Rilmani, Plumach
Rilmani, Plumach

Rilmani, Plumach

Plumach Rilmani

Philosophy: Focus on their own personal contribution to Balance

Caste: Alchemist-Artisan

Alchemical Metal: Lead

Stat Blocks: AD&D 2e | D&D 5e | PF 2e

Let me tell you the chant on the plumachs, living proof that not every berk in the planes is itching for a scrap or a harbouring grand cause. Plumachs are the sort who’d rather keep their noses clean and their hands dirty with their own business than meddle in the lives of others. Imagine a basher made of dull, gray metal, shaped like a dwarf got squashed a bit—broad shoulders, thick waist, and hands a bit like shovels. Not exactly the sort to grace a ballroom, but then, who in the Spire cares for dancing?

These cutters are the bricks and mortar of rilmani society, right at the bottom of the pecking order, and that suits them just fine. They’re the crafty sorts, hammering away at their particular trades with a skill that’d make any prime craftsman green with envy, be it building, pottery, art, alchemy or herbalism. But don’t go thinking their work’s all about necessities; oh no, these berks are all about the finer things, creating comforts and baubles, since they’ve got no need for grub or the need to earn a roof over their heads.

Their philosophy’s as simple as it gets: Keep out of trouble, and trouble’ll keep out of you. A plumach’s idea of a grand day is one where nothing exciting happens, and they’re content with that. These bashers are the epitome of “live and let live,” taking philosophical apathy to an art form. They reckon as long as they’re balancing their own scales, the multiverse will sort itself out. And if you think that makes ’em easy marks, think again. They might not be looking for a fight, but corner one, and you’ll find they’re as tough as old boots, with hides that’d turn a blade and a stubborn streak wider than the River Styx.

Now, don’t go mistaking their disinterest for ignorance. These bashers might prefer the comfort of the Spirelands, but they’ve got eyes and ears all over the Outlands, making sure their slice of nowhere doesn’t tip one way or t’other. Plumach traders and caravans are common enough throughout the Outlands, but the farther they are from the Spire, the less likely they are to take action for the sake of the Balance.

They’re the watchful guardians of their own doorstep, happy to let the rest of the rilmani worry about the cosmic scale of things. But, should the drum beat to war, and an aurumach convince them there’s a cause worth breaking their backs over, well, you’d best not be on the receiving end. Plumachs en masse are like a landslide – slow to start but unstoppable once they get going.

Now the other curious thing about rilmani society is its cyclical nature. Chant goes that while the plumachs are the bottom of the pecking order, they’re also the bashers that the aurumachs pay the most attention to. In an odd sort of way, the opinions of the plumachs sway the aurumachs, completing the circle, and meaning really there’s no one of the castes of rilmani who’s the most important. At least, that’s what the aurumachs tell the plumachs…

So, there you have it, the plumachs in a nutshell: sturdy, dependable, and as interested in the great cosmic tangle as a rock is in philosophy. But like the foundation of a tower, they’re what keeps the rest of rilmani society standing solid.

Stat Blocks:

  • Planescape Monstrous Compendium Appendix II [2e] p91 here
  • Manual of the Planes [5e] p318
  • Pathfinder [2e] conversion by mimir.net here

See Also: A Plethora of Plumachs, a collection of rilmani cutters from this caste

Source: Jon Winter-Holt. Canonwatch: The rilmani have changed a lot between 2e and 5e D&D, not least in terms of their appearance. I must confess I don’t like the futuristic robo-android-look of rilmani that 5e has introduced, I think it’s anachronistic compared with the rest of the setting, and 5e rilmani look more like golems than an outsider race. And obviously the lumpy blobs of 3e were dreadful. So I’ve reimagined them closer to the 2e form; humanoid, clearly metallic themed, androgynous, more planescapey, and I’ve tried to make each caste look more distinct from each other too. In terms of Pathfinder 2 stats, I’ve stuck closer to the 5e version than the 2e. Please let me know what you think!

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