Perception 16 been given the opportunity to be the best he can be.
Languages Common, Merfolk
Challenge 12 (8,400 XP) Vorel's Traits
Ideal. "Savage might is worthless without tactical
Amphibious. Vorel can breathe air and water. intelligence to guide it."
Spellcasting. Vorel is a 12th-level Simic
Bond. "I will fight to the end for what I think is best for
spellcaster. His spellcasting ability is Intelligence my guild."
(spell save DC 16, +8 to hit with spell attacks). Flaw. "My violent past among the Gruul shows when I'm
He has the following wizard spells prepared:
e impassioned or angry, and few members of the Simic know
how to react."
Cantrips (at will): acid splash, frostbite, light, ray
of frost, shape water
1st level (4 slots): earth tremor, fog cloud, jump
pl
2nd level (3 slots): earthbind, enlarge/reduce,
spider climb
3rd level (3 slots): counterspell, erupting earth,
haste, slow, tidal wave
4th level (2 slots): control water, ice storm,
watery sphere
5th level (1 slot): hold monster
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Reckless. At the start of his turn, Vorel can gain


advantage on all melee weapon attack rolls he
makes during that turn, but attack rolls against
him have advantage until the start of its next turn.

Actions
Multiattack. Vorel makes three attacks with his
Sa

biomantic mace, one of which can instead be a


biomantic wrench attack.
Biomantic Mace (+3 Mace). Melee Weapon Attack:
+11 to hit, reach 5ft., one target. Hit 10 (1d6 +
7) bludgeoning damage.
Biomantic Wrench (Recharge 5-6). Vorel makes a
biomantic mace attack. If it hits, the attack deals
its normal damage, and the target must succeed
on a DC 18 Constitution saving throw or its
Constitution score is reduced by 1d6. The target
dies if this reduces its Constitution to 0.
Otherwise, the reduction lasts until the target
finishes a short or long rest.

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Krasis Experiments Growing a Krasis
The mutant creatures created by the Simic combine, To grow a krasis, a process of fusing two or more creatures
known as krasis, are made through magical fusion of the together then allowing them to develop to their full size,
features of different animals. one needs access to a Simic growth chamber. A Simic
character with the rank of Project Leader (or any higher
rank) will have access to an appropriate laboratory and the
Research and Discovery support of a team of scientists. For lower ranking guild
The first step in creating a krasis is research, during which members, the Simic will charge steep fees to use a growth
a biomancer identifies and studies the traits of a species chamber (totalling around 1000gp). Aside from laboratory
that they intend to replicate in their own krasis fees, there are costs for growing each category of krasis, as
experiments. This process can involve the dissection fresh well as the growth period are shown below.
specimens, taking laboratory equipment out into the Category Cost Growth period
habitat of their subject to study its behaviour in the wild, or
studying the works of other biomancers. While all the traits 1 100gp 3 weeks
available to krasis are known by the Simic combine,

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2 200gp 5 weeks
studying their presence in different creatures, particularly
traits that have evolved to compete with creatures created 3 500gp 10 weeks
by the Simic, helps create a more complete map of
Ravnica's ecosystems. At the end of the growth period, a fully formed krasis an

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Regardless of a biomancer's methods, attempting to extremely powerful animal, grown in captivity but no less
discover a trait takes a day's work, with access to the dangerous than the beasts of the rubblebelt or undercity.
instruments of a Simic laboratory. At the end of the day, Some krasis are kept for domesticated roles among the
make DC 15 Intelligence (Nature) check. On a success, you Simic, such as biological defenses, for transport or as
discover one minor adaptation. On a success with a score beasts of burden, kept under control by teams of handlers
of 18 or higher, you can choose to instead discover a major using spells like command and dominate monster.
adaptation. The adaptation you discover is decided by the Generally, however, they are released into different
Dungeon Master, and should be chosen appropriately ecosystems around the zonots, where their ecological
based on the creature you are studying. For example, impact is attentively monitored.
dissecting a turtle, a biomancer could learn the armorede Bonded Krasis
hide major adaptation and the aquatic minor adaptation. Some krasis have been known to form bonds with
handlers. To attempt to bond with a krasis, a character
On the Shoulders of Giants must make a DC 15 Wisdom (Animal Handling) check for
each day over at least a week spent training with the krasis.
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Collecting adaptations already discovered by a
biomancer via studying a krasis is much easier After 5 successes, the krasis bonds with the character.
than any other creature, as its adaptations are A bonded krasis can serve as a monstrous ally in combat,
deliberately developed to be more prominent which can be commanded as an action. If not commanded,
than in creatures where those traits are naturally the krasis will attack the nearest creature it can see that
occuring. When studying a krasis, you discover attacked it or its bonded character, or any creature that it
both its minor and major adaptations when you would consider viable prey. When a krasis attacks a
succeed on the Intelligence (Nature) check. creature, it will continue to attack that creature (or eat that
creature if it is safe to do so) unless its bonded character
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succeeds on a DC 15 Wisdom (Animal Handling) check


when commanding it to do something else.
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